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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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> Me: Spends a good amount of time writing down questions related to Travel
> Post is early enough to be second page, gets 20+ likes
> Read dev comments
> Meka66: I'll take on Tours questions and leave Travel for the Travel team
> Oh okay, I'm sure they'll get to my questions soon enough
> Log in the next day
> The only dev posts not by Meka66 are by Trin Tragula confirming that you can, indeed, travel by sea
> Meanwhile, there are 18 pages of posts, and some of them getting kind of off-topic and heated
> I just want to know if/how travel interacts with previous mechanics that used teleporting or quantum state characters
> I'm sure they'll get to my questions soon enough

This is fine.
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
Okay, thank you for acknowledging the need for a tougher game. You are dancing around it though. By saying using it just because it’s fun should be reason enough, is alluding strongly to there being no downsides for not holding tours.

I think you would have a lot more players excited, much confusion averted, and skepticism calmed down, if you can state how not touring will impact your vassals.
I understand some is reserved for future dev diaries. Though you gave us all the upsides in this one, without any downsides. This cynical reaction is to be expected then.

There have also been some good suggestions that could at least be taken into consideration, be it for a future revision. From the dev replies, I see a defensive attitude, while most (at least speaking from my own) feedback and comments come from a place of love for the game (thus, your work), and wanting it to be the best it can be.

Cheers again for replying, and I hope I do not come across as disrespectful, that is not at all my intention.
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
Will this new balance be part of the DLC? Because if not tours will remain either a buff farm (people with dlc can handle existing problems better than people without) or another useless hold court no uses because existing tools solve the existing problems better.

No, to really make new mechanics worthwhile they must come with new problems they are one of the primary, but not only, ways to tackle them.

See Reapers Due.
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
Come to think of it, why would you not make an event that makes your vassal hate you for not ever visiting their courts?
A player could still roleplay a shy/stubborn/arrogant/whatever ruler and not go there. There are many, many ways of increasing opinion in other areas. You could also say “pff have them come to ME”

Having them be mad at you is immersive. It is roleplay. It is mechanical. No player should be forced to click the button. So there should be other ways to mitigate the downside, of which, again, there are plenty.

Though being forced to click a button is pretty much the whole game with events. There is no “ignore” button. You always have to make a choice. What makes an event for not going on a tour any different? Why would you not want us to use your new mechanic that you just worked so hard on?
 
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I agree that CK3 is too easy. I’d like to see harder difficulty setting and/or game rules that make it harder.

But that’s a separate point from “do tours make the game easier”.

It’s perfectly possible to believe that CK3 is too easy and also believe that tours won’t make it easier.
No its not.
More tools for existing problems = easier.
If tours are better than other mechanics then the game gets easier. If not they are completely ignored and everything stays as it is now.
I like this answer

When you think about it even stuff like declaring war, having a council, holding court etc are never mandatory but instead you either have inconvenience of not using those mechanics or you don't reap the rewards (which come with certain risks)

EDIT: @Meka66 why wouldn't your vassals that are either powerful, friends, allies, arrogant etc lose some opinion if you don't visit them? Maybe not all the time but an occasional event where they invite you and you have to decide to visit them or ignore them?
I dont like it because that answer ignores the problem. Rebalance means everyone gets it regardless of dlc ownership.
Meaning the problems are still reasonably solveable without tours and the dlc will make it easier and thus is power creep.
Or tours will be so useless no one will use them and also use the same things people without the dlc use.

To really integrate tours they must come with additional problems they can solve.
 
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The incentive to Tour is that Tours are rewarding and fun, and the rewards can help you out in various circumstances. I don't believe it is good or necessary to arbitrarily punish the player for not participating in Tours, players should participate in an activity because the activity is fun to do.

Much like how Hunts and Feasts and Pilgrimages are all optional, whether or not you need to tour will depend on your circumstances. A Tour will likely be pretty vital if you've just ascended to the throne, getting those unruly vassals in line and out of factions against you.
I think the general sentiment here is that people should generally be gently nudged toward touring somewhat regularly.
I see it like the "at peace" malus for tribal rulers/ warmonger religions. War has it's own risks and benefits, and it is up to the player's situation if thet need to go to war.
But in a culture there can be a general sentiment of how things should be, conquest and pillaging is expected from a viking lord for example.

Similarly, even if touring has it's own costs and benefits, can often be fun and sometimes vital, there should be a general background expectation of touring- not touring could be seen as neglect, slowly eroding vassal opinion and allowing corruption.
 
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I think the general sentiment here is that people should generally be gently nudged toward touring somewhat regularly.
I see it like the "at peace" malus for tribal rulers/ warmonger religions. War has it's own risks and benefits, and it is up to the player's situation if thet need to go to war.
But in a culture there can be a general sentiment of how things should be, conquest and pillaging is expected from a viking lord for example.

Similarly, even if touring has it's own costs and benefits, can often be fun and sometimes vital, there should be a general background expectation of touring- not touring could be seen as neglect, slowly eroding vassal opinion and allowing corruption.
Attaching the expected frequency to tour could be attached to the cultural ethos for sure. Makes those choices more considerable as well. Courtly cultures would expect some pompous display now and then, while philosophers or stoics would likely find it a waste of time and effort, for example.
 
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In some culures, It's maybe better to have an option for the ruler to summon one of his vassals. The vassal may accept or decline. If he accepts, he may get imprisoned. If he declines, the ruler may make a tour to deal with him.

If I remember correcly that's what was supposed to happen between Noradin and Saladin. The tour never happened because of Noradin's death.
 
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Only unlanded courtiers and guests will be able to come along on the Tour. Vassals participate by being visited. In fact, part of planning your Tour is deciding just how big your entourage should be! Larger entourages are more expensive, but grant you larger prestige bonuses.

This makes me think something related to Council Membership. Members of the Council should travel to the realm capital and stay there?, will this require a Regency in their home (if landed).
Or will there be like a special event of "Council Meeting" that requires to travel to the capital?
Or Council will operate as an abstraction with remote work in case of landed Council members?

I ask this also because Council Duties require, many times, specific actions on locations (convert religion, culture, development, diplomacy, etc.) Also as Marshall (usually) is the de facto commander of the levies.

Doubts, many doubts.

PS: I really, really ike the idea of introducing a relationship of time, space & travel to the game. I just hope that its mechanics work well and it does not become just an event spammer.
 
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No its not.
More tools for existing problems = easier.
If tours are better than other mechanics then the game gets easier. If not they are completely ignored and everything stays as it is now.

I dont like it because that answer ignores the problem. Rebalance means everyone gets it regardless of dlc ownership.
Meaning the problems are still reasonably solveable without tours and the dlc will make it easier and thus is power creep.
Or tours will be so useless no one will use them and also use the same things people without the dlc use.

To really integrate tours they must come with additional problems they can solve.
Yeah, apologies I misread that at first glance, hence the EDIT at the end of my post

I agree with you that we should be getting new challenges with these new mechanics and I understand they cannot be coded in the main game as it would enforce everyone to buy the DLC but I was expecting some maluses when not touring your country - hopefully something noticable but at the very least minor lost in opinion, taxes, control and ideally depending on the character traits
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

I think after the release of T&T a "filler" DD on balancing would be pretty interesting. I think better understanding on how the team approaches balance concerns and what they view as a reasonable state of balance would be really interesting!

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.

I don't think folks were asking for events if you don't tour, but rather passive mechanics (like opinion drift from not being visited, opinion boost while visited, taxes paid being variable based on opinion, etc.) to add a bit more nuance to the decision on whether or not to go on a tour. And those things may be part of touring, I think folks (myself included) have read the statement that tours aren't mandatory as touring is a optional activity more similar to RC and that's brought fears that we're giving a really interesting realm management tool but won't need to use it to manage our realms.
 
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For those worried about balance, they could just code the AI to act more like the player. However, that'd require similar to an Open Beta.

With the feedback of the Beta testers, they can make the AI challenging enough for us to play until the end date.

(or a chance for modders to flex how balanced their mods are)

ETA:

Now for the devs (to avoid double posting)

How would the Travels interact with neighboring realms (ie. Outremer Empire and Byzantine Empire) whether their allied or on truce?
 
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Exactly. If a DLC adds tours then the DLC also must add penalties when you dont visit a vassal for too long.
The problems with that approach are manifold, though.
  • Any new feature increases mental load, which is especially troublesome for more casual players. (like it or not, a significant chunk of players)
    introducing penalties if not kept in mind is making the game a LOT less casual-friendly.

  • Mechanical compulsion gets in the way of freedom of roleplay - also important to a lot of players.
    If i have to tour my empire for years at a time, there are many other things i can't do in that huge amount of playtime.

  • Making DLC mechanics compulsive will be a major reason for some (especially veteran) players not to buy that DLC. Guaranteed. Currently Stellaris First Contact has brought up a small, but fervant group of people who are so vehemently opposed to cloaking being a thing (even if likely not strong enough to become the new meta) that they refuse to buy the DLC that introduces this as a mechanic. Because once you have the DLC, enemies will also have cloaking - even though counterplay is possible and not that troublesome, they do not want it at all.

  • The game would have to be balanced with and without T&T, separately from here on out for all future DLCs regarding vassal management.

  • Often, mechanical compulsion is really, really annoying in roleplay-based games. See Skyrim's infamous mountains of daggers you had to craft to get better at smithing to even have a chance of ever making something useful. It quickly turns from immersion to dreadful monotony. That's not fun. CK3 is aiming to give more option and variety. So in the long run you will be able to do tons of different things and are not required to do the same things over and over again.
 
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Abouts to read but I HOPE these features aren't locked behind rank or feudal rulership. I hate when paywalled features specially are further restricted by a specific playstyle. Hardly interacted with RC because of this.
It is a matter of necessity, though. If they introduce imperial mechanics, your playstyle as a count will largely not be impacted that much.
Same with regional flavour packs. Lots of the content is necessarily locked behind some in-game requirements, because otherwise it ceases to make sense or hold any believability at all..
 
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The incentive to Tour is that Tours are rewarding and fun, and the rewards can help you out in various circumstances. I don't believe it is good or necessary to arbitrarily punish the player for not participating in Tours, players should participate in an activity because the activity is fun to do.

Much like how Hunts and Feasts and Pilgrimages are all optional, whether or not you need to tour will depend on your circumstances. A Tour will likely be pretty vital if you've just ascended to the throne, getting those unruly vassals in line and out of factions against you.
Maybe it can be a subject to options? Those who want to make an extra challenge will be able to use, those, who don't - would play as they find it useful?
 
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The problems with that approach are manifold, though.
  • Any new feature increases mental load, which is especially troublesome for more casual players. (like it or not, a significant chunk of players)
    introducing penalties if not kept in mind is making the game a LOT less casual-friendly.

  • Mechanical compulsion gets in the way of freedom of roleplay - also important to a lot of players.
    If i have to tour my empire for years at a time, there are many other things i can't do in that huge amount of playtime.

  • Making DLC mechanics compulsive will be a major reason for some (especially veteran) players not to buy that DLC. Guaranteed. Currently Stellaris First Contact has brought up a small, but fervant group of people who are so vehemently opposed to cloaking being a thing (even if likely not strong enough to become the new meta) that they refuse to buy the DLC that introduces this as a mechanic. Because once you have the DLC, enemies will also have cloaking - even though counterplay is possible and not that troublesome, they do not want it at all.

  • The game would have to be balanced with and without T&T, separately from here on out for all future DLCs regarding vassal management.

  • Often, mechanical compulsion is really, really annoying in roleplay-based games. See Skyrim's infamous mountains of daggers you had to craft to get better at smithing to even have a chance of ever making something useful. It quickly turns from immersion to dreadful monotony. That's not fun. CK3 is aiming to give more option and variety. So in the long run you will be able to do tons of different things and are not required to do the same things over and over again.
I have to disagree. To go over your points:
  • As long as there are other ways of solving an introduced problem, it still gives players room to learn the better direct solutions. Added complexity should not be an issue. There is always the possibility of starting with the base game (which btw also grows more complex over time) and buying the dlc later. So I see this as a non-issue. If anyone is interested enough to keep playing, they will also invest the time to learn. As per the nature of how long one playtrough takes.

  • From a roleplay perspective, it is much more engaging to have to visit vassals and needing to handle their personalities, and your own in person. This is a medieval simulator. Skype and Zoom weren’t a thing. Instead of saying you can’t do anything while on the road, think of the different options you CAN do on the road. Regents will also play into this.

  • Catering to the sentiment held by a few that simply hates change, for completionist/are conservative in their gamedesign/fear-of-the-new, does not make sense when Paradox wants to add onto the game with new content (to sell). There will always be change, and as long as it is not a great majority that dislikes the direction, this should be acceptable to a degree. You cannot have innovation without trying new things.

  • The game will always have the different DLC balance issue, that is inherent with Paradox’s DLC strategy. I think they greatly limit this already by making the most impactful aspects free. That doesn’t mean they should limit complexity for something they are about to ask €30 for, in this economy.

  • It is this exact monotomy I’m afraid of when these mechanics aren’t implemented in a deeper way. If they only add an extra thing to do and a buff here and there, they become meaningless, and shallow. You still want the bonuses, because you’d be ‘dumb’ not to get them when available, so you click them every X years like the Hold Court, with increasingly little afterthought. Making them intertwined with the rest of the game would make it part of the game, instead of an optional extra. In a game like this, where you play hundreds of hours, optional means “will get stale if used too often”.
 
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Those in favor of negative opinion modifiers for not touring, how would you have that work with larger empires? Would this be a limiter to empire size or would the emperor need to be constantly touring different parts of their empire?

Personally, I am in favor of some sort of modifier - like the one you get if you haven't been to war or raiding lately - compounded by vassal personality traits (An arrogant vassal might feel more slighted than a forgiving one). But I am guessing the next DD (or one of them) will reveal that going on tours is not without its downsides. Regents trying to seize power while you are away, maybe?
 
Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
That feels like a mistake tbh. There was a reason why many kings had to travel their realm and couldn't just sit in a castle all day, ruling the land from there! Power requires presence.
 
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Those in favor of negative opinion modifiers for not touring, how would you have that work with larger empires? Would this be a limiter to empire size or would the emperor need to be constantly touring different parts of their empire?
That would be the consequence.
The larger the realm, the more complicated vassal management becomes.
Can I keep a vassal at the far end of the empire content or is it better to give him to someone else? Is it worth it to spend months travelling for this single vassal which means not visiting multiple other vassals? Is it better to instead marry his not so good daughter with my 2nd son just so that he stays content for longer or should I periodically bribe him? Or should I ignore him and build up other vassal relations so that he won't be able to do anything against me?

Thats called gameplay.
 
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