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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.

ArtifactExamplesItalian2.png

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!

ArtifactExamples2.png

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).

bones3.png


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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You could potentially have something that persuades the locals to point out the local fords, but that would achieve the goal in a different way, and wouldn't be an unacceptably supernatural item.
This is my point - once you accept that owning a particular sword makes the locals help you, you can explain away any mechanical power. It makes the "no supernatural effects" a completely hollow restriction, and just means that every artifact has to come with a convoluted head-canon for how it helps you cross rivers better.
 
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All beautiful, but I have a question: will the graphics requirements be the same as in the base game? I'm afraid that being too beautiful these images may require a higher level :rolleyes::rolleyes::rolleyes:
 
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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, and a big change in the studio is going to mess with things a lot. i figure the issues leviathan had were largely due to the fact that the new studio wasnt given room to breathe, and people were overworked to hit an impossible deadline

given that generally i enjoy my favourite games when theyre good and fleshed out and not riddled with bugs, im pretty jazzed to hear you guys are gonna give this one the time it needs instead of rushing it out the door

(also like realistically if it comes out around december that would be extremely helpful for me academically, how am i supposed to study and do well in college when theres videogames)
 
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This is my point - once you accept that owning a particular sword makes the locals help you, you can explain away any mechanical power. It makes the "no supernatural effects" a completely hollow restriction, and just means that every artifact has to come with a convoluted head-canon for how it helps you cross rivers better.
Alternatively, they have to draw the line *somewhere* if they want to avoid having blatantly supernatural effects popping up, and the feature creep that that entails.

In this case they've decided that river crossings is going too far. Perhaps because any ford capable of allowing an army to cross would already be well known, and usually well marked and obvious.
 
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Alternatively, they have to draw the line *somewhere* if they want to avoid having blatantly supernatural effects popping up, and the feature creep that that entails.

In this case they've decided that river crossings is going too far. Perhaps because any ford capable of allowing an army to cross would already be well known, and usually well marked and obvious.
Certainly they have to draw the line somewhere, but I just don't think that "this sword makes my soldiers accept 10% less salary" and "this sword makes the locals show me all the defensive positions" are on one side of the line, while "this sword makes the locals show me where the fords are" is on the other side. And if those are on opposites sides of a line, it's not because some are supernatural and others aren't.
 
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How will these artifacts translate into 3D objects in your courtroom? Will they be procedurally generated from from different parts. e.g. hilts, blades for a sword. Or will there be one or two generic 3D objects per weapon, trinket etc?
 
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Personally not crazy about the mention of no supernatural content mentioned earlier in development being an explicitly cited reason for the absence of such in DLC, I was hoping that wouldn't be like a maxim for CK3 but then again I liked the supernatural aspects of CK2.
 
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Should common items such as a simple sword, as seen in the preview, be represented with mechanical benefits/an artefact at all? Surely most every noble would possess some form of simple weapon. Restricting artefacts to more one-of-a-kind or notable items, such as the famed engraved wootz steel sword shown, could help to both further prevent stat bloat as well as keep artefacts interesting
 
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Hi, my first name is Baptiste, I am French, I use a translator, and I am 15 years old.

CK3 is my favorite video game, I played it for about 900 hours , I wanted to thank you for giving us such a great game !!

The royal courts look very beautiful . Will modders be able to modify their design so that it evolves over time?

I also wanted to make a constructive criticism, towards the end of the game (year 1200-1300), the game becomes "boring" (sorry), this is partly due to the fact that generally the player has a very BIG empire, and the conquests are very banal and monotonous (because of the really weak enemies), the only somewhat "formidable" enemy is the Mongol Empire. This is only my opinion, but it may be necessary to make sure that "the ai evolves with the player", for example by making sure that there are more kingdoms and powerful empires, and also that the political borders are "more organized" (that's for aesthetics "

Thanks for reading ☺️☺️
 
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The in-development examples are still being worked on, however I don't think it to be entirely unreasonable.

Maybe not for a simple sword, but in the case of a relic with cultural significance, the wielder of the sword may get more support from the local population, which can translate to local guides being more inclined in pointing out features of the local geography, which translates to a tactical advantage of the army in question.

"This weapon is the symbol of the rightful lord of this land, therefore the locals are more happy to give their support, which gives me a better understanding of where and how to pick the battle against these would-be invaders."

There are many ways to interpret it.
Could this work in the other way as well?
“This weapon is the symbol of the rightful lord of this land, therefore the locals hate me as an outsider ruling their land using their sacred/important symbols. They attack our caravans at night, give misleads. They do not want an outsider holding their regalia.”

This sword gives you the right to claim Kingdom/duchy of X but local culture hates you if you are not from local culture.

Outside of culture, religion too can be effective in this, “by Jihad we conquered the city of Barcelona, my advisor bring me a box with many valueable things adorned I opened it and its just some bones, I would have thrown the bones and melted the box for value but holding them pisses my heathen neighbors and it makes my day.” Gives you prestige neighbors of the relics religion with tier(county/duchy/kingdom) equal to me lose prestige but they have a wargoal reclaim the relics against me

Edit: can the simple sword that I had at the start as a count in Leon become a famed sword of X the unifier of Spain when I unified Spain with it?
 
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Could this work in the other way as well?
“This weapon is the symbol of the rightful lord of this land, therefore the locals hate me as an outsider ruling their land using their sacred/important symbols. They attack our caravans at night, give misleads. They do not want an outsider holding their regalia.”

This sword gives you the right to claim Kingdom/duchy of X but local culture hates you if you are not from local culture.

Outside of culture, religion too can be effective in this, “by Jihad we conquered the city of Barcelona, my advisor bring me a box with many valueable things adorned I opened it and its just some bones, I would have thrown the bones and melted the box for value but holding them pisses my heathen neighbors and it makes my day.” Gives you prestige neighbors of the relics religion with tier(county/duchy/kingdom) equal to me lose prestige but they have a wargoal reclaim the relics against me
A peasant sees you marching through their land and proclaims, "Strange women lying in ponds distributing swords is no basis for a system of government." -10 popular opinion.
 
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Do Book artifacts come in a particular language that you have to know to get the skill benefits? I think it would be interesting if seizing a book from abroad would lead to you either trying to learn the language or commissioning a translation, with the additional risk of the translation being of poorer quality by getting things wrong.
Should common items such as a simple sword, as seen in the preview, be represented with mechanical benefits/an artefact at all? Surely most every noble would possess some form of simple weapon. Restricting artefacts to more one-of-a-kind or notable items, such as the famed engraved wootz steel sword shown, could help to both further prevent stat bloat as well as keep artefacts interesting
Yeah, IMO if artifact prices are to make any sense in relation to retinue and mercenary prices then any weapon represented as an Artifact should be either ornate or far, far superior to anything a rank-and-file soldier might wield.
 
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Certainly they have to draw the line somewhere, but I just don't think that "this sword makes my soldiers accept 10% less salary" and "this sword makes the locals show me all the defensive positions" are on one side of the line, while "this sword makes the locals show me where the fords are" is on the other side. And if those are on opposites sides of a line, it's not because some are supernatural and others aren't.
Being shown the fords might be a *reduced* crossing penalty, rather than removing it entirely. That might work as a non-supernatural version, rather than removing it entirely and effectively allowing the army to just ignore the fact that the Nile or other major river is there.

But... if you're working within their "no overtly supernatural elements" framework, what line would you be able to draw that still leaves the artefacts as distinct and worthwhile?
 
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Being shown the fords might be a *reduced* crossing penalty, rather than removing it entirely. That might work as a non-supernatural version, rather than removing it entirely and effectively allowing the army to just ignore the fact that the Nile or other major river is there.

But... if you're working within their "no overtly supernatural elements" framework, what line would you be able to draw that still leaves the artefacts as distinct and worthwhile?
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.
 
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