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Dev Diary #119 - Tours and Travel

Dev Diary #119 – Tours and Travel


Hello! My name is Chad and this is my premiere here on the forums. We’re really excited to kick off a series of dev diaries showing off all the work we have put into Tours and Tournaments. To briefly reiterate a bit of what was covered in @rageair ’s last dev diary, the Tours & Tournaments Expansion will provide a comprehensive rework of the Activity system. Not only have we reworked Feasts, Hunts, and Pilgrimages, but we have added brand spanking new Grand Activities: Tours (also in this dev diary), Tournaments, and Grand Weddings! Along with this rework comes the new Travel System (which I’ll be talking about in more detail today) and the long-awaited Regencies feature–both free additions. You can expect to hear more about all these additions in subsequent dev diaries!

Please note the standard disclaimer that all images are of things currently in development and are subject to change before release.

Travel​


As we said in last week’s dev diary, we want to reinforce the connection between the character and the map. And what’s the best way to do that? Travel.

Every character in the game now has a bonafide Location. With the new Travel Mechanic in place, every character travels to activities that aren’t held in their current location (including the AI). Whenever you plan a Grand Tournament or accept an invitation to your vassal’s Feast, you now also have decisions to make about how you get there. Will you be daring and choose a dangerous route or play it safe? Who will you hire as your Caravan Master to ensure the journey goes smoothly?

The Basics: Speed, Safety, Danger​

Every Travel Plan has two basic stats: Speed and Safety. Speed is represented by a percentage, where 100% is standard (roughly similar to army movement speed). To no one’s surprise, this affects how fast a character moves from province to province. Safety is a value ranging from 1 to 100 and counteracts Danger.

You can expect to encounter a dazzling array of situations as you travel across the map. Perhaps you will encounter a hermit living among the wilderness…

Travel_1_Event_Hermit.png

[Image: Event where you encounter a hermit]

Or perhaps you’ll meet someone from a different culture who can speak your native tongue…
Travel_2_Event_Culture.png

[Image: Event where you encounter someone from faraway who can speak your native language]

Or maybe you will even chance upon a knight-errant and convince them to join your entourage?
Travel_3_Event_Knight_Errant.png

[Image: Event where you encounter a knight-errant]

Danger lurks in every corner of the map. Every province has a Danger score based on a variety of factors like terrain, county control, owner, et cetera. Traveling through the mountains might expose you to treacherous cliffs, while sailing the seas presents its own, unique hazards, for example.

Travel_4_Event_Danger_Mountains.png

[Image: Event where one of your entourage members falls from a cliff in mountainous terrain]

Travel_5_Event_Danger_Sea.png

[Image: Event where you encounter a squall destroys your sails while traveling at sea]

There are also several dynamic factors that affect how dangerous provinces are. For example, Holdings decrease Danger while any army activity (sieges, battle, raiding) greatly increase danger. While there is always a possibility of encountering Danger, a well-prepared traveler who invests in their Safety will encounter dangerous events far less frequently.

So how do I prepare to set out on the open road? Glad you asked, let’s take a look at the brand new Travel Planner.

Travel_6_Planner.png

[Image: Example of planning to travel for a Pilgrimage]

Caravan Master​

Along with the Travel System, we introduce the Caravan Master as a new Court Position. The Caravan Master is the face of your journey and handles all the banal, practical aspects to traveling. Hiring a skilled character will increase both your Speed and Safety while providing some passive bonuses to Army Movement Speed, Supply Limit, and Court Grandeur.

Travel_7_Caravan_Master.png

[Image: Selection window for choosing a Caravan Master court position]

Travel Options​

Every time you set out on a journey, you have the chance to pick 2 Travel Options. These additional features provide a range of possible bonuses when added to your travel.

Travel_8_Options.png

[Image: Selection screen for choosing Travel Options]

Most Travel Options have an associated cost for the benefits they provide. Hiring Experienced Sea Captains will add a salty sea dog to your Entourage, thus making your journey across open water safer. Some are unlocked by Buildings in your domain or your character’s Traits. To illustrate, if you have built Stables or Camelries up to level 4 or higher, you can unlock the Superior Mounts Travel Option and get a nice boost to Speed. It costs nothing, of course, since you own the Stables already.

Travel_9_Options_Mounts.png

[Image: Superior Mounts Travel Option]

Another example is the Train Knights Travel Option, which is unlocked by having Military Academies built in your domain. When selected, 3 of your least-skilled Knights are added to your Entourage. It increases your Safety and there is a chance for each Knight to increase their skills along the journey.

Travel_10_Options_Train_Knights.png

[Image: Train Knights Travel Option]

While it’s not required to select Travel Options (especially for short journeys), they can prove quite useful when setting out on a longer journey, such as a Pilgrimage. This is also a way to affect which characters join your Entourage, the group of characters who travel at your side. Some characters, such as your Court Physician and Bodyguard, will automatically join your Entourage if you employ those Court Positions. Otherwise, your Entourage is primarily composed of characters relevant to the Activity to which you are traveling. Your Knights will join you for Tournaments, for example.

Custom Route Editor​

When planning a journey, you will always be presented with the shortest path towards your destination. But perhaps you really don’t want to travel through your Rival’s lands or maybe you’ve always wanted to see the splendor of Rome? Well fear not, for we have included a Custom Route Editor!

Travel_11_Custom_Route_Editor.png

[Image: Example of adding waypoints to a journey via the Custom Route Editor]

We allow you to customize your route by adding waypoints along your path. If employed cunningly, you may be able to avoid assassins hired by your Nemesis or gaze up at Caesar’s Needle from the hallowed streets of Rome.

Additional Notes​

Since Travel inevitably touches nearly every aspect of the game, I figured I’d spend some time here at the end attempting to answer a few questions that are sure to arise.

The focus for this expansion has been to create a Travel System that will specifically work for getting characters to and from Activities. With that said, we’ve endeavored to make this system as flexible as possible for future work and iterations–which is why it’s a free feature. The Travel Mechanic has also been integrated into smaller activities such as Meet Peers, Grand Blot, and Grand Rite. We are currently working on integrating the mechanic into more game systems.

Some Schemes are still completable while you or your Target is traveling. For example, you can still sway a character or attempt to learn their language while either of you are traveling. You cannot, however, attempt to seduce someone who is not in your location. (The power of letters only goes so far…) These Schemes will be frozen until both characters are no longer traveling.

I know you’re all eager for things like trade routes–so are we! That won’t be coming in this expansion, but it is something we have our eye on for the future.

Tours​

Hello hello hello, I am Meka66 and it has been a while since I was last able to write a dev diary, way back in my Hearts of Iron days. Today I'm here to talk to you about Grand Tours!

What is a tour? Well, more broadly a Grand Tour is your opportunity to use the travel system to hold royal visits across your realm; bringing you closer to your direct vassals and giving you the opportunity to get closer to sub-realms usually in your periphery, yielding powerful rewards to help you manage your unruly subjects; both noble and lowborn.
placeholder-art.png

The art in this screen is placeholder until we get our more complete gorgeous art.

Primarily, you will be visiting vassals, choosing from one of three things to do on your visit: Tour the Grounds, Attend a Dinner, or Attend a Cultural Festival. Each of these will yield different rewards both for the realm you're visiting and for yourself personally. Let's start with Tour the Grounds.
route-planning.png

Here you can plan your route around your kingdom

Stops​

Tour the Grounds​

tour-arrival.png

Arrival at a Tour of the Grounds, the layout of this window is still being worked on.

When Touring the Grounds of your vassal's holding, you're having a look around at daily life in your vassal's capital; visiting the village, hanging around their holding, and exploring their hunting grounds. Overall this results in a boost in Control in counties within your vassal's realm, since it is difficult to ignore the authority of the King when he's right on your doorstep.
vassal-control.png

One of many opportunities to raise control in your vassal's holdings

You'll also have opportunities to boost your prestige and renown, by flexing your hunting skills on your dear vassals.
hunting-skills.png

An opportunity here to show off your hunting skills

Hosted Dinner​

dinner-arrival.png

Arriving at a dinner

Next up we have the Hosted Dinner. The dinner is much like a feast, but far more intimate. The dinner will give you opportunities to not only share some time with your vassal and form friendships and gain hooks, but it is also an opportunity to interfere with their court; offering their courtiers a better life in the capital, becoming the guardian for your vassal's heir, and discovering secrets at your vassal's court.
hook-opportunity.png

One of many opportunities you have to make friends, learn secrets, and gain hooks.

Cultural Festival​

culture-festival.png

Arriving at a Cultural Festival in Sweden. A true oxymoron if ever there was one.

Lastly we have my personal favorite, the Cultural Festival. A realm is typically made up of all sorts of people belonging to different faiths and cultures, and what better way to demonstrate the magnanimousness of your rule than to experience the strange traditions of your subjects? If you're a highly diverse realm like Khazaria or a stranger in a strange land like a Norman invader, this is an excellent opportunity to get some powerful bonuses to cultural acceptance.
cultural-acceptance.png

Spreading cultural acceptance around your realm by showing your subjects you embrace their traditions. Here we have the Emperor visiting a Bulgarian nativity play.

But no culture is a monolith of course, and Cultural Festivals can still yield powerful rewards even if you're visiting a county of your own culture. Showing your respect for the customs of folks outside of the capital will result in potent popular opinion gains, allowing you to bring your unruly subjects in line.
culture-festival-rewards.png

Same-culture festivals still yield powerful rewards.

The Tour Planner​

Your tour consists of several stops across your realm, with one of the above activities taking place at each location. Here we have our beloved Byzantine Emperor planning a tour of his realm; having dinners with his powerful vassals, touring the grounds of his distant subjects, and observing the local culture of his Armenian and Bulgarian subjects.
byzantine-route.png

A roundabout route of the Byzantine Empire

A Travelling Court​

But visiting nobles isn't the only thing you're doing on your tour, of course. You are traveling with your court! On your journey, you'll get a chance to meet with your lowliest of subjects, and what you do with them exactly is up to you! You may encounter drunkards muttering of rebellion in a tavern, or be accosted by highwaymen on the road. While most travel events are just about things that happen on your journey, a tour travel event is an opportunity to remind the commoners that their liege is ever present.

To this effect, we have several Intents. Intents in Tours determine what exactly it is you hope to do with commoners while on the road; do you want to show charity, assert your authority, or just drink and visit brothels on your merry way across your realm?
intent-selection.png

Here we have the intent selection screen, which can be changed at any time before or during your tour!

We'll start with the more stone-faced intents: Altruism and Justice.

The Altruism intent is inspired much by the concept of both charity and the Royal Touch; the belief that Kings had the power to heal the sick just with their touch. On an Altruistic route across your realm, you will show your piousness and generosity to your realm; giving piety, popular opinion, and stress loss with the right traits (compassionate, zealous, etc).
altruistic-opportunity.png

An altruistic opportunity to show you are not disgusted by your subjects… or not

Justice is your chance to remind commoners that the crown is ever-present, and you can show justice, whatever it may mean to you. This can include judging local trials, meeting with peasant leaders, and sending in your men to clear out bandits. Justice results in stress loss for the appropriate traits, and some chances to fill your dungeon and increase control along your route.
crowns-justice.png

A chance to bring the Crown's justice to the countryside

Lustful characters can also benefit from the Lechery intent, giving them the opportunity to seek out new paramours on the road and pay visits to local brothels to reduce their stress and find new lovers. If you're a player who enjoys lustful content, this intent is for you; otherwise, the lechery intent is entirely opt-in. What you want to get out of your tour is up to you!
violet-woods.png

This intent can be particularly useful if your spouse is unable to give you an heir

Lastly we have the Relax intent, which is the default. In this intent, you just want to use your time on the road to visit taverns and take it easy on your tour, giving you large gains in stress reduction.
sin-den.png

There are all manner of ways to reduce stress on your Tour.

Tour Type​

But there is more! What primarily motivates your tour is determined by your Tour Type, of which we have three: Majesty, Taxation, and Intimidation. These options will determine what exactly it is you demand from your vassals when you stop by for a visit, is it just to show how much of a great ruler you are? Or is it to extract taxes? To strike fear into your unruly subjects?

A Majesty Tour is all about vassal opinion and prestige. During your visits, you will show your grace and magnificence to all.
majesty.png


A Taxation Tour is all about finding those little loopholes and oversights your vassals have been taking advantage of and tying them up, and taking what is rightfully yours. You may cause some upset, but it's all worth it to fill the treasury, right?
taxation.png


Intimidation Tours are all about showing how much your vassals should fear you. You'll get chances to do all manner of things to unsettle your subject. Direct confrontation can be a powerful tool, and can even motivate some vassals to leave their hostile factions against you.
intimidation.png


Which Tour type are you most interested in trying first? We would love to hear your thoughts!

Each time you perform an action which corresponds with your selected tour type, it will increase this tour success bar here. The rewards you get at the end of your tour will scale and change depending on just how successful you've been in achieving your goals, and if done right, it can be a powerful tool for strengthening and stabilizing your realm.
majesty-success.png

Here we have the Majesty success bar

Tours are a big investment in both time and money, but they also yield powerful and long lasting rewards; everything from cultural acceptance to control to dread to prestige, a tour is an all-encompassing realm management tool, taking your court on the road and bringing the presence of the crown wherever it is needed.

That's all for now, we'll be around to answer questions as always. See you next week where we'll talk about some of the smaller-but-broader systemic changes we've made to vassals, buildings, men-at-arms, and more!
 
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The way I interpret it (based on the "the power of letters..." statement):

Some things can be done by letter. This includes swaying ("I heard about your exploits during the last Crusade! You seem like a super guy!"). But I think there's also a difference between romance and seduction schemes. Romance schemes can plausibly be done by exchanging letters ("Shall I compare thee...?"), whereas seduction is something that requires physical proximity. To me, this makes total sense.
Well, I would at least expecting swaying being much less efficient via letters. Either take much longer for the same result, or have a very limited impact (or both at a time).

Swaying people so easily is already one of the reasons which make the game so easy at the moment, so I would really appreciate if it was made more difficult...
 
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Agreed, I'm concerned by this as well, the game is already incredibly easy and now we get to add even more buffs to it with little to no downside besides the danger system and no obligation to use it at all?

Like, it would make sense (and be good mechanically) if rulers were obligated to tour their realm, and if they didn't there would be consequences. Negative vassal opinions, negative popular opinion that could lead to local peasant revolts, vassals withholding tax, prestige hit, etc. There's so much that could be done mechanically to give the game more friction!

I hope they reconsider this, I had the same concerns with the court system (there's no penalty to not holding court, which is baffling to me) and it seems like we're going down the road to make an unchallenging game even more unchallenging...
I also agree. The Tour not being required to keep the vassals in check is a bit disappointing. To me there should at least be a Rule that would toggle opinion/tax decay the more you let your vassals alone (if it fits their character).
 
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Just to add, I think my one concern here is exactly this - I’ve been rolling in money on my latest playthrough and haven’t had much difficulty managing vassals despite not being a particularly advanced player, and I have of course been assisted by stat creep from all the artefacts I have etc.

I was hoping that the tours would be required to better manage vassals that had become harder to keep happy, rather than just being optional content along the lines of holding court - but is there a risk that this addition in fact makes the game even easier?
Yeah. This isn’t necessarily a problem with this DLC - it’s a more general thing with CK3 which this DLC has the potential to compound (unless there’s mitigation elsewhere).

Overall, I’d love to see some difficulty levels / a load of game rules to allow players to balance it however works for them. Personally, I’d love to set things at a level in which managing your tours well (and the bonuses you get from them) were crucial to your characters success or failure.
 
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Also want to echo the concerns about stacking bonuses in a game that already has plenty.

I don't have a concern about the fact that tours aren't necessary per se, but if they're adding more bonuses without any balance in the opposite direction, we just end up with even stronger and richer realms and characters.

If, on the other hand, there's a balance pass that makes money and vassal management harder in general, then tours might not be "forced" but they might not be "optional" either - that's the real balancing point I think a lot of people would probably like to see (speaking for myself at the very least)
Balance is always a concern and numbers will change to accommodate of course.

Tour rewards are strong since this is a Grand Activity, it is a large investment that also yields large rewards. The Byzantine tour included in the screenshots cost 2300 gold, for example, and that's not even going for the most expensive options.
 
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If Seduce is locked to characters at your location, and you can only visit other people via Travel for a specific reason... how does that work with the scheme length? Either the scheme must be a lot quicker to run, or you can never Seduce anyone who isn't in your Court?
 
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Travel_5_Event_Danger_Sea.png


Is "Turn to port" historically accurate? "larboard" might be more accurate word choice. But I'm nitpicking and port might also be fine.

When it comes to seduction, how will the location thing play into it? The post mentions we can only seduce people at our location now and I'm mildly concerned how this will effect lustful seduce-heavy playstyles. (Or other goofy stuff like cuckolding a rivals wife, seducing/romancing other rulers for prestige, seducing random people just for the fun of it, etc.)
 
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For Count or Duke level characters can baronies be selected as travel stops?
I think it's specifically your vassals. So whoever you are, if you have a baron or a mayor as a vassal, you can probably tour those, too.

EDIT: @Meka66 corrected me on this. You can only tour (direct) vassals of count rank or higher.
 
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Balance is always a concern and numbers will change to accommodate of course.

Tour rewards are strong since this is a Grand Activity, it is a large investment that also yields large rewards. The Byzantine tour included in the screenshots cost 2300 gold, for example, and that's not even going for the most expensive options.
I hope some of that balancing includes negative numbers :)
 
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If Seduce is locked to characters at your location, and you can only visit other people via Travel for a specific reason... how does that work with the scheme length? Either the scheme must be a lot quicker to run, or you can never Seduce anyone who isn't in your Court?
I would like to double post my idea:

Seducing is still possible, despite being in different places, but to finish the scheme you need to be in one location

That would keep senses both of being able to seduce anyone outside your court and stopping sex-teleports
 
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Balance is always a concern and numbers will change to accommodate of course.

Tour rewards are strong since this is a Grand Activity, it is a large investment that also yields large rewards. The Byzantine tour included in the screenshots cost 2300 gold, for example, and that's not even going for the most expensive options.
This is reassuring. Does that 2300 gold Byzantine tour mean that tour cost scales with realm size/tiers?
 
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I also agree. The Tour not being required to keep the vassals in check is a bit disappointing. To me there should at least be a Rule that would toggle opinion/tax decay the more you let your vassals alone (if it fits their character).
I wonder if this approach has been taken due to the fact that Tours are gated behind the DLC, i.e. the devs don’t want to increase difficulty (in terms of finance troubles, vassal management) if only a subset of players (those who’ve bought the DLC) can access the mechanics to mitigate that?

I can sort of see where they’re coming from in that sense; but for me, while the Tours as a concept certainly do interest me, I do worry that overtime the positive stat modifiers will keep on piling up to the detriment of a true challenge…

Edit: Just seen Meka66’s response re addressing balance, which is promising!
 
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Travel_5_Event_Danger_Sea.png


Is "Turn to port" historically accurate? "larboard" might be more accurate word choice. But I'm nitpicking and port might also be fine.

When it comes to seduction, how will the location thing play into it? The post mentions we can only seduce people at our location now and I'm mildly concerned how this will effect lustful seduce-heavy playstyles. (Or other goofy stuff like cuckolding a rivals wife, seducing/romancing other rulers for prestige, seducing random people just for the fun of it, etc.)
Larboard PSTD intensifies
 
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My personal opinion: If seducing/romancing far away characters were to become a lot more difficult, I would consider this a major improvement to the game.
 
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I wonder if this approach has been taken due to the fact that Tours are gated behind the DLC, i.e. the devs don’t want to increase difficulty (in terms of finance troubles, vassal management) if only a subset of players (those who’ve bought the DLC) can access the mechanics to mitigate that?

I can sort of see where they’re coming from in that sense; but for me, while the Tours as a concept certainly do interest me, I do worry that overtime the positive stat modifiers will keep on piling up to the detriment of a true challenge…
In that case the malus can be used only in the DLC though
 
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I wonder if this approach has been taken due to the fact that Tours are gated behind the DLC, i.e. the devs don’t want to increase difficulty (in terms of finance troubles, vassal management) if only a subset of players (those who’ve bought the DLC) can access the mechanics to mitigate that?

I can sort of see where they’re coming from in that sense; but for me, while the Tours as a concept certainly do interest me, I do worry that overtime the positive stat modifiers will keep on piling up to the detriment of a true challenge…

Edit: Just seen Meka66’s response re addressing balance, which is promising!
That would be incentive to purchase the DLC.
 
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some extremely cool stuff here. really pleased about a lot of what im hearing

got a couple things i wanna talk about tho

Caravan Master​

Along with the Travel System, we introduce the Caravan Master as a new Court Position. The Caravan Master is the face of your journey and handles all the banal, practical aspects to traveling. Hiring a skilled character will increase both your Speed and Safety while providing some passive bonuses to Army Movement Speed, Supply Limit, and Court Grandeur.

View attachment 956547
[Image: Selection window for choosing a Caravan Master court position]
so, this has been a problem since the court positions were introduced. theres not really a whole lot of transparency about what affects competence in the position. you have to trial and error, or google it. from a game design perspective thats pretty bad right

do you reckon a bit more clarity on this is within the scope of this dlc? just bc we got a row of poor to terrible competency guys here in this screenshot and not a whole lot of indication of what we ought to keep an eye out for to make it better. logic can only take you so far, and what makes sense to one person might not translate to someone else, so its better to be clear about this

Hosted Dinner​

View attachment 956567
Arriving at a dinner

Next up we have the Hosted Dinner. The dinner is much like a feast, but far more intimate. The dinner will give you opportunities to not only share some time with your vassal and form friendships and gain hooks, but it is also an opportunity to interfere with their court; offering their courtiers a better life in the capital, becoming the guardian for your vassal's heir, and discovering secrets at your vassal's court.
REALLY like this. great way to interact with people who arent at your court and clean up after the ai, if you need to. more ways to do this that make thematic sense are excellent additions i feel. struggling to express how excited i am with this one, this seems really good for a variety of reasons i cant articulate rn

Lustful characters can also benefit from the Lechery intent, giving them the opportunity to seek out new paramours on the road and pay visits to local brothels to reduce their stress and find new lovers. If you're a player who enjoys lustful content, this intent is for you; otherwise, the lechery intent is entirely opt-in. What you want to get out of your tour is up to you!
View attachment 956576
This intent can be particularly useful if your spouse is unable to give you an heir
hey. listen? listen. hey. please be so, so careful with the checks for this one. like, infidelity and fornication are all well and good, the fact that its fully opt-in is great and all, but its not so much the player banging everything in sight that people are fed up with. the ai cannot be trusted with this unless youre EXTREMELY rigorous with blocking it for characters it doesnt make sense for

like, im gonna keep it real, the reason love and lust lost so hard in the poll that one time is everyone on the planet saw that and immediately kneejerk went no thank you we have quite enough of that. last thing we need is more events making characters cheat or fornicate pretty much ignoring their traits and circumstances entirely

id even hazard to say just. do not implement this until you can guarantee theres no missing checks. we have enough. theres enough. i marry my daughter to her just content and honest soulmate and hes off banging some other dudes wife not two years later, why would it be like that. its fine as content, i have no problems with it in concept, its the consistent issues with execution i take umbrage to

anyway thats all i have to say. excellent dev diary, and im greatly looking forward to the dlc, cheers fellas
 
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I think it's specifically your "vassals". So whoever you are, if you have a baron or a mayor as a vassal, you can probably tour those, too.
You cannot visit barons on a tour at all, and counts cannot tour.

You can visit direct vassals of count or higher. There is also some age requirement but I don't remember the exact age.
 
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