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Dev Diary #70 - The Facts about Artifacts

Hello everyone! Shoes here, back to talk about what is genuinely my favorite feature of The Royal Court — Artifact generation! One of the goals we had for Artifacts in CK3 was to ensure that the artifacts your rulers acquire will feel truly distinct from another. No longer will you have a royal treasury filled with identical swords — now you will have a royal treasury filled with an assorted variety of different swords!

Artifact Features​

All Artifacts in the game can have a set of Features that determine both how they were created as well as what they were made from. For example, ‘Oak’, ‘Ash’, and ‘Pine’ are all features of the ‘Wood’ type, which is used to make wooden furniture, spear shafts, book covers, etc., while ‘Engraved’, ‘Filigreed’, and ‘Painted’ are ‘Decoration’-type features which skilled craftspeople can use to decorate artifacts to make them more suitable for royalty.

The main use of Features is to create immersive descriptions for the artifact. Whenever a new artifact is created (such as from an Inspiration), it will gain a set of appropriate Features based on various factors including culture, geography, craftsmanship quality, wealth of the capital city, and event decisions made during the creation process. These Features are then used by the artifact’s description to emphasize any distinctive characteristics that it has! Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

The thing I love about this system is not just that it will generate and display differences between two different axes your ruler commissions from a blacksmith — it is that those differences will be even more pronounced between Artifacts created in the different regions of the world. This means Artifacts that you loot from your defeated foes while on crusade or during overseas raids will be far more distinct from other Artifacts in your treasury, serving as a memento of the great distances you or your ancestors traveled on their journeys.

Of course, we have many types of Artifacts apart from weapons, and some of the material and craftsmanship differences become truly pronounced when you start looking at the type of Artifacts that are created explicitly for rulers to show off with! For example, a crown crafted in Afghanistan might feature pieces of its legendary lapis lazuli, while one made in the Baltic region could instead feature an impressive chunk of amber as a centerpiece. Different varieties of gemstones, cloth, lumber, shells, and animal horns… the range of possible combinations is truly vast!

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

Artifact Modifiers​

As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no ‘slotless’ Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

One guiding principle we used while designing these Artifact Modifiers is the “no overtly supernatural effects” rule that guided us during the base game’s development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand. That same weapon boosting Advantage or Army Gold Maintenance is maybe less obvious, but can still be explained by serving as a symbol of hope and inspiration for the soldiers in an army and boosting their morale. Something like No Penalty For Crossing Rivers is nonsensical for an Artifact weapon though — we are not giving rulers access to the equivalent of a fully-functional Staff of Moses! Modders, of course, can add whatever modifiers they wish to an Artifact.

Historical Artifacts and Trinkets​


Of course, not all Artifacts will be artisanal masterpieces! The important thing for Artifacts is that they are meaningful to their owner in some way — this meaning doesn’t need to be purely economic or functional!

Instead, some Artifacts may have great historical value despite a plain appearance, such as Charlemage’s Throne. Other Artifacts might only hold sentimental value, such as a good-luck charm or a locket given to you by a lover which reduces Stress. Finally, some Artifacts may instead be relics of a rather… dubious provenance, yet still useful for those who believe in their power (or at least claim to).

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Growing Pains​


Work on the Royal Court expansion is progressing, and it's looking better each day that passes. Now, we want to be upfront and say that it's going to take longer than many of us expect for the expansion to be released. There are many reasons for this; the expansion is very technically challenging and we're doing things we've never done before from the ground up. We want a Royal Court that looks as grand as the mechanics that support it.

We've also had the recent organizational changes that affect how we work, as many of you know we've split into three studios - and with change comes a period of adaptation. The team has grown significantly in recent times. A lot of time has been spent onboarding new members to the team, and we've onboarded more people than we ever have before. While it may have a negative short-term impact, it's definitely going to be a solid investment for the future of CK3, not only for the release of Royal Court, but also our future expansions, and beyond. Of course the extended period of working from home makes things take longer than expected. This is something we have touched on before due to how the working conditions have been recently.

Rest assured that we're still working as hard as we can and things are progressing nicely, and are aiming for a release later this year. We will of course have more exciting details to share in upcoming dev diaries.

For now we’ll leave you with this little extra teaser:
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It looks like we're falling into the same pitfalls as CK2's artifact system. I had hoped we'd avoid that this time around. :(

We are once again forging artifacts at will (with appropriate money and "inspiration"), allowing for a significant number of artifacts available and in use, with many duplicates almost guaranteed regardless of how there are differences in the item descriptions or quality. This isn't like Diablo, where having that weapon that does an extra +1 DPS is a good thing. If you have 50 "Simple Swords" that are of a variety of different qualities offering a very minimal difference in stats and maybe a dozen different descriptions that have nothing to do beyond adding some flavor, it's still the same thing we had in CK2. No improvement there. Yes, I see that we'll have more variety in types of items instead of only a few kinds of swords, but in the end, there will clearly be a significant amount of duplication in games once again. Artifacts should feel unique.

We are also once again adding crazy stat boosts to items. The original DDs suggested only seeing grandeur and other court-related boosts, but this DD clearly shows we're doing the same thing as was bad in CK2. We are adding stats that make no real sense. Sure, you can claim that having a sword might inspire troops to do better, but your boosts are too high for that to make any sense. I mean, no inspiration caused by owning an artifact sword will make knights +15% more effective. There isn't any way you can justify such a boost. You may be able to justify a +1% or +2% boost at most with that reasoning, but certainly nowhere near +15%. And a goblet that gives +4 hostile scheme resistance? How do you even begin to justify that? Even if you were to say the ruler always keeps the goblet with them, so it can't be tampered with, in terms of goblets, you are talking about wine or other drink and that's just going to be poured into the goblet from a source that could easily have been tampered with. There is no possible way any goblet would give such a resistance.

I love artifacts and want them in CK3, but I really wanted to see an improved system. Yes, there are improvements. However, the worst problems with the old system are still present. Adding improvements without changing the biggest problems isn't a good way to implement these artifacts.

I appreciate the hard work and I love the graphics and many of the improvements are really nice. I just really wish we had moved away from being able to create dozens of essentially the same artifacts over and over and prevented the artifacts from boosting stats that should not be boosted (river crossings aren't there, but that doesn't mean other stats are okay just because they aren't quite so "wild"). I am fine with prestige and piety (in very small amounts) and even personal prowess (though I think going up to +9 might be excessive, though I can live with that). And grandeur of course makes sense. But other things really don't make sense even if you can rationalize it. I mean, sure, you can usually come up with some random story that "shows" how having a certain item could make the stat make sense (improved relations with the populace makes them help you enough to improve your defensive capabilities), but just because you can come up with some random story doesn't mean it is a valid enough justification.
 
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Don't beat yourself up too hard about the delay. I can't speak for everyone, but I would rather wait for a good product then get an unfinished one immediately. The content looks awesome and it seems to be worth the wait.
 
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C'mon, surely you see how silly this reasoning has gotten to make "reduced river crossing penalty" a valid, non-supernatural, sensible effect for owning a sword, and "no river crossing penalty" a clearly supernatural, nonsensical effect for owning a sword.

There are plenty of actually reasonable effects for a masterwork sword, but they relate to prestige, grandeur, renown, popular opinion, general opinion, prowess, etc., not "this sword inspires the local guides in enemy territory you're occupying to show you all the secret defensible regions" or "this sword makes everyone give you a 10% discount on salaries, supplies, and weapons for your soldiers".

But suppose we're not happy with that set of modifiers - maybe prestige bonuses and opinion bonuses aren't enough to make the artifacts feel worthwhile. Then the answer is simple - don't make a character's personal spear an artifact. Focus on other categories of object for which a wider variety of modifiers make sense. Don't just slap arbitrary modifiers on a regular sword and call it a day.
So you can't see the difference between the two cases? I'd consider a reduced crossing penalty *more* reasonable for an item (not necessarily a sword) than no river crossing penalty at all. I'm not sure it's one I'd include, but I can see possible ways it could be more justifiable.

I'd also have to say I don't necessarily agree that the advantage boost *is* "the local guides show you the defensive regions". I'd lean more towards the warriors under your command fighting harder because they're somehow inspired.
The discount to the army cost could come from several areas as well. Perhaps your troops *are* inspired to take lower wages (at least those you're paying). I'm sure there are others I can't think of at the moment. It's also not really supplies and weapons - that'd be, you know, actual supply limit or a reduction in how quickly your supply value on an army drops.
 
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There are plenty of actually reasonable effects for a masterwork sword, but they relate to prestige, grandeur, renown, popular opinion, general opinion, prowess, etc., not "this sword inspires the local guides in enemy territory you're occupying to show you all the secret defensible regions" or "this sword makes everyone give you a 10% discount on salaries, supplies, and weapons for your soldiers".
What's the point of weapons if they offer the same bonuses as non-weapons from a gameplay perspective? Is offering an army discount maintenance require a small leap in logic? Sure, but so does founding a witch coven giving your entire house, whether they are witch or not, a myriad of minor bonuses. Same for holding a mystic communion giving you +1 martial. It's a game, things are going to be abstracted to in order to apply appropriate types of bonuses. I'll concede that weapons giving you immediate non-prowess effects could probably be changed but, all the same, it's entire appropriate for military related artifacts to give you military related bonuses. Just because you don't like the particular logic the devs are using, "supernatural" vs. not, doesn't mean its a bad or inappropriate design choice.
 
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I'm going to make a *very* minor proposal: Make the colors for the weapon descriptions match the established rarity tiers other games use: (EG: White for Common, Green for Uncommon, Blue for Rare, Purple for Epic, and Orange for Legendary).

Seeing Orange for a standard Sword, Blue for a Famed Sword, and Green for a Masterwork is honestly confusing for those of us used to the "standard" tier colorings other games have adopted.
 
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4) Unequipped and displayed artifacts are presumed to stay in your capital, and can be looted in a siege. Worn artifacts are presumed to be carried on your person, and cannot be looted in a siege.
Does this mean we can "reappropriate" an item worn/carried by one of our prisoners? If yes, will said prisoner get a CB on us to take the item back?
 
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What's the point of weapons if they offer the same bonuses as non-weapons from a gameplay perspective? Is offering an army discount maintenance require a small leap in logic? Sure, but so does founding a witch coven giving your entire house, whether they are witch or not, a myriad of minor bonuses. Same for holding a mystic communion giving you +1 martial. It's a game, things are going to be abstracted to in order to apply appropriate types of bonuses. I'll concede that weapons giving you immediate non-prowess effects could probably be changed but, all the same, it's entire appropriate for military related artifacts to give you military related bonuses. Just because you don't like the particular logic the devs are using, "supernatural" vs. not, doesn't mean its a bad or inappropriate design choice.
Like I said, if you don't feel that the set of reasonable bonuses for weapons are worthwhile, then don't include everyone's personal sword as an artifact. This isn't dungeons and dragons, we don't need every character to have a special sword and a special shield and a special suit of armor. If the game system is such that meaningful effects are ones that don't make sense on a sword, but do make sense on, say, a book, then put them on books, not swords. Just slapping them on swords anyway, and leaving the players to come up with some absurd explanation for why swords work that way *is* a bad design choice.

So you can't see the difference between the two cases? I'd consider a reduced crossing penalty *more* reasonable for an item (not necessarily a sword) than no river crossing penalty at all. I'm not sure it's one I'd include, but I can see possible ways it could be more justifiable.

I'd also have to say I don't necessarily agree that the advantage boost *is* "the local guides show you the defensive regions". I'd lean more towards the warriors under your command fighting harder because they're somehow inspired.
The discount to the army cost could come from several areas as well. Perhaps your troops *are* inspired to take lower wages (at least those you're paying). I'm sure there are others I can't think of at the moment. It's also not really supplies and weapons - that'd be, you know, actual supply limit or a reduction in how quickly your supply value on an army drops.
No, I cannot see a difference between reduced and eliminated crossing penalty, in terms of how reasonable they are as an effect on a sword.

Why does my "simple sword" or "Hausa spear" specifically inspire my troops to defend territory I control, but not when defending territory I don't control, nor when attacking territory I do control, even when I'm not present on the battlefield?

Certainly we can go round and round coming up with more tortured explanations. But that's not a good thing - a game's mechanics should be evocative and flavorful. What we're getting is just arbitrary modifiers on arbitrary items, with no real rhyme or reason, and we're left to pick up the pieces by dreaming up these nonsense explanations of super-inspiring swords.
 
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C'mon, surely you see how silly this reasoning has gotten to make "reduced river crossing penalty" a valid, non-supernatural, sensible effect for owning a sword, and "no river crossing penalty" a clearly supernatural, nonsensical effect for owning a sword.

There are plenty of actually reasonable effects for a masterwork sword, but they relate to prestige, grandeur, renown, popular opinion, general opinion, prowess, etc., not "this sword inspires the local guides in enemy territory you're occupying to show you all the secret defensible regions" or "this sword makes everyone give you a 10% discount on salaries, supplies, and weapons for your soldiers".

But suppose we're not happy with that set of modifiers - maybe prestige bonuses and opinion bonuses aren't enough to make the artifacts feel worthwhile. Then the answer is simple - don't make a character's personal spear an artifact. Focus on other categories of object for which a wider variety of modifiers make sense. Don't just slap arbitrary modifiers on a regular sword and call it a day.
I do agree that a sword giving those advantages doesn't make the most sense and lacks a bit coherence. I mean if one were to argue that a weapon would convince the locals to help you find the good spots to fight => better defender advantage, you could also as easily make the case that locals told you were to cross the rivers without being seen.

On the other hand having a map (accessory?) which gives either of those advantages in the maps area with the "power" of the map depending on their quality would make alot of sense for the time period as precise maps were rareties for the time period as far as i know.
 
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Why does my "simple sword" or "Hausa spear" specifically inspire my troops to defend territory I control, but not when defending territory I don't control, nor when attacking territory I do control, even when I'm not present on the battlefield?


There's a good chance that your personal artefacts could apply only when you're in command, and thus present, effectively like a commander bonus.
 
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There's a good chance that your personal artefacts could apply only when you're in command, and thus present, effectively like a commander bonus.
It's certainly possible, but they don't have the little helmet icon that typically indicates that. But even if it does, why does my sword only provide inspiration when I'm defending, and also only when I control the territory? Is my sword just not inspirational on the attack? Does the inspiration stop working if I'm standing on ground my enemy has occupied but that I own?
 
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Will artifacts that increase prowess also increase visual musculature on a character equipped with it?
 
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"Knight opinion" might be an interesting bonus on a weapon - it would result in your personal circle of champions to be more loyal to you, and it would be reasonable for them to be impressed by a particularly amazing weapon their liege carries - and it would make vassals grateful for being welcomed in that circle, as obviously it's a great honor to stand abreast to someone carrying such a formidable weapon... even if it is just on parades.
 
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As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no ‘slotless’ Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

To be honest, having piles of crowns I couldn't wear, libraries full of books I couldn't read and so on in CK2 was one of my least favourite parts of the artefact system. I appreciate that having a massive pile of stat-boosting items breaks the game balance and wearing a towering pillar of crowns would be awesome very silly, but it would be nice if items you're not able to use were still useful in some way (presumably as generators of further court grandeur or else renown, prestige or something in a similar vein via a system of diminishing returns - maybe proportional to the square root of the value of all the items in your possession, including the ones you don't have equipped).

'Cause lets be fair, when I play grand strategy games, I am a dragon (or perhaps a magpie : P) at heart, and I want the game to acknowledge that my massive glistening hoard of treasure and artifacts that I use as a really uncomfortable throne/bed means that I am The Besttm.
 
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Do you think it's a good idea to allow some unpressed claim to transfer with the artifact?
For example viking raider Sven killed Byzantine Emperor in battle and took his crown?
Now he possess it and can ransom like people or press a claim and have a CB on Byzantine throne since, you know, he literally killed previous owner by himself?

Another way: Intrigues to steal artifact. You can steal Crown and try to press your claim through rebel or war to install yourself as previous owner title. (Steal Crown of Byzantine Emperor to Crown his young brother and start Rebel)
 
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It might not be a bad thing if artifacts were generally limited to having a "primary attribute" (like prowess for weapons, an appropriate stat boost for books, etc.) and some grandeur gain. I don't think this will negatively impact exitement, because stuff like "army maintainance -15%", while strong, is not exiting to me anyways and pushes the game towards being a modifier collect-a-thon, which actually discourages me from playing. I don't want artifacts because I want strong, variety stats, I want them for immersion. Be pious and collect relics, maybe donate them to the clergy, or just hunt for the shiniest things to impress your peers.

That being said, I'm quite excited for the expansion and can't wait to hear more about it (especially the court days, more vassal interactions are always welcome).
 
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Are all artifacts going to start at 100% durability at the start of the game? I feel like it would be more realistic if most of them started at partial durability. With a limit, obviously, it would be unfair to start with an amazing artifact that needs immediate repair.
 
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are there any minimal conditions for having any items equipped? for example minimal prowess to handle a masterwork sword

And may I just say that court room rendering looks amazing! Looking forward to seeing how we interact with people in the room
 
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