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Dev Diary #136 - Our Vision for Persia

Greetings!

It is time to dive into the upcoming Flavor Pack - Legacy of Persia - giving a brief overview of the why and the what! The region has a rich and vibrant history making it both exciting and interesting to work with, not the least because it differs significantly from the regions we've chosen to cover in the past - Persia lies at the crossroads of the world, with a multitude of external influences combined with strong local traditions. Naturally while our focus has been on the Persian region itself, we've also aimed to shake up a portion of the world at large by revising how the Clan government works, so even if you're not playing in the Persian region there's something new and exciting to experience.

Co-writing this Dev Diary with me is Lucas Ribeiro - our skilled and multitalented 2D Art Lead at PDX Studio Black, who has been deeply involved with many of the features of this pack!


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So, why Persia?

For starters, our data pointed out that Persia is already a very popular starting location for our players. The region is within the top ten most picked starting locations and the most popular one outside of Europe.
Despite originally not having much flavor dedicated to the area and no bookmark characters attached to it, our players were still going for Persia playthroughs. There’s no better endorsement of the interest in the region than that!

But, player data aside, all history enthusiasts know how rich and interesting Persia is, even more so during Crusader Kings III’s time period. We saw this as a chance to create very interesting gameplay opportunities.
At the 867 game start, the Abbasid Caliphate is reeling from the Anarchy at Samarra. A moment in history when many Caliphs fell victim to a deadly struggle for power while insurrectionists raged up and down the Tigris and the Euphrates, such as the Kharijite and the Zanj Rebellions. Meanwhile in the east, Iranian rulers rose to challenge the Abbasid Authority. This time period, known as the Iranian Intermezzo saw a partial revival of Iranian culture with the ascension of the Saffarid and Samanid dynasties. About a century after the start date of 867, the Iranian Daylamite Buyids came to power, subjugating the Abassid Caliphate.
This Iranian comeback is then cut short by the Seljuk Invasion. A dynasty of turkic warrior nomads take over Persia and the Levant, submitting both Arabs and Iranians to their rule. Further on the east the Ghaznavids defeat the Samanids, cementing the end of the Iranian Intermezzo and leading into the state of Persia as we see in the 1066 start. The Buyids are not playable on the 867 start, as their founder, a warrior from the mountains of Daylam had yet to leap into history. But a last holdout of the dynasty can be found in Shiraz at the 1066 start.


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Clan Government Rework

Since the area of the flavor pack is almost entirely made up of Clan Rulers, for Legacy of Persia, we have decided to reimagine how the Clan government works.

Our aim is to more closely represent the familial struggles of the powerful clans of the time and the bureaucratic apparatus that backed their interests.

The Clan government is now directly tied to how your house members interact with each other. Each house will have a Unity Level that can be changed by intervention of the house head and by its members treating each other kindly or badly. A harmonious clan will have a consolidated succession, while an antagonistic one, not so much!

Clan rulers employ an office of bureaucrats, their Tax Collectors, to levy troops and coin from their vassals. The competence of a Tax Collector will dictate how much they manage to extract from the vassals assigned to them. Each Tax Collector manages a Jurisdiction with an associated Tax Decree. For example: You might want to place all your non-muslim vassals in a Jurisdiction with the Jizya Decree and maximize your gold income.

More details on the Clan Government design on a future dev diary.


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Iranian-Heritage Cultures

Persia and its surrounding areas are populated by a variety of different iranian-heritage cultures. We strived to give each one of them an original combination of cultural traditions that allow for a variety of new playstyles. The Kurds with their hard-to-convert culture and mountain cavalry, the Daylamites with their two-pronged spear wielding mercenaries and so on.
Persian culture, of course, received special attention. With new traditions about their famous scholarly pursuits and elaborate systems of water cooling and irrigation.

Iranian cultures have also received new clothes, headgears, hairstyles, beards and unit models, making them more appropriately distinct from the Arabic cultures. Also, due to their importance in the region, Turkic cultures have also received some sorely-missed assets, such as the Sharbush hat and the very recognizable Seljuk braids.


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Islam and Zoroastrianism


In Crusader Kings’ 3 starting date of 867, Islam has been the dominant religion of the upper classes in Persia for over a century. Still, Zoroastrian practices are still very much alive and widespread in the peasantry. We’ve done a general pass on religion in the region, adjusting provinces and characters to a more accurate historical representation. Tenets and doctrines for both Islam and Zoroastrianism have also received lots of adjustments and tweaks. Jizya, for example, has been moved to a tax jurisdiction type unlocked for muslim clan rulers. Both religions have received new decisions and events to flesh them out some more. They’re also strongly tied to the Struggle system in the region, speaking of which…


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A New Struggle, the Iranian Intermezzo

With Legacy of Persia, we are bringing a new Struggle, the Iranian Intermezzo.

This struggle seeks to represent the historical dissolution of the Caliphal authority over Persia and the ascension of new, powerful, Iranian Rulers In the 9th and 10th centuries. It also reflects a shorter historical period when compared to Fate of Iberia’s Struggle, so it is likely to be resolved more briefly and intensely.

Unlike Fate of Iberia, participant characters are clearly divided into factions. The Caliphal Supporters against the Detractors. A lot of new interactions are unlocked by this dynamic, such as convincing a character to switch sides, sponsoring turkic invasions against supporters, or waging war to install Caliphal Supporters.

The struggle has three phases, Unrest, Stabilization and Concession. The Concession phase is of a new type, a so-called Ending Phase. If a struggle gets to an Ending Phase, it will instantly trigger an ending. So, unlike Struggle Ending Decisions, where there is a dominant character that pushes the button to trigger it, every involved character can contribute to an Ending Phase by triggering relevant catalysts.

We have designed four struggle endings (three as decisions, one as an ending phase), which can be pursued in different ways, depending on the personal perspective of your character.

Will the Caliph be able to reestablish their power over the region? Will a powerful Shia ruler overtake the Sunni, creating a new Caliphate? Maybe an Iranian ruler will usher in an era of Persian dominance, forever boosting cultures of Iranian-heritage? Or, a Sunni Caliphal Detractor might oust the Caliph and take their place as head of faith?

In the Iranian Intermezzo Struggle we went for a more nuanced, granular approach, where the endings are subdivided into options that have different effects, according to your character’s culture, religion and whether they are part of the Supporter or Detractor faction.


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New 867 Bookmark

With Legacy of Persia we are adding a new bookmark, the Persian Revival, with five Iranian-heritage characters to choose from. These were picked both for their historical importance and to provide for a wide variety of gameplay styles.

In the mountains of Daylam we see a fan favorite, Rostam Bavandid, one of the last Sassanids in the game and a secret Zoroastrian. A great character if you are going for a “Sassanian Restoration” style playthrough.

In the southern reaches of Persia, Muhammad of the Tahirids is a loyal vassal and supporter of the Caliphate. His nephew, though, rules an independent emirate in Khorasan and is desperate for help against the invading Saffarids. This character was a great pick for us, since he’s split between internal and external conflicts in the Caliphate.

Since we mentioned Saffarids, we have Yaqub, the coppersmith. This lowly peasant rose to power through extraordinary military prowess. In one of his many battles, he was swordstruck and horribly disfigured. But, despite all these difficulties, this upstart is pushing back against the might of the Abbasids. He was an obvious choice for us, since he is an interesting historical figure and a sort of folk hero of the Iranian traditions, having restored Persian as the official dialect of the region (after it was supplanted by Arabic).

Next, we have one that will be familiar to the achievement hunters, Suri of the Ghurids. Although historically Suri is mostly known for running away from the Saffarids and hiding at his buddy Abdullah Habbari’s court, his dynasty eventually grew into a huge Empire. Being Tajik and Mahayana, he’s stuck between the Muslim and the Buddhist world, creating opportunities for interesting gameplay. There’s also a lot of juicy mines in the region that Suri can go claim and fuel his future conquests. Good luck to all players out there going for the “Rise of the Ghurids” achievement!

Lastly, we have Ismail of the Samanids. Despite being distant in the line of succession, historically Ismail came to supplant all of his relatives and assume control of his brother’s Emirate. The Samanids under Ismail grew into a true empire, only to be overtaken later by the Ghaznavids and the Seljuks. An interpretation of Ismail’s likeness can now be seen stamped on the Tajikistani currency, the Somoni, which is named after his dynasty.



That's it for this time! More details will follow soon!
 
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I just did a shallow overview of the Abbasids in 867 and damn their spouses and daughters were so interesting. So many poets and schemers. I hope they are added with this patch.
 
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Old Man of the Mountain? (Hassan ibn Sabbah)
 
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Should Abbassid and Ummayad even be Sayyid? Shouldn't they just be Qurash tribe. Only Fatimids and hashimid who were children of Fatima be Sayyid.
I would probably change the Sayyid trait to something else. The Ummayads and Abbassids were not descended from Muhammad, but they are descended from previous caliphs. And even back then, there was some doubt on the Fatimid’s claimed descent from Ali and Fatima.
 
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When you said you've done a general pass of religion in the Persian regions, does this mean Persian Jews will make an appearance? (not so much as a distinct faith, but rather as a culture like Sephardic or Radhanite)

Also will there be polo?
 
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When you said you've done a general pass of religion in the Persian regions, does this mean Persian Jews will make an appearance? (not so much as a distinct faith, but rather as a culture like Sephardic or Radhanite)

Also will there be polo?
Marco?
 
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Maybe add Byzantine(and the rest of middle east) vs Seljuk wars as a struggle for 1066 date? or Alp Arslan succession crises as a struggle if Byzantine wars go geographically too far away from Persia focus....

even though, Paradox, can you please share statistics on how many people even start the 1066 campaign versus the 868 one? is it even profitable to care about 1066 start? lol /cynicism
 
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And PT-BR Translate ??. When ??.
From this January 2022 thread (devs have said the same thing re. PT/BR translations, many many times):
It is a business case evaluated by the team and product leads who have numbers to back up the costs of translation and the target market size. They'll make that decision based on that
As the devs explain in that thread, forum requests have zero impact on the decision, no matter how often the requests are made.
 
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please add a menu option to disable the struggle(s)

In my opinion it's not really good for anything, and it doesn't make any sense historically. For me it's a reason to stay out of Iberia, and i assume it's gonna be the same for the Persia DLC
 
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Little thing, but I think the culture map should be rethought:

The epi-center of "New Persian" language and culture is not the central plateau. New Persian arose in Marv-i-Shahagan, Tus, Nishapur and Balkh, which are highlighted as Tajik and Afghan. It was a synthesis of Parthian culture of the natives and their nobility, Middle Persian of the Sassanid garrison at merv and the administrators and the Islamic culture, which was much better blended in due to a variety of reasons. This culture then radiated east into Sogdian land and west into Persia proper. I'd suggest making Tajik into Khorasani or "New Persian" and the currently highlighted area into "Pahlavi" or "Middle Persian" in the 867 start date, with Middle Persian culture having generally worse traditions, using Pahlavi as its court language, and receiving penalties such as scholarship life-experience maluses due to the use of Huzwarishn heterograms in the already suboptimal script which necessitated knowledge of Aramaic for every scribe, not having adopted arabic rhyme and meter for poetry, having some remnants of Sassanid culture etc. Middle Persian characters should get the option of switching into New Persian. There could be a cool event chain of shedding Middle Persian script and cultural artefacts, or else reforming it to get rid of the maluses while keeping the old script.

This is besides the fact that calling them Tajik before there are Turks in the area is weird, since Tajik is a doublet and antonym of Turk. I personally don't mind that much, it's just a slight anachronism since the term came into use post Seljuk era and really picked up in 1100s onwards.

Further, if by Afghan, you mean the speakers of Bactrian as a language, that language was already almost extinct by late 800s. If you mean eastern Iranic languages that gave rise to Pashtun, they should be limited to the mountainous areas of modern day afghanistan, since the culture of urban centers like Balkh, Herat etc. was (and is) closer to Eastern Iran than that of the Pashtuns.

this all does remind me, though, of how much I want writing systems to be a part of the game.
 
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Do you have plans to work with the struggle system and allow it to arise spontaneously? For example, there are a number of types of struggle, each with its own starting conditions. One type of struggle has a long confrontation between 2 religions in a certain region, for example.
 
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Do you have plans to work with the struggle system and allow it to arise spontaneously? For example, there are a number of types of struggle, each with its own starting conditions. One type of struggle has a long confrontation between 2 religions in a certain region, for example.
While I definitely understand why some players want this, IMO dynamic, organic Struggles would probably be a bad idea. The point of them is to be unique content for a few regions in order to help model historical situations that don't fit neatly into normal gameplay. I'm concerned that a dynamic Struggle system would just lead to them being spammed all over the place.
 
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This presents a fantastic opportunity to delve deeper into the Zunbil dynasty and flesh out the Zunist faith, perhaps by restoring sacred places or introducing a unique 'Head of Faith' title for temporal faith leaders.

Considering that the Zunbils were only conquered by the Saffarids by 870, it would be fitting to include a landed Zunbil/Zunist ruler.

One of my favorite playthroughs is starting as a Zunbil/Zunist ruler in 867 and taking advantage of the chaos during the Iranian Intermezzo to establish a Zunist empire spanning across Iran and India.
 
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Given the scope of the suggestions many people are making, I hope everyone is aware that the development is essentially done by now, and the devs are working on the last-minute items. There might be time for minor tweaks, but definitely not anything major.
 
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I'm interested to see how the new succession mechanics will work. My biggest fear is that it gives clans primogeniture in 867, which would just make clan the superior government type period IMO. Alternatively, if a disunited clan caused the dissolution of the top-tier title upon succession, that would present some really interesting mechanics, as long as it's balanced not to happen all the time.
 
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I ran into this post by PDXOxycoon on struggles while searching for something else:
I personally think that Struggles being scripted is a good thing, as it allows us to give more content specifically for a Struggle. I don't really know how to write a compelling set for a large, dynamic Struggle without it being very generic. Having Struggles pre-scripted with unique triggering circumstances with lots of content seems like a better way to do it than a one-size fits all. It's more costly on production, but it lets us do narrow content of higher quality.
 
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