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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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So I when I buy a new DLC, I have to guess how much easier it will make the game, and then try to hand tune some difficulty settings? Why should I be left in charge of game balance?
Ideally, you shouldn't be, of course, but this is CK3 we are talking about.
It has been that way since Day 1, sadly.

There's a reason why the only difficulty options are "Very Easy", "Easy" and "Normal".
 
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To be honest, this sounds like a missed opportunity to add maluses for "inactive" rulers.
You exert less authority over vassals if you never bother to make your presence felt in the realm.
In a more centralized realm, this shouldn't matter as much, but in decentralized ones you really should be roaming around as often as possible. Your vassals must see your authority firsthand, otherwise they forget it exists...
Provinces under your direct rule could suffer from loss of Control, if you never visit them.
I think that Devs didn't introduce maluses because Royal Court is unused by some players and there is concern that tours can be unentertaining for some players too.
Introduction of maluses would make an impression that interacting with tours is mandatory.
Now if you don't like new mechanic just don't use it, but i also think that could be just game rule.
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).
Game rule would be the best solution.

CK2 had a crapton of game rules. AI seduction, defensive pacts, diseases, etc. and you could change quite a bit while still being allowed to play Ironman and earn achievements.

I think a rule for opinion/control decay (or both) for not doing a tour would be a good option, ideally with a few settings for how fast you want the penalty to apply for people who will only do tours maybe once or twice per ruler (but still want to "have" to do them) vs people who do a tour the instant the option becomes available.
 
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Ok, this was flat out an amazing dev diary. After reading about the travel system, I agree this needs to be put into place. It was something missing from the game that I didn't realize I really wanted. I'll stop complaining for this expansion now. Though, I still want more government types and a plague system etc... put in :). I agree this sounds like it is going to be awesome.
LOL, I know quoting myself. But, I think it makes sense. Do you guys realize if you would communicate these things in a more timely fashion you might not get as much "grief". Once you described the system and how it relates to game mechanics, it doesn't feel as much like fluff. Still wish you would roadmap with us more in the future, so we aren't always feeling in the dark.

I think you have made an amazing game and I can only imagine how amazing it will be in another 3 or 4 years. Like it could be the ultimate rpg, strategy game for years to come.

Anyway, loyal fan here. Will still complain from time to time, but I do love your games.
 
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Incredible work !

Some questions out of my mind : as tours can reap so many benefits, will there be some balance in numbers so we don't - for instance - end up with ever-lasting full control realm ? Is there some mechanics where vassals that are left without any visits may end up disloyal and secessionists ?

I think this is critical - the tour system could be a very effective way of making blobbing more challenging and making realms more difficult to manage the larger they get (and thus greatly improving the experience from the midgame onwards), IF players are sufficiently penalised for failing to visit individual vassals frequently enough.

One way of managing this without penalising players who don't buy the DLC could be to make significant penalties to opinion/taxes/levies/loyalty/obedience etc for un-visited vassals only kick in when the DLC is enabled as part of the overall tour system. (Or alternatively, to enact a blanket reduction in vassal opinion that can then be alleviated by visiting them).

These penalties could potentially also be mitigated in a historically realistic manner by granting more autonomy and more generous tax and levy arrangements to outlying vassals that are difficult to visit frequently, with of course the trade off being that you get fewer taxes and levies!

Another question I have is about hosting your own liege - will it be possible to vary your response beyond choosing whether to host them or leave them outside? I can imagine that sometimes it would be in your interests to spend extra money putting on a splendiferous show in the hope of buttering up your liege enough to agree to a hook/marriage/council appointment, and that other times you might prefer to keep the entertainment as cheap as possible whilst avoiding giving offense lest your liege eat you out of house and home (opportunities for a mischevous liege to stick around to 'honour' a vassal further whilst the vassal's bank balance withers before their eyes would be pretty fun, and historically appropriate too)

Regardless, this all looks fantastic, thank you devs for all the hard work!

EDIT: Also thought I'd just mention that I'm really happy to see extra interaction with court positions as there currently aren't that many events for this
 
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No, the alternative is that when you give the player new tools, you also give them new challenges.

This would be preferable of course. However: If a new feature is just never worth using because of all the "challenges" it provides (like hold court), then my response is that I will just not use this feature. Which is why I don't like this way of balancing new features.
 
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I think that Devs didn't introduce maluses because Royal Court is unused by some players and there is concern that tours can be unentertaining for some players too.
Introduction of maluses would make an impression that interacting with tours is mandatory.
Now if you don't like new mechanic just don't use it, but i also think that could be just game rule.
Makes me fear that Tours will, in fact be, a "Yeah, cool, anyways" thing that you'll get bored of eventually, and won't bother to do, like Hold Court
The devs are between a rock and a hard place with this, aren’t they? Hope they can do as suggested:
My personal opinion on the balance issue: While I agree that adding more and more positive modifiers over time will make the game easier, I think this should be addressed with difficulty game-rules, not with making the new features not worth doing. I would be disappointed if tours end up as another "hold court".
Maybe rather than a complete overhaul of game rules, which is probably too time-consuming for now, adding one game rule for maluses for neglecting to regularly visit your vassals? Fingers crossed they’re implementing this already!
 
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On the balancing thing, I think there are a number of ways to balance a new mechanic that generates bonus "stuff" (let's say gold in this example - but it's same for anything).

  1. Make other things in the game cost more / other sources of gold in the game provide less gold - so that an average player utilising the new mechanic to an average degree won't see any real increase in income vs before that new mechanic was added.

  2. Add risk to the mechanic - say by allowing the player to use this new mechanic to gain more gold than they otherwise would, but at an increased risk of death or other downsides such as leaving your heirs at home significantly more at risk of plots or having to leave a regent in charge who would likely manage your realms affairs worst than if the player remained at home.

  3. Make the use of that mechanic, to some extend, an alternative to the use of other income-generating mechanics (an example of this might be Civ 4's cottage economy vs farm economy) - so that, while there are more income-generating mechanics than before, that doesn't nessessarily lead to more in-game income, because all can't be used to their full extent simultaneously. That's what I was getting at in my "invest in gold-producing building vs invest in buffing tours" comment earlier on.

There's pros and cons to all of those - for example, (1) would likely mean different building costs etc. depending on whether you owned T&T or not, which might not be great but would make engagement with the mechanic non-optional (which I'd personally view as a pro) whereas (2) and (3) would leave the mechanic optional in the same was as particular lifestyles are optional i.e. a choice about which route to go down.

As I said in the other comment, I've no idea if it'll turn out like any of the above. Just pointing out that tours don't neccessarily mean either an increase in gold in-game or brute-force balancing in the style of (1).
 
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Abouts to read but I HOPE these features aren't locked behind rank or feudal rulership. I hate when paywalled features specially are further restricted by a specific playstyle. Hardly interacted with RC because of this.

huh...weird. a handful like paywall. Strange
 
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Abouts to read but I HOPE these features aren't locked behind rank or feudal rulership. I hate when paywalled features specially are further restricted by a specific playstyle. Hardly interacted with RC because of this.
Already Devs mentioned that grand tour would be only for Dukes with at least 4 count-level vassals.
Although I'm not sure about other travels.
 
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This would be preferable of course. However: If a new feature is just never worth using because of all the "challenges" it provides (like hold court), then my response is that I will just not use this feature. Which is why I don't like this way of balancing new features.
Right, the trouble with hold court is that they put the challenges in the tool itself, so could avoid them by not using it. You weren't using hold court to resolve challenges, you were using it to generate them. That's just bad design. Similarly, tours should be a tool to resolve external problems. Your authority fades, your vassals stop paying taxes, etc. Instead what we appear to be getting is just "pretend that such a system exists for the purposes of transient events"
 
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Already Devs mentioned that grand tour would be only for Dukes with at least 4 count-level vassals.
Although I'm not sure about other travels.
Well....not the worst. You'd need vassals I suppose. And Duke is usually where the vast majority of my play is. Still, hopefully in the future there will be a focus on lesser realms. My dream is ultimately for landless
 
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Now that location is being changed, is there any drive to change how capturing prisoners works during raiding? It's always been pretty immersion-breaking that gold captured during raids is held by the raid army until it returns to your realm, but captured prisoners are teleported to your dungeon immediately after the raid army completes a siege (instead of the captives being attached to the raiders).
 
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Right, the trouble with hold court is that they put the challenges in the tool itself, so could avoid them by not using it. You weren't using hold court to resolve challenges, you were using it to generate them. That's just bad design. Similarly, tours should be a tool to resolve external problems. Your authority fades, your vassals stop paying taxes, etc. Instead what we appear to be getting is just "pretend that such a system exists for the purposes of transient events"
Exactly this - there should have been an opinion malus for not holding court which increased over time, as being seen to dispense justice was an important part of a Medieval ruler’s role.

Similarly, there should be a need to embark on Grand Tours, so that players need to weigh up the cost of doing so (both monetary and in terms of leaving a regent in charge, if that is indeed the way things will work here) against the benefits of solidifying the allegiance of certain vassals.

I echo what others have said about the interesting challenges this would bring for a larger realm if geography and distance is taken into account (I’m not sure we’ve seen any indication yet that this will be the case for vassal management, but perhaps something will be in next week’s dev diary) - the dilemma of whether you risk your most distant vassals withholding tax and seeking to undermine your authority if you don’t embark on an expensive tour to visit them is, to me, more interesting than embarking on a tour to simply earn a bit more gold (on top of the base amount you would receive anyway without the DLC enabled) and obtain a bonus with respect to the opinion of vassals who will not care if you don’t visit them anyway. If a vassal on the other side of your kingdom can gain positive opinion of you because you own, e.g., a particular trinket artefact, then doesn’t it make sense that there should be an opinion malus if you can’t be bothered to grace them with your presence once in a while?
 
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Right, the trouble with hold court is that they put the challenges in the tool itself, so could avoid them by not using it. You weren't using hold court to resolve challenges, you were using it to generate them. That's just bad design. Similarly, tours should be a tool to resolve external problems. Your authority fades, your vassals stop paying taxes, etc. Instead what we appear to be getting is just "pretend that such a system exists for the purposes of transient events"

I agree re the "Hold Court" mechanic and the problem being that the challenges only came into being if the player used the tool itself.

But I don't neccessarily think that balancing a new tool requires new challenges. A new tool could simply be an alternate way to address already-existing challenges.
 
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Actually one thing I'm not sure I like is all the free costs I'm seeing. I think even if you own the stables it should still cost you something, if only the cost of feed and having to take a farrier along with you because horses will probably need maintenance of their shoes along a long journey, especially one covering hard ground like mountains, etc.
And there should be a cost associated with superior armaments, I mean they're obviously not your standard army issue, otherwise they wouldn't be superior.
 
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