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Dev Diary #146 - It Started With a Cough...

Hello and welcome to the 146th Dev Diary for Crusader Kings III! I’m Matthew, the Code Owner on Legends of the Dead. From the highly anticipated Epidemics feature to the Black Death itself—and what happens after your land is ravaged and your family taken to the grave—today we’re going to be covering all things Death!

As stated in the Vision Dev Diary, we’ve wanted to include Epidemics for a long time now—doing them bigger and better than CK2 ever did.
Plagues should be an impactful part of the game, ranging from a mild illness in a localized area to the sweeping spread of diseases across continents. Not only should they cause death in their wake, but those who survive should have their trust in your rulership tested.

Every barony with a holding is susceptible to an outbreak of disease, and many factors can influence the chance of an outbreak:
  • The development of the county
  • Terrain of the province
  • Number of buildings
  • Specific buildings such as trade posts and markets
  • Cultural era
  • If there is a nearby epidemic already
  • Game rules

When an outbreak occurs, it will be one of three intensities: Minor, Major, and Apocalyptic.
The intensity impacts how much the disease can spread, how likely it is to spread to an uninfected province, and how long an infection in a province lasts.

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Each disease will leave the infected with a specific associated trait, and any character located in an infected province is at risk of getting sick.

All outbreaks will get a dynamic name. Some will be named after the culture of the area, while others will claim the name of the region’s ruler…since if they were truly a legitimate ruler, the Gods would not punish them with such disease, right?

Every ongoing epidemic can be seen on the map too, both as an effect in normal map modes or in its own dedicated map mode.

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If you zoom in closer then we hide the epidemic pulsing blood and instead show the desolate gray land now haunted by death…

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When there is an epidemic nearby or in your realm, you will be notified by the new HUD widget, which if you open (or switch to the map mode manually) will show you more info about ongoing epidemics.

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If you click an epidemic on the map, or from the list, then you’ll be able to see an overview of the epidemic for every province in your domain it has infected, as well as the vassals in your realm and other independent rulers.

This also shows you which provinces are at risk of being infected by the epidemic and what the chance of it spreading is.

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The chance of spreading to a neighboring province, as well as across two sea provinces, is influenced by many factors, such as how developed the provinces are, their buildings, cultural traditions, if they have immunity from prior infection, and more!

Speaking of province infection, you can see here that every province tracks how infected it is as a percentage. Different infection thresholds will cause different modifiers to be applied to the province and its holder.

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The maximum infection rate is reduced by Plague Resistance, which can be increased through various means.
You can preemptively increase it by constructing buildings that raise it, such as the new Hospices building chain or the Burial Site duchy building.

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You can also increase it by having your Court Physician work to Control Plagues using the new Court Position Tasks, or by taking the decisions to isolate in your capital or close the gates.

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Legends of the Dead also features three new illnesses that can take the form of Plagues. Measles, the Bloody Flux (Dysentery), and Holy Fire (Ergotism).
As mentioned before, Measles is especially deadly to children, lowering their health even more than everyone else’s. This uses two new modifiers we’ve added for child and elderly health respectively, most diseases are more deadly to the elderly by default.

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Of course it wouldn’t be one of my dev diaries if I didn’t also point out that all of these things are very moddable: you can create custom epidemics, change how they spread, outbreak, infect characters, even how their blood splatter looks on the map!

Both Plagues and Legends come with a handful of game rules for controlling how they play, as well as specific rules for the Black Death.

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Speaking of which, the Black Death holds a special place amongst the rest of the pantheon of epidemics, and as such, has some extra bells and whistles to go along with it.




The Black Death​

Hello all, @PDS_Noodle here to ask the old question: “ʟᴏʀᴅ, ᴡʜᴀᴛ ᴄᴀɴ ᴛʜᴇ ʜᴀʀᴠᴇsᴛ ʜᴏᴘᴇ ꜰᴏʀ, ɪꜰ ɴᴏᴛ ꜰᴏʀ ᴛʜᴇ ᴄᴀʀᴇ ᴏꜰ ᴛʜᴇ ʀᴇᴀᴘᴇʀ ᴍᴀɴ?”

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No history of the medieval world is complete without reference to the Black Death.

Killing up to half of Europe’s population over the course of seven years, the Bubonic Plague that swept across Europe, North Africa, and the Middle East in the 14th century altered the very fabric of society. Everyone - man, woman, adult, child, noble, pauper - found themselves at the mercy of the merciless pestilence. From the outset of development, we knew the Black Death had to be done proper justice.

This naturally involves a bit of a balancing act. On one hand, the Black Death should behave within the confines of the mechanics we’ve built, so that reaction to it is natural and swift. Presenting you, the player, with an unfamiliar new set of ways to deal with this unique event would be complicating matters for no real gain. After all, the plague itself is simply the scariest amongst a whole host of potential pandemics that could occur. On the other hand… It's the Black Death. Anyone should feel the fear of God and be reaching for their rosaries when they see that seeping dark mass wend its way on to their screen.

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As such, the tack we took involved a deeper look at how the plague rolled out across the land. Like any good movie monster, half the fear is in the anticipation of the reveal rather than the monster itself, after all. It’s one thing to be dealing with the plague, but consider instead the stormy horizon: first come the missives of death and devastation, then the bedraggled and petrified refugees staggering to your borders, and then all of a sudden your armpit begins to swell…

That is the frame of mind we want the player to be in when the plague erupts. When the scythe starts swinging there’s not a whole lot anyone can do, but the precious moments before that wicked blade reaps its harvest are the ones worth investigating.

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To move on from setting such an overly-elaborate scene, then, the actual mechanics of the Black Death follow the pattern laid out by other very large epidemics in-game. The notable difference is that - unless you’re incredibly unlucky (or have a truly massive empire, in which case I allow you no sympathy) and happen to have it take hold within your own realm - you’ll be getting fair warning of the coming storm.

As the panic mounts, you’ll be able to at very least begin to make provisions for protecting your realm, aided or hindered by a set of unique Black Death events that will give you opportunities to stock up some counties beforehand. These vary from calming panicking crowds right through to instructing your physician to dissect infected bodies to try and glean some meager information.

I won’t spoil those events any further here, but between them and the advanced warning a player can get, the Black Death becomes less strictly about waiting for the inevitable and more about a race against time. You will have to utilize all your options to the fullest to even withstand it, let alone escape relatively unscathed.

As with any Apocalyptic-level disease, the damage wrought by the plague can be mighty. More developed areas of your realm will suffer harder in comparison, and the sickness can wipe out entire branches of families. The issue with the Black Death in that case is its violent effects. Its modifiers are brutal, and its cocktail of lethality and infectiousness makes for the single greatest consistent threat to a realm in the entire game.

This is already getting rather lengthy, so I’ll leave it there. Hopefully you all have as much fun battling the Black Death as I did making it!




Funerals​

Of course, with Plague comes Death, and with that comes a time to mourn your lost friends and family:

And with all this desolation there also comes the opportunity to remember the dead. With Legends of the Dead, we're introducing a new type of Activity: Funerals.

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[Image: Decision to host a Funeral]

You can hold a Funeral for any deceased member of your family in the past 5 years, and a new specific intent "Mourn" is available as default, allowing you to lose some stress after going through the process of grief.

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[Image: Funeral planning]

The Activity Planner will suggest the best place in your realm to host a Funeral, prioritizing baronies with a temple, and high level temples within that; if you choose one of them you will get extra Piety as a reward.

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[Image: Selecting a place for your Funeral]

The different levels of the "Ceremonials" Activity Option also offer better final rewards for a higher gold cost, focused on Piety, Legitimacy and Stress loss.

The first phase of the Funeral is the Wake, the wait until the Burial, and it features all guests reminiscing about the life of the deceased, their memories together and their more characteristic traits. They may also interact with each other and even in these distressed times there will be someone waiting patiently just to get a hook… or increase the funeral numbers.

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The "Burial" phase has different descriptions and general flavor depending on your faith's tenets, and will reflect your religious traditions, not always being a burial per se.

All throughout the celebration, Active Pulse Actions (or APAs) will also inform you of what the other guests are doing meanwhile, bringing the activity to life (pun not intended).

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Funerals mainly reward your Piety and Legitimacy, as a moment to reflect on both the brevity of life and the legacy that we leave behind.




Disease Decals & How to Prevent Them​

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As part of this Core Expansion, we’ve also decided to implement more ways of showing the declining health of your ruler & their kin. Now, most of you might know the plague was already grotesquely displayed in the game prior to Legends of the Dead - and hopefully you’ll be excited to welcome two new diseases to the visual roster: Smallpox and Measles.


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[Image: Now might be a good time to remind the good player that this box can be un-ticked in the settings]

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And while we’ll mostly leave it up to you to figure out what to do with those diseases, as far as prevention and treatment is concerned, I think it’s safe to say you’ll definitely want to employ a court-physician. Fortunately, us from the character art team have been hard at work making that option as lucrative as possible - by adding some new sick physician clothes (along with a bunch of other new garments as well of course).




Achievements​

And last but not least we have the new achievements! As always, they are listed in order of difficulty.


Very Easy

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Legendary! - Complete a Legend

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You'll Never Take Me Alive! - Travel to a safe holding while your Capital is infected by a Epidemic


Easy

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Pay Respects - Host a Funeral for your Legend Protagonist

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Neverending Story - Complete your ancestor's Legend after their death


Medium

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Divine Right - Reach the maximum level of Legitimacy

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Canonized - Manage to make your Legend Protagonist a Saint

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Upward Mobility - Successfully claim your Liege's title while having a higher Legitimacy Level than them

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Local Legend - As a Count, complete a Mythical Legend


Hard

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Not Today - Contract, and recover from, the Bubonic Plague

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The Pharaoh Islands - As a Scottish character, complete a Legend claiming your descent from Ancient Egypt


Very Hard

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Can't Touch This - Have an infected Barony at the maximum Epidemic Resistance




Thank you all for reading! We hope you’re as excited as we are for the release of Legends of the Dead next Monday to kick off Chapter 3!
 
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Classic question but have you found this increased lethality impacts performance?
To piggyback off of this question, my understanding of why more children don't die so often is because it slows down the game. Is that still true? Does the performance gains from all of the characters dying offset whatever loss there would be from all of the dead characters?


My second question is: can you voluntarily go into seclusion or close the capital for reasons other than an epidemic? Can I do it to make a murder plot less likely to succeed?
 
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You can see a route to sainthood in last week's dev diary. For that route you need to grab the Tier 3 Legacy perk in the new Heroic Bloodline Legacy. Then you will get the Saint trait upon completion of a Mythical Holy Legend.
So this is the only way. Ehhh. It is in my perspective a bit weird. But I also think a bit of a placeholder for now? I hoped it would be a bit more random.
 
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Will there be any plans to enhance/overhaul physician interactions like in CK2? Or at least a "seek treatment" decision like in CK2?

Currently it seems like it's completely random when and how physician treatments show up. I.E. I can get gout, later hire a physician, and for the rest of my ruler's life I never get a single treatment prompt. Meanwhile when I get wounded leading an army, it appears the physician "auto-treats" me (the wounded trait disappears within a few seconds) which often results in me suddenly getting aggravated wounds without any way to stop it. (I guess the physician picked experimental treatment without me having any choice in the matter.)

I've always found that annoying in CK3, and I hope in the future they just make seeking treatment something you can do via a decision instead of praying to RNG.
 
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I like what I hear, but one thing I have to grumble about is the hospices taking up a building slot.
I thought the approach in CK2 of having an additional separate thingy for hospitals was very neat and with building slots being as precious as they are I fear that hospices will very often lose out when compared to other buildings.
Especially it kind of defeats the reactive play of plagues: shouldn't I be able to establish hospitals in an emergency preparation without having to tear down my people's windmill?
Yeah I find that very strange, perhaps there should be a special building slot per tile for “disease mitigation” buildings. I don’t see myself ever giving up a precious duchy slot to deal with disease, and if diseases were so bad that I’d have to, I guess I’d need to convert every duchy building over to that, defeating the purpose of every other duchy building since you can’t just swap them out easily. You’d have to completely rebuild the other building you want from level 1.

Please do not make disease mitigation buildings take up normal building and duchy slots, give them a special slot. They will either be so good that they act as a “must take” or will never be used.
 
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Will there be any plans to enhance/overhaul physician interactions like in CK2? Or at least a "seek treatment" decision like in CK2?

Currently it seems like it's completely random when and how physician treatments show up. I.E. I can get gout, later hire a physician, and for the rest of my ruler's life I never get a single treatment prompt. Meanwhile when I get wounded leading an army, it appears the physician "auto-treats" me (the wounded trait disappears within a few seconds) which often results in me suddenly getting aggravated wounds without any way to stop it. (I guess the physician picked experimental treatment without me having any choice in the matter.)

I've always found that annoying in CK3, and I hope in the future they just make seeking treatment something you can do via a decision instead of praying to RNG.

Also it would be nice if player who hold court physician title (I don't know if it's possible now, if not then it should be) would get to decide how he treats the patient with possibilities of messing up on purpose.
 
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I don't believe we've seen plague doctor masks (or the rest of that typical outfit) yet in the art. I hope some of that it is, would be good at least for European court physician dress during an epidemic.
 
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I don't believe we've seen plague doctor masks (or the rest of that typical outfit) yet in the art. I hope some of that it is, would be good at least for European court physician dress during an epidemic.
They didn't exist in the CK3 period. It's a late renaissance thing.
 
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You can seclude yourself in your capital and lock the gates which provides some resistance in your capital
Does that also give resistance to everyone who is standing around outside your closed gates, or only to those who are locked inside with you?
 
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Unfortunately not, but there are other rewards to claiming the legacy of an ancient people ;)

Doctrine, yes! Each faith now has a funerary tradition doctrine which dictates what type of funeral is practiced in this particular faith and the rewards they get from their funerals. Though funerals and burial traditions did tend to vary a lot even within the same faith and culture and time, the doctrine is meant to represent what is typical for funerals here. The majority of the map practices either Stoic or Cremation funerals, but there are some more unique and flavorful methods of burying the dead available too :)
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I really hope you will add a "cannibalism" funerary tradition because otherwise it kinda defeats the point of the whole cannibalism tenet's description
 
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as a previous comment said - it would be really nice if we didn't know how bad the epidemic was - you would see a small disease start up in your provinces, and not know whether it will develop into something major, or it will stay confined to the province - so do you end your war to focus on it? how much do you redirect your resources into building hospices? that's a really interesting gameplay loop
 
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as a previous comment said - it would be really nice if we didn't know how bad the epidemic was - you would see a small disease start up in your provinces, and not know whether it will develop into something major, or it will stay confined to the province - so do you end your war to focus on it? how much do you redirect your resources into building hospices? that's a really interesting gameplay loop
I agree - I hope the disease “ranks” just represent the current status, not a perpetual category.

Then again, on the other hand, not every disease has the potential for widespread devastation so it’s a weird line to walk
 
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Plenty of people die I can tell you that at least, I'll run a background black death if I get time and report some death tolls for you.
If you run that, could it also include a "total development lost" or "average development lost per county" stat? (accumulating the plague-related development growth/month modifier for each month the counties are infected)
Just for the funsies.
 
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Classic question but have you found this increased lethality impacts performance?
Major and especially apocalyptic ones do a nice helping hand for a little while until the world repopulates through birth and character generation, but it won't be like if you run with max plagues you'll be three times as fast or anything.
The chance of spreading to a neighboring province, as well as across two sea provinces,

What does the 'two sea provinces' bit mean?
If the land is separated by one or two sea zones then the disease can spread across them as if they were direct neighbours, it's how we treat a lot of things in the game so that islands are not totally shut off from all mechanics given that there would have been minor travel between a lot of places.
To piggyback off of this question, my understanding of why more children don't die so often is because it slows down the game. Is that still true? Does the performance gains from all of the characters dying offset whatever loss there would be from all of the dead characters?


My second question is: can you voluntarily go into seclusion or close the capital for reasons other than an epidemic? Can I do it to make a murder plot less likely to succeed?
Its more that the children would take up a lot of extra memory, if a dead character has any ties to another living character of importance or can be found in the UI such as title history etc then they cannot be deleted and removed from saves (what we call pruning).

If people gave birth to more kids and they died very young like in history then those kids would not be valid pruning candidates, so instead we reduce fertility in comparison but make them live longer.

The pruning of characters is already done on a task in parallel with other parts of the daily update so they aren't a big performance issue.

Not sure for the second question I'm afraid
 
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Are plagues tied with the memory system, so that an entry is made if someone got infected but survived or if (s)he lost a close relative during an epidemy? I always found it strange that the memories were silent on such major events in a characters life. Same for major injuries or even becoming permanentlx disabled.
 
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is there a unit in the team that listens to player feedback on the game mechanics and rebalances them (like the Guardians from the Stellaris team?)
Here are some dev quotes from previous discussions.

Re. the community team listening to player feedback:
December 4, 2023
We have community people who keep an eye on just about every major online forum for CK3 discussion and who regularly prepare missives for the rest of the team, we have a User Research department at PDS whose job it is to do both qualitative and quantitative analysis on how we're doing and what folks want (they've even done some dev diaries on the process IIRC), we have developers who hang out both here and in the darker corners of the community where the lacking light suits our froglike vision best and who actually enjoy talking to the more dedicated fans about what they'd like to see, and if you really want an opinion heard, there's the tried-and-true practice of cornering a drunken developer at PDXcon and guilting them into pushing for something you want by buying them at least two drinks. Ahem.
Re. a custodian team for CK3:
November 28, 2023
My take on this is that I hear a lot of chatter about a Custodians team but it's sort of a buzzword at this point - at least in relation to CK3, its been years since I worked on Stellaris - that sort of obfuscates exactly what people want. Stellaris is an older game than CK3 and critically has undergone so many seismic changes during its development time (for the better, certainly) that it probably benefitted disproportionately from a subteam specifically designated to improving its old systems.

CK3 is neither that old nor has that many layers of overlapping and differing systems. As we have finite resources, then - and by this I mean finite literally, I'm not saying we don't have enough people! - we need to find our own balance between making new content and improving on old, with our particular balance tilted a little bit more towards the former than Stellaris.

It's worth bearing in mind that all PDS games try to set aside time to improve old systems to a greater or lesser degree. That this process doesn't have quite as snazzy a name as 'Custodian Initiative' probably doesn't help my cause when I say that, though. :p In CK3's case, I personally like how Event Packs fit in to this ecosystem. It gives us a chance to drop some optional new content at a pretty low price, but then accompany it with some fixes for older stuff alongside it. It's a sort of hybrid approach compared to Stellaris' more regimented and segmented approach, but I don't think either is inherently better or worse, they just fit their respective projects better as-is.
Hope that helps.
 
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Here are some dev quotes from previous discussions.

Re. the community team listening to player feedback:
December 4, 2023

Re. a custodian team for CK3:
November 28, 2023

Hope that helps.
Thx.

Then I hope that the requests for rebalancing the regent system and the meritocracy perk have been noticed. I wasn't the only one who said this.
 
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, so we don't have a unique "viking funeral" right now, but the system is fully moddable so specific cultural flavor like this could be added through mods, and there is of course always the chance that we find the time to add more content to base funerals too
Expanding burial options from official developers with some kind of patch would be wonderful!
 
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Hello! I have a fear that once some disease spreads through the conditional 10-15 counties near the coast, it will lower their level of development. then the next disease (of a different type) will happen and across the sea borders it will again come to the same 10-15 counties, which did not have time to accumulate development (in your words, this affects protection against diseases), did not have time to save money to build hospitals, and a new disease will devastate these lands even more. And when the third type of disease comes from across the sea along the coast, it will again easily pass through these lands and turn them into 1-1-1 lands (using the terminology from EU4)
and this weakening "defenselessness" will become a cycle and the county lands will fall into this trap with eternal diseases. This will be especially dangerous for the AI, because it does not know how to accumulate gold to build the right buildings.
 
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