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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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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…

View attachment 956542
[Image: Event where you encounter a hermit]

Or perhaps you’ll meet someone from a different culture who can speak your native tongue…
View attachment 956586
[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?
View attachment 956544
[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.

View attachment 956545
[Image: Event where one of your entourage members falls from a cliff in mountainous terrain]

View attachment 956584
[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.

View attachment 956546
[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.

View attachment 956547
[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.

View attachment 956548
[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.

View attachment 956549
[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.

View attachment 956550
[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!

View attachment 956551
[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.
View attachment 956552
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.
View attachment 956553
Here you can plan your route around your kingdom

Stops​

Tour the Grounds​

View attachment 956554
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.
View attachment 956556
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.
View attachment 956563
An opportunity here to show off your hunting skills

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.
View attachment 956568
One of many opportunities you have to make friends, learn secrets, and gain hooks.

Cultural Festival​

View attachment 956569
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.
View attachment 956570
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.
View attachment 956571
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.
View attachment 956572
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?
View attachment 956573
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).
View attachment 956574
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.
View attachment 956575
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!
View attachment 956576
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.
View attachment 956577
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.
View attachment 956578

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?
View attachment 956579

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.
View attachment 956580

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.
View attachment 956581
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!
Damn, I wish CK2 had something like this! As much as I'd like to get back to playing republics in CK3, I can't deny that this sounds really really cool!
 
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I really hope that the travel system can be expanded to cover itinerant monarchies. The HRE in particular was noted for having the sovereign travel about- it'd be really cool to roleplay as an Ottonian dynasty where the "ideal" strategy is to have dispersed royal holdings to allow you to efficiently travel around and visit all of your vassals. And of course, this should be tied to succession types, as later in the period you saw a shift towards big, consolidated dynastic estates, with the "Big Three" dynasties- Habsburg, Wittelsbach, Luxembourg- coming to dominate the Empire in the Late Medieval Period.
 
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And another thing, if traveling through a war zone adds to the danger of your journey, will the danger to your journey increase dynamically if a war breaks out in what was a peaceful county when you planned your trip and set off?
 
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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 with this. I should want to use tours in order to solve problems that would be there anyway. Tours should (most of the time?) not lead to additional problems, or at least not to such an extent that it hurts your realm to do them and you are better off just ignoring them.

Actually, Royal Court has an example of a *well-designed* balance mechanism: The costs for court-amenities. You have to pay them regardless of you holding court or not, and they function as an additional money-sink that can get quite significant for larger realms. And you can't really opt-out of them. This means they can offset the bonuses you get from your court somewhat.
 
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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.
Doesn't that necessarily make the game easier? I guess if the new tool is equally powerful and mutually exclusive with existing tools, it wouldn't make things easier, but then what's the point of adding it at all?
 
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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?
Agreed. I think the issue with the current way things are balanced (RC specifically, and potentially TT based on how it's' described here) is that those systems, by design, are inherently neutral and optional; you don't get any benefit or detriment from not holding court, it's just static. For example, if my treasury is fairly low, I'm not going to hold court because I could potentially get an event that drains 300+ gold from me because of the tenth smelly hole my court has sprouted. But I'm not punished for that, so it's no big deal, I'll ignore it and focus on other things that are more predictable.

Ideally, at least for my playstyle and preference, I WANT to make those hard choices. I can ignore my court and focus on warfare or other things, but the flipside to that should be how that would affect my vassals and realm; if I don't hold court to hear out my vassals' plight, they should get angry at me, they might even think I'm a tyrant! If my court goes unused, I should get a prestige reduction, or have my rare artifact stolen because no one was around to keep watch, or my court becomes dilapidated and dangerous, or have a much harder time finding qualified courtiers.

As it stands, I can go 300 years without ever holding court once and suffer no penalty, and to me there's not much fun or interesting mechanics in that.
 
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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 ?
Remember that while you're on a tour, you will probably have a regency back at home. So while you might be able to maintain full control of your realm from going on a lot of tours, it also leads to a question of who is actually in control back at court.
 
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Where are people getting the idea that Tours will create gold? Doesn't it just shift gold from your vassals hands to your hands, and then only if you chose the Taxation Tour? And then it does come with a malus, as we're told that will upset vassals. We don't, as of yet, know whether the taxation you're drumming up will even pay for the cost of the tour. It appears to me that Tours are more likely to be money sinks, costing you significant gold in order to boost some combination of prestige, vassal opinion, county control, and public opinion, with random bonuses (finding good couriers) or bad events (travel dangers) along the way.

Then we're also getting two sets of almost mutually exclusive concerns: (a) Tours will make the game easier and (b) Tours will be cool to do once then I'll just ignore them. In terms of making the game easier, yes, having another tool to convert gold into other things will make the game easier on it's own, but we can already see some offsets, and may yet see more. For example, if playing as a vassal, your liege could call on you, creating a new challenge to overcome and (hopefully) enriching the game when you're playing as a Duke or Count. As for being able to go 300 years without holding court, I can also easily go 300 years without going on a Hunt or calling a Feast, either. I think it's better for new mechanics like Hold Court and Tours to follow this model - give the players option on what they choose to do, don't make any of them so important that they are forced to do them.
 
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For Tours, there is currently a hard limit of 10 total stops and then you return home. It's less expensive to do a circular tour since each stop costs a different amount based on how far away it is from the previous stop, but you can do a really long spaghetti tour if that's what you wanna do :)

What is home in this context? If I have multiple holdings in counties spread across my realm, can I visit vassals along the way to each one, with those holdings of mine counting as "home". Or is home restricted to a realm (or ducal) capital?
 
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Also, what happens if the county ownership or control level changes during our trip?
are the dangers locked when we depart, do we have to deal with a suddenly increased level of threat, or do we get an option to skip places or choose alternative routes?
 
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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?
You would probably have an easier time guessing what difficulty settings give you a fun challenge than the devs would. ;)
 
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Doesn't that necessarily make the game easier? I guess if the new tool is equally powerful and mutually exclusive with existing tools, it wouldn't make things easier, but then what's the point of adding it at all?

I agree that there's a way in which tours could be implemented that make the game easier and that that's a concern. I think I was one of the first (the first?) to flag that concern to the devs earlier in the thread.

But I think there are ways in which it could be implemented that doesn't do that.

As for "what's the point of adding it at all" - I get the point you're making, but surely there being multiple ways of achieving things is inherent to strategy games? Almost everything you might want in CK have multiple ways to achieve them - capturing a county through war or thorugh inherentance, getting a CB by fabricating a claim or by inviting someone to court, keeping vassals in line through diplomacy lifestyle perks or keeping them in line through intrigue lifestyle hook fabrication.

If tours are set up in such a way that they're an alternative way of raising money to investing in buildings or a different way of relieving stress than feast/hunt spam etc. - with different advantages/disadvantages of achieving those things one way vs another, then I think i'd be fine.

Caveat as always - I'm just thinking outloud about possibiliies. It could well just end up causing the game to be easier.
 
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Where are people getting the idea that Tours will create gold? Doesn't it just shift gold from your vassals hands to your hands, and then only if you chose the Taxation Tour? And then it does come with a malus, as we're told that will upset vassals. We don't, as of yet, know whether the taxation you're drumming up will even pay for the cost of the tour. It appears to me that Tours are more likely to be money sinks, costing you significant gold in order to boost some combination of prestige, vassal opinion, county control, and public opinion, with random bonuses (finding good couriers) or bad events (travel dangers) along the way.

Then we're also getting two sets of almost mutually exclusive concerns: (a) Tours will make the game easier and (b) Tours will be cool to do once then I'll just ignore them. In terms of making the game easier, yes, having another tool to convert gold into other things will make the game easier on it's own, but we can already see some offsets, and may yet see more. For example, if playing as a vassal, your liege could call on you, creating a new challenge to overcome and (hopefully) enriching the game when you're playing as a Duke or Count. As for being able to go 300 years without holding court, I can also easily go 300 years without going on a Hunt or calling a Feast, either. I think it's better for new mechanics like Hold Court and Tours to follow this model - give the players option on what they choose to do, don't make any of them so important that they are forced to do them.

This is a good point.

I've been assuming that a taxation tour would likely always - or almost always - lead to a sizeable profit. But we don't know whether that's true. You're right about the vassel opinion malus resulting from the taxation tour too.

If a taxation tour gives you a moderate profit in gold in exchange for pissing off a chunk of your vassals and taking the risk of whatever might happen on the road, then that's an interesting choice with pros and cons that can be weighed against the various other ways of raising money in-game, without it neccessarily being better, worse or being so one-sided that it makes the game significantly easier.
 
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Now let me say that I was neither over, nor underwhelmed when the pack was announced a week ago. So far, I love what I have seen. It does add a lot of opportunities, I would assume. I am looking forward to it. I still think the game could have done with other stuff first, but I like what I see none the less.

However, I am a bit concerned that prestige becomes a bit pointless as we get more and more opportunities to earn it.
 
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And another thing, as a vassal on my liege's council, if my liege goes off on T&T, can I accompany them?
Overall. If I am a spymaster scheming for my HRE liege in, say Constantinople, do I leave my court in Hamburg to vassal? And if my friend from Reykjavik invites me to the feast, do I travel there from Constantinople or from Hamburg?
Do I stop scheming in Constantinople?
Where do I return after the feast?
Can I also modify my travel back to the point of start? ( That includes Pilgrimage as well)
So many questions...
 
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Will this affect performance? Definitely not an expert on computers but won't tying everyone to a location and having characters moving around all the time have a severe impact on performance?

Regarding the balance issue that everyone is talking about, I somewhat disagree with people saying that there should be an opinion decay for not going on tours. As was shown in this DD, going on tour is really expensive. If you're the byzantine emperor and you're going to take a simple roundtrip through Anatolia and visit ten vassals, it's going to cost you 2300 and as the dev mentioned in that picture they didn't even choose the most expensive options for travel. I would also guess that it could be dangerous for a ruler to go on tour as he/she could get killed, robbed or sick. With all these potential drawbacks and risks, I don't feel like my subjects should expect me to go around visiting everyone when I'm constantly at war and/or when I'm struggling financially and trying to keep my realm together.

However I still feel like going on tours should be necessary somehow so that it doesn't become like "hold court". If there's going to be an opinion or control decay then it should only apply to my vassals who are of different culture or religion or to vassals that live far away from my primary title. I also think that if I've been at peace for a while and my realm is prospering, then I get an event from one of my councillors/vassals/spouse telling me that I should go on a tour. I can then agree to do that and will get one year to start my tour. If I disagree I should get like a -20 opinion loss from all vassals and a massive hit to my prestige.
 
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