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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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This looks great overall! I feel very optimistic for the expansion!

Just a couple of small suggestions:

-The train knights option for tours might not work as intended: it has the intent of improving the knights of lowest prowess, but I think these will often end up being knights with some injury or knights of old age, and thus not the best options to be trained. I suggest putting an age limit and some checks to who are trainable knights, if these checks do not exist already.

-The event "Travel: a cultural fascination" requires some rewriting. Now it seems an anachronism, in which a peasant with cultural hobbies comes to talk to the king. It would be much more majestic and realistic if he met, say, a wealthy and knowledgeable merchant who has traveled Iberian lands and wishes to pay homage.

Keep up the good work!
 
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Thank you for this very informative Dev Diary! I'm excited about the features and their content. They're going to be great for downtime when not at war and also as a way to spend money when you have too much. Very fun role-playing stuff.

I'm also super excited to hear that the AI will visit you (potentially) when they are your liege. Thanks for answering questions today - that was helpful.

Something interesting to me that I was thinking about is that this will potentially change where I'd want my Realm Capital to be. In the past, I've really only selected based on income or historical precedence. However, with traveling mattering, it might be prudent to choose a different location. That's pretty cool! I like having to make more nuanced decisions.


Feedback
  • I wish we could choose more than 2 Travel Options. If I'm a decadent ruler and want to pay for it - it seems silly that I couldn't offer myself extra protection or speed for a certain cost.
  • I love what I'm hearing about how traits play into these decisions or certain events. Ex: The trusting heir of your vassal.
  • I hope that for every very bad outcome, there is a good outcome. Ex: Right now, when hunting my heir is likely to kill someone. This stinks and if given the choice, I'd never take them hunting. If I'm choosing who I'm taking out to hunt and my heir is still at risk for killing someone, I'd like for there to also be a benefit to choosing to take them so it isn't an obvious "you should never take your heir" situation.

Question
  • If I want to seduce someone in a different realm, do I now need to travel there to do so? If they are in my enemy's realm are there intrigue options to visit or how would that work? It would be disappointing if I couldn't seduce my Rival's spouse - especially since that is a mechanic in the Fate of Iberia pack.
 
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Rereading the diary, I found the ‘time to next destination’ interesting: 4, 13, and 8 months, and 28 (twice), 251 (twice), and 41 days. We’re definitely going to need that new Regency system!

I also noted that ‘brave’ appeared to boost a potential caravan master’s speed while ‘lazy’ decreased it; ‘trusting’ decreased safety while ‘craven’ increased it, just as one would hope. ‘Circumspect’ appears to be a trait bonus for the character planning the tour/travel.

I do have a question about this:
Your Knights will join you for Tournaments, for example.
Is there a limit to our entourage? I’ve had rulers who have a lot of knights.
 
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Question
  • If I want to seduce someone in a different realm, do I now need to travel there to do so? If they are in my enemy's realm are there intrigue options to visit or how would that work? It would be disappointing if I couldn't seduce my Rival's spouse - especially since that is a mechanic in the Fate of Iberia pack.
Pretty sure they already said T&T would not affect schemes, other than freezing them while the parties are on T&T. So seduction schemes will still be what they are now.
 
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Rereading the diary, I found the ‘time to next destination’ interesting: 4, 13, and 8 months, and 28 (twice), 251 (twice), and 41 days. We’re definitely going to need that new Regency system!

I also noted that ‘brave’ appeared to boost a potential caravan master’s speed while ‘lazy’ decreased it; ‘trusting’ decreased safety while ‘craven’ increased it, just as one would hope. ‘Circumspect’ appears to be a trait bonus for the character planning the tour/travel.

I do have a question about this:

Is there a limit to our entourage? I’ve had rulers who have a lot of knights.

I think (because I noticed it too and did a double take) the 251 has a minus in front of it "~-251" - which made me think they're still debugging them/they generated the events via debug mode for the screenshots and that 251 isn't something we'll see on release.
 
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I think (because I noticed it too and did a double take) the 251 has a minus in front of it "~-251" - which made me think they're still debugging them/they generated the events via events via debug mode and that 251 isn't something we'll see on release.
Looks like the ~ sign to me, so ‘approximate!’

Edit: argh, missed that minus sign: you’re right!
 
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First, I want to say that I like the ideas presented here, I'd love to have travels be something real and with consequences, but I have problems with the execution.

Once again it seems people at the office have come forward with event ideas which make no sense in the context of Medieval royalty or culture.

A random man in Hungary has taught himself Spanish. I'm sorry, what? He has taught himself the language? How? He can read? And if he can read, he can read Latin, Greek, maybe Church Slavonic, but... how is he gonna learn Iberian Romance? What books are there about it? I can tell you, flat out: none. No one takes interest in learning random foreign languages.

Also, taverns and brothels? Again, a king who, instead of using the massive pull he has just by virtue of being king, the way he needs only snap a finger to have 30 people in the room pay attention and read into it, the King and the dukes and counts simply play the role of giver and provider to a whole host of friends, vassals, sycophants and parasites who are eager to please and entertain. When a king has a mistress, it's almost always a noblewoman, daughter of a lesser (or sometimes not that lesser) lord. Sometimes even daughters or widows of the highest landed nobility. When a king stands, everyone stands. The only people who will be rowdy and not cater to the lord's every whim are those equal to him, or those who percieve themselves as equal (the dukes and counts, the cusp of the aristocracy).

Even the Capets in the highest feudal era, in France in 1150, even then, the King of France does not stay in taverns or mingle with the commoners. The King of France, the high nobility, the peerage, the gentry, they are, as far as they are all concerned, a different breed of humans, a different species separate from commoners, and they will tolerate the lowborns so long as they serve, but will not eat at the same table. Of course, exceptions existed, but the norm was that the three estates were consciencously separate, and a noble on tour would give himself a bath of crowds, but then would party with his peers and the knights, not with the common rabble.

As much as I love this game, time and time again I'm shocked at how much Paradox doesn't seem to grasp what it means to be a noble in Medieval Europe. Are we getting whole new slewth of "I'll go to the kitchen myself and get a snack in the middle of the night" again?

+++++

As for tournaments, still undiscussed.:

In the Life of William Marshal we see that the high nobles sponsored teams of knights and often attracted the best knights to fight in their teams. These teams fought in specific circles (Flemish, Burgundian, French, English, Gascon, etc) but sometimes the King of France or England or the Emperor organised massive mutli-region tournaments. This might seem out of place, but sponsoring your tournament team would be very well within bounds of what's accurate, and would also be fun and give your more to do. Send your team to a tournament, hire knights, etc.

These knights were usually 19-26 year olds, young blood freshly knighted but still unmarried (tourneying was seen as a thing for bachelor hotspurs, although again, exceptions abounded), and being on these tourneys was regarded as both a good way to get experience and build up relationships with the young nobles of the land. It was also a way for third, fourth and beyond sons to break out from the paternal household and make a name for themselves, maybe even find as rich heiress to marry and make their own fortune (like William Marshal himself did).

Also, remember that jousting was very much a late Medieval thing. Melee and single duels were the most common tournament "modes". I wouldn't mind jousting in 1066, but tournaments can't be all jousting and archery. The melee is the mainn spectacle people come to see and the biggest show of the occasion.

During the melee fights, it's all out war. The intent is not to kill, although deaths on the play field were not very uncommon; the intent is to get the enemy to yield, capture and then ask for ransom. As if they were prisoners of war.
 
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Will the seduction scheme be lessened in span if people are expected to be traveling all the time? How am I supposed to get my unruly female vassal out of factions and into my bedchamber if I have to keep her in my capital for several months?
 
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As always seems to be the case with this game, this pack looks to be a good base from which great things can be built in the future. It's a shame that its probably going to be years before this system gets tied into things like intrigue or war, but hopefully it's a good start.
 
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A random man in Hungary has taught himself Spanish. I'm sorry, what? He has taught himself the language? How? He can read? And if he can read, he can read Latin, Greek, maybe Church Slavonic, but... how is he gonna learn Iberian Romance? What books are there about it? I can tell you, flat out: none. No one takes interest in learning random foreign languages.
A merchant could be taking an interest. Someone who may be traveling between great trade centers, which are, almost by definition, a hotspot for a multitude of different cultures and languages. Why would a Hungarian person want to learn Spanish? Well, maybe he/she is part of a merchant caravan that traveled from Pest to Venice. Maybe he/she had interacted with Spanish merchants, learned a thing or two, and eventually managed to hold a basic conversation in Spanish?
 
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This is exactly the kind of feature that I want in CK3 and I'm especially pleased that the travel system is in the base game so that modders can fun with it (there's so many RICE and VIET events that would fit well).

Two things puzzled me. Firstly, the Caravan Master gives a bonus to Army Movement Speed. But he or she doesn't seem to give any bonus while actually traveling. Shouldn't the CM's attributes modify Travel Speed?

Secondly, the Grand Tour appears to cost the participating liege a great deal of money. This is the opposite of reality, at least for the early medieval period that I know best. The purpose of touring was to save money, or more actually resources. Instead of living off your own demense, you would head off to eat at your vassals' tables at *their* expense. Generally the pattern was that vassals gave their lord tribute (usually by feeding them) and the lord gave out honour (in CK3, Prestige) and treasure (Artifacts). Sometimes vassals' dues included specific duties like "host the liege 3 times a year". I really think you should reconsider this aspect.

Unvisited vassals will pay tax as normal, this is more of an option to decide what you hope to achieve from your tour than something which mandates you visit all of your vassals all the time.

Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
I think it would be better gameplay and more realistic if Control and/or vassal relations slowly decreased over time (for T&T owners only) so that you have an incentive to tour.
Will this be added to crusades so that - if you lead on yourself - you actually have to travel to the holy land? Make a choice between going by boat or land. Maybe visit Constantinople


This unfortunately is getting into silly event territory again. Why are you - as the emperor - visiting taverns and brothels? As a tribal chief I can see this maybe, but with higher ranks this just shouldn't happen. If you want a meal or a prostitute then have them brought to your tent or room.
I have read that Qing Emperors were supposed to have sneaked out into the less salubrious areas of Beijing even though they had the vast harem of the Forbidden City to entertain them, though the book wasn't a proper academic text. The draw was supposedly the opportunity to experience renowned courtesans and opera performers in their usual place, since it would have been inappropriate to invite them into the palace. There is also a recurring trope of the Emperor going out in secret to visit teashops to observe the ordinary life of his subjects. It's disputed whether this ever happened or is simply a fairytale embellishment of the public Grand Tours which most certainly were conducted by two of the Qing Emperors.

This is not strong evidence that such things happened, but it does indicate that people at the time said that they happened, which might be enough for a computer game.
 
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