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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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You don't need to read it all, only need to answer these!:p
Wondering about a few things (I may have missed information) :
  • will it be necessary to travel to the same place as the other character in order to sway him/her? (this seems logical and would make swaying less easy)
  • will it be necessary to travel to Rome in order to ask the pope for money? (same as above)
  • more generally : for which interactions is it necessary to be in the same place as another character in order to interact with that character? (I can imagine some interactions could use sending letters but most interactions should need to be in the same place)
  • will position concern every character or only rulers ?
  • if every characters, does this mean that steward has to move to the county he is developping for example? And what if you are the steward of your liege? Do you need to move to the county your liege wants you to develop ? Can you refuse ?
  • does position mechanism also modify rally points system? (logically a character should first move to a given place before raising an army there)

Anyway this seems a nice mechanism in order to improve immersion. I hope it lives up to the expectations…
To quote myself in another thread on the travel system.
The travel system itself is baseline. I believe there is still some teleporting, but we are doing a pass to eliminate as much as possible of it that we can easily do without needing to do big overhauls of existing systems. I cannot remember what still teleports, but there will likely be some teleporting left due to some limitations and implementation details that we haven't gotten sorted for Tours and Tournaments.

Note I haven't really been involved in the Travel system, so this is just what I remember from the top of my head, so take it with a grain of salt.

Stay tuned for the Dev Diary on the specifics of it.
 
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Other games use their mathematical models for modeling the orbits of planets or elaborate economic and inflationary simulations. Us? We use math to figure out how to kill everyone.
No, no, no. Math to figure out how to kill a certain percentage of the population.

@PDXOxycoon you know what would be really cool? Tying disease rates to certain cultural or religious tenants, much like the childbirth/pregnancy complications.
 
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Other games use their mathematical models for modeling the orbits of planets
I actually did that for one of my assignments in university, using Newton's laws with the properites of all the massive objects in the Solar system (all planets and all relevant moons). It worked rather nicely, but eventually broke down due to lack of precision within the systems. Who could've predicted that hour by hour wasn't really sufficient to simulate it all with the framework I had set up? The moons eventually left their planets' orbits :D Good times
 
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I actually did that for one of my assignments in university, using Newton's laws with the properites of all the massive objects in the Solar system (all planets and all relevant moons). It worked rather nicely, but eventually broke down due to lack of precision within the systems. Who could've predicted that hour by hour wasn't really sufficient to simulate it all with the framework I had set up? The moons eventually left their planets' orbits :D Good times
Is that a thing you still have access to and is it math we could look at?
 
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I actually did that for one of my assignments in university, using Newton's laws with the properites of all the massive objects in the Solar system (all planets and all relevant moons). It worked rather nicely, but eventually broke down due to lack of precision within the systems. Who could've predicted that hour by hour wasn't really sufficient to simulate it all with the framework I had set up? The moons eventually left their planets' orbits :D Good times
Fascinating! Sounds like the basis of a great Stellaris adventure, too. Stellaris: Rogue Moon.
 
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Not anymore. Probably in the uni archives somewhere, but don't have access to that :p
There you devs go, not giving the community (1) what we want (2). Typical paradox.
——
(1) me and only me
(2) notes on the math you did for a random uni project unrelated to the game.
 
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I actually did that for one of my assignments in university, using Newton's laws with the properites of all the massive objects in the Solar system (all planets and all relevant moons). It worked rather nicely, but eventually broke down due to lack of precision within the systems. Who could've predicted that hour by hour wasn't really sufficient to simulate it all with the framework I had set up? The moons eventually left their planets' orbits :D Good times

I did something similar in my intro uni physics class and had a similar problem. In case it gives you some closure I've since learned the way some solve this without killing compute time with a small timestep is to calculate energy at each step and enforce conservation of energy by adding or subtracting energy to the system. The trick for where excess energy or a lack of energy should be taken from or added to escapes me. :)
 
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Let's face it: the reason people like these cosmetic DLCs and their window-dressing features is that they want to play the base game, but getting bored so they need some busywork to keep them busy.

Let's take Royal Court as an example: you don't even need to hold court, because you receive no penalty for not doing your job as a court-holder. In fact you have to lose prestige to hold court. And holding court is the only interaction you can have with people in your lifeless, frozen court. No greeting, chat-chit, flirting, bargaining, scheming... with anybody. Instead all you can do is push one button and some random events (often unrealistic and unfunny) pop up, giving you some penalty (often outside your control). That's it. The only reason you enter such a time-wasting, useless mini-game is because you are tired of staring at the map for too long.

If you just want to experience those activities without the base game, there is certainly better simulators out there. Mount & Blade is an example: you actually fight in tournaments, you actually have to travel across your domain to manage it, you actually have to summon vassals to your army instead of having them teleported at the rally point.

EDIT: Note that when Paradox programmer shows up in the forum, suddenly all the negative doom and gloom lads sprint into the dank, dark corners on the internet. They don't want to throw down with a programmer.

The quoted post getting massive upvotes compared to downvotes reflects the negative attitude of the forum in general.

These echo chamber forums have become a place where it is socially acceptable and encouraged to trash the game to which the forum corresponds. This behavior is not unique to CK3: it's obvious that games like Warhammer 3, AoE4, Darktide, Cyberpunk 2077, Divinity 2: Original Sin, Pokemon Scarlet/Violet, Xenoblades 3, World of Warcraft, CoH3, and many more.


My point isn't to say that any of these games are perfect; my point is that the gross negativity and immature approach to problems (real or imagined) by the community is unhelpful, childish, and reflects poorly upon the community in general.

I do not imagine for a second that this post will be poplar, but it ought to be said.
If you think that CK2 is a better game, no one is stopping you from playing it.

As for myself, I believe that CK3's greatest weakness is the late game -- and this is supported by statistics which indicate that most players do not finish campaigns. Adding in activities that bolster the late game and keep players invested in the game after they "paint the map," or destabilized "painted maps," or just give players reasons to continue after they've defeated most of their foes on the outside of their kingdom, is IMO what CK3 most desperately needs.

Activities, destabilization, alternative "win" conditions.

1) Tours and Tournaments checks the "activities" sections; which is why I said it's a step in the right direction.
2) The reason I've suggested expanding the "Struggle System" native to Fates of Iberia to be a mapwide feature instead of a localized feature is because it will go a long way into addressing "destabilization" and even further in addressing "alternative 'win' conditions."




Now to highlight the problems I've talked about:

"...the reason people like these cosmetic DLCs and their window-dressing features"

A) Suggesting that a DLC like Royal Court was a "cosmetic" DLC that added "busywork" is laughable at best; but more likely spiteful, intentionally misleading rhetoric. Talking down to the average "player" who gets "bored" and therefore craves "busywork" is completely off-base and out of line. You don't know what you pretend to know; moreover, your attempt to label a complete DLC as "cosmetic window-dressing" is absurd.

B) "You don't need to hold court" as if you're playing the game like an RTS or 4x instead of a roleplaying experience. That, right there, reveals the crux of the issue with you. The approach you have to the game isn't to play your character for the sake of playing your character; it's to "win."

C) Bringing up Mount and Blade (an excellent game, which has a community just like this one: full of negative teens who would have a good laugh at you recommending Mount and Blade) as a good alternative to CK3 shows that you don't understand CK3 nearly as well as you think you do. They aren't similar games at all.
 
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Face Mask do nothing against the plague, which spreads by flea.
Au contrair, mon petit forumite (1).

Y. pestis can infect the lungs. This happens either by the bacterium spreading to the lungs from the bloodstream in someone with septicemic plague (secondary infection) or as a primary infection from inhaling aerosols from someone suffering from pneumonic plague already.

And pneumonic plague has even worse outcomes than the bubonic form!



(1) this is clearly perfect French for “my good sir, ma’am or gender non confirming gentle person
 
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Au contrair, mon petit forumite (1).

Y. pestis can infect the lungs. This happens either by the bacterium spreading to the lungs from the bloodstream in someone with septicemic plague (secondary infection) or as a primary infection from inhaling aerosols from someone suffering from pneumonic plague already.

And pneumonic plague has even worse outcomes than the bubonic form!



(1) this is clearly perfect French for “my good sir, ma’am or gender non confirming gentle person
I stand corrected. Though the plague did first transmit to humans through the rat flea. The best way to avoid the plague was to avoid crowded areas like cities.

A story goes that an infected person was catapulted over the city walls by the Mongols/Tartars. Venice merchants then unknowingly brought the disease back to Europe.

Would late medieval masks be effective at stopping the plague? The only masks that are really effective against COVID are N95. Would the plague be hindered by something much less effective than an N95?
 
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Would late medieval masks be effective at stopping the plague? The only masks that are really effective against COVID are N95. Would the plague be hindered by something much less effective than an N95?

All forms of masks and respirators, when worn correctly and of a tight enough weave (talking about cloth), prevent some level of transmission of COVID, it’s just a case of how well.

To avoid spreading misinformation, n95s respirators are orders of magnitude more effective than a surgical mask (modern) cloth mask (modern or medieval) or oiled hide (probably just medieval, but who knows?). But any attempts to protect yourself from material coming from the lungs of someone sick with pneumonic plague would help to some degree.
 
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A story goes that an infected person was catapulted over the city walls by the Mongols/Tartars.
I can hear the screaming if an event like this is added in with a disease-related patch/DLC! :p

But if I were a dev, I’d be tempted...add relevant conditions so it doesn’t show up too often (one hopes!). :cool:
 
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I can hear the screaming if an event like this is added in with a disease-related patch/DLC! :p

But if I were a dev, I’d be tempted...add relevant conditions so it doesn’t show up too often (one hopes!). :cool:
We have one already. I remember the good ol’ days when it unintendedly fired all the time.

Really should have found or made a mod to have it the event play “Its Raining Men” every time it happened.
 
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