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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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are there any minimal conditions for having any items equipped? for example minimal prowess to handle a masterwork sword

And may I just say that court room rendering looks amazing! Looking forward to seeing how we interact with people in the room
The sword *makes* you a master swordsman. Definitely not through supernatural powers, though. That's just how regular fancy swords work, as we all know.
 
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Like I said, if you don't feel that the set of reasonable bonuses for weapons are worthwhile, then don't include everyone's personal sword as an artifact. This isn't dungeons and dragons, we don't need every character to have a special sword and a special shield and a special suit of armor.
Yes, but swords provide the same kind of bonuses as crowns then there is no reason to have both swords and crowns from a gameplay perspectives.

If the game system is such that meaningful effects are ones that don't make sense on a sword, but do make sense on, say, a book, then put them on books, not swords.
Yes, and I don't believe anyone is saying otherwise. They are saying that they agree with them having military related bonuses, which you disagree with.
Why does my "simple sword" or "Hausa spear" specifically inspire my troops to defend territory I control but not when defending territory I don't control
Because it's a preexisting game mechanic but I'm guessing if holy relics gave you some Controlled Territory Defender Advantage you would complain about it not being realistic despite the fact that the Byzantines would parade holy relics on the Theodosian Walls during sieges to inspire the defenders.

The sword *makes* you a master swordsman. Definitely not through supernatural powers, though. That's just how regular fancy swords work, as we all know.
Why does it cost piety to buy a claim and not gold?
 
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Yes, but swords provide the same kind of bonuses as crowns then there is no reason to have both swords and crowns from a gameplay perspectives.
Then why did CK2 have an engraved ceremonial sword to go with your crown?
Yes, and I don't believe anyone is saying otherwise. They are saying that they agree with them having military related bonuses, which you disagree with.
I would believe that a book on logistics and supply could reduce the cost to supply your army. I don't buy that a sword provides that bonus. I especially don't buy that a sword makes *more* sense than a book to provide that bonus.
Because it's a preexisting game mechanic but I'm guessing if holy relics gave you some Controlled Territory Defender Advantage you would complain about it not being realistic despite the fact that the Byzantines would parade holy relics on the Theodosian Walls during sieges to inspire the defenders.
And clearly those relics would not have worked if they brought them out to a battlefield, or if they were trying to recover a holy site that the enemy had occupied, right?
Why does it cost piety to buy a claim and not gold?
Because they changed the mechanic during development, but did not bother to change the name, I assume.
 
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I don't mean to shamelessly promote my suggestion from a few days ago, but with the introduction of artifacts that further provide monthly ticks of prestige and piety, I really think it's time to make each level of fame and devotion harder to reach. It's too easy at the moment and this is going to make it even easier.
 
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Is there any way to upgrade artifacts after they are created? For example, if my first character creates a simply sword, if I use it long enough or through some kind of event or using the court artificer is there a possibility it can be upgraded to a fine sword? Then eventually up to Masterwork?
 
Will we be able to build a treasury at our capital to protect unequipped artifacts from being looted in a siege or raid? Perhaps just reducing the chances.
 
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Then why did CK2 have an engraved ceremonial sword to go with your crown?
I would point out that a ceremonial sword is quite different from a sword used in combat so yes, I would classify a ceremonial sword as the same kind of item as a crown.

I would believe that a book on logistics and supply could reduce the cost to supply your army. I don't buy that a sword provides that bonus. I especially don't buy that a sword makes *more* sense than a book to provide that bonus.
Well, just because you own a book doesn't mean you read it and learned it lessons either you know. Why should a goblet give you hostile scheme resistance? Probably because certain items are related to certain lifestyles and like poisons will probably give you hostile scheme boosts. Is it realist? Not really. Is it thematic and flavorful? I would say yes and there a lot other things in the game that work like that, things like dynastic legacies and so on.

And clearly those relics would not have worked if they brought them out to a battlefield, or if they were trying to recover a holy site that the enemy had occupied, right?
Like, the Kingdom of Jerusalem literally lost the True Cross at the Battle of Hattin because they though it would bring them divine favor by bringing it into and there is story of the crusaders finding the Holy Lance during the First Crusade when sieging Antioch and it giving them the encouragement they needed to finish the siege. But, the larger point is that just because something is X doesn't it can't involve Y. Just because its a spear doesn't mean it couldn't have been used to defend an important village or something and now has a reputation for such things. The game already requires the player to fill in a bunch of gaps if they want to roleplay as and I don't really see this as fundamentally different.

Because they changed the mechanic during development, but did not bother to change the name, I assume.
You are kind of missing the larger part of how abstraction has to work in a game and while, yes, simply owning a sword doesn't make you a sword master but deciding you are going to focus on chivalry (+3 prowess) doesn't make you a better fighter either but that's the way it works in the game because it's a game and things need to be abstracted to varying degrees.
 
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I would point out that a ceremonial sword is quite different from a sword used in combat so yes, I would classify a ceremonial sword as the same kind of item as a crown.
And having both ceremonial swords and crowns seemed to work out fine in CK2 despite them giving the same type of bonus.

Well, just because you own a book doesn't mean you read it and learned it lessons either you know.
This feels like you're really grasping at straws.

Why should a goblet give you hostile scheme resistance? Probably because certain items are related to certain lifestyles and like poisons will probably give you hostile scheme boosts. Is it realist? Not really. Is it thematic and flavorful? I would say yes and there a lot other things in the game that work like that, things like dynastic legacies and so on.
Right, what we're doing is just slapping arbitrary bonuses on objects with little regard to what makes sense. It's just scrolling through the list of existing modifiers, picking something that fits the right attribute, and calling it a day. My complaint is that that's lazy design. The goblet gives hostile scheme resistance because it's an intrigue-related item and hostile schemes are an intrigue thing. If that's the level of abstraction we want, we could have just called it "Tier 1 Intrigue Item".

Like, the Kingdom of Jerusalem literally lost the True Cross at the Battle of Hattin because they though it would bring them divine favor by bringing it into and there is story of the crusaders finding the Holy Lance during the First Crusade when sieging Antioch and it giving them the encouragement they needed to finish the siege. But, the larger point is that just because something is X doesn't it can't involve Y. Just because its a spear doesn't mean it couldn't have been used to defend an important village or something and now has a reputation for such things. The game already requires the player to fill in a bunch of gaps if they want to roleplay as and I don't really see this as fundamentally different.
I'm not objecting to the idea of a weapon giving a morale boost. That's one of the attributes I specifically suggested:


What I'm objecting to is "controlled territory defender advantage". There's no sensible reason why a sword would only give an advantage in that specific subset of battle situations. It's not a spear that was used to defend an important village - it's one I just paid a smith 100 gold to forge for me.

You are kind of missing the larger part of how abstraction has to work in a game and while, yes, simply owning a sword doesn't make you a sword master but deciding you are going to focus on chivalry (+3 prowess) doesn't make you a better fighter either but that's the way it works in the game because it's a game and things need to be abstracted to varying degrees.
I don't think abstraction *has* to work that way. We don't *need* to have a magical +6 sword that makes you a blademaster just by holding it.
 
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So, in other words, you absolutely do have overtly supernatural effects, but have chosen to hand-wave them away.

You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.
This reminds me of the series "Sharpe's Rifles". On recovering a sacred relic banner from a Spanish monestary, Sharpe says "Are you telling me that these people will fight and lay down their lives for a rag on a stick?!?" His mentor replies "Well, you do, Richard - you do!"
 
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This reminds me of the series "Sharpe's Rifles". On recovering a sacred relic banner from a Spanish monestary, Sharpe says "Are you telling me that these people will fight and lay down their lives for a rag on a stick?!?" His mentor replies "Well, you do, Richard - you do!"
But only when defending, and only in territory you control. Outside of those scenarios it's just a rag on a stick.
 
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I remember relics being a significant thing for CK2, I noticed relics are there, but I am not sure how big they will be. Will there be relics of specific saints like St. Peter's Bones or will it be generic "saint's finger bone"? If your ancestor becomes a saint, would it be possible to have a chance to get a relic from them?

I basically wanna know more about relics lol.
 
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I'd like it if you "spiffed up" the description of the lowest versions of artifacts a bit, it feels anti-immersive for me to see stuff represented that way that isn't in some way exceptional. I mean does the "simple sword" mean that we should be imagining that most of our characters, kings and dukes and counts and all their knights, (or even men at arms) don't have swords (or maces or whatever weapon)?
The mere fact of being an artifact should mean that it should, to an extent be exceptional even by the standard of landed aristocracy, something remarkable enough that it doesn't feel off to imagine that only the characters that have the artifact game mechanically has an object like that of equivalent significance in-universe.
 
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And having both ceremonial swords and crowns seemed to work out fine in CK2 despite them giving the same type of bonus.
I guess I should clarify - weapons used in combat shouldn't give the same kind of bonuses as ceremonial weapons as they serve different purposes. Regalia items should provide one type of bonus and combat weapons should provide another type of bonus. There should be different kinds of regalia that provide varying degrees of those types of bonuses to match a players preferences and whatnot.

This feels like you're really grasping at straws.
Being honest, I don't feel like that is really different from your having a sword doesn't make you a sword master remark.

Right, what we're doing is just slapping arbitrary bonuses on objects with little regard to what makes sense. It's just scrolling through the list of existing modifiers, picking something that fits the right attribute, and calling it a day.
Like, realistically, books should be providing most of the non-prestige/renown/splendor bonuses but I'm playing a game want cool artifacts and stuff, not a library. Swords are used in combat so them providing military bonuses is not exactly arbitrary and, for example, I would prefer that they do give you a bonus based on the types of battles you have fought or commander traits I image that would be a lot of programing work for not a lot in return, realistically speaking.

My complaint is that that's lazy design. The goblet gives hostile scheme resistance because it's an intrigue-related item and hostile schemes are an intrigue thing. If that's the level of abstraction we want, we could have just called it "Tier 1 Intrigue Item".
What wouldn't be lazy then? What kind of item would be give a scheme boost or resistance or do you think that shouldn't apply to artifacts at all? If artifacts are just boosting prestige/renown/piety/splendor why bother having them at all?

I'm not objecting to the idea of a weapon giving a morale boost. That's one of the attributes I specifically suggested:
Define morale boost because, currently, morale only applies to the defenders during a siege.

There's no sensible reason why a sword would only give an advantage in that specific subset of battle situations. It's not a spear that was used to defend an important village - it's one I just paid a smith 100 gold to forge for me.
I literally explained one, you just don't find it convincing. Like I said, the game already requires the player to fill in plenty of details (why are these four randos rivals with my new ruler) and this is just another one of those kinds of things.

I don't think abstraction *has* to work that way. We don't *need* to have a magical +6 sword that makes you a blademaster just by holding it.
But that's the fundamental design of the game at this point and if you don't like then you should probably stop playing the game because it's not going to change at this point.
 
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Crusader Kings III is such an incredible game right out of the gates. Even without all the bells and whistles of CKII it is fantastic. The character design with the amazing range of different faces, the roleplaying, the unique stories and people and lineages. Amazing.

So yeah, while I am stoked for this new patch, I'm not impatient. Take the time you need, I'm sure it will be another grand addition! Can't wait to see where this game goes (and Vicky 3, too!)
 
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Being honest, I don't feel like that is really different from your having a sword doesn't make you a sword master remark.
Those seem extremely different to me. A book *contains* the knowledge needed to acquire the bonus. Obviously we don't see you read it "on camera", but everything you need is there. By contrast, owning a fancy sword does not make you a master swordsman. We already have the blademaster traits that indicate how proficient you are with your weapons. Even if we imagine that having a fancy sword makes you practice with it, I would expect that to grant the blademaster trait.
Like, realistically, books should be providing most of the non-prestige/renown/splendor bonuses but I'm playing a game want cool artifacts and stuff, not a library. Swords are used in combat so them providing military bonuses is not exactly arbitrary and, for example, I would prefer that they do give you a bonus based on the types of battles you have fought or commander traits I image that would be a lot of programing work for not a lot in return, realistically speaking.
I don't think swords are the only cool kind of artifact, and I don't think that "stress loss" and "controlled territory defender advantage" are the only ways to make a sword feel important or valuable.
What wouldn't be lazy then? What kind of item would be give a scheme boost or resistance or do you think that shouldn't apply to artifacts at all? If artifacts are just boosting prestige/renown/piety/splendor why bother having them at all?
I would give hostile scheme resistance to a guard dog, for example. Or a special piece of leather armor thin enough to be worn under your clothes. Or a coop of messenger pigeons with which to receive warning.

I would give a murder scheme boost to a special teapot like this:

Define morale boost because, currently, morale only applies to the defenders during a siege.

I meant for it to be represented as an advantage bonus when the wielder of the sword is a commander in combat.

I literally explained one, you just don't find it convincing. Like I said, the game already requires the player to fill in plenty of details (why are these four randos rivals with my new ruler) and this is just another one of those kinds of things.
Yeah, I would say that your explanation is not "sensible".
But that's the fundamental design of the game at this point and if you don't like then you should probably stop playing the game because it's not going to change at this point.
I don't think "the game already has some of this flaw" is a good reason to add more of it.
 
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