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* No more static event pictures. Events will feature the actual character models posed against some kind of background, and they can have props like knives, crucifixes, etc. Currently they don't animate to actually interact like getting into a fight.

Fortunately they don't animate, otherwise one would be distracted looking at childish animations while playing a complex strategy game. Anyway, I believe this approach will reduce the diversity the CK2 event art provides.

* Tutorial is described as "Stellaris-like", and they've improved the ways the game can give you suggestions on what you want to be doing. More approachable, but not dumbed down.

The only Stellaris that I played was exactly the tutorial and it certainly introduced me well into the game mechanics. This is a good step in the right direction.


* The tech system is more tied to characters than it was in CK2, but not ready to talk about it yet.

This seems strange and not realistic at all. I am all for a better tech system but linking it to characters seems odd...

* Historical events like the Mongol Invasion are in. Dynamic epidemics from Reaper's Due are not in, as they didn't feel that feature worked very well. No word on how the plague will be handled.

Disappointing. At least this can be conveniently modded rather quickly, I believe.


* Provinces now have Development, which is like civilization value in Imperator. Tribes don't care about it but feudals get more taxes from it.

* Revolt Risk has been replaced by Control, which is going to work a bit differently.

Sounds like good ideas



* If your heir when you die is an old guy who has already invested all of his perks, you can respec his lifestyle tree once if it sucks.

This is horrible. A rather poor design decision. It forfeits the threat we feel regarding the future by looking at an helpless heir, it prevents the devious schemes we always think to get rid of a poor heir and it voids the story that generates. And all this in order to have a magic button that suddenly converts the new ruler to what suits the player.

Unrealistic to the extreme and plainy horrible!


* Splendour is like your Dynasty XP. It's used to buy Legacies, which are kind of like national ideas in EU4 and stay with your dynasty forever. One of these lets you increase the chances of inheriting congenital traits, if you want to create a dynasty of stong genius ubermensch. It's not realistic but it is a playstyle they want to support.

Sounds good, as long as we are not talking about a new mana system. Perhaps the accumulated sum of Prestige + Piety each character receives can "buy" Legacies with the total of several characters?


* Foreigners don't care about Dread, only your own vassals.

The concept of Dread is neat!


* Fleets are now handled like CK1. You just pay money to turn into boats. Naval combat is a possibility in the future. Henrik thinks it would be cool, especially for the Mediterranean.

* Vikings can still sail up rivers.

How does these two merge? Are there navies or not, after all? Are the viking raids done by decision/event?

Returning to CK1 in terms of navies and abstracting the system more is not a good decision. One should have more things to do and worry about in the game, not less.

* Factions are back. Peasants can now found factions. One example given was that Norwegian peasants living under a Danish king can found a self-rule faction, and Norwegian culture nobles will join them. Like a combination of a CK2 faction and a peasant revolt, very powerful.

Sounds good

* Much more events that deal with interpersonal drama and people important to the player, like family/friends/rivals.

Sounds very good


* No crazy fantasy events (immortality, Satanism, child of destiny) at launch. Undecided if they will be added later, but if they will, there will definitely be game rules to turn them off. CK3 should feel more historical compared to CK2. This was a goal.

Sounds very good


* Control is more of a short-term thing and Development is more long-term. For example, Control in a province is reduced when it changes owners but recovers quickly.

Interesting dichotomy. Lots of potential.


* Religions have degrees of relation. Abrahamic > Christian > Catholic.

* Ecumenism: Catholics/Orthodox/Coptic don't treat each other as heresies for purposes of CBs and stuff. There are steps of tolerance. It's not just "True Faith, Heretic, or Heathen".


Very good this granularity

* Converting foreign rulers with your chaplain will not be in at launch.

* Investiture system and antipopes will not be in at launch.

Disappointing and a step back from base CK2.



Overall good vibes - but nothing spectacular, tbh - and the idea of allowing the modification of the heir on a whim is an absolute garbage. It seems something imported from insta reward mechanics that we see a lot in mobile games. At least create a game rule to bypass this "game design".
 
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This is horrible. A rather poor design decision. It forfeits the threat we feel regarding the future by looking at an helpless heir, it prevents the devious schemes we always think to get rid of a poor heir and it voids the story that generates. And all this in order to have a magic button that suddenly converts the new ruler to what suits the player.

Unrealistic to the extreme and plainy horrible!

(snip)

Overall good vibes - but nothing spectacular, tbh - and the idea of allowing the modification of the heir on a whim is an absolute garbage. It seems something imported from insta reward mechanics that we see a lot in mobile games.

I think everybody is really overestimating the impact this mechanic is going to have on characters — a respec of the focus tree is not going to completely alter the character's base stats, only the emphasis of their character. I agree that it's still probably more than a lot of people would like, so perhaps it should be relegated to a game rule, which it may very well be; Paradox hasn't exactly said anything about what's toggleable and what isn't. I'm generally in favor of having features like this available but easy to disable — it makes the game accessible for newer players while not turning off the old-timers who like being challenged in this way.

Edit: In fact, it might be a good idea to have this be one of the game rules that disables achievements, if they carry that forward from CK2 (and I don't see why they wouldn't).
 
I think everybody is really overestimating the impact this mechanic is going to have on characters — a respec of the focus tree is not going to completely alter the character's base stats, only the emphasis of their character. I agree that it's still probably more than a lot of people would like, so perhaps it should be relegated to a game rule, which it may very well be; Paradox hasn't exactly said anything about what's toggleable and what isn't. I'm generally in favor of having features like this available but easy to disable — it makes the game accessible for newer players while not turning off the old-timers who like being challenged in this way.

Edit: In fact, it might be a good idea to have this be one of the game rules that disables achievements, if they carry that forward from CK2 (and I don't see why they wouldn't).

Actually I edited the last line of my previous post suggesting a game rule without reading your post. I can agree with that, of course.
 
This is horrible. A rather poor design decision. It forfeits the threat we feel regarding the future by looking at an helpless heir, it prevents the devious schemes we always think to get rid of a poor heir and it voids the story that generates. And all this in order to have a magic button that suddenly converts the new ruler to what suits the player.

Overall good vibes - but nothing spectacular, tbh - and the idea of allowing the modification of the heir on a whim is an absolute garbage. It seems something imported from insta reward mechanics that we see a lot in mobile games. At least create a game rule to bypass this "game design".
Completely agree!

@Doomdark

What is the idea behind this 'you can reset your new character's progress' deal? You should always play as the character you inherit, not an idealised version you 'respec' just so it makes you stronger. The idea is surely to role-play with the cards you've been dealt, not to reshuffle the deck until you get a better version. :(

He is referencing this btw: "If your heir when you die is an old guy who has already invested all of his perks, you can respec his lifestyle tree once if it sucks."
 
How does these two merge? Are there navies or not, after all? Are the viking raids done by decision/event?

Returning to CK1 in terms of navies and abstracting the system more is not a good decision. One should have more things to do and worry about in the game, not less.

How is it hard to understand? All navies work the same way (armies turn into boats) but norse pagans get an extra line in the code that says can_travel_rivers.

Your second line is a really really awful argument that I hope no developer ever uses. Imagine removing frontlines from HOI4 or sectors from Stellaris. In both cases so would the player have much more to do but the games would also turn into utter garbage that most current players would never touch. Having "more to do" is not some universally good thing in a game.

(I should probably acknowledge that there are some very vocal players on these forums that would love to see those changes, but the point is that those grognards make up a very small proportion of the playerbase).

I personally think the naval aspect of CK2 is just an annoyance that gets in the way of the actually interesting parts of the game so I think going back to CK1 is an improvement. I also think that Naval Warfare is the worst part of every paradox game so I'd be very happy if they keep that system and don't add anything more.
 
Frankly, I'm largely disregarding Articles and Reddit posts and waiting for the Dev Diaries or actual confirmed information from an actual CKIII dev.

Until then it's all speculation and rumor.
 
I agree that "respeccing" sounds pretty bad, it was always interesting in CK2 if you died and started controlling a relative who was already an adult, and you could see what they had got up to before taking the throne. In one of my games a cousin inherited who was a homosexual satanist and it changed how I played through his reign (which didn't last very long). I'm not sure exactly what the trees you can "respec" will affect in terms of a character's attributes or abilities, but I really do prefer to be locked in, even if the AI made terrible decisions in their ability tree. Imagine if when you had an heir take the throne you could just exchange their diplomacy buffs for martial buffs because "I want a martial ruler instead" - it takes some of the joy of CK out of the game

oh yeah but a lot of the revealed stuff sounds great, especially that they want a more historical experience and are throwing out the supernatural nonsense. No more weird satanist club, no more animal people, no more weirdness, at least for a while. And the real heresies coming into the game around their historical debut sounds fantastic, a lot of people wanted that in CK2 so Cathars and Lollards weren't in at game start. That plus them having realistic tenets/doctrines will be wonderful for the religious diversity of the game!
 
A lot of things in this interview sounds pretty good to me. I've gone from ambivalent to cautiously optimistic about the game. It's nice to see that they decided to just cut nomads and merchant republics since they simply didn't work very well in CK2 instead of trying to salvage something mediocre from their previous incarnation and I appreciate that they realize that baron tier characters are completely useless and mostly just get in the way.

The thing I find a bit puzzling is the lack of an inventory. They clearly want to emphasize the roleplaying aspect of the game (great!) and having an inventory of random odds and ends your dynasty had picked up over the centuries was great for that in CK2. The main problem with it was that the AI didn't prioritize it at all so it was one of those features that led to the game getting a lot easier when the player had their inventory filled with top tier books and weapons while the ruler of the greatest AI empire might have a shitty rusty mace if even that.
 
How is it hard to understand? All navies work the same way (armies turn into boats) but norse pagans get an extra line in the code that says can_travel_rivers.

I was thinking along the lines of CK1, where boats were in practice nonexistent and there was a delay until the armies arrived at the destination point, simulating the voyage.

Your second line is a really really awful argument that I hope no developer ever uses. Imagine removing frontlines from HOI4 or sectors from Stellaris. In both cases so would the player have much more to do but the games would also turn into utter garbage that most current players would never touch. Having "more to do" is not some universally good thing in a game.

Before one makes judgements about other statements, one should pay attention to the context given. After all I can claim with some property that electric engines are already the present of transportation. But no one can seriously contradict my statement by saying planes cannot fly on electric engines... that is a given.

So, to apply this reasoning to my previous post and to detail it in a way you understand better, I claim that navies - not anything and everything, only navies! - are too important, too determinant and too strategically relevant for its existence to be abstracted by a handful of gold being paid everytime they are necessary. So, it is useful for the management part of the game to have more depth than just that.

But the enthusiasm of the designer in developing navies further after release shows that is an area that will eventually get attention... as it deserves. For now, pathing issues, ai, development time and other overheads weight in on this decision, most probably.

I personally think the naval aspect of CK2 is just an annoyance that gets in the way of the actually interesting parts of the game so I think going back to CK1 is an improvement. I also think that Naval Warfare is the worst part of every paradox game so I'd be very happy if they keep that system and don't add anything more.

You are obviously entitled to your taste but be reminded that CK1 "navies" were abstracted by a gold sum and a delayed teleportation to the coastal province desired, not the system you are interpreting from the data available.
 
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Yeah I'm optimistic too, there are a lot of good little things that I'm liking so far. The only huge bummers are naval combat not in there and investitures/antipopes not at launch. I can deal with no naval combats, but I'm hoping we'll get antipopes and investitures not much after release (if they don't find the time to put them in release). Also, the supposed "big dragon" in the East makes me wonder if PDX really wants to put China in the game or it's just there for flavour
 
Yeah I'm optimistic too, there are a lot of good little things that I'm liking so far. The only huge bummers are naval combat not in there and investitures/antipopes not at launch. I can deal with no naval combats, but I'm hoping we'll get antipopes and investitures not much after release (if they don't find the time to put them in release). Also, the supposed "big dragon" in the East makes me wonder if PDX really wants to put China in the game or it's just there for flavour
I'm of two minds on antipopes and investitures — either there's gonna be a big religion DLC early in the game's life that adds a lot of content for every religion, or they're just going to come as free patches early on. Either way, I'm kind of okay with PDX leaving them out for now — investiture was kind of meh in CK2 and I'd rather see them give it attention and polish than tack it on to release because everybody expects it to be there.
 
Honestly, I like the 3D character models, not perfect, but they will be tweaked and improved before and after release.

I'm also not the biggest fan of the zoomed out map design. Looks a bit like a cheap mobile Grand Strat rip off. But I can get used to it and I don't play that zoomed out anyway.

I do love the zoomed in map, however! Quality wise, it's sort of like somewhere between CKII vanilla and SWMH HIP and I like it a definite improvement!
 
That's kinda the only thing I find interesting at the moment.
I'm more encouraged by it now that I know a bit more, such as that if you form a "religion" as a Christian, it will still be a Christian faith. So basically, rather than a heresy, it's like a different branch. I was worried you could start some weird cult where you are a deity or something which would be absurd, but this sounds more reasonable, especially since the AI won't join in. If I don't want strange death cults being formed, I just don't make them and it all ends up ok
I'm of two minds on antipopes and investitures — either there's gonna be a big religion DLC early in the game's life that adds a lot of content for every religion, or they're just going to come as free patches early on. Either way, I'm kind of okay with PDX leaving them out for now — investiture was kind of meh in CK2 and I'd rather see them give it attention and polish than tack it on to release because everybody expects it to be there.
yeah I agree on this, hopefully they can make a real investiture conflict implemented and make antipopes less annoying. Every game I play the HRE makes an antipope, and no one does anything about it so it just ruins Catholicism's Moral Authority all game and causes annoyances if you are an HRE vassal (such as preventing you from joining crusades)
 
Imo, the pay-to-make-soldiers-float thing seems a bit barren. How will that play out with monster stacks? In ck2, you had to limit the amount of troops you could transport to the amount of boats you had. If they allow for hundreds of thousands of troops to move by sea just with a higher cost, that would just be dumb
 
Imo, the pay-to-make-soldiers-float thing seems a bit barren. How will that play out with monster stacks? In ck2, you had to limit the amount of troops you could transport to the amount of boats you had. If they allow for hundreds of thousands of troops to move by sea just with a higher cost, that would just be dumb
I don't think I've ever lacked the boats to transport my troops in CK2.
 
Antipopes definitely need a re-work for CK3. Quite often there will be multiple and the MA of Catholicism will tank, causing widespread heretical rioting. They were simply to hard to combat and too had to great impact.

Being able to pick the clergy was huge especially for the Holy Roman Emperor it was a both a symbol of authority but also a means of him administrating the Empire and circumventing the nobility.

Investiture not being in the game is rather crazy though. This was a pretty important thing both in game and in history. Being able to pick your clergy was very useful and the constant clashing with the pope a good balance.
 
I don't think I've ever lacked the boats to transport my troops in CK2.

Yes, you are right. Once developed, the system needs to be improved and better balanced...
 
"You don't have to pay much attention to these barons and mayors and so on," Fåhreus explains. " We've tried to reduce their import, because they are frankly a little annoying and useless in [Crusader Kings 2]. So for example [when playing as a Christian], all temple holdings are now held by your Archbishop. They are sort of just 'church territory' to make all of that a little less unwieldy and more interesting as well. Your Archbishop is now a turbulent priest sometimes, and he's a very powerful character in your realm."

Am I reading this correctly? Have they removed bishops, and now all your temples are just owned by an archbishop?
Seems a bit weird and ahistorical, but from a gameplay perspective it could make sense since you have a powerful church instead of 10 without any power.
BUT: Is it really only one? Like, if you are the HRE, will there be one "Holy Roman Archbishop"? Please not.
 
I like the idea behind that archbishop concept because you could forget the Church existed 99% of the time as a Catholic character, and an archbishop being the representative of Church power in your lands makes sense, but yeah if it is just one per realm, that might be disappointing. The HRE should have multiple, surely. And having multiple influential archbishops in your realm would be an even greater check on your power by the Church, which acts as a bigger restraint for large empires - you have more land, and so does the Church, and if you want to counter them, you have multiple archbishops breathing down your neck