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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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Regarding imposing Tours.
I’m in the camp that meeting vassals in person should be needed to keep them in line, that different factors affect how often you need to check in on them personally.

But we already know travelling is added to all activities, and that you can make any stop throughout your trip. So to say we are imposing Tours is a bit silly. They would simply be very potent tools since they are all about visiting your vassals. But nothing stops players from focusing on feasts or hunts, and adding a stop or two on their trips.

To me, it just seems like wasted potential. There are lots of interesting dynamics that could be added. The main one being an ACTIVE mechanic for realm management. Something to keep the players busy throughout their playthrough. In the same way that players are focused during war time as they lead their troops, peace time play would keep the players focused as they keep track of which vassals need visiting and whether they can afford to visit them or not during a hunt or a grand tour.

The comparison may be flawed but hear me out: imagine they brought back council voting but to go against the council’s wishes wouldn’t have consequences. Instead, you get a temporary opinion boost to your councillors if you acted with their approval. I feel most players would probably ignore these new mechanics, at least more often than if there were consequences.

I’m excited for next week’s dev diary, to see what these changes to vassal approval are… but I remain a bit disappointed with the tours (travel is great though)

On a side note, am I the only one interested in travelling without an activity? Just to travel. Would be interesting if they could block certain schemes from completing, or just vastly increase the plot power of the relevant scheme in your location.
Just felt like a weird way to give the players extra agency as to where they want to be. And hey, an extra way to visit vassals. Random thought.
 
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See, I understand where the 'Tours should be required to manage your vassals' crowd is coming from but I can't be on that train for one reason: Tours should not be the only way to manage that. Yes, it would be immersive to require that there is some form of presence/interaction required to keep your vassals happy, but it should not be exclusively tied to tours.

There was an idea for a 'Neglect' mechanic tossed out earlier, where your vassals get more rebellious/independent/upset with you the less you visit. I actually like this idea, but tours should not be the mechanic exclusively used to manage that. Feasts, hunts, and other such activities should have a similar, if potentially lesser effect.

Yeah, interacting with vassals in person should be a significant aspect of large realm management - just don't lock that to tours. That's the objection I have to the notion of tours being required.
 
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Whichever way you come down on the tours balance issue, you’ve got to love the irony that, last week, with very little evidence, the forum was absolutely certain that T&T was going to have no mechanics and just be a load of events - and were furious about that “fact”.
I meaaaan a good portion of the dev diary today has just been a load of events...

They look like good events.. But I thought the same thing about Royal Court before they started repeating constantly.

How many tours will it take until the hermit event repeats itself?
 
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Whichever way you come down on the tours balance issue, you’ve got to love the irony that, last week, with very little evidence, the forum was absolutely certain that T&T was going to have no mechanics and just be a load of events - and were furious about that “fact”.

This week, with very little evidence, the forum is absolutely certain that T&T’s mechanics are so unbalanced as to be either pointless to use or make the game too easy - and are furious about that “fact”.

Looking forward to next weeks dev diary and a big argument about how T&T’s tours are too mandatory and make the game too hard.
Don't events that give you bonuses make the game easier? I don't see how these are contradictory.
 
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Then how does going on them make the game harder? If your concern is that the opportunity cost of not being able to do other activities outweighs their benefit, doesn't that make them a net negative?
I can't speak for the person you're addressing but it seems to me that some tours will be a net positive after accounting for opportunity costs, while others will be a net negative, and making an overall statement about the average result will only be viable in retrospect.
 
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I can't speak for the person you're addressing but it seems to me that some tours will be a net positive after accounting for opportunity costs, while others will be a net negative, and making an overall statement about the average result will only be viable in retrospect.
In retrospect of what?
 
In retrospect of what?
Of having done them, and observed the results in practice, rather than just speculation and white-room theorycrafting.
 
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Then how does going on them make the game harder? If your concern is that the opportunity cost of not being able to do other activities outweighs their benefit, doesn't that make them a net negative?
If I institute a rule that says I must tour every X years or spend a certain percentage of a leader’s life on the road, I’ve added another spinning plate to balance. That’s more challenging for me. I never said that the opportunity cost outweighed the benefit; that was something you added.
 
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Don't events that give you bonuses make the game easier? I don't see how these are contradictory.
Well that not really what that comment was about.

On the whole “tours will be pointless or make the game worse easier” thing, I’ve explained across a few comments why I don’t think it’s as simple as that - but everyone kept ignoring what I was saying so I’ve kind of given up arguing on that front.
 
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If I institute a rule that says I must tour every X years or spend a certain percentage of a leader’s life on the road, I’ve added another spinning plate to balance. That’s more challenging for me. I never said that the opportunity cost outweighed the benefit; that was something you added.
I mean I don't think people are saying we want it so that you MUST tour, it's that there should be negative consequences for NOT touring for long periods of time and that touring will resolve those negative consequences while also potentially giving you either positive things or other smaller negative things. Those are different things. Not that you MUST tour, but that you should feel fairly compelled to tour in a way that makes sense for the mechanic and for RP purposes.
 
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If I institute a rule that says I must tour every X years or spend a certain percentage of a leader’s life on the road, I’ve added another spinning plate to balance. That’s more challenging for me.
Are you so overwhelmed with things to do in CK3 that you think you won't be able to find time to press another button? Let's be serious here.
I never said that the opportunity cost outweighed the benefit; that was something you added.
Unfortunately, your first reply didn't give me much to work with.
 
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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
This clarified matters for me, as I ended up reforming religion to get rid of that modifier, which annoyed me. Turns out I don’t enjoy raiding that often. So, having a similar modifier specifically for touring would probably annoy those players who dislike touring—which is pretty much what @Meka66 said.

Though, despite that realization, I do like @malibooth ’s Neglect suggestion, which doesn’t rely solely on touring:
If the DLC adds a new opinion modifier that I'll call "Neglect", it can make tours more meaningful.

Neglect is a a negative opinion modifier that builds up over time, the rate of increase proportional to distance from the liege's capital. If it builds up enough, combined with other opinion modifiers, a vassal is likely to be in an independence or dissolution faction. Also reduces tax and levies, because a vassal can get away with it if the liege can't be bothered to check on things.

Tours can reset it, although that can be modified by the interaction with the vassal, making things better or worse.

This gives an incentive to do a tour, but doesn't make it a necessity. A popular ruler can get away without them, also use things like Sway, Gifts, etc. Bit awkward when that ruler dies, and the heir finds a whole lot of trouble brewing because of the previous ruler's neglect.
Regarding this:
I mentioned maintaining friendly/familial/clergical relationships as another possible tour, perhaps not a grand one.
The regular travel system, which we’ll use to attend feasts, etc., should handle this?
It would seem that with some local knowledge - either through contracting individuals for a few hours to have a chat about localities (Which for one individual would likely be offset by only 2 or three people buying the DLC!) or through long term research - you could write an incredible breadth of encounters which incorporate almost all the regions in the game. For instance, travellers in Suffolk might be able to meet the Green Children of Woolpit
You would probably love RICE!

Edit: typos
 
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Of having done them, and observed the results in practice, rather than just speculation and white-room theorycrafting.
Or, we could listen to the devs' description of them as sources of powerful bonuses with no downsides to not doing them other than missing out on said bonuses.
 
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Well that not really what that comment was about.

On the whole “tours will be pointless or make the game worse easier” thing, I’ve explained across a few comments why I don’t think it’s as simple as that - but everyone kept ignoring what I was saying so I’ve kind of given up arguing on that front.
Yeah, in the absence of a complete picture of how things will work I can't understand getting upset at this point.
 
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This is perhaps a minor issue, but why does appointing a caravan master with terrible or poor aptitude still give you bonuses? Surely appointing an incompetent would make things worse, not better.
I will compare to a court tutor. A terrible court tutor probably isn’t going to hurt a kid’s education but will do little to help.

If poor or terrible caravan master provided negative bonuses, there would be a reason not to have one. A caravan master would help find faster routes, manage logistics, and arrange guard duty. A terrible master would be little to no help but probably would not be able to hurt the movement and safety. I would be more concerned with a disloyal master than an incompetent one.
 
Or, we could listen to the devs' description of them as sources of powerful bonuses with no downsides to not doing them other than missing out on said bonuses.
The devs also have said this (and there are more, as we’ve seen in this thread):
Meka66 said:
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.
The devs say they’re working on the balancing, as always. I get that you don’t expect them to do so in a way you will find satisfactory, but that’s not the same as the devs not balancing the new mechanics.
 
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Are you so overwhelmed with things to do in CK3 that you think you won't be able to find time to press another button? Let's be serious here.

Yes, actually, and the ease of having GUIs and mouse/keyboard inputs is pretty standard for most games these days. ;)
Unfortunately, your first reply didn't give me much to work with.
You asked if making a personal rule that made tours mandatory would make the game harder or easier for me. I said it would make it harder due to more restraints on my time.

Was there more you needed clarification on?
 
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Yes, actually, and the ease of having GUIs and mouse/keyboard inputs is pretty standard for most games these days. ;)
I don't understand the point you're trying to make here.
You asked if making a personal rule that made tours mandatory would make the game harder or easier for me. I said it would make it harder due to more restraints on my time.

Was there more you needed clarification on?
If you believe the devs that tours are beneficial, even if your time is so constrained that you cannot find room to fit them in without dropping something else (which strikes me as completely unrealistic), wouldn't that still make the game easier, because you will be choosing to drop something less beneficial?
The devs also have said this (and there are more, as we’ve seen in this thread):

The devs say they’re working on the balancing, as always. I get that you don’t expect them to do so in a way you will find satisfactory, but that’s not the same as the devs not balancing the new mechanics.
Hmmm...
Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
 
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