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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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While still not a fan of this content for a major expansion, it seems to be better, more immersive and more purposeful than Royal Court. Certainly I have a couple of events that I want to be fired from this system. I guess this is all moddable stuff, isn't it?

I just hope there are a true variety of events instead of the relatively small set presented in Royal Court. Also, please add cooldowns to events to avoid the chance of experiencing the same every tour.
 
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Haven't seen this answered yet. Since our characters will not be traveling alone anymore will be have an option to invite a specific character to travel with me? For example, I want my heir to come with me. And on a similar note; characters traveling with our ruler, will they receive any benefits of traveling such as the pilgrim trait as well as the piety bonus that comes when completing pilgrimage?
 
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>since it is difficult to ignore the authority of the King when he's right on your doorstep.
Listen. Strange women lying in ponds distributing swords is no basis for a system of government.
 
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Haven't seen this answered yet. Since our characters will not be traveling alone anymore will be have an option to invite a specific character to travel with me? For example, I want my heir to come with me. And on a similar note; characters traveling with our ruler, will they receive any benefits of traveling such as the pilgrim trait as well as the piety bonus that comes when completing pilgrimage?
Not sure about your second question but the dev diary has the player’s sister as an option for caravan master and it says you can influence who comes in your entourage by appointing them to minor positions.

So probably a mix? I’m hoping it’s possible to leverage the inherent danger of traveling to bump off members of my court that I don’t like. Court priest accusing you of being in an incestuous union again? Why not take him with you on an impromptu trip through the mountains? No secret for your ruler if he happens to fall down on his own.
 
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"You cannot, however, attempt to seduce someone who is not in your location. (The power of letters only goes so far…)" implies otherwise.
And this says exactly that the travel system does not touch schemes, no implication, just a definitive statement by a Paradox dev ;)
Schemes are not touched by the travel system, as integrating the schemes with the travel system would mean overhauling the entire thing, and that is very much out of scope.

EDIT: lmao at the people disagreeing with a dev statement.
 
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Will there be an option to opt out of the travel system entirely?

I get the feature and the idea and I'm sure it will be well done, but I already find the activity portion of the game tedious/unejoyable. I'm kind of worried that the new system will force additional layers of tedious (to me) gameplay loops that abstract from the elements of the game I actually enjoy. Any chance there can be a toggle setting for this functionality?
Can't say for definite but fairly certain someone will create a trivial mod to turn off T&T like they did with the Iberian Struggle, probably sooner than later.
 
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Okay then...I gotta say, you should have lead with this last week, would have avoided some of the drama. I'll start off by saying, that this feature looks really effing cool. Honestly, it's far more in depth than I would have expected, and makes me very excited to see the Tournaments Diary now. That being said, I gotta ask Paradox...are you guys ever gonna let Counts do anything? Ever? I understand not letting Counts have throne rooms, that's fine. But Counts still toured their Baron's estates, they actually did these activities. Even ignoring that, playing as a Count should be a viable option to play as. How long are you guys gonna keep acting like Counts are the same level of irrelevant as Barons? Look, I'm not one of these folks constantly pushing for Landless play. Right now I just want to be able to DO SOMETHING as a Count other than try to depose the Duke I serve under. Would I eventually like to have playable Barons, so I can truly do a gritty Rags to Riches dynasty? Yea, but good grief, at this point I don't even know why you made Counts playable.
 
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Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
Thank you for the hefty dev diary and active replies. I’d say that is a missed opportunity. It isn’t super hard to keep your realm stable, bar early successions, at the moment. I would rather see tours as a helpful tool to mitigate an increased difficulty of vassal management.

Have you need to visit your powerful vassals at least once a dacade, for example, makes sense. A scaling opinion malus is the least I had expected. Could this be looked at again? The snowball only seems to grow with all these extra buffs and modifiers you gain from tours..

Another great way would be to have vassal taxes and levies decrease over time if you haven’t visited a powerful vassal. So you don’t just increase taxes trough loopholes, but by simulating the loopholes a vassal would logically create if the guy with the funny hat on the fat chair never even showed his face or army. You could tie it to factions too. If the bigger vassals are able to get away with it, smaller vassals could follow suit, as your rule slips aways - which would play into an intimidation tour. To round the trio off, you should probably visit friends/family/lovers/allies from time to time to maintain relations.
I’m sure traveling makes the game harder in and of itself, so I’m happy for that, but having tours only be a bonus is silly. Why would I consistently do it then? Same goos for Royal court. Contrary to what I always think when playing, being omega strong isn’t all that fun. I will still take the boni I am able to get, because why would I handicap myself? Give me a reason to pay attention, like you do excellently with succession, stress and traits.

I love the foundation laid by these mechanics, but I would hope you take a look at using these systems to challenge players. The game is fairly easy at this point, and these systems could be used in an awesome way for mali just as you are planning on doing for boni. Please don’t be afraid to challenge your players!
 
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Since our characters will not be traveling alone anymore will be have an option to invite a specific character to travel with me?

Not sure about your second question but the dev diary has the player’s sister as an option for caravan master and it says you can influence who comes in your entourage by appointing them to minor positions.
In addition, there’s that very interesting “Guest List” with different numbers for different events with what seems to be the same character, suggesting different courtiers attend different events. Still doesn’t tell us if we can choose who travels with us, or if we have any choices regarding the guest list.

Edited to add: people have been asking interesting questions throughout this thread, and I want to express my appreciation.
 
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To all the folks who wish for it to be mandatory: there’s already been one person that’s piped up and said they are interested, and I would guess there are more. Making any system mandatory means forcing others to play a certain new way in order for you to have a challenge.

I’m not really a big fan of that. Folks should be able to play how they want. I’d personally like more game rules and other ways to tweak difficulty, but if that’s not worth dev time, I’d rather they focus on making an optional, but useful and fun, tool. If you want it to be mandatory, that’s what mods are great for. :cool:
 
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To all the folks who wish for it to be mandatory: there’s already been one person that’s piped up and said they are interested, and I would guess there are more. Making any system mandatory means forcing others to play a certain new way in order for you to have a challenge.

I’m not really a big fan of that. Folks should be able to play how they want. I’d personally like more game rules and other ways to tweak difficulty, but if that’s not worth dev time, I’d rather they focus on making an optional, but useful and fun, tool. If you want it to be mandatory, that’s what mods are great for. :cool:
Why is Partition a mandatory "challenge" then? If we go by that logic, the developers should allow me to unlock Primogeniture when I have High Crown Authority and not wait 400 years after the earliest start date (or other similar options).

I'd argue that it is worth adding game rules precisely for this reason, some people have different ideas of what "fun" challenges are or aren't. The number of game rules in CK2 (50) is higher than CK3 (30) by a large margin, so there is plenty room to add more compared to its predeccesor.

For whatever reason, the developers have been heavily opposed to adding more game rules to allow customizing experiences. Not everyone likes modding their game or knows how to do so without hurting game stability, it is also impossible for console players.
 
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For whatever reason, the developers have been heavily opposed to adding more game rules to allow customizing experiences.
I'm pretty sure I've seen dev remarks to the effect that they'd rather use game rules than a crude "difficulty" setting for getting an experience above "Normal" difficulty, so I suspect it's not so much "heavily opposed" as "they haven't got round to it yet amidst the enormous pile of other things they want to do".

And sure, CK2's game rule list has more entries than CK3's game rule list, but a bunch of the rules CK2 has that CK3 doesn't relate to content CK3 doesn't have yet (China, nomads), approaches in a different way (inter-faith marriages), or will probably never have (Charlemagne's story, Sunset Invasion, devil worshippers, the generic supernatural events toggle, ...) – and CK3, in its turn, has rules for systems that CK2 didn't have.
 
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Hey @cybrxkhan, imagine traveling to visit your vassal in Rhodes, but instead of getting generic events from this DLC, you get events from RICE Rhodes?
wink wink

Won't make any guarantees since it'll depend on how the code for the system works, but I'm hoping it won't be too hard and will be compatibility-friendly to squeeze in some custom events like that indeed!
 
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For Tours, there is currently a hard limit of 10 total stops and then you return home.
I think this is a misstep. There's already an impressive soft cap on stops in terms of gold cost, and CK3 already leans very hard into having hard caps when soft caps that can be violated with a penalty would be more appropriate.

Otherwise I'm very excited for this DLC, good stuff all around.
 
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I don't believe you need to plan a route every time you use the travel mechanic - only if you want to create a custom route.
You're automatically presented with the shortest route, but you then have to evaluate it for safety, add potential travel companions for additional safety, ensure you aren't going through war areas or hostile powers, and then deal with assumably multiple pop-ups during each journey that will have flavor for the first 10 hours and then be repetitive pause and clicks.

I would just stay with 1.8, but that means I'll be cut off from all future DLC and updates, which is dumb.

If there is a toggle off setting, perfect, if there is a "No think works as it is now" button, I'll be fine. But if I'm forced to interact with the system like it sounds for how all encompassing it is, it's going to be dreadful.

I get that's not everyone's opinion, that's fine, and I can also just stop playing CK3 and buying the DLC if I hate it and PDX doesn't do anything to help it, that's also fine, but silly. CK3 has been a great game with a really stellar DLC path thus far, well ahead of CK2, and I just don't want something thats going to force me into focusing on character arcs I don't care about for 600 years in game. I just want to play sweaty succession management, feudal conquest, marriage simulator.

I'd even buy the DLC for the option to turn it off for all I care.
 
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Why is Partition a mandatory "challenge" then? If we go by that logic, the developers should allow me to unlock Primogeniture when I have High Crown Authority and not wait 400 years after the earliest start date (or other similar options).
The game released with that. It wasn’t a new system added later. :)
 
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Will the "Kidnap" scheme be easier if the target is currently touring? Think about it: far away from home, unknown dangers, a land you know best...
 
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To all the folks who wish for it to be mandatory: there’s already been one person that’s piped up and said they are interested, and I would guess there are more. Making any system mandatory means forcing others to play a certain new way in order for you to have a challenge.

I’m not really a big fan of that. Folks should be able to play how they want. I’d personally like more game rules and other ways to tweak difficulty, but if that’s not worth dev time, I’d rather they focus on making an optional, but useful and fun, tool. If you want it to be mandatory, that’s what mods are great for. :cool:

I don't really know if I agree.

CK series is a blend of role playing and strategy, and bc it involves a map everyone calls it a cool subset, "grand" strategy :cool:

I think its fine to say
  1. role playing is primary focus in CK3
  2. you want to appeal to non "grognard hardcore GSG gamers"
but I think you still need to push strategic depth onto the game. Between no hard difficulties in the game rules, run away modifier stacking and DLCs that seem to skew heavily towards more positive modifiers, I think the risk runs to lose all strategic elements of CK. They mention in their vision a desire to still offer players a challenge

  • Player Freedom and Progression: We want to cater to all player fantasies we can reasonably accommodate, allowing players to shape their ruler, heirs, dynasty and even religion to their liking - though there should of course be appropriate challenges to overcome.


The travel mechanics presented seem like a great fit for adding strategic depth to realm management, and for me its disappointing they haven't chosen to explore that.

Game rules seem like the best compromise, although I think its more likely something they explore post T&T as I can't imagine wanting to push back release for something relatively large that wasn't scoped at the onset.
 
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Okay then...I gotta say, you should have lead with this last week, would have avoided some of the drama.

You're either over-estimating or under-estimating the people complaining about the DLC. There's no more meat in this DD than there was last week, in fact there's somewhat less as it only touches a couple of aspects of the DLC. But it builds on the information released last time, just as coming announcements will continue to build on this one.

Maybe Paradox's approach should have been to put everything in a single announcement rather than expecting people to be patient enough not to jump to conclusions about the details of the new systems arriving with the DLC, but I don't think that would have helped. Seems lots of people are ready to trash anything that doesn't offer their personal pet project (no ERE content, trash ... no Merchant Republics, trash ... no Regency mechanics, trash - oh, wait!)

The original announcement made it clear the dev team was covering off two of the most commonly asked for things in the game - more options for peacetime play and regency mechanics for underage rulers - plus reinforcing one of the core systems in the game, dynasty management, by enhancing wedding options, plus adding a new mechanic for travel which is going to have ramifications for future mechanics, and people still hated it because these weren't what they wanted to see in the next DLC. Swapping this DD for the prior one wouldn't have made any difference.
 
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