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Dev Diary #145 - Legends & Legitimacy

Hello and welcome to the first of our feature breakdown Development Diaries! I'm a game designer on Crusader Kings 3 and I surely hope that you have a nice cup of coffee next to you and the will to read for a while, as today's entry is on the chonkier side! Today we will talk about Legends, Legitimacy, and the Art behind Legends of the Dead.

So, let's get right into it! Legends!


Legends​


We've already covered the original reasoning behind legends in our previous Vision Dev Diary, but to go over it quickly (and in a very oversimplified manner) again: medieval people really loved legends, and above all of them, rulers really loved legends. One of the first times we ever hear of King Arthur is in Geoffrey of Monmouth's Historia Regum Britanniae, which is, as the name says, a list of the kings of Britain.

The Plantagenet kings of England quickly latched onto the figure of Arthur as a legitimizing tool. This was partly a reaction to the German and French (specially the Capetians), that exalted their connection to Charlemagne in this "race for historic-mythical sponsorship" as the medieval historian Jacques Le Goff writes. All across Europe, medieval monarchs scrambled to find an older, more heroic figure, that would secure the throne for their dynasty.

And now, so can you!

Legends have a Type and Quality level. Because no legend can be entirely mundane, they start at Famed, then Illustrious and finally Mythical, each of them giving out progressively more powerful rewards; you can increase the quality of the legend when it has spread far enough, including having to extend outside of your realm.

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[Image: Rewards for completing a Famed Legitimizing legend]

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[Image: Rewards for completing a Mythical Legitimizing legend]

As for the Types, Legends can be Heroic, Holy or Legitimizing.

Heroic legends give additional Prestige modifiers and other thematic rewards that reflect your heroism, like the decision of launching a Legendary Adventure, or Demand Local Submission.

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[Image showing one of the special Heroic Legend rewards]

Holy legends are focused around Piety and are greatly inspired by medieval hagiographies, specifically the Golden Legend, allowing the Protagonist to even gain the Saint at the highest levels, if the appropriate Dynasty Perk has been unlocked.

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[Image showing one of the Dynasty Perks for the new Heroic Bloodline Dynasty Legacy, focused on Legends]

Lastly, Legitimizing legends will give you double the amount of Legitimacy and allow you to get new, powerful claims to expand your realm, as shown in the rewards above.

You also can, of course, choose the Legend Protagonist, the author of these heroic deeds. Among the possible options are your relatives (even if dead) and choosing someone other than yourself will also grant you extra Legitimacy, so you can dedicate your legend to your dragon-hunting grandpa.

But how can you start a legend? Well, every legend is born from a Legend Seed. Some characters start with historical seeds on game start, like the Capetians Heirs of Charlegmane, or the Hunnic Heritage, available for Nomadic cultures that claim to be descended from Attila himself.

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[Image: The Heirs of Charlemagne legend seed]

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[Image: Hunnic Heritage legend seed]

However, this is not the only way to get legend seeds, as winning important wars, hunting a legendary animal, and taking major decisions are also some of the most common ways of getting one.

Even hiring a capable Court Chronicler and paying them enough gold can manage to… make an ancient document appear mentioning your long-lasting dynasty.

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[Image: Mending the Great Schism will grant you a Holy Legend seed]

But supporting a legend is not only beneficial for its owner, as becoming a promoter (a much cheaper alternative) will also grant you special bonuses, as well as helping the legend spread on your lands - the higher quality the legend, the bigger the rewards for you too.

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[Image: Promoter bonuses]

While you spread your legend, you'll get flavor events of both people reacting to your legend in different manners along with your Chronicler and courtiers fervently asking you to recount the story just once more, my liege, making it possible to introduce… ehem… minor alterations to the text.

Use the new Court Position Tasks to make your Musicians and Poets sing your legend to make it easier to spread inside your realm, or get them to try and convince supporters abroad!

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[Image: Court Musician performing the new Extol Domestic Legend task]

Turn your legend into an artifact, celebrate a feast in its honor, or simply enjoy the control boosts from having it spread over people that now believe you a hero. Legends were a core part of the medieval world, a powerful tool to root your power in something greater than you.

"Lineage and geste are synonymous, as the epic cycle constitutes itself according to a pattern of affiliation between families of heroes and families of poems." (R. Howard Bloch, 1983: 94).

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[And here it was written, Paradox Forum, 20th of February, 2024 AD.]


Legitimacy​

For Legitimacy our aim was to put together a measurement of different systems that already existed in the game, but were not directly connected to each other: Short Reign penalties, Popular Opinion, Vassalization and Marriage acceptance, etc. The game was already trying to reflect how legitimate of a ruler you were, but was trying to do so with Prestige and Renown in non consistent ways. Prestige is a reflection of the social influence of the character, not an indication of them being the "right" person to the throne - you can be a highly prestigious king of the Capetian dynasty, but should you be the emperor of Byzantium?

Legitimacy and its effects scale with title tier. It's not the same being a level 5 Emperor - where everyone expects you to be the right person for the job - than a level 5 Duke, where everyone is impressed with your overachieving.

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[Images: Count with Legitimacy level 0 and 5]

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[Images: Emperor with Legitimacy level 0 and 5]

It's also easier to go up and down levels the lower your tier, as it's harder to convince people once they've formed an idea of who their king is.

Legitimacy also scales with the in the game era, and the levels are smaller in the Tribal and Early Medieval eras.

Legitimacy is calculated through a series of factors, mainly attached to who you are in relation to your title: the level of splendor of your dynasty, how long you've been on the throne, who your parents were (are you the child of kings or just random lowborns?), your traits, being a bastard, etc. When you die, a part of your legitimacy will be passed down to your heir, but they will get a calculation of their own based on who they are - it's not the same to have your firstborn inherit than a third cousin.

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[Image: The Sayyid traits increases your Legitimacy]

Legitimacy can be gained through various means that will reassure the public opinion that you have the right to be in the throne: legends, for one, are one of the main ways to gain it. Holding activities, holding court, and doing what's expected of a ruler will also help increase it, as well as winning wars - but this will also be relative, as it's not the same to win a war against a Duke as an Emperor than be the Duke beating up the Emperor.

Legitimacy can also be lost. Losing battles, especially to factions (and especially to Claimant factions) will make you look pretty bad, or even managing to have a Peasant Rebellion appear will signify that you're not taking good care of your subjects. Rulers were also blamed for plagues, as the representatives of God on earth, so allowing them to hit your capital will also make you appear less legitimate in the eyes of your vassals. Disinheriting or forcing kids to take the vows also exposes a ruler that doesn't take good care of their dynasty and will also make you lose Legitimacy.

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[Image: Disinheriting your heir will cost you more Legitimacy]

Your vassals, of course, have Expectations of you. This is calculated based on your tier, era, and how long your family has ruled over theirs, besides their opinion and relationship to you. Not meeting your vassal expectations will make them discontent and more likely to join factions against you.

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[Image: King with Legitimacy level 3]

As we've already seen in the tooltips, Legitimacy levels affect all sorts of things in the game: Casus Belli cost, Marriage and Alliance acceptance, Faction formation and even the counties necessary to create a title.

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[Image: The art for the new Legitimacy Dynasty Legacy]



The Lady of Shalott

Hello! My name is Pavel Golovii and I am a senior illustrator at Paradox. I have been working on a number of illustrations for this expansion and today I am going to talk about processes behind the scenes of illustration work. As an example, I will take arguably the most challenging kind of illustrations we have in game - the loading screen. This illustration is the player's first introduction to the expansion and bears the responsibility of giving them a feeling of anticipation.

Ideation​

Every picture starts with an idea. With the introduction of epidemics in “Legends of the Dead” I regarded the opportunity to feature a physician, a healer as very fresh and appealing. It would be a positive, reassuring subject matter when compared to the intrigue, war and power struggles that dominate the themes of our other illustrations. Truth be told, a lot of inspiration was coming from “The Physician” movie and some orientalist’s paintings.

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[Image: A couple of the initial ideas featuring an eastern theme with a physician.]

Another idea that was suggested and actively supported by game designers is the legend of The Lady of Shalott. This medieval themed story is a beautiful blend of tropes for both “legend” and “death” and provides a very suitable metaphor for the new expansion. At the same time this theme was depicted in many paintings by a number of renowned artists. It was especially popular in the Pre-Raphaelite era with a series of paintings by John Waterhouse featuring the legend. This potentially added to the challenge of making it relatively unique and unwittingly could bring up an unfavorable comparison with a master’s work. Somewhat reluctantly I took a stab at it and did some sketches.

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[Image: Composition sketches for The Lady of Shalott theme.]

After discussing all of the above ideas with the team and the art director we decided to further develop the last (bottom one) variant as the most original and also well-fitting to present the Legends of the Dead DLC. Yet the physician theme was not trashed and made its way to become one of the story event illustrations. The composition of the chosen variant underwent a few changes afterwards following art-director’s feedback. We decided to get rid of the straight top down view in favor of a more traditional perspective and closer look at the character yet retaining dynamic shapes of the water weeds and flowing dress.

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[Image: Final composition that was approved.]

In many ways decisions made at this early stage affect the overall success of the final image. A good outcome is not guaranteed of course, but if properly made it creates a firm foundation for further work. On the contrary, skipping crucial steps assuming these can be tackled at a later stage can turn the painting process into a struggle, even though digital medium allows to change things easily at any moment.

Color Explorations​

I rarely do color explorations before final shapes and values for the composition are established. But this time I started experimenting with colors a bit earlier using AI which gave me an extra bit of flexibility and an abundance of variations. A locally installed Stable Diffusion with Control Net was used for generating rough color thumbnails based on my composition sketches. Black & white composition images were used to restrict image generation to shapes defined in them. Another color image that just contained the color palette of my preference was fed to Control net to roughly define color to be applied. Text prompt was of little importance and I kept it very simple and basic. The results are pretty far from highly detailed crisp digital pictures that are usually expected from AI generated images. They are quite inconsistent and rough and have a great deal of randomness. But this is actually what I appreciate in these. I like that level of abstraction. Accidental interpretations of my composition ideas by AI provided me with extra inspiration. Not only the colors, but also values, shapes, edges and textures that start to loom in these thumbnails can give a new hint regarding a certain aspect of the artwork.

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[Image: There was a sheer number of AI interpretations of my composition sketches.]

The major caveat with these AI generations is that you can do so many of them in a relatively short amount of time that you need to be quite decisive to stop that dopamine trap and move on. Otherwise they just pile up as photos on a mobile phone that you never return to.

Now the chosen AI generated color samples need to be applied to composition with proper distribution of size, shapes and accent placement (here AI is not of much help, not yet at least).

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[Image: AI generated color “blobs” and sketches painted after them.]

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[Video: Creation of a color sketch based on an AI generated thumbnail.]

The animation above shows the process of turning a generated color thumbnail into a color sketch that is submitted for the art team review. The greenish-violet palette was acknowledged as the most appropriate for the theme, with a flavor of mystery and slight surreal feel of goldish light reflections in the water.

Painting​

After major decisions have been made it is time to make that final leap to the finished painting. Here the biggest challenge for me is to keep the overall image balance while adding details. Even when painting over a well defined sketch, the image inevitably changes during the process. Defining a hand gesture or dress design may change the flow of the shapes and force readjustments in other places. It is very easy to get carried away by a certain area of the picture and then realize that the detail you have just painted does not work when viewed from a distance or pops out too much and breaks the general balance of tonal values. Some elements of the image require more attention than the others. Character face is obviously a detail number one in that specific image’s hierarchy and it took me a while to paint it and find the proper expression. At the same time a number of secondary parts of the image I may have left untouched since the color sketch creation.

A crucial role in that process of image balancing plays feedback from the art director and the team. Over time while working on an illustration I get less perceptive of it. And during the regular art reviews I can get a fresh view from my team that helps to notice mistakes and flaws or even to recognize the moment when it is time to stop and call the image done.

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[Image: Art director’s feedback suggesting perspective and tonal corrections.]
[CM’s Note: Tastefully censored.]


Here at Paradox, we have regular drawing sessions where our artists can draw either live models or from references. While the primary purpose of this is to train general drawing skills (a kind of an art gym), this can also be used for more specific tasks. I can ask a model to take a specific pose or gesture that I am working on in my current assignment. This can be quite helpful to make characters in an illustration look more convincing, find a better gesture or just simply avoid crude drawing mistakes.

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[Image: A few examples of sketches and studies done with ongoing illustration assignments in mind.]
[CM’s Note: Tastefully censored.]



Conclusion​

On a final note, I have to confess that romanticized stories like the one about the Lady of Shalott are not that inspiring for me in general. The drama of these stories often seems too quixotic and naive to me. Yet one can find in their symbols and metaphors some true inspiring moments. For me in the case of the Lady of Shalott it was the contrast of young and flourishing life and premature death it was doomed for. I hope I managed to convey a bit of my sensations in the illustration.



Map Tables

Hello! My name is Joacim Carlberg and I’m the 3D Environment Lead on CKIII.

I’m going to introduce our new visual map tables, a feature we’ve wanted to add for a long time. With the new chapter a table scene will now appear as you lift your gaze higher from the map for an overview of the world. With the release of Legends of the Dead we have added two new map tables, the tables are chosen dynamically or if you have a preference you can also change the active one in the settings menu.

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[Image: The map table as it appears in Legends of the Dead.]

If you do not have Legends of the Dead a base table will still be included with the accompanying patch, which can be seen below.

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[Image: The map table as it appears without Legends of the Dead enabled.]

We think this will give a more immersive experience when overlooking the extent of your kingdom, the tendrils of plagues spreading the lands, and your legends spreading across the realms.

For those that love visual mods or total conversion mods for the game will find that this framing is also quite moddable.

Legendary Buildings​

As you finish your legends you will find opportunities to add a new site in your kingdom that commemorates or relates to the legend you’ve sown and grown. These legendary locations provide bonuses, but also show up in the landscape of your realm.

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[Image: Legendary Statue, MENA Legendary Palace, India Legendary Palace, Legendary Runestone]

There’s more of these, but we’ll let you discover them in your own playthrough.

Instruments​

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[Image: Lute, Flute, Shawm, Hurdy Gurdy, Qanun in back]

While working with El Tyranos with the recent content creator pack the environment team also collaborated with him to bring a set of new instruments into the game for courtiers and rulers to bring some music and levity, and for minstrels to spread legends and great deeds.

Flute/Recorder
A ubiquitous instrument in many musical traditions, the flute has been a part of human history for millennia. While many of us first encounter music through the recorder, a flute variant, the broader family of flutes offers a diverse range of sounds. The flute's origins can be traced globally, with evidence of similar instruments found across various cultures. Its simple yet elegant design and versatility make it a staple in both classical and contemporary music.

Hurdy-Gurdy
The hurdy-gurdy, popular until the 19th century and experiencing a resurgence, is recognized for its distinctive drone. Its mechanism involves a rotating wheel running along the strings, making it a precursor to modern violins and influencing the design of the nyckelharpa.

Lute
A stringed instrument associated with minstrel songs of the Middle Ages, evolved from the medieval Islamic oud. It has a versatile range, transcending time and leaving a mark on musical history. The lute is synonymous with troubadours and courtly melodies.

Shawm
A woodwind instrument and precursor to the modern oboe, gained popularity from the later Middle Ages to the Renaissance. Its distinctive double reed and conical bore contributed to the development of subsequent woodwind instruments. The shawm's vibrant tones were integral to courtly festivities and religious ceremonies during its heyday.

Qanun
The qanun is an Arabic harp-like instrument with origins dating back to antiquity. It holds a significant place in the musical traditions of the middle east and has influenced a diverse array of musical instruments globally. The qanun's intricate design and delicate strings produce a sound that echoes with the rich history of ancient musical craftsmanship.

All of these instruments will also be found as animation options in the barber shop.
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[...Anyway, here’s wonderwall]



And with that it's time for us to wrap up today’s Dev Diary, more interesting things will be coming next week when we’ll be talking more about Plagues, the Black Death, Funerals, Mod support and showcasing new Character Art (that’d make Papa Nurgle proud).
 
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But more importantly- Legitimacy should be on a per title basis. Example given in the thread i started a few days ago- You can be the legitimate Ruler of kingdom A, invade Kingdom b, and might become even more legitimate in Kingdom A, for being a successful warrior, but the counts and dukes of Kingdom b would see you as somebody absolutely illegitimate.

I hope this will be dealt with (somewhat) via the expected Legitimacy mechanic. New vassals will expect you to be more legitimate. If you're below the expected legitimacy for a vassal, this should cause maluses.

"Your vassals, of course, have Expectations of you. This is calculated based on your tier, era, and how long your family has ruled over theirs, besides their opinion and relationship to you. Not meeting your vassal expectations will make them discontent and more likely to join factions against you."
 
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I'm a little worried that legitimacy might create... "snowball" gameplay. Rather than being an independent value that requires care, it will reinforce winning or losing positions. Like if low legitimacy increases faction chance and faction demands lower legitimacy, isn't that a negative feedback loop? Ditto the other way around.
 
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I love all the new content first of all. I do feel like 3 diseases and 1 plague is a little on the small side. We've been waiting on this since the release of CK3 pretty much. I can see this becoming extremely repetitive like how we only have limited harm events which I keep seeing the same ones over and over.

If you could expand the pool a bit maybe 5 diseases and 2 plagues would be nice. Also if you can revisit harm events and add a few that would be cool and very well welcomed as well.
 
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Interesting read.

The 2D art is so great. I really enjoy reading through the process to come up with the illustrations that make it in the game. Really top stuff.

I'm unimpressed with the Legends mechanic. I don't quite understand why maintenance is the same for both the 1st and final tier? I think for balance should it be more the higher you legend level?

Overall I don't feel this system really adds much interest to a play-through. I'll be interested to see it in action to see if I'm just missing how the system will interact during play, but I have some fears in based on this DD that it's a pretty disconnected system that just adds some passive benefits and event generation. Which now that I type it, seems to be line with DLC features for CK3.

For legitimacy, like other have said tying to titles would have been a far better design choice. And only rulers having legitimacy is a pretty disappointing choice as well.

I appreciate with the loss legitimacy for forcing a child to take vows, you've tried to add some cost to gaming succession, but I wish it was a bit more nuanced. Something like forcing children who are in line to inherit titles to take vows should lower legitimacy, scaling with the title(s) they were to inherit. Ruler's children, namely the younger who weren't high in the line of succession, often took the vows, and I don't think having your 4th son take the vow when he's not set to inherit any titles should impact your legitimacy with your subjects/vassals unless they are friends or have a high opinion of that son.
 
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I hope this will be dealt with (somewhat) via the expected Legitimacy mechanic. New vassals will expect you to be more legitimate. If you're below the expected legitimacy for a vassal, this should cause maluses.

"Your vassals, of course, have Expectations of you. This is calculated based on your tier, era, and how long your family has ruled over theirs, besides their opinion and relationship to you. Not meeting your vassal expectations will make them discontent and more likely to join factions against you."

While this will somewhat represent this, it´s still too shallow.

Again it has the issue of "expected value of legitimacy" being non-sensical. Legitimacy always needs context. Ruler A is seen as more/less/equally legitimate in relation to Claimant B.

When you conquer a new kingdom and depose it´s king those vassals should have their opinions and should compare how legitimate you are in relation to the deposed king. And yes, at some point they might say: "Well, this new guy is pretty legit, eh? Shares our religion, isn´t a tyrant, he´s rather more suitable than the last dork." But now they don´t consider claimants and just stop complaining at some point.
 
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So for reference legitimacy expectations will differ from people outside your rightful realm, so there is still title based impacts, they also differ based on time the dynasty has been a vassal to your dynasty, if you were their preferred heir, family relations, and if they are a powerful vassal.

The reason it is not on a title by title basis as a pure metric is a few:
  • Legitimacy applies modifiers to you as a sum total score, doing that when you have multiple scores becomes very weird, do you take highest? Lowest? Average? Some other value? Try to apply modifiers only in the realm they came from, well most modifiers don't work that way, so just apply all of them?
    • Any version of that would lead to some very weird modifier applications
  • The main thing you gain from a title -> title basis is different vassals seeing you differently and liking that or not
    • That is handled by the differing expectations
    • Expectation vs actual level is what applies the opinion changes
  • Displaying this in the UI and HUD becomes also odd, again which value do you pick? If you don't show it in the HUD and only in the title window then you get more issues like it now not being a value in the forefront of a player's mind
    • If you display only the primary title in the HUD then you get issues of well what if that one is not the most impactful

I do genuinely think that most of the desire for it being on title level comes from primarily the desire for different vassals to view your legitimacy differently, which expectations directly accounts for in the same way taxes and levies do, if there is something else you feel is missing there I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?
 
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I'm a little worried that legitimacy might create... "snowball" gameplay. Rather than being an independent value that requires care, it will reinforce winning or losing positions. Like if low legitimacy increases faction chance and faction demands lower legitimacy, isn't that a negative feedback loop? Ditto the other way around.
I will try to hold judgment until I can actually play it, but it does seem like it might be another case of new features just making the game easier. I can't imagine the AI is going to use these mechanics well. Maybe there will be a game rule to increase AI legitimacy/decrease human legitimacy.
 
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The one disappointing thing here is the thing we all knew was coming. Legitimacy being per person not per title.

"you can be a highly prestigious king of the Capetian dynasty, but should you be the emperor of Byzantium?" is exactly right. You would be the legitimate king of France but not a legitimate Byz emperor
I could not agree more

Legitimacy was high on my wish list but the feature implemented is nothing like legitimacy, it's more of a character status bar waiting to be filled up and it's ruining the rest of the perfectly fine chapter for me

Devs I urge you to seriously reconsider the legitimacy implementation
 
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Thanks for the reply and i appreciate your work, designing and communicating.


Tl;dr

I think, on a basic level, legitimacy has to be considered to other things. To a specific titles and to specific people. By making it one global value it simplifies the system far too much. The idea of there being different values of legitimacy only makes sense in relation to other people, without this context it´s a bit "silly"- Because my impression is that people mostly said "He is a (il)legitimate ruler (compared to other claimants" instead of "Ah, guess he´s legitimate enough." or "He´s super duper legitimate."

if there is something else you feel is missing there I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?

Personally i think the issues i see arise from the combination of legitimacy only applying to rulers, not being on a title basis and the design choice of applying global bonuses/maluses.

Because while i get the issue of "If you have multiple legitimacy values how do you calculate bonuses and maluses?" I don´t think that we need global bonuses and maluses in the first place.

I think the bonuses/maluses should apply to specific situations.

Instead of a high legitimacy making "Vassal acceptance" more likely, having a legitimate claim to "Kingdom XYZ" should make vassalissing Rulers within the de jure area of this kingdom easier. Instead of a low legitimacy making claimant factions more likely, having a low legitimacy value for Kingdom xyz should make it more likely that Vassals consider someone with a better claim to this kingdom.

This would reduce, in my opinion, the need to display this in an obvious manner. Instead there could be alerts notifying you if your legitimacy to a title is considered low, or maybe even if your legitimacy to a title you don´t posses is very high (and thus the rulers within this kingdom might be glad about you marching in.).

Graphically, where legitimacy is displayed right now, it could also display the coat-of-arms of your highest (titles) and display them with different colors, depending on your legitimacy. Would get cluttered if you hoard titles, but ah, games not being meant to be played that way, anyway.

Sure, some questions would remain- Like, how do foreign rulers perceive you if you are legitimate in one kingdom and not in another? But ah, seems a minor point for me and averages can be used.

I also think that this shouldn´t apply for countries, just for ease of implementation.

I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?

In addition, as stated, the system as is completely neglects claimants to a title and the fact that your perceived legitimacy should be in relation towards other claimants. It´s neat that there´s a system in place which checks on a per vassal level, and considers for example how long you´ve ruled over them, but it fails to compare this to other claimants, possibly leading to strange situations in which a very legitimate ruler is displaced and the new vassals stop caring about him in particular and only check whether the new guy manages to reach a certain level of legitimacy.
 
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I do genuinely think that most of the desire for it being on title level comes from primarily the desire for different vassals to view your legitimacy differently, which expectations directly accounts for in the same way taxes and levies do, if there is something else you feel is missing there I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?
Vassals within your de-jure realm could work under the full spectrum of the Legitimacy mechanic.
Other vassals are locked to modifiers from level 1 Legitimacy, until their lands de-jure drift into your realm.

Would it be problematic to have a system like this?
 
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I do genuinely think that most of the desire for it being on title level comes from primarily the desire for different vassals to view your legitimacy differently, which expectations directly accounts for in the same way taxes and levies do, if there is something else you feel is missing there I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?
For me its less about the different vassals but about your heirs/other claimants to the title and the lack of interesting feedback this would provide them. Beyond the Strong Claim a son/heir will have after my rulers death, if that son had a higher legitimacy score than the holder for a title that they do not have, it could be part of a feedback loop for AI vassals to launch claimant wars.

And for titles that my ruler usurped, having non-player dynasty characters (former ruler/their children) with higher or similarly legitimate claims to a title I would want that information to feedback into AI characters to weigh whether to attempt to support the deposed dynasty's rule. I think this would have also especially tied in nicely with the future landless play. Where my non-landed character could have claims, and a legitimacy value for a title and used that to try to get support for other characters (potential vassals) on gaining that title.
 
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So for reference legitimacy expectations will differ from people outside your rightful realm, so there is still title based impacts, they also differ based on time the dynasty has been a vassal to your dynasty, if you were their preferred heir, family relations, and if they are a powerful vassal.

The reason it is not on a title by title basis as a pure metric is a few:
  • Legitimacy applies modifiers to you as a sum total score, doing that when you have multiple scores becomes very weird, do you take highest? Lowest? Average? Some other value? Try to apply modifiers only in the realm they came from, well most modifiers don't work that way, so just apply all of them?
    • Any version of that would lead to some very weird modifier applications
  • The main thing you gain from a title -> title basis is different vassals seeing you differently and liking that or not
    • That is handled by the differing expectations
    • Expectation vs actual level is what applies the opinion changes
  • Displaying this in the UI and HUD becomes also odd, again which value do you pick? If you don't show it in the HUD and only in the title window then you get more issues like it now not being a value in the forefront of a player's mind
    • If you display only the primary title in the HUD then you get issues of well what if that one is not the most impactful

I do genuinely think that most of the desire for it being on title level comes from primarily the desire for different vassals to view your legitimacy differently, which expectations directly accounts for in the same way taxes and levies do, if there is something else you feel is missing there I'd be interested to know too and if it can be something handled via the expectations or if it really would truly only work with split legitimacy across titles in which case how do we handle the above points?
Interesting, thank you for providing this

It sounds like a side effect of the de jure ownership implementation and vassalage being attached to people rather than titles so a king of France can never have a king of England pay feudal taxes to his domains in France

Most of the information you've shared with us does explain well the reasoning behind the implementation and mentions some interesting mechanics. It's odd it was never mentioned in any of the Dev Diaries since this is kind of information that would be useful to know. Especially since the previous DD portrayed almost no new information and was pretty much a filler DD

EDIT I would argue the only way to properly implement this would be to tie vassalage to titles. That would allow me to be a legitimate king of France but an illegitimate king of Aquitaine. The legitimacy bonuses or maluses could then be applied to holders of titles being tied de jure to a specific crown
 
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Good DD. Thanks for sharing the illustration process.
 
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Can we have multiple Legends in our family?

If we establish a Holy Legend for one of our ancestors, and have the relevant dynasty perk, do they become a Saint?
 
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I don’t fully agree with some assertions in the comments that legitimacy is only relative to other claimants. While that can be true, I think there is merit to some kind of fundamental legitimacy with respect to a king or emperor being in power by divine right - a plague ravaging a kingdom (as pointed out in a DD) tarnishes the ruler’s connection to God and fundamentally erodes legitimacy whether or not there is a more appealing claimant.

I do agree that there probably ought to be a more dynamic system that factors in other claimants, but I won’t judge til I get my hands on it and try it myself. But I do think it’s overstating the case to say legitimacy is ONLY relative to other claimants.
 
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