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CK3: Tours and Tournaments - The Vision

Greetings!

Come one, come all! The grand tournament awaits your attendance - your steeds have been readied and your entourage assembled for the journey ahead! It’s time to show the world your graciousness as host and worth in the arena… but to get there, we’re better off routing our journey around the treacherous mountain passes of Stipon, as I hear they’ve been crawling with highwaymen since your, ahem, dalliance with Duke Andronikos’ wife during his son's wedding. Then there’s the matter of your unruly vassals: perhaps it’s time for a royal tour?

The life of a ruler was always active - there were many things to attend to, and most courts at the time were itinerant, roaming from place to place constantly. Tours and Tournaments aims to give rulers plenty of things to do, especially during times of peace, by introducing new systems of Travel and Grand Activities!

As mentioned in the Floorplan Dev Diary, we want to reinforce the connection between character and map - after all, the game is played on a beautiful medieval map, and no longer will the only time your ruler leaves the safety of their capital be when you’re at war. There’s an entire world out there to explore, filled with both great opportunities and adventurous obstacles.

By assembling an entourage, selecting options for your travel, and hiring a caravan master, you are ready to set out on the road and travel to activities across the world. The Travel system is an integral part of activities, with both the host and guests traveling to reach them - creating a stronger feeling of place as you see your route being plotted and your character moving directly on the map.
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[Image: The Duke of Bohemia setting out on a Tour]

So what are these activities you can travel to, you ask? There’s plenty - firstly we’ve updated and revamped Feasts, Hunts, and Pilgrimages completely - the bread-and-butter of activities. There’s now a reason to hunt in a specific forest within your domain, as a ferocious wolf or legendary stag might have been spotted there - or a reason to hold a feast in a holding with leisure palaces, as you might need to impress a particularly unruly vassal. Pilgrimages will now be epic journeys, potentially taking years if you’re going far - making it necessary for a regent to rule in your stead. All activities have dedicated interfaces with easily-accessible information and beautiful art to set the scene.

Of course, there are Grand activities that are even more impactful - each of them different in their own magnificent way! They have Options and Intents which affect rewards and what type of content you might encounter. Our aim is to make each activity have a clear purpose and be interesting in its own right, therefore we chose to make Grand Tournaments, Grand Tours, and Grand Weddings - three vastly different activities with vastly different executions and purposes!
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[Image: Example of Activity Types, initial step]

Grand Tournaments are where you go to test your mettle: spectacles to be announced far and wide, with rewards ranging from precious trinkets to fabulous prizes! Grand Tournaments aren’t only for martially-inclined characters - while there are contests such as melees and jousts, there are also more cerebral ones such as recitals or erudite board games. You can join your knights in slippery wrestling, eagle-eyed archery, dangerous horse racing, and vicious team melees - all clad in gleaming armor brandishing your coat of arms for the masses to see! Participating and winning in these contests will see your characters and knights grow in skill and receive prizes; living the life of a frequent tournament-goer is a valid path to take. Exploring the tournament Locale and choosing the right Intents might help you out in other ways as well, be it finding friends or dispatching rivals. If you’re in need of renown, hosting tournaments yourself will grow your standing significantly, as rulers from foreign realms come flocking to the fateful grounds, eager to compete!
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[Image: Snapshot of part of the Tournament UI. Tournaments, unlike other Grand Activities, have an extra special interface - more on that in the Tournaments Dev Diary]

Grand Tours see you assemble your entire court and set out to visit vassals in your realm - an activity commonly undertaken by medieval rulers. This is a way to assert your overlordship, while also enjoying the hospitality your vassals have to offer. There are various paths to take: Intimidation, Majesty, or Taxation, all affecting the rewards and opinions of your vassals. At its core, Tours are a tool for realm stability - and something a newly-ascended ruler should undertake quite early to avoid factions and revolts. You also get to choose between ways of approaching your vassals individually; you might want to tour the grounds, observe a cultural festival, or simply have a private dinner hosted for you.

Grand Weddings allow you to marry above your station… if you’re willing to pay the cost! They also provide ample opportunity for diplomatic shenanigans, such as impressing neighboring rulers into becoming vassals, forming hard-to-get alliances, or creating favorable matches for your children. Of course, these spectacles come with everything you’d expect out of a medieval ceremony - revelries, drama, and even a bedding ritual at the end. Or you can invite a group of mercenaries to color the halls crimson with the blood of the other House, should you desire it.
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[Image: Planning a Grand Wedding]

As some of you managed to cleverly figure out, there’s also a brand-new regency system where we’ve made sure that it’s both interesting to have and to be a regent. Loyal regents help you by dutifully fulfilling their Mandates, and being the regent of your liege gives you opportunities to (with varying degrees of bloodshed) seize the throne for yourself, should you be doing a “good” job.

There’s also a myriad of other changes which we’ll go into in future dev diaries - smaller systemic updates to buildings, knights, vassal opinions, and so on - all to support a more interesting and living map, where your choices matter more.

So take to the road, ruler - great opportunities await!

Tours and Tournaments will be released in late spring, and until the release we will have weekly Dev Diaries.

Don’t forget to wishlist:
Wishlist on Steam
Microsoft Store

Watch the trailer here!
 
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I'd consider waiting to see what the actual price will be, the full feature list and the free update that will come with it but is essentially paid for by the DLC.
Yeah, there's still a lot of information to come, and I'm definitely looking forward to seeing what else they have to show us.
 
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This looks brilliant, these are some of the events the GOT mod brought CK2 that made the world feel more alive.
Hearing about Pilgrimages will be really interesting and something I especially can't wait to see in game.
 
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Really hyped for the expansion. I'm wondering, will there be any new court positions included in T&T? A master of ceremonies which reduces the cost and cooldown of activities would be so nice! Also curious about this ominous caravan master, although I'm not sure if it's court position or something else entirely.
 
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Not trying to hijack the thread, but I keep seeing posts about about people speeding through on level 5 and never having anything to do.

This is my first Ironman playthrough and its 1245. I have 388 living dynasty members, 10 cadet branches, 262 courtiers and they all have educations, language learning and marriage selection to keep up with. lol. What do you mean , nothing to do?
 
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Contrary to a wide-spread forum opinion, RC went well for the company.

I think both can be true: RC being commercially successful and falling short of player expectations.

My question would be: do the numbers that made RC a commercial success include those who bought the Royal Edition at launch and effectively pre-ordered Royal Court blindly? Or put differently: what is the ratio of RC stand-alone sales vs season-pass pre-order sales? We will not get these numbers, but no matter what they are, it is a luxury T&T does not have (by the time it goes on pre-order and maybe even get a season pass, we will have a basic idea of what we are buying). So I just hope T&T will convince CK3 players on its own merits.
 
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Maybe the crusader king could tour himself into adding Republics to his realm? Just a suggestion?
 
adding user made stuff to the official patches
The reason they don't do that anymore has been stated multiple times across multiple PDS titles:

1. Legal issues of including code by someone not hired to provide that. It's just complicated and a hassle. (EDIT: especially internationally)
2. Issues of maintaining. Most PDS titles constantly evolve and with every major patch most mechanics need to be touched and adapted slightly. If PDS is not the originator they'll essentially have to maintain foreign code.
 
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It will be pandemonium anyway. Everyone screams for their own favorite pet feature.
Some want a major religion rework expansion, some a holy war overhaul (might be too much to do both), lots of people are screaming for trade mechanics and then there is the whole byzantine-or-bust camp. It is irrelevant which of these the devs tackle, people will complain in masses. Just like they are doing now, when "nothing to do in peacetime" was another one of these major points frequently brought up in the forums.

I bet that if they had annouced a warfare/crusade overhaul instead of T&T - as seems to be frequently asked for in this thread - that tons of people would be complaining that war is still the only thing they can do and small realms are pointless to play, because if you're not at war, you're not doing anything at all. And all the people screaming for byzantine mechanics would also still be pissed.

Just imagine the frustration that comes with that, if you know people will complain to enormous extents no matter what you focus on.
In this case, I see only one way out of the situation. Developers need to start working very hard and very quickly to add mechanics to the game as soon as possible, and not just events, clothes and 3d models. Only by seeing that mechanics are being added, the disgruntled part of the community will show less negativity, because now, it seems to me, the main reason for discontent is the feeling of part of the people that mechanics and meat will never be added.
 
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In this case, I see only one way out of the situation. Developers need to start working very hard and very quickly to add mechanics to the game as soon as possible, and not just events, clothes and 3d models. Only by seeing that mechanics are being added, the disgruntled part of the community will show less negativity, because now, it seems to me, the main reason for discontent is the feeling of part of the people that mechanics and meat will never be added.
How do you imagine that to work? They fire most of the artists, writers and designers that do less coding and onboard tons of programmers within months?
Because they obviously can't swap everyone to coding and more coders on a project does not necessarily mean it goes significantly faster. Some stuff simply takes time.

But even that won't help, because lots of people are also complaining about events being repetitive, because there is just a limited pool. The more they expand that, the less repetition we'll see. And i think it's necessary to continously expand that. Also, adding new mechanics, but not tying anything of the emergent storytelling to it with events will be very weird.
I feel like veterans of PDS games tend to forget how important the design and events are to the immersion and for most people to even get into the game or have significant enjoyment with it.

Don't forget that the forum population is a tiny subset of PDS players. Mostly PDS veterans from older titles at that.
This community here is not representative of the whole playerbase at all.
 
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it seems to me, the main reason for discontent is the feeling of part of the people that mechanics and meat will never be added.

Does anyone really think they’ll never be added?

I mean, I get that many are pissed off that they haven’t been prioritised and haven’t been added yet - but is there really a group of players that thinks the floor plan is just a complete fabrication and the countless dev comments saying the mechanical stuff is coming (including one from Wokeg this week that says they’ll be pivoting to more mechanical DLC from the next one onwards) are outright lies?
 
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How do you imagine that to work? They fire most of the artists, writers and designers that do less coding and onboard tons of programmers within months?
Yep.

Don't forget that the forum population is a tiny subset of PDS players. Mostly PDS veterans from older titles at that.
This community here is not representative of the whole playerbase at all.
CK3 is my first PDS game, I'm not an old CK2 player as I haven't even played CK2, however even I understand that the game is desperately lacking in mechanics.
And I never once complained about the lack of events, moreover, the lack of events, I think, is felt precisely because the players have nothing to do but interact with the events. If there were more meat in the game, the lack of events would not be so noticeable.
 
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Does anyone really think they’ll never be added?

I mean, I get that many are pissed off that they haven’t been prioritised and haven’t been added yet - but is there really a group of players that thinks the floor plan is just a complete fabrication and the countless dev comments saying the mechanical stuff is coming (including one from Wokeg this week that says they’ll be pivoting to more mechanical DLC from the next one onwards) are outright lies?
I won't believe a single word until I see them in action.
 
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(A) making people redundant means paying them severance pay, plus holiday pay for any unused annual leave, plus salary for their notice period even if you don't require them to work it, and restricts you from hiring new people to do the same (or very similar) job for a certain period.

(B) New features for CK3 will, in fact, need new audiovisual assets, event scripting, etc.

(C) rapid expansion of a software team seriously impairs the productivity of your existing team members while they help train your new team members

(D) gamedev is a hotly competitive employment market and hiring large numbers of new staff quickly is not practical.
 
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In this case, I see only one way out of the situation. Developers need to start working very hard and very quickly to add mechanics to the game as soon as possible, and not just events, clothes and 3d models. Only by seeing that mechanics are being added, the disgruntled part of the community will show less negativity, because now, it seems to me, the main reason for discontent is the feeling of part of the people that mechanics and meat will never be added.
The travel system is a mechanic.
 
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I don't know why everyone likes the movement system so much. Wouldn't it just be the same teleportation between counties on the way from point A to point B?
Similar to moving an army.
 
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I don't know why everyone likes the movement system so much. Wouldn't it just be the same teleportation between counties on the way from point A to point B?
Currently, pilgrimages don't move your character at all (seriously!) and the events that occur along the way bear no causal relationship to the route a real person making that journey would follow.

Under the new system, any encounters you have along the way would relate to the holdings that lie along your pilgrimage route, and you would actually be in those holdings, rather than "at home but your actions are restricted".

This has aesthetic benefits now (you can look at the map and see your character travelling), and mechanical benefits when e.g. epidemic diseases are added to the game.

Instead of having an abstract event saying "your route has been disrupted by a quarantine" or "you have caught a random ghastly illness on your travels", the game can see that a smallpox epidemic has spread into the holding you're currently passing through, and say "while passing through X on your way to the holy city Y, you have contracted smallpox and are in serious danger of death".
 
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