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Dev Diary #141 – A Year in Review

Greetings!

For those of you who do not know - I am Rageair, the Game Director of Crusader Kings III, and as we’re coming up to the end of 2023 it's time to look at this year in review - and take a quick glance toward the year to come! I will share our reflections, learnings, and opinions on the content we’ve made this year, and - while this diary will not be a roadmap/floor plan per se - I’ll make sure to share as much as I can about 2024.




2023 in Review

So, what have we done in 2023? Quite a few things, it turns out!

The Community Choice Poll

We started out the year by having a Community Choice Poll for the theme of the upcoming Event Pack, where among the three themes (Wards & Wardens, Love & Lust, and Villains & Vagabonds) the winning theme was Wards & Wardens, which gained 41.5% of the over 10,000 votes.

While it was fantastic to see all the engagement, we won't be doing another poll for this year's event pack - mainly because we want something that will improve and expand upon existing content as well as content we're introducing next year, and we already have the perfect event pack for that in mind!

We will instead continue reading your discussions, thoughts, and suggestions and focus on making content for areas that you would like to see expanded - it’s a more indirect way, but remember that you still have plenty of opportunity to affect what we do by simply discussing themes, ideas, or mechanics as you do normally.

That said, it’s not impossible that we’ll have another poll in the future, especially if there’s demand for it!

Tours & Tournaments

The highlight of the year was definitely Tours & Tournaments, our second Major Expansion. It made strides to connect the characters to the map, with travel, activities, and much more - and it’s obvious that the efforts were appreciated! While the expansion and its update leaned more towards roleplaying with its centerpiece Grand Activities, it also contained plenty of systems that enhanced the game overall, such as travel, regencies, MaA Stationing, etc. This combination made it a quintessential CK3 expansion that appealed to most (if not all) of you in the community, and we’ll definitely take a lot of learnings from the things we did right when looking into what to do for the future. All in all, we consider T&T a huge success!

Of all the features we developed, travel is the one that we didn’t necessarily expect to be as fun as it turned out to actually be - we knew that it would be good, and fill a void that has existed since the early days of CK, but it turned into a very versatile system that we’re very likely to keep developing and progressively weave into as many other systems that we can. Travel also provides a great and versatile foundation for all sorts of features that may or may not appear in future updates…

The expansion itself took a lot of time and effort to develop, over 10,000 days of work from various disciplines. During, and especially towards the end of the project, we started doing parallel development in order to up our cadence of releases, something which we’re successfully carrying with us into 2024. For those of you who might not be familiar with the concept, it means that we worked on several different expansions & updates with smaller teams-in-teams, all at the same time. During 2023 we have been working on roughly three different things at once, and at certain points as many as five! With the learnings we’ve gained from T&T, we’re keeping up the momentum as we want you to have a steady stream of content to look forward to - and we always want to make sure that we can make one Major Expansion per year!

Legacy of Persia

Persia is the first region we’ve expanded that is situated outside of Europe, which was an interesting and very fun challenge! At the start of the project, we sought out anyone at Paradox who was well-versed in Iranian history (it turns out there were quite a few individuals!) and started formulating plans for what content we would focus on making. Our goal was to make the content grounded and historical, while still enabling powerful player fantasies such as reviving Zoroastrianism. We knew that we wanted a central core system to connect flavor to, which is how the Iranian Intermezzo struggle came to be. Unlike the Iberian struggle, we wanted this one to have a much wider spread of plausible alt-history paths to pursue, as the history of the region could have gone in many different ways - and this is something that we’re sure you’re experiencing when you play. You never know who will be a powerful actor, which faith will dominate, etc.

While the historical ending is the Concession timed ending, we’re very pleased with the other ways in which you can conclude the struggle - from the community-favorite Iranian Resurgence where the Persian cultural identity and ideals dominate (be it as Zoroastrian or not!) to essentially breaking the very thought of Persian independence and empowering the Caliph to create another Dar-al-Islam with the Renewed Caliphate ending. The Intermezzo really sets the scene for how the rest of the game will play with large and sweeping effects on the region and beyond. This quicker style of struggle is something we’ve noticed that you in the community seem to like, so it’s something we’ll definitely keep in mind!

General Improvements

As some of you may remember, we have an ambition to continually update and change parts of the game to make them better over time - and in 2023 we managed to do a lot. While we did an absolute ton of stuff, such as adding a nickname system, rebalancing domain limits, changing how building slots are gained, added vassal stances, etc, etc, etc - we also got to some of the general areas that we outlined in the floorplan, so let's take an extra look at those!

Clans

In Legacy of Persia we got around to making Clans unique; previously they worked almost identically to how the Feudal government worked in CK2 - heavily opinion based, with angry vassals paying you nothing and happy ones giving you a lot. Now the economy of clans is heavily inspired by the Iqta system, with Tax Collectors assigned to Tax Jurisdictions, taxing them based on various Tax Decrees. Managing a Clan realm well gives you very clear advantages, and with the addition of House Unity you can also draw significant benefits from good old-fashioned nepotism!

House Unity, fundamentally a part of Clans, brings a chaotic and character-driven element to the stability of clans. If your family is Harmonious you will enjoy a period of peace and stability, while an Antagonistic family is driven to expand and compete. This makes Clans ebb and flow in power, with the potential to rise quickly, and fall as quickly - simulating how many of the areas dominated by Clans in-game behaved historically.

With these changes we feel like Clans are truly distinct from their Feudal counterparts, and playing them is an entirely different type of challenge. Feudal realms are generally more stable, while Clan realms have a much higher maximum potential.

Modifier Stacking

With the building slot rework followed Men-at-Arms Stationing, which aimed to curb the mono-unit type armies that dominated previously because buildings gave global bonuses to MaA types. This caused battles to be completely trivialized as long as the player started optimizing their buildings even a little bit - and this is obviously not fun. You want to be able to defeat the AI by putting in time and effort, you don’t want them to just roll over. With these changes the AI can now also field incredibly powerful units, and they will also tend to buy significantly more MaA overall than they used to - especially if they are Warmongers.

For next year we will aim to continually improve the game. In fact, we’ve set up a massive sheet internally where we detail areas of the game that are in need of balancing or reworking. Exactly what we’ll be tackling is still up in the air, but know that we still aim to continually improve the game!




What’s happening in 2024?

And now for the perhaps extra interesting bit of the Dev Diary - what have we got cooking for 2024? Also quite a bit, it turns out!

A New Experiment

At the beginning of next year, we’ve got another small experiment lined up. While I cannot go into detail about what it is, I can say that it has something to do with the game directly and that involves something we’ve never done before. We are very excited about it, and we hope you will be too - the idea for it actually came directly from the community itself, during a PDXCon where the Crusader Kings III team got to interact with some of you!

You will be able to get your hands on this experiment very early next year, before the release of the new chapter! Speaking of:

Chapter III

We will indeed be having another Chapter next year! Similar to this year the chapter will include four items, including one Major Expansion. One difference from Chapter II is that we have swapped out the Flavor Pack in favor of a larger type of expansion that we call a Core Expansion - I will clear up what this means in just a bit! Other than that, there will be an instant unlock to start Chapter III off, and an event pack to close the package.

So what is the difference between a Major Expansion and a Core Expansion? The new Core Expansion format refers to the core gameplay loop: it focuses on adding, changing, or updating mechanics that are applicable for most rulers and/or high-impact systems that affect large parts of the game world, unlike Flavor Packs which are strictly regional in nature. Major Expansions are ‘wider’, and will either apply sweeping updates to the world, give you new ways of playing the game (such as new playstyles), or both!

This means that Core Expansions are scoped in between Flavor Packs and Major Expansions. They are bigger and more impactful than Flavor Packs, but smaller with fewer sweeping changes than Major Expansions. Seeing how we want to shift towards more high-impact content that appeals to a majority of the community, we decided to up our pace and make a Core Expansion instead of a Flavor pack next year.

That said, I want to emphasize how excited we are for next year, and though I really want to tell you what we’re working on I must limit myself to obscure hints and extremely non-telling images for now…

Instant Unlock

The instant unlock will be similar to Elegance of the Empire, the one we had for Chapter II. This time we’re also aiming to make clothes that embody the very essence of royalty. Inspired by the couture of the French, they will be gilded and lavish - and as with all assets we make - they are real, well-researched, and historical! Here’s a little peek of a crown:

image-01.png

The gilded angel is a personal highlight.

Core Expansion

The Core Expansion will, among other features, introduce something that has been frequently requested by you in the community. Without saying too much, it will definitely make the game more challenging - and we’ve spent a lot of time making sure that it’s as dynamic and immersive as possible, while also presenting you with new ways to strategize. We’re also going to introduce a feature dripping with medieval flavor, a system that can be used by clever players to really make their mark on the world. All in all, this expansion will lean more towards the systemic side of the game.

image-02.gif


Major Expansion

As with the Core Expansion, the Major Expansion will focus on several things that have been requested by you in the community for ages - some of what we’re choosing to do has been asked for since the early days of Crusader Kings as a game series. One of the feature sets comes up very frequently when we see you discuss what you’d like to see in expansions - and another is brought up now-and-again as a powerful player fantasy. No matter what, we promise that this expansion will provide several new and fresh perspectives, and should please you regardless of which style of expansion you prefer, systemic or roleplay-focused. We can barely wait until you get your hands on this one, and personally, I can say that it’s one of the expansions I’ve been wanting to make since my early days working on CK2 - its time will soon come!

image-03.gif


Event Pack

As mentioned above, this time there will be no poll about the theme. Instead, we’ve been seeing an overwhelming amount of discussions about a certain well-liked feature for months. We’ve chosen to expand that feature with more things to do and experience, and this time we’ll be focusing on highly visible content!

image-04.gif




That’s it for this year! We’ll be back in early 2024 with more updates, but until then we wish you all a fantastic winter holiday season, and a God Jul!
 
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Also related to the ongoing China discussions here and outside: I think new regions should not be implemented until performance issues have been properly addressed. At the both starts, the game already had thousands (some say >20k) of entries and not everybody has supercomputers ready in their homes.
 
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I really hope the new content is something about governments or otherwise society as a whole: I feel that introducing imperial administration, republics or theocracies (even of I don't think this one is a possibility as for now) or the steppe nomads are far more necessary, as it would be a more varied representation of cultures and religions or more nuanced alliances/foreign politic relations than a diseases pack. I don't mind that some more of them added for the sake of variety, but I think that a pandemic expansion should come later in the game development as it did in CKII.
Personally I would like to see at least a basic graphical representation of the major cultural groups on the map before having just more ways for characters to die.
 
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I feel like if china is added no one really play in it. do people play in India? do people play in eastern Mongolia? I'm pretty sure the majority of CK players live on the European continent or are outside the European continent but are descended from those that use to live there. And those people mostly if not always play in Europe. Please correct me if I am wrong.
I play in India pretty frequently. And I would absolutely play in China too. I've been wanting to play in China since CKII. I already know which province I would start in.
 
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pre dictions.png


Okay here goes:
I have literally never been right about what the devs think but here's my best guesses.

Major expansion HAS TO BE Imperial. There's been too much byzanboo rage and too many hints on these forums that the devs hear the community and will provide what it wants. I do not believe that the Imperial expansion will tackle Merchant Republics or Nomadic as some speculate with a "government expansion" and I REALLY hope they don't make governments modular (and don't believe they will). What I do think will come with this one is Imperial government and Byzantine flavor for the Byzantines, HRE rehaul and maybe some HRE flavor, and interesting imperial mechanics across the map, hopefully with some Caliphate/Seljuk/Osman love thrown in there. I also think laws could be tackled here, but I'm not sure they will.

The way they talked about the core expansion SCREAMS warfare to me. It and religion are the most systemic things in the floor plan, and a religious overhaul won't really make the game more "difficult". Talk about difficulty while providing some love for roleplayers HAS TO MEAN they're finally making warfare more true to what it was like in the medieval period rather than levy deathstacks walking around sieging barony-by-barony. Also with warfare has to come alliances...right?...right?!?

For the flavor pack, anyone's guess is as good as mine, this one I'm obviously the least confident in because they didn't hint at all in the DD, but assuming they're jumping between Europe and not-Europe, Britannia being a popular starting location (what with Viking interaction and the Norman invasion and whatnot), I would say this is the most likely area to be touched next. I don't think the devs are likely to do France along with it but I think they could... But then again I swore North Africa would get touched on in Fate of Iberia and India in Legacy of Persia so what do I know... Still a man can dream... Please make my Angevin dream come true. Second guess here would be Slavs I think...
 
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We're extremely conscious of that, and it's one of the core difficulties with any potential warfare-focused DLC! If we were to make one, doing so without gating such a core part of the title behind a DLC lock would be an absolute priority.

... bit of a caveat-laden answer but I guess what I'm trying to say is I can't see us approaching something like that that bluntly. Hope that's at least a little reassuring.
Thank you for your direct response. The CK3 team has built an immense amount of goodwill during 2023, so I am much more on the excited camp versus the wary one.

I'm going to be cheeky and give an example of how I think a Core Expansion could navigate the line well between patch+DLC.

Let's say that the Core Expansion is indeed focused around warfare.
  • Free patch is all about fixing weird AI behaviour, such as crusade coordination, ally coordination, target prioritization (deciding when to siege and when to pursue)
  • Free patch also includes some extra depth to warfare by layering it more strongly to characters and relationships, such as making Knights more politically important (I dislike that the choice is simply who has highest prowess)
  • DLC is about pushing the existing system into new and interesting directions, such as triggers and events that make wars a very personal affair, or that set up peace and truces that remember the past war and colour subsequent conflicts.
 
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Pretty sure it is diseases which would be very welcome. Need more ways to be struck down unexpectedly
 
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even though it's not on the floorplan... it does make a lot of sense.
Yeah... I made my prediction without reading the thread or paying much mind to the accompanying gifs...but everything I said about warfare could easily apply to diseases as well... I'm starting to think the floorplan is a device designed to personally torment me.
 
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Not going to lie reading this i may have convinced myself that we'll get a disease and warfare overhaul which would be amazing and something players have been asking for since ck3 came out, it would be challenging and change how players approach things. So the core expansion hopefully ends up touching on those two aspects as they are the parts of ck3 that i feel are holding the average play experience back a bit. Would especially be great if this overhaul came with an increase on moddability for warfare.

The major expansion could be anything but if i had to take a wild guess my bet would be new or fleshed out playstyles like playable theocracies or a fleshed out empire rework or something smaller but still major like a landless playthrough heavily tied to the travel system.

Whatever it is I'm sure it'll be great just really hoping the core expansion fixes some of my biggest gripes with the game and from what they are stating, they want to make the game more challenging which i love and i think the only way to really do that is tackling the war and disease systems.
 
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Thanks for sharing your plans for 2024. I'm looking forward to hear about the new content.
 
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During 2023 we have been working on roughly three different things at once, and at certain points as many as five! With the learnings we’ve gained from T&T, we’re keeping up the momentum as we want you to have a steady stream of content to look forward to - and we always want to make sure that we can make one Major Expansion per year!
As great as it sound (from an eager-for-content player perspective), i hope you are not too much obsessed with releases and can take time to consider balance over past content. You created impressive content and it look like some of the new things could shake the game as much as T&T did. However such big changes, in a game with a lot of systemics and linked mechanics can really change how things behave on all levels : i take for an example the opinion of vassals that is central in how they behave, but now is plagued with modifiers stacking from court artefacts, multiple feasts, and royal journey.
This said, the update on vassal stances and how the modifiers are acting differently according to them was really good, so i'm not too worried about it.

I hope there might be some changes that could make clans (less stable on paper) REALLY unstable when their unity is antagonistic, because right now the factions are trivial to deal with, independance wars are declawed with ease, and all in all it really makes me sad to not have any use needed for all those mechanics.

I am nonetheless really optimistic for the next year, as devs are really people loving their work and it shows !
 
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Glad to see that the intention of the devs is to continue building upon the travel mechanic - some uses of it I’d love to see in Chapter 3 or future DLCs:

- Use in an epidemic system - travelling characters will spread disease.

- Use in a future crusades rework (a core expansion or flavour pack, perhaps?) - a crusade could build on the activity system, plotting a route on the travel map to the target destination.

- Use in a nomads rework, for obvious reasons.

- Use in expanded succession mechanics, e.g. a family member of the recently deceased ruler could seize the throne by travelling to the capital and organising a coronation faster than other heirs (for a historical example, Henry I of England raced from a hunting trip to Winchester to seize the royal treasury after the death of his brother the king before a hasty coronation in a Westminster). This seems perhaps the least likely but would be so much fun and relates to the core gameplay loop of the series (the concerns of Medieval rulers).
 
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When I saw the piper and the word "systemic" along with "roleplay", my first thought was music. The ability for your character to acquire an instrument, learn to play it (or at least make noise) and then have the result replace the regular OST of the game. And then much later in the game other characters could show up and rickrollplay it for you. Kinda like in Spore when you made something really stupid and forgot about it, only to rediscover it at the other end of the universe.

But honestly, reading this just tells me how little I know about CK3. I couldn't name a single feature in need of improvement...
 
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First picture, as has been pointed out by many is Pied Piper of Hamelin. But what people haven't mentioned is... Hamelin was part of the Holy Roman Empire! Make your mark... systemic changes... IMPERIAL MECHANICS YEAAAAH!

Second seems to be a monastery. So religion. Can't really think about something they haven't done in CK2 regarding religion besides playable theocracies but I really doubt we'll get it.

Third is a Western looking dude taking notes in a scenery with palm trees, also something that players enjoyed, so events for travel I guess.
 
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My guess for the core expansion is an inheritance/succession rework, where rulers can decide before death who gets what, along with other, new, options for succession laws.
You might like this mod, which allows you to do that right now:
 
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