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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:
teaser.png
 
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Such an artifact would still be exceptional, it's just that it'd be exceptional due to their history rather than their construction.
If the "simple sword" instead of a description of it's construction had a short story about how you got it and that's why it's special that'd be fine too. For instance like the Knife of the [terrain] from ck2 where your ruler could pick up a weapon from an enemy soldier during a battle in desperation. That'd be completely fine despite of ordinary quality (not even the ordinary high quality you'd expect of a knights/rulers weapon) because not all rulers would have a weapon they/their ancestors took during battle and used to kill their assailants.

Also as a side note, only the true grail in Indiana Jones would be an artifact in the ck3 game mechanical sense. The rest are just cups, there to hide which one is the true one and to serve as a test of worthiness. (assuming the painful death from drinking from the wrong cup is part of the test/the water/the place rather than because the other cups are magic murder cups).
Agreed! Thank you for expatiating upon my point and going more in depth. To go along with this the name “Simple (insert item name here)” could be changed to something such as, “Flail of Petty King Jojo”. That way, despite the item being ordinary, it gives it more history as that noble’s personal item. It would keep the name unless reforged assumedly, as if it was once your great great grandfather’s assumedly you’d want to identify it as such. Like you said, a little story with how the character acquired it would be great in its description. And lastly just for clarification regarding the other grails, (sans magic of course haha) I was speaking in a historical context of today, if archaeologists uncovered them in 2021 they would be considered artifacts, versus your accurate and valid point of the CK3 game mechanical sense. :) I’m glad you agree that an items provenance is sometimes all it requires to be an artifact versus the actual value due to exceptional craftsmanship or materials, though they are certainly not mutually exclusive factors as there are plenty of examples of superbly crafted historical items wrought in precious materials whose owners were also famous/infamous figures. Good stuff, looking forward to learning more about the expansion.
 
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I must admit, it looks really nice. I just hope that you over time may open it for dukes and counts as well. Not all of us find is overly interesting to play as kings and emperors all the time.

Other than that, I look forward to seeing the end product!

not that a single consumer is going to sway much but i do want to mention how much i support the decision to delay release. games suffer unbelievably when theyre subject to crunch and rigid release dates

If only the same thing had been done with the main game.. either that or tagging it with "Early Access" - because that is what it is.
 
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Any chance of artifacts having history, or at least a "made by/first owner" like in CK2?
This. It added flavor to CK2 artifacts and it would really be nice to see it back again.
(I remember having taken a sword from English hands on the battlefield during a Viking raid... which became a relic equipping Viking rulers for centuries... classic CK storytelling :) )
 
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This. It added flavor to CK2 artifacts and it would really be nice to see it back again.
(I remember having taken a sword from English hands on the battlefield during a Viking raid... which became a relic equipping Viking rulers for centuries... classic CK storytelling :) )
I particularly liked the "original owner" listed on skulls of my rivals.
 
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Certainly a set of interesting features here!
1) Currently up to +9 for the absolute highest quality weapons. As I've mentioned before, however, all values are subject to change during development.
It could make sense to add a percentage of Prowess. A great warrior becomes even greater with the right weapon, a not-so-great... not so much. (To avoid the problem of "a 16-year-old with 3 Prowess gets a legendary sword and becomes a 12 Prowess".) This reminds me, btw: is the Prowess calculation for admitting to Shieldmaidens
when 9 prowess is already pretty good
Sorry for nitpicking, but my memories say otherwise: CK3's stats are overall less valuable than CK2's, and Ruler Designer's description says that "pretty good" Prowess starts at 13, while 9 is poor.
Another way: Intrigues to steal artifact.
Yeah, having a Scheme like that sounds neat. OTOH, players could feel cheated if it is selected too often by AI towards them.
Do you think it's a good idea to allow some unpressed claim to transfer with the artifact?
While the Excalibur case is known, generally not, no. They could help you with acceptance of an already present claim but I am not sure how to model it.
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.
This.
This feels like you're really grasping at straws.
That's rich, coming from the person who literally shifted goals from "swords giving any kind of bonus to defence is overtly supernatural" to "but why does it only give bonus when you are defending?" (And there is an obvious answer to the latter question: telling a story about being the rightful defender is easier than telling a story about being the rightful attacker, the common part is already hidden in Martial bonus, and the difference is represented in the bonus.) As for "and when you are in control" addition - that one is a little bugged (it should be "lands you own" not "lands you control"), but claiming that they add overtly supernatural effects because of that is unncessary exaggeration.
Right, what we're doing is just slapping arbitrary bonuses on objects with little regard to what makes sense.
This is not true. On your specific argument about "simple" swords see below.
Sure, but we're talking specifically about a sword that I get by recruiting a smith and paying them some money and having them make me a sword. If the thing I get back from them is just a "simple sword", how does that give my armies defensive advantage?
You are misinterpreting it. What you get is "simple" by artifacts' standards. It is assumed that any sword/spear that was deemed worthy of being considered an artifact is more than what your regular soldiers hold, so your argument of "simple sword giving away bonuses despite everyone having one" is wrong.
The “no overtly supernatural effects” rule can make sense for the game generally - however there are a lot of cool things that could be done with this using supernatural effects, so I hope that isn't shut off for modders.
I don't think you can shut supernaturality off for modders given the system's general versatility. It is their policy on how they make vanilla artifacts/decisions.
But a statue can last more than 100 years without repairs and still be eminently repairable - if there's even any notable damage to start with.
Restoring colors on ancient statues (they weren't originally just white) would be beyond skills of medieval artisans (they could repaint it, sure, but if they don't know the original coloring the result may be worse off).
 
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That's rich, coming from the person who literally shifted goals from "swords giving any kind of bonus to defence is overtly supernatural" to "but why does it only give bonus when you are defending?" (And there is an obvious answer to the latter question: telling a story about being the rightful defender is easier than telling a story about being the rightful attacker, the common part is already hidden in Martial bonus, and the difference is represented in the bonus.) As for "and when you are in control" addition - that one is a little bugged (it should be "lands you own" not "lands you control"), but claiming that they add overtly supernatural effects because of that is unncessary exaggeration.

I don't think I contended that giving any kind of bonus to defense is supernatural. I even suggested morale bonuses as a perfectly reasonable effect for a sword. But we have to jump through a *lot* of hoops to explain why this sword that I just had forged for me by a wandering smith comes with a story that is only inspirational to soldiers who are defending, and only when they are defending in my territory. Keep in mind that "defending" here doesn't mean "My country is being attacked", it means "the enemy army moved into the barony where my army is standing rather than the other way around". So even if my realm is about to be annexed by my hated enemies, my army that's rushing to defend it will not be inspired by my special sword unless the enemy army walks into me.

It's nonsense. And it's nonsense because we're taking a modifier that used to represent the ability to set up fixed defenses in controlled territory and using it to (allegedly) represent some sort of nebulous inspiration with lots of conditions and restrictions. If it were just "this sword makes armies you're commanding have extra morale and you get +2 advantage", I'd be on board.

This is not true. On your specific argument about "simple" swords see below.
If we're not just slapping abilities on objects, I'd love to hear your definitely-not-contrived explanation for why a spear gives decreased stress gain.
You are misinterpreting it. What you get is "simple" by artifacts' standards. It is assumed that any sword/spear that was deemed worthy of being considered an artifact is more than what your regular soldiers hold, so your argument of "simple sword giving away bonuses despite everyone having one" is wrong.
Read the description of the simple sword.
 
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I don't think I contended that giving any kind of bonus to defense is supernatural. I even suggested morale bonuses as a perfectly reasonable effect for a sword. But we have to jump through a *lot* of hoops to explain why this sword that I just had forged for me by a wandering smith comes with a story that is only inspirational to soldiers who are defending, and only when they are defending in my territory. Keep in mind that "defending" here doesn't mean "My country is being attacked", it means "the enemy army moved into the barony where my army is standing rather than the other way around". So even if my realm is about to be annexed by my hated enemies, my army that's rushing to defend it will not be inspired by my special sword unless the enemy army walks into me.

It's nonsense. And it's nonsense because we're taking a modifier that used to represent the ability to set up fixed defenses in controlled territory and using it to (allegedly) represent some sort of nebulous inspiration with lots of conditions and restrictions. If it were just "this sword makes armies you're commanding have extra morale and you get +2 advantage", I'd be on board.


If we're not just slapping abilities on objects, I'd love to hear your definitely-not-contrived explanation for why a spear gives decreased stress gain.
It is 100% true that abilities like these require a longer, more specific backstory than they get in game. For example, imagine a “sword of the ambusher”, with the backstory that it was famous for being forged for/wielded by a lord who cleverly defeated invading enemies by setting up traps in advance. It would make complete sense for that sword to give an advantage bonus defending in the wielder’s own territory. The legend inspires the troops in similar circumstances. I don’t think there is anything about this that seems supernatural or even particularly far-fetched.

Is this backstory contrived? In the sense that it’s specifically constructed to explain that ability, obviously. But so what? It seems like that is exactly what the backstory of a randomly generated artifact should be: a story created specifically to explain and bring to life its abilities.

Now, if your point was that this type of story is not currently in game, but only in players’ imaginations, and it would be amazing if the game actually modeled it, then I agree. Of course it would be super cool if the game could figure out what type of stuff the player was doing and give them artifact abilities to suit. But as in almost every other area the devs have chosen to give players control rather than having the game create an emergent story. I don’t love that approach TBH but you can’t say there’s anything new about it.
 
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It is 100% true that abilities like these require a longer, more specific backstory than they get in game. For example, imagine a “sword of the ambusher”, with the backstory that it was famous for being forged for/wielded by a lord who cleverly defeated invading enemies by setting up traps in advance. It would make complete sense for that sword to give an advantage bonus defending in the wielder’s own territory. The legend inspires the troops in similar circumstances. I don’t think there is anything about this that seems supernatural or even particularly far-fetched.

Is this backstory contrived? In the sense that it’s specifically constructed to explain that ability, obviously. But so what? It seems like that is exactly what the backstory of a randomly generated artifact should be: a story created specifically to explain and bring to life its abilities.

Now, if your point was that this type of story is not currently in game, but only in players’ imaginations, and it would be amazing if the game actually modeled it, then I agree. Of course it would be super cool if the game could figure out what type of stuff the player was doing and give them artifact abilities to suit. But as in almost every other area the devs have chosen to give players control rather than having the game create an emergent story. I don’t love that approach TBH but you can’t say there’s anything new about it.
I completely disagree that that "makes complete sense". It's certainly an ability that is related to the story of the sword. But it makes absolutely no sense that some soldiers are going to decide to set up traps simply because their king has a sword that was once wielded by another lord who set up traps, and the soldiers of other kings wouldn't do the same because their king doesn't have the special sword. Like that's clearly absurd.

Soldiers being inspired to fight harder because they see their king wielding the Sacred Sword of Saint Whoever makes sense, but that's about as far as it goes.
 
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I completely disagree that that "makes complete sense". It's certainly an ability that is related to the story of the sword. But it makes absolutely no sense that some soldiers are going to decide to set up traps simply because their king has a sword that was once wielded by another lord who set up traps, and the soldiers of other kings wouldn't do the same because their king doesn't have the special sword. Like that's clearly absurd.

Soldiers being inspired to fight harder because they see their king wielding the Sacred Sword of Saint Whoever makes sense, but that's about as far as it goes.
I didn't say they would "decide to set up traps." I said they would be inspired in similar circumstances. In other words, a morale bonus. It seems like you're set in your beliefs. But at least consider whether it's really absurd for a sword famed for its use in defense of home territory to be more inspiring in defense of home territory than while invading a distant land.

Edit: Although, TBH, it does seem pretty reasonable that the legend would increase the likelihood of soldiers deciding to set traps. But it's not the explanation I was thinking of or the easiest one.
 
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I didn't say they would "decide to set up traps." I said they would be inspired in similar circumstances. In other words, a morale bonus. It seems like you're set in your beliefs. But at least consider whether it's really absurd for a sword famed for its use in defense of home territory to be more inspiring in defense of home territory than while invading a distant land.
Just because I don't buy your counter-argument doesn't mean I'm "set in my beliefs" - I certainly have an opinion on the matter, but I'm considering and engaging with your opinion. I'd encourage you to do the same, rather than assuming the worst about me.

I don't buy that people's inspiration is so oddly specific. "Oh, that famous sword of my king actually means nothing to me right now, because we're charging the enemy who is trying to conquer our homeland, but actually the legend says that it was used to stop a charge." I would *maybe*, if pushed, buy that a sword gives an inspirational bonus specifically when you are the defender in a war, but I would not buy that it depends on who is the aggressor in a particular battle, or who currently occupies the specific patch of land the battle is taking place on. Realistically, though, I think any relic or artifact is going to be inspirational even if the current situation doesn't exactly match its legend. Was the Sword of Charlemagne only an inspiring symbol when its wielder was conquering new lands? Was the sword of William Wallace only inspirational when used specifically in the defense of Scotland? It feels very arbitrary.
 
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Just because I don't buy your counter-argument doesn't mean I'm "set in my beliefs" - I certainly have an opinion on the matter, but I'm considering and engaging with your opinion. I'd encourage you to do the same, rather than assuming the worst about me.

I don't buy that people's inspiration is so oddly specific. "Oh, that famous sword of my king actually means nothing to me right now, because we're charging the enemy who is trying to conquer our homeland, but actually the legend says that it was used to stop a charge." I would *maybe*, if pushed, buy that a sword gives an inspirational bonus specifically when you are the defender in a war, but I would not buy that it depends on who is the aggressor in a particular battle, or who currently occupies the specific patch of land the battle is taking place on. Realistically, though, I think any relic or artifact is going to be inspirational even if the current situation doesn't exactly match its legend. Was the Sword of Charlemagne only an inspiring symbol when its wielder was conquering new lands? Was the sword of William Wallace only inspirational when used specifically in the defense of Scotland? It feels very arbitrary.
I apologize if I offended. In the spirit of assuming the best, here is something I think is probably true: If you really try, you can think of story around a sword that would convince you it should give a bonus to defending in one's own territory. It will probably have a lot to do with the legend around the sword more than the mere existence of the sword. I think this is not only OK but very desirable to have a satisfying artifact. If the bonuses are explained fully by "you have a sword," that's not an artifact. For example, maybe the legend is told in great detail, giving troops better ideas for traps and fortifications? Maybe the legend is very complimentary of certain disciplines that help in defensive battles in well-known territory and so your troops are influenced to focus on them? I'm pretty sure you can come up with one you like.

I get that the story you come up with may feel contrived, because of course you will have contrived it to solve this puzzle. But again, I don't think that it actually an issue; rather it is the only approach to explain randomly generated artifacts.
 
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It's so nice to see a 3D Court scene again! Very excited and I will-the-devs a Mint Tea with Umbrella.

But now my appetite is whetted for more 3D things. If you can give us one 3D space, why not a few more?

May we have Palace Gardens? ............no self-respecting Emperor, from Cordoba to Baghdad, would be complete without Gardens to relax or conspire in

(May we have a Dining Hall? Or Jousting Grounds? Or city square? Or.. Or.. Or..??)

But really, it's those GARDENS! The Status! Splendor! Customization potential! The Sunlight and Immersion!! How nice it would be to leave the Grim Room and see the Big Wide World (that you've walled-off from the peasantry ;) ). Just google "Palace Gardens of <Great Kingdom>" and prepare yourself.

(I know. I know. "Performance" or "We [devs] have families too". I'll buy you all milkshakes)

 
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