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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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I'm trying to think what the community has been harping on for ages, and the only thing that comes to mind is playing unlanded characters.

Naval battles maybe? Back when CK2 stopped development there were a a few things people noted were still absent and which were continuously requested, such as cadet dynasties and naval combat.
 
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The Major Expansion has to be playable theocracies, right? "Has been asked for since the early days of Crusader Kings as a game series" and "it’s one of the expansions I’ve been wanting to make since my early days working on CK2" means that it's not present in CK2. In that game, the only government type that's not playable is theocracies (I can't see it being un-landed characters, that's just too much of a leap for the systems of the game as they exist right now to manage). And while I don't know enough about medieval priestly vestments to say anything for sure, that guy sure looks like what I see when I think of a medieval monk. Does anyone else recognize his outfit with more specifics?
 
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About the Core expansion, if we stick to the floorplan, I think what fits into these:

- "mechanics applicable for most rulers"
- "high impact systems that affect large parts of the world"
- "frequently requested",
- "challenging",
- "dynamic and immersive",
- "new ways to strategize",
- "systemic side of the game"

could only be related to warfare or alliances. Maybe religion too. I lean more towards the alliances rework though.
Government overhaul seems like the one that ticks all those boxes to me, touching on laws and Succession.
 
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which aimed to curb the mono-unit type armies that dominated previously

Previously???

Mono-unit armies are literally stronger than they were prior to this "curbing"

???????????????????????????????????????????????????????
 
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Looking at the images I suspect something related to disease (the rat catcher reference with the flute) and... something I know has been asked for since the dawn of time: unlanded gameplay (the ''begging'' character).
It would make sense if shaped like the gameplay of the patricians in CK2 where you are effectively the head of a house, regardless of your holdings.
I imagine the begging character stands for a lord having to go to various courts searching for allies to support his claims, etc.
This would open the door to theocratic gameplay, mercenary gameplay, etc. (as long as there is a living relative to become head of the house, as the title cannot be passed on).
Also, I would love to play as a scheming courtier or wandering knight, creating chaos in the kingdom and generating opportunities for myself and my house.

The last one... hard to say. A guy writing something in a book while wearing a robe. Palm trees in the background. Could be anything.
Highly visible content? We get to illuminate books?
 
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Can someone with heraldric knowledge identify the animal stamped in the cloth texture at the beggining of the post? It might be a clue that I am too ignorant to decypher
 
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"with these changes the ai can also field powerful units" im sorry, are we playing the same game? the stationing system, while a good idea at its core, made men at arms stacking insanely more overpowered compared to the previous system, and just reinforced stewardship spam as the only viable strategy. the ai gets rolled by anyone with any level of competence due to the insane over powered nature of accolades combined with the stationing bonuses. before you would stack one men at arms to be really powerful, but stationing makes it so that you can make every men at arms even more powerful then the one you could improve before. accolades bring this to insane levels, making each regiment double its previous size and giving stat bonuses equivalent to max level buildings. you say that you want the ai to take skill to beat, but that is simply not the case currently. you have to actively try to not become an emperor in your first life even as a count.
 
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I can't wait to see what the new content is, but please, I'm begging you, no more polls about what content you make. I'm still annoyed that the other two event packs from that poll are nowhere to be seen so far, and choosing content based on what the small number of players that use the forums or social media want isn't a great way to develop a game in my opinion. It creates even more forum/discord divisiveness and teases content that might never be released.
 
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The event pack is obviously going to be about the travel system. It is the only system that fits the definition of “a certain well-liked feature for months” and choosing to expand on it which means it already exists. The only system that received overwhelmingly positive feedback in the game and has released 7months ago is the travel system.

And I agree with rageair, the travel system really needed more flavour and hopefully more in the future.
One of the aspects with the most untapped potential regarding the travek s system is traveling through rivals or friends territories. There could for example be an event where you get the chance to arrange the death of your enemy if he travels through your territory. Conversely the same could happen to you, so you should avoid traveling through enemy territory like the plague.
This would add a feeling of danger to travel. Maybe your perfect player heir is traveling with you. Do you keep up with which count your son has a rivalry with? There‘s potential for a lot of storytelling there.
 
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Okay, re-reading the DD I think:

  • The Core Expansion is going to be a government/laws overhaul, perhaps touching on succession. It's something that has been recently suggested by players and would add extra layers of strategy if things like Council Voting are brought back. The attached .GIF image features a herald, heralds traditionally announced decrees and laws.
  • The Major Expansion is most likely going to implement an economy system. It's been requested for ages since at least the early days of CK2 and has never been properly implemented. Maybe provinces will have resources, which will be required for stuff like MAAs. The player fantasy could be players becoming merchants, or it could be something totally unrelated. The attached .GIF image features what seems to be a peddler or merchant showing his wares.
  • The event pack seems to be travel related. And highly visible content could refer to province spraw.
 
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Can someone with heraldric knowledge identify the animal stamped in the cloth texture at the beggining of the post? It might be a clue that I am too ignorant to decypher

If I had to make a guess here, I'd say it is a wolf and not a lion. Even if it's small, some form of mane is usually present with heraldic lions. This one here does not only have nothing resembling a mane, it seems to go out of its way to make the neck appear as mane-less as possible. The unusually fluffy tail supports that assumption.

Now, wolfs aren't that remarkable in heraldry and most coat of arms like to use lions or eagles. Especially the double-headed eagle is a common symbol for empires, such as the Eastern Roman Empire.

However, the wolf has a special meaning in Italy. There it often refers to the Capitoline Wolf, the one feeding Romulus and Remus.

While our... animal here, whatever it is, doesn't feed two infants (that would be too much on the nose), a sneaky designer could still convey the meaning that the most popular empire in CK3, the (Eastern) Roman Empire, started with a wolf, according to its own founding myth. A maybe far-fetched, but not entirely impossible, connection to Byzantine/Roman/Imperial content.
 
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If I'm the king of France, Navarre, and Wales, and I have three sons, my eldest gets France, but I should be able to pick which son gets Navarre and which gets Wales
The 1066 Iberia Christian happened because Alfonso, the middle child, got the best kingdom.
 
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I think the Major Feature being Unlanded Characters (and playing one) would be a very welcome addition.
My biggest worry was it being lackluster due to the classical gameplay-loop of managing an established realm.
But if you think about it, unlanded characters could play a huge role in that gameplay loop aswell.

I alway thought it's kinda awkward how my newly established head of faith is just some old guy with a title floating around somewhere,
how my mercenaries are just teleporting into my holdings after i declared a huge war which mobilized half of persia etc or the Teutonic Order just warping into africa to defend some guy that recently converted due to stress. (This could also be a foundation for Monks & Mystics 2 (maybe?) (please?) )

Imagine my heretic-pope actually doing stuff, travelling through my domain, managing an entourage of his most faithful followers.
Or my newly hired mercenaries actually being somewhere, being employed by me during peace-times, actually being an interactable entity.
You could take this thought to a max: Unlanded Viking-Bands ravaging through Europe, Unlanded Holy Orders destroying Constantinople or the Heir you despised accumulating enough social capital in a local mercenary band to topple his brother; your beloved genius ruler.

This makes even more sense with the travel-system already being a solid foundation for unlanded titles to move dynamically.
The dude in the Event pack GIF looks like Marco Polo, i think it's focused on travel accounts and adventurers making a name for themselves.
Whatever it is, i greatly appreciate a more experimental approach. (Pls don't add on-map china i can't even load into the game rn in under 20min)
 
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Can someone with heraldric knowledge identify the animal stamped in the cloth texture at the beggining of the post? It might be a clue that I am too ignorant to decypher
It is a fox and it is the CoA seen in the CK3 launch screen. In the game it is related to the Renart family when playing the 1066 start date.
 
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