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Conclave Dev Diary #3 Homeschooling

Greetings!

Today we’re going into the details of some features from the expansion. Just like last week the team has cooperated in writing this diary. First out @The Witch-King and @markuso will give you the details on how we changed the life of children.

In Conclave, we have made a major rework in how young characters develop in terms of upbringing and education. Basically, non-adult characters now go through two phases, younger childhood (0-11) and adolescence (12-15), and for players who own Conclave, new childhood and adolescence events have replaced the old trait related events. Although these effects will primarily be felt when playing as a young ruler, other characters near children and adolescents will also occasionally be presented with various events affecting trait outcomes for the young ones, taking a part in their story and affecting how they develop.

From the age of six, all children will have an Educator. Just as before, you have the option of appointing a guardian to act as Educator for your child, but otherwise the Educator may be a parent, liege or regent. You can also choose a Childhood Focus to guide the direction of the child’s development (see below). Note that the Educator’s traits will now very rarely affect the child’s development - this is a major change to how it worked before. Also, a young character’s attributes now grow randomly with some genetic influence from the parents - but is no longer affected by the Guardian’s or Educator’s stats. The reasoning behind these changes is that a child’s everyday interactions are primarily with nannies and tutors, while the guardianship is more of an honorary function used for diplomacy.

1.jpg

Educating a child left, and choosing focus on the right.


Childhood Focuses
A Childhood Focus will impact the likelihood of certain trait outcomes and with the Heritage or Faith focuses also religion and culture assimilation.

Childhood Traits
The new traits that children receive are different from the regular adult traits. These new traits are defined more as childish personalities and tendencies, and each Childhood Trait has the possibility of maturing into one of several adult traits during adolescence. The Childhood Traits are gained through a set of new events in Conclave.


2.png

Childhood Trait: Curious


When a child reaches the respectable age of twelve they are considered an adolescent, this is the start of a new era, Education.

Education Focuses

Focuses are conveniently color coded to resemble their adult counterparts. Focuses cannot be changed once set and will guarantee that the character receives an education trait of that category on reaching adulthood. The tooltip for an Education Focus indicates which traits increase or decrease the chances for a higher level education outcome from that particular Focus. You may still select any Education Focus you want, but some children have more aptitude for war, for example, and will prosper more if you send them down that path.

The childhood and education focuses are set by the liege of an unlanded character and by the child itself if landed. As a liege you can ask a vassal to switch the childhood focus of a child in your care to heritage in order to change their culture and religion.

3.jpg

Diplomatic Education Focus

Now @Groogy will go deeper into a subject we touched upon in the last dev diary and tell you more about how councilors vote.

So today I am going to talk a little about the decision making behind the councillors when they vote on your council. First I will say that the system is fairly automatic except when it comes to voting for laws so you won’t get a thousand of pop-ups during your playthrough just because your liege want to check with you if it’s okay if he presses your claim to some county. In laws you can yourself decide if you want to vote with a “Fo sho” or “Aw hell naw” but when it comes to the everyday matters you choose a position to adopt which will set what kind of attitude you will have on matters. This also makes interaction with the AI on matters more transparent as they play with the same rules as the human and you will be able to easily see why they vote as they do by simply hovering over the voting reason icon in the voting window. The AI will act on the council based on their own agendas and pick positions that suits them.


4.jpg


There are five different positions that a councillor can adopt. Loyalist, Pragmatist, Glory Hound, Zealot and Malcontent. The Loyalist and Malcontent are the polar opposites of each other where the Loyalist will be loyal to the Crown and vote accordingly while the Malcontent will refuse anything their liege proposes. The Glory Hounds concern themselves with the greatness of the realm and wants their King to prove that their Kingdom is the greatest on the surface of the Earth while the Pragmatists are more concerned with stability and low risk. The Zealots main concern of course is that the holy scripture is followed and that the realm does not deviate from the will of God. But as you can see in the picture these various positions are not absolute and some can be swayed if given the right incentive….

5.jpg


@rageair now will present the changes we’ve made to laws and how ambitions have changed.

Greetings, loyal Lords and Ladies of the realm! I’d like to show you how we’ve redone the laws for the upcoming Conclave DLC. We’ve aimed to break down the formerly rather uninteresting laws in order to present you with more choices in how to run your realm. Many laws, i.e. Crown Authority, have been broken down into their constituent parts and in some cases completely reworked. Your council will also have varying opinions about these different laws, some might approve of you Centralizing the realm while others approve your right to revoke titles from Heretics, but it’s going to be a hard to find a council that’ll let you pass any law you want. This means that it’ll be more of a challenge to pass laws than it used to be, but hopefully it’ll also feel more interesting and useful to do so!

Inheritance

6.png


The Inheritance screen is mostly the same, except for the obvious facelift. This screenshot is of the Duke of Breizh in 1066 and as you can see it’s possible to see most of the succession laws without having half of them hidden in a scrolling list. We’ve also extended the pretender list to show more characters, which I find especially useful in elective realms. We had some spare room, so we decided to add in a flavorful image and text to represent the realm you’re ruling. There’s a lot of these to discover, so try mixing & matching laws, religions, cultures and capital locations to find some of the more exotic ones!

Realm Laws

realm.png


The Realm Laws tab contains most of the laws you’ll recognize from pre-Conclave. In this screenshot I’m playing as the nation I run in the Developer Multiplayer; Jardarus. As you can see I’ve not had much time to change my Realm Laws, although my main focus from now will be to outlaw out-of-realm inheritance which is one of the few Crown Laws still in the game (as indicated by the Crown next to the name).

It’s in this screen that you’ll be able to manage the new laws derived from the old Crown Authority laws, such as Controlled Realm Inheritance, Title Revocation and a new Administration law called ‘Late’ which enables the late-game succession forms (i.e. Primogeniture). You’ll also find old friends such as the Centralization and Viceroyalty laws, along with the new addition of Status of Women (which is harder to pass than Imperial government in many cases!). While the early steps of the Status of Women gradually open up job titles for landed women, female dynasty members and nuns, the later stages enable Absolute Cognatic (equal inheritance for men & women) as well as being able to use women as generals in your armies!

As Crown Authority is gone, most laws will be unlocked by a combination of Technology and Council approval.

Obligations
7.png


Obligations replace the old tax/levy laws. Obligations represent a balance in what a certain type of vassal has to provide you, their liege, with. The scale is a range of tax and min/max levy size, with each vassal type preferring one direction over the other (with the exception of Temple vassals, they want to stay in the center!). Vassals always provide you with tax and levies unless you’re at the very edge of the scale, so it’s mostly a matter of your personal preference. I myself like taxing the Bourgeoisie and getting my levies from the Gentry, although they tend to disagree with me...

Absolutism/Empowered Council

8.png


There’s two very different ways of ruling your realm - ruling together with your Council (to varying degrees) or with an Iron Fist as an Absolute Ruler. In the screenshot you can see the various Council Laws as they are set for the Holy Roman Empire at the start in 1066. The Holy Roman Empire has a fully empowered Council, which means that the Council gets a say in everything they do. Though if you start as a Muslim ruler at the same date, the situation looks different. They start with no Council Laws enabled, which means that they rule with an Iron Fist and get all the bonuses from doing such (i.e. being able to change laws at a whim, albeit with a longer cooldown), though this is obviously not appreciated by their vassals who will most likely start factions to increase the power the Council gets. Naturally, the most common thing to see is a healthy middle ground - a constant struggle between the Ruler and the Council.

This works differently for Tribal and Nomadic rulers, where Tribal rulers enable Council Laws by increasing Tribal Organization in order to Feudalize, and Nomads always have all of the Council Laws enabled.

Ambitions
For Conclave we’ve decided to remove most of the the largely insignificant old ambitions in favor of new ambitions with a bit more player agency and weight behind them. This means that you won’t be seeing any ‘Get Married for +5 prestige’ ambitions, but rather ambitions that actually alter the flow of gameplay in a significant way!

First off, the ‘Become King’ ambition has been changed slightly. Having the ambition now allows a slight chance of successfully fabricating a claim on a kingdom, and having it also reduces the cost of creating a new kingdom. Now on to the new ambitions!


Ask for Council Position

9.jpg


If you feel like having a say in how the business of the realm is run you can now take the ‘Become Councillor’ ambition, which replaces the old similar ambitions. With this ambition active you’re able to manually ask your liege for a position on the council. As you can see in the screenshot, it’s not always an easy thing to get on the council of your liege - but if you build up enough opinion and/or invite your liege to plenty of private feasts you might just sway the odds in your favor! Vassals with this ambition who have a favor on their liege tend to use it to guarantee themselves a spot on the council!

Ask for Land for an Unlanded Son

10.jpg


If you’ve got plenty of sons but too little land it might be a good idea to ask your benevolent liege for some more! With the ‘Gain Land for Unlanded Son’ ambition it’s possible to ask your liege to give land to a second or third son of yours, increasing the influence of your dynasty in the realm. This is a tall order for just anyone of low status to ask of their liege, but if you’re lucky and/or have friends in high places it might just work out!

Ask Liege for Title

11.jpg


If you’re really brave you might dare to ask your liege directly for land. Now this might not please your liege too much, but if you’re influential enough your liege might just cave to your demands! Just beware so that you’re not impressed by vague promises...

Build a War Chest

12.jpg


If you find yourself lacking money for that war you’d really like to wage, you can choose the ‘Build a War Chest’ ambition in order to prepare! When you choose this ambition your vassals will gain the ability to send you donations in order to fill the War Chest, though they often have ulterior motives for doing so. You might occasionally receive a donation offer from a vassal that you can choose to accept in exchange for a favor - a powerful alternative currency that’s been brought up in another Dev Diary. Though if you’ve got no patience for your vassals you can always choose to ‘Extort your Subjects’!

13.jpg


By choosing to do this morally dubious action you can raise vast amounts of money in a short amount of time, but at the cost of Tyranny and general opinion. You’ll be able to extort the pathetic peasants residing in your demesne provinces, the wealthy characters of your court and the greedy clergymen who do nothing but sit on their riches. You’ll effectively be sacrificing long-term gain for short-term gain, a choice that’ll be yours to make.

Finally, as promised in the last dev diary, @Servancour will present you with a new business opportunity!

Dynamic Mercenaries
Since we enjoyed the Dynamic Mercenaries mechanic added in Horse Lords, we decided to expand upon them further. With Conclave, lords and doges alike will be able to create a Mercenary Band of their own! Unlike nomads however, who sends off their sons to gain fame and prestige, these Mercenary Bands are assembled to increase the wealth of its creator. Whenever the band is hired by anyone else, you will gain a percentage of the band’s income.

14.jpg


Before you can create a band, you need to have an eligible courtier that has a military education available (you can also not already have a band under you service, since you are limited to a single one). The band itself is created through a targeted decision on the character you want to appoint as its captain. Though you’ll have to pay the new captain a small fee of 50 gold before he can get started.

15.jpg


The sizes of the created Mercenary Bands will vary depending on your own levy size. The band will look at your personal demesne and use a percentage of your levies to decide how large the band will be. Thus created bands will come in many different sizes and will be ranging from just a few hundreds all the way up to two or three thousands. Potentially though, they may end up with much more than that. The most common size will probably be in between the nomadic mercenaries and the smaller pre-existing Mercenary Companies. Even if you don’t create a band yourself, these will be good for filling in the gap in situations where you will want to have a few hundreds of additional soldiers to guarantee victory against a slightly weaker or equally strong opponent. Rather than paying a hefty sum for more soldiers than you’ll need.

Maintaining these mercenaries comes at a cost however, so you will not always want to have a band active. When you assemble a band, all of your demesne holding will be affected by the “Maintaining Mercenary Band” holding modifier. This will lower your levy sizes for as long as you control the band. You will be able to dismiss the band whenever you want though to remove the modifier, as long as they aren’t being hired by anyone else.

Finally, all mercenary captains will eventually grow more ambitious when granted the opportunity to lead troops of their own. They will start asking you for more troops to reinforce the band with and possibly even ask for more money! If grown too ambitious, they will even be able break away from your control. To prevent this, you will be able to replace the captain through a targeted decision with a suitable replacement. This will reset the ambitious level of the band and you will be free to continue to enjoy your extra income.

That’s it for today! We hope you’ve all enjoyed this dev diary and we’ll see you on the release a week from now.
 
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So I guess I'm one of the few who is a bit nervous about the changes to education. I liked building an ubermesch heir after a few generations of having each one personally groomed. It was a satisfying reward for building a stable realm. I'll refrain from judgement until I see the final product though.

I remember one of the Dev Diaries before Conclave was actually announced mentioned how we'd be able to build structures inside the trade post with this next expansion. Can any of the devs offer any more updates on what those buildings are or what they will do?

Edit: Realized no one will ever see this if I don't ask them directly.

@Groogy
 
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Amazing. I don't think I have ever seen so much before in a development diary. Enough detail here for half a dozen. Paradox, went through a stage of giving sparse diaries with little relevant details on their games, but have now moved back as they were once before with very good detailed ones.

The role playing abilities of this game are never ending, & it is great to see things like children's education being given an update. The only thing that I query is now a child growth is split into ages, it would be nice to perhaps see new portraits of them as a teenager, rather than the standard child portraits.
 
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You say you like getting your levies from noble vassals... Well, who wouldn't? What an obviously one track decision system you've replaced the older, more sensible one with. I'm always going to increase taxes from my city vassals and levies from my noble vassals. Why would I ever go the other way? Ugh, I don't like it.

Read the end of the developer statement, you will likely pay for this desired setup with decreased relations from now on.

I myself like taxing the Bourgeoisie and getting my levies from the Gentry, although they tend to disagree with me...
 
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Amazing. I don't think I have ever seen so much before in a development diary. Enough detail here for half a dozen. Paradox, went through a stage of giving sparse diaries with little relevant details on their games, but have now moved back as they were once before with very good detailed ones.

I see this marketing strategy elsewhere, too. For example in Hearthstone there are also long periods of waiting without any new information, where things become dull and repetitive and I start playing other games. Then about a month before the next expansion they slowly start to reveal new cards. But only a few days before release they suddenly throw the remaining 75% of the new stuff in you face at once so you can hardly swallow it...
I would be much happier if they would distribute it more evenly, so there always something exciting to talk about, even if is still a few months away and subject to chances.
 
The mercenary stuff seems neat on paper, but the horse lord version seemed a bit flawed on the whole "hiring" aspects of the dynamic merc groups. There would be a whole lot of groups with a small amount of men, and it didn't seem worth ever actually hiring any of them. What was the incentive there?

It worked great on the other side because the AI seemed to have no problems wasting their money on them.

Actually they were worth it for the commanders for anyone, along been worth it to fill hole in tribal and retinue composition.
 
I see this marketing strategy elsewhere, too. For example in Hearthstone there are also long periods of waiting without any new information, where things become dull and repetitive and I start playing other games. Then about a month before the next expansion they slowly start to reveal new cards. But only a few days before release they suddenly throw the remaining 75% of the new stuff in you face at once so you can hardly swallow it...
I would be much happier if they would distribute it more evenly, so there always something exciting to talk about, even if is still a few months away and subject to chances.

I suspect it's because, save for a few major items that are central to each DLC theme, they really don't know what's going to make it in until about 6 weeks before, and they aren't 100% sure how it will look until maybe a month before. I can totally see Paradox tweaking right up to the end. Better to say too little and leave people in the dark, then to say too much and disappoint people when things don't materialize.
 
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You don't need to have a diplomat in court if you want your kid to be a diplomat.
I don't need one now either but even if I need I can create one.

It makes the outcome of a child's education less predictable, less easy to set up your heir in the exact way you want, and the game a little more difficult.
I don't see any good in introducing more RNG stuff, reason being is that most of the game is dice rolls anyway (unless you abuse the mechanics).

At the moment the ruler of a large empire has access to the best of the best to educate their children, easily ensuring they turn out almost super-human. Adding more uncertainty to the results will weaken those large realms and make it harder for the player to stay big, and therefore the game will be more enjoyable.
This doesn't make sense to me. AI guardians are terrible.
 
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I'm really glad to hear about the Dynamic Mercenaries because it's always something I thought I should be able to do. There are plenty of times when you're just sitting there, not at war, waiting to accumulate money, and have lots of soldiers that aren't being used. I kept thinking to myself how I would love to put my army on the list of mercenaries, that way I can help out nations in desperate need of troops while making some gold.
 
no longer affected by the Guardian’s or Educator’s stats

I think that's a little bit ridiculous. I mean by all means, make it significantly less, but not "nothing".

If I put a child into the hands of some inbred imbecile, they're not going to learn a great deal.

Not only that, but consider a teenager with martial education to be a squire to their "educator". In such a case, they would learn a great deal about war and combat from the knight they accompanied.

It's also of paramount importance for roleplaying that you feel that there is at least on some level a heredity of knowledge, where X was taught by Y who was taught by Z who was taught warfare by Ragnarr Lodbrok.
 
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Right there's a difference between the wife "running the household" (and even that statement is very generous) and the wife actually having a hand in the politics and law making while husband was away fighting. So I'd say that your statement there is overly simplified. Also I cannot think of any actual regents (besides Eleanor, who you mention above, but one swallow doesnt make a summer) who were female in this period, they were almost always either a council of nobles, or a royal brother / uncle etc.

As for your list of female rulers, well no I'm not intimately familiar with every second of history across the entire map available to us, but I do recognise one name on your list there, Maud (or Matilda, which is what I'd call her). Interesting choice on your part, to use her as an example as a powerful female ruler, considering her very ascension to the throne was so contentious that it sparked a civil war in which she did no ruling whatsoever. Her cousin Stephen (note: a man) was King and had the popular backing of the nobility and church. When Matilda and her husband invaded, and captured Stephen, she could not be crowned, due to extreme opposition. Ultimately she had to settle for having her son (note: another man) made king after Stephen.

So I cannot speak for your other examples, but Matilda is a bad one, A) because she did no ruling, and B) her attempt to do any ruling at all was so strongly resisted on account of her sex, so in-game a Matilda rising to the throne, ruling well, and then all the nobles gather around and decide these women aren't so bad after all, let's give them lots of rights, would be remarkably inaccurate.

What's houshold for you? Female nobles didn't do washing and anything like this...

And of course there are a lot of female regents. Mostly it was the mother who was the regent for the underaged sun. That was the most common case.
And you focus to much on Maud. I just choose some female rulers and I could list you even more. I could list you some for many corners of the world.
 
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I always wondered why Primogeniture is considered a Late game thing (either Late Admin now, or High Crown Authority beforehand). Plenty of kingdoms used it (de jure or de facto) relatively early, and while this is represented in-game (Scotland and France come to mind) I think that it should be easier to get access to it; formal Gavelkind was not the standard succession in Europe.

That said, Primo should displease vassals to an extent and it should be punishing to leave your younger sons without holdings. But I don't think that Primo should just be locked until the mid-late game.

Apart from that complaint, this looks like the best DLC yet. Easily the more exciting since SoA or even TOG.

P.S: Fix Flanders/Aquitaine plox.

I tend to agree, however AFAIK the last king of France to be formally elected and being crowned as junior king (1179) before becoming senior king (1180) was Philip II Augustus, of course at this point it was already de facto hereditary. A junior/senior king mechanic would also work in the HRE, once crowned Emperor by the Pope, a new king of the Romans could be elected during the lifetime of the now Holy Roman Emperor, which ensured a de facto hereditary situation (provided the Pope and the great Imperial vassals were happy).

Moreover even in primogeniture feudal realms such as France, it was customary that unless a younger prince chose a career in the Church, he was to receive a fief from either his father or older brother. The bulk did end up with the eldest son though.

So perhaps feudal primogeniture has a few limitations late primogeniture doesn't have? Gavelkind tries to also approximate joint-rule, which often lead to formal split (after de facto split to divide the responsibilities).

I'm also excited about this DLC. :)
 
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I've got to say I like the way you decided to make regencies more interesting, by giving children something to do. In fact, I like all the features of TC sans mercenary companies, as that seems like something I will never do (although I may use some of the tiny bands).
 
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@Ruwaard - While I agree with almost everything you've said in this thread, I do not share your optimism for this dlc. The law revamp seems more a regression trying to further tie the (imo) failed tech trees to the advancement of a realm. It also seems that Paradox was intimidated by the reactionaries and ignorant who are pushing back to actual customization and is now actively touting the difficulty of changing laws.

Going back to a model of a singular feudal ideal in the French 12th century is exactly what I see happening; all the actual expansion provided before seems to be forced back into a box. ymmv.
 
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Greetings!

Today we’re going into the details of some features from the expansion. Just like last week the team has cooperated in writing this diary. First out @WitchKing and @markuso will give you the details on how we changed the life of children.

In Conclave, we have made a major rework in how young characters develop in terms of upbringing and education. Basically, non-adult characters now go through two phases, younger childhood (0-11) and adolescence (12-15), and for players who own Conclave, new childhood and adolescence events have replaced the old trait related events. Although these effects will primarily be felt when playing as a young ruler, other characters near children and adolescents will also occasionally be presented with various events affecting trait outcomes for the young ones, taking a part in their story and affecting how they develop.

From the age of six, all children will have an Educator. Just as before, you have the option of appointing a guardian to act as Educator for your child, but otherwise the Educator may be a parent, liege or regent. You can also choose a Childhood Focus to guide the direction of the child’s development (see below). Note that the Educator’s traits will now very rarely affect the child’s development - this is a major change to how it worked before. Also, a young character’s attributes now grow randomly with some genetic influence from the parents - but is no longer affected by the Guardian’s or Educator’s stats. The reasoning behind these changes is that a child’s everyday interactions are primarily with nannies and tutors, while the guardianship is more of an honorary function used for diplomacy.

View attachment 155927
Educating a child left, and choosing focus on the right.


Childhood Focuses
A Childhood Focus will impact the likelihood of certain trait outcomes and with the Heritage or Faith focuses also religion and culture assimilation.

Childhood Traits
The new traits that children receive are different from the regular adult traits. These new traits are defined more as childish personalities and tendencies, and each Childhood Trait has the possibility of maturing into one of several adult traits during adolescence. The Childhood Traits are gained through a set of new events in Conclave.


View attachment 155928
Childhood Trait: Curious


When a child reaches the respectable age of twelve they are considered an adolescent, this is the start of a new era, Education.

Education Focuses

Focuses are conveniently color coded to resemble their adult counterparts. Focuses cannot be changed once set and will guarantee that the character receives an education trait of that category on reaching adulthood. The tooltip for an Education Focus indicates which traits increase or decrease the chances for a higher level education outcome from that particular Focus. You may still select any Education Focus you want, but some children have more aptitude for war, for example, and will prosper more if you send them down that path.

The childhood and education focuses are set by the liege of an unlanded character and by the child itself if landed. As a liege you can ask a vassal to switch the childhood focus of a child in your care to heritage in order to change their culture and religion.

View attachment 155929
Diplomatic Education Focus

Now @Groogy will go deeper into a subject we touched upon in the last dev diary and tell you more about how councilors vote.

So today I am going to talk a little about the decision making behind the councillors when they vote on your council. First I will say that the system is fairly automatic except when it comes to voting for laws so you won’t get a thousand of pop-ups during your playthrough just because your liege want to check with you if it’s okay if he presses your claim to some county. In laws you can yourself decide if you want to vote with a “Fo sho” or “Aw hell naw” but when it comes to the everyday matters you choose a position to adopt which will set what kind of attitude you will have on matters. This also makes interaction with the AI on matters more transparent as they play with the same rules as the human and you will be able to easily see why they vote as they do by simply hovering over the voting reason icon in the voting window. The AI will act on the council based on their own agendas and pick positions that suits them.


View attachment 155930

There are five different positions that a councillor can adopt. Loyalist, Pragmatist, Glory Hound, Zealot and Malcontent. The Loyalist and Malcontent are the polar opposites of each other where the Loyalist will be loyal to the Crown and vote accordingly while the Malcontent will refuse anything their liege proposes. The Glory Hounds concern themselves with the greatness of the realm and wants their King to prove that their Kingdom is the greatest on the surface of the Earth while the Pragmatists are more concerned with stability and low risk. The Zealots main concern of course is that the holy scripture is followed and that the realm does not deviate from the will of God. But as you can see in the picture these various positions are not absolute and some can be swayed if given the right incentive….

View attachment 155931

@rageair now will present the changes we’ve made to laws and how ambitions have changed.

Greetings, loyal Lords and Ladies of the realm! I’d like to show you how we’ve redone the laws for the upcoming Conclave DLC. We’ve aimed to break down the formerly rather uninteresting laws in order to present you with more choices in how to run your realm. Many laws, i.e. Crown Authority, have been broken down into their constituent parts and in some cases completely reworked. Your council will also have varying opinions about these different laws, some might approve of you Centralizing the realm while others approve your right to revoke titles from Heretics, but it’s going to be a hard to find a council that’ll let you pass any law you want. This means that it’ll be more of a challenge to pass laws than it used to be, but hopefully it’ll also feel more interesting and useful to do so!

Inheritance

View attachment 155932

The Inheritance screen is mostly the same, except for the obvious facelift. This screenshot is of the Duke of Breizh in 1066 and as you can see it’s possible to see most of the succession laws without having half of them hidden in a scrolling list. We’ve also extended the pretender list to show more characters, which I find especially useful in elective realms. We had some spare room, so we decided to add in a flavorful image and text to represent the realm you’re ruling. There’s a lot of these to discover, so try mixing & matching laws, religions, cultures and capital locations to find some of the more exotic ones!

Realm Laws

View attachment 155950

The Realm Laws tab contains most of the laws you’ll recognize from pre-Conclave. In this screenshot I’m playing as the nation I run in the Developer Multiplayer; Jardarus. As you can see I’ve not had much time to change my Realm Laws, although my main focus from now will be to outlaw out-of-realm inheritance which is one of the few Crown Laws still in the game (as indicated by the Crown next to the name).

It’s in this screen that you’ll be able to manage the new laws derived from the old Crown Authority laws, such as Controlled Realm Inheritance, Title Revocation and a new Administration law called ‘Late’ which enables the late-game succession forms (i.e. Primogeniture). You’ll also find old friends such as the Centralization and Viceroyalty laws, along with the new addition of Status of Women (which is harder to pass than Imperial government in many cases!). While the early steps of the Status of Women gradually open up job titles for landed women, female dynasty members and nuns, the later stages enable Absolute Cognatic (equal inheritance for men & women) as well as being able to use women as generals in your armies!

As Crown Authority is gone, most laws will be unlocked by a combination of Technology and Council approval.

Obligations
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Obligations replace the old tax/levy laws. Obligations represent a balance in what a certain type of vassal has to provide you, their liege, with. The scale is a range of tax and min/max levy size, with each vassal type preferring one direction over the other (with the exception of Temple vassals, they want to stay in the center!). Vassals always provide you with tax and levies unless you’re at the very edge of the scale, so it’s mostly a matter of your personal preference. I myself like taxing the Bourgeoisie and getting my levies from the Gentry, although they tend to disagree with me...

Absolutism/Empowered Council

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There’s two very different ways of ruling your realm - ruling together with your Council (to varying degrees) or with an Iron Fist as an Absolute Ruler. In the screenshot you can see the various Council Laws as they are set for the Holy Roman Empire at the start in 1066. The Holy Roman Empire has a fully empowered Council, which means that the Council gets a say in everything they do. Though if you start as a Muslim ruler at the same date, the situation looks different. They start with no Council Laws enabled, which means that they rule with an Iron Fist and get all the bonuses from doing such (i.e. being able to change laws at a whim, albeit with a longer cooldown), though this is obviously not appreciated by their vassals who will most likely start factions to increase the power the Council gets. Naturally, the most common thing to see is a healthy middle ground - a constant struggle between the Ruler and the Council.

This works differently for Tribal and Nomadic rulers, where Tribal rulers enable Council Laws by increasing Tribal Organization in order to Feudalize, and Nomads always have all of the Council Laws enabled.

Ambitions
For Conclave we’ve decided to remove most of the the largely insignificant old ambitions in favor of new ambitions with a bit more player agency and weight behind them. This means that you won’t be seeing any ‘Get Married for +5 prestige’ ambitions, but rather ambitions that actually alter the flow of gameplay in a significant way!

First off, the ‘Become King’ ambition has been changed slightly. Having the ambition now allows a slight chance of successfully fabricating a claim on a kingdom, and having it also reduces the cost of creating a new kingdom. Now on to the new ambitions!


Ask for Council Position

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If you feel like having a say in how the business of the realm is run you can now take the ‘Become Councillor’ ambition, which replaces the old similar ambitions. With this ambition active you’re able to manually ask your liege for a position on the council. As you can see in the screenshot, it’s not always an easy thing to get on the council of your liege - but if you build up enough opinion and/or invite your liege to plenty of private feasts you might just sway the odds in your favor! Vassals with this ambition who have a favor on their liege tend to use it to guarantee themselves a spot on the council!

Ask for Land for an Unlanded Son

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If you’ve got plenty of sons but too little land it might be a good idea to ask your benevolent liege for some more! With the ‘Gain Land for Unlanded Son’ ambition it’s possible to ask your liege to give land to a second or third son of yours, increasing the influence of your dynasty in the realm. This is a tall order for just anyone of low status to ask of their liege, but if you’re lucky and/or have friends in high places it might just work out!

Ask Liege for Title

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If you’re really brave you might dare to ask your liege directly for land. Now this might not please your liege too much, but if you’re influential enough your liege might just cave to your demands! Just beware so that you’re not impressed by vague promises...

Build a War Chest

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If you find yourself lacking money for that war you’d really like to wage, you can choose the ‘Build a War Chest’ ambition in order to prepare! When you choose this ambition your vassals will gain the ability to send you donations in order to fill the War Chest, though they often have ulterior motives for doing so. You might occasionally receive a donation offer from a vassal that you can choose to accept in exchange for a favor - a powerful alternative currency that’s been brought up in another Dev Diary. Though if you’ve got no patience for your vassals you can always choose to ‘Extort your Subjects’!

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By choosing to do this morally dubious action you can raise vast amounts of money in a short amount of time, but at the cost of Tyranny and general opinion. You’ll be able to extort the pathetic peasants residing in your demesne provinces, the wealthy characters of your court and the greedy clergymen who do nothing but sit on their riches. You’ll effectively be sacrificing long-term gain for short-term gain, a choice that’ll be yours to make.

Finally, as promised in the last dev diary, @Servancour will present you with a new business opportunity!

Dynamic Mercenaries
Since we enjoyed the Dynamic Mercenaries mechanic added in Horse Lords, we decided to expand upon them further. With Conclave, lords and doges alike will be able to create a Mercenary Band of their own! Unlike nomads however, who sends off their sons to gain fame and prestige, these Mercenary Bands are assembled to increase the wealth of its creator. Whenever the band is hired by anyone else, you will gain a percentage of the band’s income.

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Before you can create a band, you need to have an eligible courtier that has a military education available (you can also not already have a band under you service, since you are limited to a single one). The band itself is created through a targeted decision on the character you want to appoint as its captain. Though you’ll have to pay the new captain a small fee of 50 gold before he can get started.

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The sizes of the created Mercenary Bands will vary depending on your own levy size. The band will look at your personal demesne and use a percentage of your levies to decide how large the band will be. Thus created bands will come in many different sizes and will be ranging from just a few hundreds all the way up to two or three thousands. Potentially though, they may end up with much more than that. The most common size will probably be in between the nomadic mercenaries and the smaller pre-existing Mercenary Companies. Even if you don’t create a band yourself, these will be good for filling in the gap in situations where you will want to have a few hundreds of additional soldiers to guarantee victory against a slightly weaker or equally strong opponent. Rather than paying a hefty sum for more soldiers than you’ll need.

Maintaining these mercenaries comes at a cost however, so you will not always want to have a band active. When you assemble a band, all of your demesne holding will be affected by the “Maintaining Mercenary Band” holding modifier. This will lower your levy sizes for as long as you control the band. You will be able to dismiss the band whenever you want though to remove the modifier, as long as they aren’t being hired by anyone else.

Finally, all mercenary captains will eventually grow more ambitious when granted the opportunity to lead troops of their own. They will start asking you for more troops to reinforce the band with and possibly even ask for more money! If grown too ambitious, they will even be able break away from your control. To prevent this, you will be able to replace the captain through a targeted decision with a suitable replacement. This will reset the ambitious level of the band and you will be free to continue to enjoy your extra income.

That’s it for today! We hope you’ve all enjoyed this dev diary and we’ll see you on the release a week from now.
Please don't make the childhood trait icons so cute. I don't want to feel like a monster when I order the deaths of those kids that stand in my way!
 
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@Ruwaard - While I agree with almost everything you've said in this thread, I do not share your optimism for this dlc. The law revamp seems more a regression trying to further tie the (imo) failed tech trees to the advancement of a realm. It also seems that Paradox was intimidated by the reactionaries and ignorant who are pushing back to actual customization and is now actively touting the difficulty of changing laws.

Going back to a model of a singular feudal ideal in the French 12th century is exactly what I see happening; all the actual expansion provided before seems to be forced back into a box. ymmv.
Yeah the development of CK2 is fairly inconsistent. Now you have devs who call existing features "boring", "bad", etc, despite them having been core parts of the game for 4+ years and so on. Also the total disregard for DLC features such as retinues, which SHOULD have been reworked long ago and tied intoother features, but are just left isolated with nary a thought towards e.g. linking them to the stuff being overhauled now. It just goes to show how little actual design philosophy there is. Devs come and go and they dabble a little here, a little there.

I mean, yeah, it's fun and all, but it could be so much more!
 
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Please don't make the childhood trait icons so cute. I don't want to feel like a monster when I order the deaths of those kids that stand in my way!

I. I quite like that they're cute.

II. Feeling like a monster is how you know you're playing CK2 the right way.
 
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I. I quite like that they're cute.

II. Feeling like a monster is how you know you're playing CK2 the right way.
I dunno, I liked that kinda numbed, sadistic perspective that kids were just little adults. Now they have cutesy icons and make me feel really bad about snuff in the little buggers out!

I have a 2yo son in real life, up to now I had no problem with killing kids in CK2 but those "childhood" trait icons really triggered my fatherly instincts... :oops: I don't want those emotions to get in the way of my enjoyment of the game!! (I think I'd rather quit CK2 than give myself mixed feelings over a PC game)
 
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