• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
Last edited by a moderator:
  • 202Love
  • 174Like
  • 15
  • 15
  • 3
Reactions:
In other words, by making the expected value of going on a tour be zero? Doesn't that contradict what the devs have already told us about the mechanic?
Tiax, what do you mean? Value for your ruler character, for min/maxing, for your own enjoyment, or what?

Edit: I am going to have to go do real-life stuff any moment now, so will probably disappear from the discussion very soon. ;)
 
  • 1Like
Reactions:
Tiax, what do you mean? Value for your ruler character, for min/maxing, for your own enjoyment, or what?
I mean value in the sense of mechanical benefit.

Suppose for example, that tours, on average, give you benefits that make managing your realm easier. In order to 'balance' this benefit, realm management as a whole is made harder. Doesn't this contradict the goal of not affecting those who choose not to engage with tours, as they will face more difficult realm management?

Alternatively, suppose we say that we are not willing to make realm management harder, because we don't want to push players to go on tours. Now in order to 'balance' the new mechanic, we have to make sure that it, in expectation (averaged over potential good and bad outcomes of individual tours) does not make realm management any easier. This is what was done with Royal Court, roughly, and so it was simple to just not press the button and never worry about it - you weren't really missing out on anything, and you had no external impetus.

The third possibility is that we do not make realm management any harder, and we also allow going on tours to give strong benefits in expectation (as I understand it, the devs have already confirmed that tours are beneficial). Now where is the balance coming from? We've just made the game easier for players who go on tours.
 
  • 4
Reactions:
And yet you're quite confident that this rule will make the game harder. Got it.
It is very rare that more requirements for me to keep track of is easier than less requirements, so yes, I’m pretty confident.

In general, personally constructed restrictions and obligations make the game more challenging and/or enjoyable for me.
 
  • 2Like
  • 1
  • 1
Reactions:
It is very rare that more requirements for me to keep track of is easier than less requirements, so yes, I’m pretty confident.

In general, personally constructed restrictions and obligations make the game more challenging and/or enjoyable for me.
You might have forgotten the question here.
Do you think that making your own rule that you have to go on tours would make the game easier or harder than not going on tours?
Obviously being able to freely go on tours or not is easier than having to go on tours. But that's not what we've been talking about. The comparison is to the case where you do not go on tours at all.
 
-You get a penalty for not appointing councillors (negative powerful vassal opinion)
-You get a penalty for not intermarrying with your clan vassals.
-You get a penalty for not going to war as a Warmonger faith.
-You get a penalty for not having enough wives or concubines.
-You get a penalty for refusing the crusade (I think? I might be remembering CK2)
-You get a penalty for not forming titles (not de jure liege penalty)
...
(this list could grow quite long)
Almost of those are so wildly irrelevant to the point I thought we were discussing, I’m just going to have to assume that either I’m explaining myself catastrophically badly or that I’ve completely misunderstood what we’re talking about.

(this genuinely isn’t snark btw - I’m just completely lost on what point you think I’m making and have zero idea how to respond)
 
  • 4Like
Reactions:
Almost of those are so wildly irrelevant to the point I thought we were discussing, I’m just going to have to assume that either I’m explaining myself catastrophically badly or that we’re talking about something completely different to what I thought we were.
I have to assume the same. These strike me as exactly analogous to the sorts of potential impetuses and penalties for not going on tours that I thought we were discussing.
 
I mean value in the sense of mechanical benefit.

Suppose for example, that tours, on average, give you benefits that make managing your realm easier. In order to 'balance' this benefit, realm management as a whole is made harder. Doesn't this contradict the goal of not affecting those who choose not to engage with tours, as they will face more difficult realm management?

Alternatively, suppose we say that we are not willing to make realm management harder, because we don't want to push players to go on tours. Now in order to 'balance' the new mechanic, we have to make sure that it, in expectation (averaged over potential good and bad outcomes of individual tours) does not make realm management any easier. This is what was done with Royal Court, roughly, and so it was simple to just not press the button and never worry about it - you weren't really missing out on anything, and you had no external impetus.

The third possibility is that we do not make realm management any harder, and we also allow going on tours to give strong benefits in expectation (as I understand it, the devs have already confirmed that tours are beneficial). Now where is the balance coming from? We've just made the game easier for players who go on tours.
By this argument though, why add any new mechanics at all? There's clearly no reason to since according to your logic there is no way for new mechanics to add any value or benefit to the game. From this reasoning, the developers should just stick to adding only more event, unit skin, and music packs since those don't affect existing game balance and more mechanics are of no value to the game as you see it.
 
  • 2
Reactions:
By this argument though, why add any new mechanics at all? There's clearly no reason to since according to your logic there is no way for new mechanics to add any value or benefit to the game. From this reasoning, the developers should just stick to adding only more event, unit skin, and music packs since those don't affect existing game balance and more mechanics are of no value to the game as you see it.
My argument is that we should take option 1, and that "the goal of not affecting those who choose not to engage with tours" is nonsensical and should be ignored. I agree that if you try to hold to that goal, the only content you will add is window-dressing.
 
My argument is that we should take option 1, and that "the goal of not affecting those who choose not to engage with tours" is nonsensical and should be ignored. I agree that if you try to hold to that goal, the only content you will add is window-dressing.
Then you're basically punishing anyone who doesn't buy the DLC and making it more difficult to get players into the base game, which seems like bad business practice.
 
  • 2
Reactions:
Then you're basically punishing anyone who doesn't buy the DLC and making it more difficult to get players into the base game, which seems like bad business practice.
Please don't accuse everyone who wants Not Touring to have penalties of wanting those penalties to apply when the DLC is not installed.
 
  • 4
Reactions:
It's not arbitrary punishment though, it's logical punishment! If a monarch refuses to visit his vassals, to make a show of force and splendor to the locals, shouldn't that be reflected in the gameplay in a negative way? The game already suffers from a lack of challenge for a lot of us, adding this wrinkle and actually encouraging the use of the TT mechanics in a sensible, logical, and realistic way would at least be something to address that, especially with extremely large empires that might not be easy to hold together without a LOT of effort on the part of the ruler, in part using this cool system! I fear this is going to end up like RC, where I only really click on it because I get the notification and want the notification to go away, because it isn't integrated with the rest of the game in an interesting, compelling way (plus seeing the same court events over and over in a playthrough gets them feeling a bit bland).


That's part of the problem a lot of us asking for deeper and more meaningful mechanics have, we have so many optional mechanics that don't feel at all impactful other than "exchange gold for prestige, exchange gold for stress relief, exchange gold for piety" and there's no mechanical benefit for doing so (or detriment for not doing so).

If I don't go on a pilgrimage in my entire 30 year reign, my pious vassals shouldn't like that. If I don't go on hunts or hold feasts, my powerful vassals shouldn't like that. The fact that these events currently lack detrimental mechanics shouldn't be a justification for those detrimental mechanics not existing! If we're revamping these for the current system, isn't it reasonable to reevaluate how the player mechanically interacts with them? I go on a pilgrimage when I need more piety, I hold a feast when I need to relieve stress, I go hunting when I need prestige. At this point it feels like buttons to press to get things, not meaningful to the gameplay loop or RP.

At the very least, do you know if there are metrics/systems as part of TT that would at least measure the amount of time you haven't gone on a tour or done an activity, so some of these detriments we're asking for could be added by mods? As in, if you don't tour in 5 years, vassals get -10 opinion, 10 years -20 opinion, etc? That's the barebones of what such a system could be, but at least it's something.
Well you could give your character a penalty for not undertaking tours, tournaments and such or if you want positive reinforcement, just enhance the perks of doing it.
If you get nice flat boni out of doing stuff like it it might enhance the necessity.

Take the ascension tour. Normally when you ascend the first few years are shaky ones. Make one big ascension tour through your powerful vassals domains and gain a nice bonus that might keep them from joining factions against you
 
  • 1Like
Reactions:
You might have forgotten the question here.

Obviously being able to freely go on tours or not is easier than having to go on tours. But that's not what we've been talking about. The comparison is to the case where you do not go on tours at all.
Sure, having another restriction on my time is harder than not having that restriction, whatever that lack of restriction may look like (voluntary or no tours at all).
 
  • 2Like
Reactions:
Sure, having another restriction on my time is harder than not having that restriction, whatever that lack of restriction may look like (voluntary or no tours at all).
And the benefits you get from doing the tours just don't factor into that analysis at all? It's just "restriction = harder", regardless of the payoff?
 
Please don't accuse everyone who wants Not Touring to have penalties of wanting those penalties to apply when the DLC is not installed.
Well, we're talking about making the game more difficult in general in order to make people go on tours. So by making the game more difficult, you are effectively penalizing people without access to that other feature. I'm not accusing anyone, I'm just explaining what in practice the result of the change would be. There's not really a way to have Not Touring apply to people who choose not to without applying also to people who can't, since Not Touring is a passive decision.
 
  • 4
  • 2
Reactions:
And the benefits you get from doing the tours just don't factor into that analysis at all? It's just "restriction = harder", regardless of the payoff?
Yes, because it’s more to balance. Again, we are talking about my personal experience of the game and its challenge.
 
  • 3Like
Reactions:
Well you could give your character a penalty for not undertaking tours, tournaments and such or if you want positive reinforcement, just enhance the perks of doing it.
If you get nice flat boni out of doing stuff like it it might enhance the necessity.

Take the ascension tour. Normally when you ascend the first few years are shaky ones. Make one big ascension tour through your powerful vassals domains and gain a nice bonus that might keep them from joining factions against you
How do we give ourselves the penalty without the system/mechanism existing in-game? How do we make every single one of our vassals more displeased with us on a manual sliding scale based on failure to perform tours? If you know of a way to do that, I'm happy to hear it.
 
  • 1Like
Reactions:
Yes, because it’s more to balance. Again, we are talking about my personal experience of the game and its challenge.
So you would say, for example, that the rule "you must wage war at least once every 20 years" would make the game harder for you than "you are never allowed to declare war"? Or "you must marry off all your children" would be harder than "you are never allowed to conduct marriages"?
 
  • 1Haha
Reactions:
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.

Wow, some people really like interpreting everything in the worst possible way, huh? I have no idea how people can read this DD or any of the dev responses and get "realms are super stable forever now and the balance will never be changed".

Anyway, tours look like they'll be a lot of fun. And the DLC as a whole seems like it's going to add some meat to parts of the game that were pretty slim before, which I love. Looking forward to seeing the rest of the T&T DDs.
 
  • 3
  • 3
  • 1Like
  • 1Love
Reactions:
Well, we're talking about making the game more difficult in general in order to make people go on tours. So by making the game more difficult, you are effectively penalizing people without access to that other feature. I'm not accusing anyone, I'm just explaining what in practice the result of the change would be. There's not really a way to have Not Touring apply to people who choose not to without applying also to people who can't, since Not Touring is a passive decision.
I think this is what you're not getting. If both the mechanic (Tours) and the malus are added to the game with the DLC, how does that penalize people without access to the feature? They won't have access to the malus BECAUSE IT'S PART OF THE DLC!
 
  • 4
Reactions: