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Dev diary 106
  • Dev diary 106 - Back in the Saddle

    Work has started up again -- it didn't completely stop as I found some assorted smaller things that were possible to fix in about as much time as it would have taken to make a "Fix later!" note, but still -- and the initial focus is on setting up some "infrastructure" that will be very useful in the future, both in the 14.2.0 update and in general. Note that this will be a fairly technical dev diary because of this.


    Relationship scripted_effects:

    As you might know if you've got some familiarity with the CK2 scripting language, friends/lovers/rivals are set up/removed with commands like "add_friend = <new friend>" and "remove_lover = <former lover>", which do hardcoded things. You might also know there's something known as an on_action, e.g. on_new_holder, which fires certain effects or events whenever the on_action happens (e.g. "If k_france is West Francia and a non-Karling gets the title, rename it to France").

    Unfortunately, there are no such commands related to friends/lovers/rivals, which means that if something is supposed to happen whenever you get or lose one of those you cannot easily hook it in everywhere. This is annoying, and since "add_/remove_lover" use definitely needed to be reviewed as part of 14.2.0 we now have scripted_effects set up to handle relationship changes so that we can hook in various things; for example, vanilla has a "Budding Romance" modifier that it doesn't really bother to clean up if two characters definitely aren't pursuing any kind of romance any longer, which we now can clean up in our effects.

    The scripted_effects related to adding friends have been hooked in already, and removing those and adding/removing rivals is next on my list, but the love-related ones will not be hooked in for a while due to the next item on the agenda for this dev diary.


    Lovers and related topics:

    As mentioned back in Dev diary 95, we have added separate traits for tracking romantic and sexual attraction, and this means we'll need to handle the topic of lovers differently than vanilla does... which probably is a good thing, because even ignoring that aspect vanilla's handling is pretty flawed:

    - Rivals can become lovers while remaining rivals, and lovers can become rivals without ending the lover relationship. It might not be entirely unthinkable that characters that really don't like each other still would be fine with sleeping with each other even without societal pressure (e.g. marriage and an expectation of children), but from a scripting perspective it gets very messy because e.g. you can't assume that a lover would be willing to die for their lover because they like them or that a rival looking for dirt happily would expose any affair of their rival because it'll not hurt them.

    - With only a small number of exceptions, vanilla makes no distinction between two characters falling in love and those two characters becoming lovers; there's basically no "We have confessed our love for each other, but we respect each other's partners too much to contemplate sleeping together", basically no "Yeah, we're having fun in bed every now and then, but both of us know it's nothing serious", and so forth. Society, religious authorities, relatives, and specific individuals can -- and could -- definitely be conflating the two, but it's far from ideal.

    - Lover relationships are bidirectional. Obviously, that makes sense when it comes to characters sleeping together -- no matter the specifics of what they might be getting up to, both are involved in the activities in some manner -- but it means that the characters have the same feelings for each other (outside any extra modifiers), as opposed to one being rather more in love than the other.

    - With only a few exceptions, characters are either deeply in love or not in love at all (not counting any "Am I in love with X?" choice events). There's little in the way of romance slowly growing or fading over time.


    We'll be approaching things differently in 14.2.0:

    - Rivalries and Lovers/love will be treated as opposites script-side; thanks to the aforementioned scripted_effects we're adding, this will work out very well.

    - We'll remove nearly all the opinion boost from the "Lover" opinion/relationship -- a little will remain, because presumably the relationship is seen as a positive thing by the two characters -- and set up a separate system for love. We cannot add a new space in the character window for "Characters you love/that love you", but we'll add scripted_triggers as needed (e.g. is_romantically_involved_with_root_trigger = yes as a romantic (and not-guaranteed-lover) counterpart to is_friend = ROOT) and hook them in so that things work as intended everywhere (and the player will probably get some kind of "List my loves" self-targeted decision).

    This will greatly help with the modelling of both asexual characters with no sex_interest trait that end up in a romantic relationship (as setting them up as lovers would mean that outside Celibacy/etc. the game would dictate that they very much were sleeping together, which outside a marriage/concubine relationship would be unwanted behaviour) and non-asexual but aromantic characters.

    - While a Lover relationship will be treated as incompatible with a rivalry, it will generally not be considered sufficient on its own to make characters very self-sacrificing or completely opposed to scheming against you; that'll be for romantic love (and also friends).

    - All events which can result in characters becoming lovers will be investigated to check whether they actually should just be starting some kind of romantic relationship (which over time might evolve); this will involve evaluating both the localisation and the context.

    - Remaining lover/tumbling events (after the above) will generally be altered to be a modified version of the "Successiful Seduction; now what?" event. It will probably have at least four options -- 1) "It was just a one-time thing!" (just one tumble), 2) "Let's do this again!" (Lover relationship), 3) "I rather like you!" (Lover relationship plus initial/growing romance), and 4) "I love you!" (Lover relationship and full love); wording not final -- but might get a few trait/skill-specific adjustments (e.g. high Diplomacy will possibly unlock a gentler version of "No, this isn't happening again!").

    There will be some checks on the availability -- e.g. a character that doesn't get romantic attraction towards the other's sex will not get the last two options, and a character already in love with their partner will also not get them because they're obviously superfluous -- and both parties will get a similar event and react to what the other went with -- e.g. if character A declares their everlasting love while character B decides that no, it was a one-time thing with no feelings attached, chances are character A will be less than happy -- and some events will possibly be a bit different due to the context, but generally speaking this will be the setup.

    - Love will be handled in a unidirectional manner (though there will be some bidirectional checks as needed); you might be deeply in love with them, while they might still be unsure about their feelings or even feel somewhat hostile towards you. This will allow for characters to fall in love with characters that simply have an incompatible orientation with them without that being weird from the other direction, set up possibilities for one character to be taking advantage of the other's feelings for them or for them to attempt grand -- and possibly dangerous, in one way or another -- romantic gestures in order to make the other person finally notice them, and allow various other things that might be useful, whether in 14.2.0 or in the future.

    - We will make better use of the "Budding Romance" opinion than vanilla did for handling not-quite-in-love-yet situations. Not all romantic feelings will grow into full love, but there will be some room for love to grow over time.

    We will also make use of some things vanilla added but didn't exactly bother to use very much...


    00_relation_triggers.txt:

    Did you know vanilla has set up scripted_triggers like "potentially_interested_in_rivaling_root_trigger" and "possibly_romantically_interested_in_each_other_trigger"? Well, the vanilla devs sure didn't bother with them in many places, so maybe some of them didn't know about them.

    These scripted_triggers certainly are not as thorough as they should be -- for example, the ones about possible "romantic interest" in vanilla terms (that'd be combined romantic and sexual interest in our terms) already checks for not being rivals (an indication that treating those as opposites isn't so odd, I'd say), it doesn't check for "minor" things like "Did they attempt to murder me?" that presumably should be blockers even if you somehow get them above the +45 opinion threshold (which sure isn't a requirement everywhere vanilla adds lovers...) -- but polishing them up (and adjusting things to work with our stuff) and hooking them into various things is certainly something we should do as part of our work to have more consistency when it comes to which characters end up as lovers (and the like).

    There are also triggers in that file for rivals and friends; I currently think polishing them up a bit is a 14.2.0 goal, but that hooking them in where relevant -- again, vanilla didn't really bother with them -- will have to wait until 14.2.1.

    Returning to the subject of the triggers related to lovers, there will of course also need to be triggers for stuff like "would_potentially_cheat_on_current_spouse_with_root_trigger" (name not final) since there is -- or at least should be -- a difference between finding someone hypothetically interesting under different circumstances and always being interested... which brings us to the next topic.


    Adultery fallout:

    We'll be reviewing adultery fallout, both as there might be cases where it should not be taken as poorly by the spouse (e.g. they have an incompatible orientation and are more upset over the perception of others than over you rather sleeping with someone else) and as there might be others that have a strong opinion (and should get imprisonment reasons/etc.) than the person cheated on, e.g. the reigning monarch if you sleep with the crown prince's wife or his son's wife. This has been mentioned in the past, but since it was relevant to the previous topic I thought it should be brought up again.


    Regarding that CK3 announcement:

    Finally, I think I need to take the opportunity to address the fact that CK3 today announced that they will be expanding the map much further east and cover areas such as

    I will most definitely be paying attention to what they end up doing, seeing as I have some "small" amount of interest in the area. However, considering I still feel several hardcoded design decisions in CK3 are pretty terrible and that there are no indications that those are going anywhere, I wouldn't say the chances of me picking up CK3 has grown significantly, and the odds of me abandoning CK2 (and Tianxia) for CK3 just because they're adding the Far East are effectively zero. Still, I hope they do a good job so that the anti-"China" crowd doesn't feel vindicated, even if I suspect at least some design decisions will be very different from my tastes.

    If they do end up doing something very nice in CK3, well, assuming it is feasible to do I think I shall engage in the sincerest form of flattery and attempt to add something similar to Tianxia (when time permits; it doesn't make sense to drop all other priorities).


    That's all for today. Given that the focus in the near tearm will be on "infrastructure", I'm really not sure when the next dev diary will be posted as that might not be very interesting to write or read about, but maybe some tangential work will be done sooner rather than later.
     
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    Dev diary 107
  • Dev diary 107 - Assorted small spring work, CleanSlate 6.2, and Dev thoughts

    This spring (and summer so far) has unfortunately not been a period when I have been able to find much time for modding, or at least not much time when I have both have the energy for that sort of thing and the desire to spend that time modding (read: There have been some days when I've had the time and the energy but something else has been more attractive; I overall definitely desire to work on the mod quite a lot). I expect things to be changing fairly soon, but the main thing I have been working on (which is turning out to be fairly large) is still not close to done. However, a number of smaller things have gotten done, and I figure I might as well write a dev diary about them since there also are some other things I want to post about.


    A good number of smallish history tweaks have been made:

    - The de Normandie dynasty -- and some tangential characters -- has received a number of smaller tweaks because I felt like reading up on some of them for fun, figured I should look at the history files... and promply was not-so-impressed with some things. To name some of the changes, the Williams Clito and Adelin now have their nicknames, Alice (daughter of Henri II of Eu) now is a landed countess for a brief period of time because she was, a whole lot of birth and death dates have been adjusted (sometimes vanilla really didn't care...).

    - Buddhism (and somewhat Jainism) now loses more ground in India over time (in the pre-scripted history, not through events). The setup will require further adjustment at a later point (most likely not in 14.2.0, and possibly not for a few major versions), but at least it should be an improvement over vanilla (note that we still don't fully support start dates after A Clash of Dragons and that a bunch of these changes happen after that point).

    - The date when Christian crusades are unlocked in the history files has been adjusted slightly (because Urban II's famous speech was not on 1095.1.1), and non-papal saints are now a thing until 1170 (or until the event fires during gameplay) because that's when that was formally enforced.

    - Added a bloodline for Lalitaditya-Muktapida (and corrected the spelling of his name to just that); you can find it in 769 and technically in 867 (the last member of the bloodline is a 79 year old unmarried male courtier, so you just might be able to ensure he can pass it on to a child before he dies).

    ck2_3.png

    ck2_4.png


    - Corrected Yingzong of Song's death year; I believe this was accidentally reverted during the CleanSlate rebase as his reign was correct in assorted title history files.


    Several event-related bugfixes and tweaks have been made:

    - The Rains in Africa no longer randomly destroys your artefacts because you happen to hold a province in Africa, because odds are you store them in your capital.

    - Emishi -> Japanese culture conversion now starts a bit later, as does the ability for the reverse to happen.

    - The Mass Baptism "You should pick a proper [religion] name!" event has been disabled, because apparently it only hands out base names (meaning e.g. a French convert might end up as "Matthew" rather than "Matthieu"), which is rather immersion-breaking.

    - The Rise of the Shi'a child now gets his Sayyid trait if he wins the war, because if he doesn't then he's obviously just a naughty boy and nobody will take it seriously (and this closes some shenanigans a player might pull with matrilineal marriages to said naughty boy in order to gain the trait).


    Proselytizing tweaks (note that vassal kings already can proselytize abroad in Tianxia):

    - You can no longer proselytize abroad if any of your lieges have a different (public) religion, because odds are that'd be seen as rather subversive (and that weird things potentially could happen).

    - Vassal theocracy duke+ rulers can now proselytize abroad (if their religion allows it); potentially something that makes it more interesting to have a few decently powerful theocratic vassals around.

    - Vassal dukes can now proselytize abroad (if their religion allows it) if they have the Theology Focus or if they are a rel head; a small buff to that focus, and probably something that helps e.g. the ERE a bit more than it might help France or Asturias.

    - Reduced proselytize abroad range significantly, particularly for non-theocracy/-rel head/-king+ rulers, because some Anglo-Saxon petty kings being able to proselytize in Russia or Bulgaria right off the bat is a bit silly. This range checks the target realm being within (theoretical) holy war range of your ruler, the target's capital being near your realm, or the target's realm being decently close and being within (theoretical) holy war range of another ruler of your religion (which generally should increase your range a bit further if you or someone else converts someone at the edge of your initial range). Believe it or not, vanilla would allow proselytizing further afield than what is shown in the screenshots below, so proselytizing should still work pretty well overall (and we can of course tweak things further if need be).

    ck2_1.png

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    Assorted small things:

    - Characters now stop being upset over losing a honorary (titular) title after ten years (down from 100), because surely they have better things to be upset about.

    - The Druze religion no longer has polygamy, because the real religion is monogamous (and it also makes the religion a bit more unique in the Muslim group, which always is nice).

    - Muslims no longer inherently hate their half-brothers "Because Muslim".

    - AI reformers will no longer go "Yeah, we should definitely make sure the reformed religion says that my gender is not fit to rule!".

    - The Bön holy order now gets to use and build Gompa Monasteries, because why should it not?

    - Denmark now has a Catholic crusade weight; this actually helps Sweden and makes the Danes suffer, so not sure why PDS wouldn't bother with this one. All Christian crusade weights now also cover relevant heresies that have rel heads.


    All of the above is of course only a portion of the overall changes (including within the categories of history tweaks and event tweaks).


    Moving on, work is about to start on the compatching of the WIP dev version (and thus eventually 14.2.0) and CleanSlate 6.2. This will be a fairly significant amount of work; let's look at the numbers:

    - CleanSlate 6.1 has 6267 files, 4622 of them history files (there's a lot less overlap with history than e.g. events and decisions) and 343 of them graphics files (also not a place where we have much overlap), leaving 1302 files in other folders.

    - The latest dev version of Tianxia has 5865 files, of which 2587 are history files (many of them unique to Tianxia) and 1696 are graphics files (a large fraction of which is CoAs), leaving 1582 files in other folders.

    - If I attempt to paste all of Tianxia's subfolders (including gfx and history) into CleanSlate 6.1, I am told 1292 files already exist.

    - Per GitHub, 5504 files have changed between CleanSlate 6.1 and 6.2. A good number of that might just be encoding changes or renaming of files, but still quite a lot.

    I expect this work to be quite a bit faster than the initial rebase was, but it will also be complicated by me having split some CleanSlate files (e.g. event modifiers) to make life easier and by CleanSlate 6.2 renaming/reshuffling files in 6.2 (meaning it might not be as straightforward as "Move changes from A in CleanSlate to A in Tianxia) and making some changes that will affect Tianxia-exclusive files (e.g. the "maghreb_arabic" tag has been changed to "berber", which is a very sensible decision, but it'll mean the Sword of the Shifting Sands' culture tag needs to be updated). Putting this work off until later in the development would most likely both increase the number of files to check and the extent of the changes that need to be merged, so I will be doing this work right away in parallel with work on Tianxia-exclusive files that I know are safe to work on (e.g. I can take the opportunity to deal with some unlocalised localisation tags that have been piling up, keep adding to a self-contained WIP event file, and adjust Tianxia province religion).


    Finally, we get to "Dev thoughts".

    "What's this?", you might wonder. Well, I'm going to start posting some not-Dev diary posts on various topics of some relevance to the mod -- be it CK2 features, CK3 features, modding in general, history, or something else -- that is not stuff I'm working on at the moment (possibly excepting minor tidbits) but that may or may not be relevant to later work; for example, while I think I will mostly wait to comment on what CK3 is doing in its upcoming All Under Heaven DLC (a rather auspicious name, considering what it translates to!) until there is a more complete picture, I am of course paying attention to the dev diaries they are posting and finding things ranging from "Definitely interesting, and maybe even close to some of my ideas" to "Not feasible, but maybe something that we can do in a different way" to "Absolutely not doing anything like this!", and I'm sure at least some of you are wondering if we're considering doing X or if we have plans to do Y.

    The Dev thoughts posts will not be promises, and they will not be "Hey, how should Tianxia do this thing?" posts, but you should get some ideas regarding stuff I might want to do in the future (even if I don't plan on revealing major things you shouldn't already have seen coming), how I possibly might approach something if I was considering starting work on it today, and occasionally how I would have preferred if PDS had done something even in a case where we will be sticking to something close-ish to their design because my preferred approach would be changing vanilla too much in a case where I can't really justify it.

    Seeing as they will not require my "modding brain" and as they can be written in time slots where I might not be able to get any real mod work done, I don't see these posts hurting progress on the mod to a noticeable degree, and I feel they are a better option than long periods of radio silence.


    That's all for today. I plan on posting the first Dev thoughts post no later than next weekend, tentatively on the topic of HF pagan reformations.
     
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  • Dev thoughts 1 - HF pagan reformations (guest starring CK3 faiths and cultures)

    As I assume most people here are aware, CK2 initially did pagan reformations as part of the Old Gods DLC... which made you the rel head if you were Norse, gave you a theocrstic rel head otherwise (PDS playing favourites? Nah!), gave you access to GHWs (after the Abrahamics; we've added an optional game rule to not have this be a thing), and did the general "You can feudalize and stuff" thing. This obviously made the reformed religions very similar when it came to what they got out of reforming (Pay no attention to the Fylkir in the room!), and aside from god names, crusade weights, and holy site locations at least the defensive pagans were largely identical (well, except for the African ones not even getting a feast; they still don't have one of those...).

    This was... an improvement over being unreformed (and not supported as far as playability went), but of course left some things to be desired. HF therefore added a reformation system that let you pick features from several of categories -- one Nature, two Doctrines, and one Leadership in vanilla (this here is not the foreshadowing you think it is!) -- in a fashion rather similar to how CK3 faiths are set up (given the timeframe, it being backported seems rather plausible...) and how CK3 cultures later were made to work. Everyone gets to pick stuff, you can wear the nice hat even if you are not Norse, Divine Blood can be omnipresent, and so forth! Great... right?


    Well, I'd say it is an improvement, to be sure, but even though it is a bit implausible that the AI will do it (since the unique Doctrines are heavily weighted) there's basically nothing stopping the player from making extremely similar reformed pagan religions despite using a different base religion (ignoring inherent unique features). Player freedom, sure, but really nothing that makes the religions more unique, rather little incentive to play a different pagan religion to try something different, and the potentially shared content needs to be generic enough to work for everyone to not break immersion, which might make it a bit bland. I think the "Reformation choices" thing could have been done in a better way.


    I will preface the below by making it clear that the HF reformation system is not being removed from Tianxia; my preferred alternative would be a lot of work, and I don't hate the vanilla approach enough to tear it out.


    Well, if I don't like the tOG approach as-is and don't like the HF approach as-is, then how would I have approached it, had I (for whatever reason) been calling the shots?

    I would have come up with perhaps 2-4 reasonable player fantasies -- possibly with minor customization -- for each religion that ideally has some historical basis and/or plausibility, and limited the choices to that (with modding being able to add more stuff).


    For example, the Norse might have gotten something like the below:

    - A somewhat spiced up version of pre-HF Norse; you get to be the rel head, get GHWs, get a subjugation CB on the same religion if the rel head, and maybe a few more toys. The player fantasy catered to here is divinely sanctioned world conquest, which I imagine is quite popular.

    - A very warlike faith with more powerful and frequeny adventurers, something similar to Prepared Invasions but that works more like a migration CB, strong claim duels even after feudalizing, increased raiding niftiness... but no GHWs or rel head. This is the "Hollywood Viking" fantasy; the Norse will raid and conquer everywhere, but they are also a fractured and possibly fratricidal mess.

    - A faith with more limited overseas conquest, no head, no GHWs, but full Seafaring, special building increasing coastal trade/tax income, some amount of syncretism, and more extensive intermarriage prospects. This would be focused on the vikings-as-(sometime)-traders part of history, and would provide synergy for anyone making the (highly questionable, if you ask me...) decision to become an MR.


    How about the Hellenics?

    - A faith which does not proselytize (except maybe slowly inside its own territory) and that does not have a rel head (or at most has an impotent figurehead without GHWs and stuff) that still seeks to push deep into enemy territory; good CBs like subjugation/tribal invasion, no defensive attrition, good morale, possibly no opinion loss for levies, maybe nifty retinues/extra holy orders/etc., and possibly something flavorful like haruspicy. This is the "Heir to Rome/Alexander" player fantasy... intentionally not giving you stuff focusing on stability, so maybe history will repeat (and this option would possibly have bonus Praetorian backstabbing, great conquerors leaving their realm "to the strongest", a Crisis of the Whatever Century, and other fun if that can be done in the time allocated to the religion).

    - A proselytizing religion, possibly with a temporal or spiritual head, focused on spreading its message of brotherhood, stability, and obedience to the temporal authorties; no GHWs, but regular ones are a thing. This is somewhat the "Rome learned from its mistakes and copied some things from Christianity (and maybe Islam)" approach, meant to be less expansionist than the first option but still having some potential there.

    - The "Devled even more deeply into the Classics" option; Stoics, horoscopes, Bacchanalias, revived Olympic Games, "democracies"/"republics" (terms and conditions apply, of course), and so forth. No head, no holy wars, very limited conversion. Rather than the military stuff, this is all the non-military stuff from ancient times, and ideally gives you a very flavourful setup that's not "High world conquest potential, bascially all societies, and all toys!".


    What's in it for the Romuva?

    - A hyper-defensive faith that refuses conversion and aims to keep its lands free beyond what Unyielding gives. Special defensive buildings, homeland boosts, GHWs/holy wars limited to reconquering co-religionist territory (and traditional homelands), and the like. This puts an emphasis on the Romuva faith sticking around for a long time and caters to playing tall.

    - A proselytizing faith with several holy orders, GHWs, a church with a strong hierarchy, and maybe spiritual communities (pseudo-MOs). This is the Romuva fighting off the Northern Crusades and deciding to prove that they can do it better; much lower on the plausibility scale, but probably some takers.


    Of course, some options might still overlap a decent amount, but you'd be able to flavourify these options in different ways, and there'd be rather little risk of the AI doing an immersion-breaking reformation (as opposed to e.g. the Aztecs going Peaceful or other nonsense).


    Now, we are very much not doing the above since that would change vanilla more than what we would consider reasonable, but seeing as I keep getting ideas for non-unique Doctrines we will most likely slowly hand out more unique Doctrines to encourage certain choices for certain religions (and maybe a couple of not-so-impressive ones from vanilla need a facelift, too; some get rather less than approximately two non-uniques for the price of one slot). You should not expect the kind of massive differences shown above, but more "Hey, you can get (basically) three Doctrines in more than one way!" (and ideally not just in meme-y) ways.

    There might also be some other reformation-related features that I am strongly considering, but I plan to keep those pretty close to my chest since they're a bit different from "More unique Doctrines are fairly likely".


    That's all I have on this topic. I will probably post another "Dev thoughts" post in a couple of weeks.
     
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  • Dev thoughts 2 - Lifestyles

    It's time for another "Dev thoughts" post, and today I feel like Lifestyle traits would be a good topic.

    As you might remember from one of the dev diaries for 14.2.0, Tianxia will be adding a new Lifestyle trait: Renowned Matriarch/Patriarch. This will create something of an imbalance when it comes to the distribution of Lifestyle traits since there will be four traits with Diplomacy as the primary stat, which we will not be addressing in the short term... but what about the longer term? Well, I have some thoughts on that.

    CK2 Lifestyle traits all have either +3 to one stat (e.g. Socializer is a +3 Diplomacy trait) or +2 to a primary stat and +1 to another stat (e.g. Architect has +2 Stewardship and +1 Martial), as well as generally some side benefits (e.g. same trait opinion). This means that if that distribution of stats is maintained you can have five traits per primary stat (not counting gendered versions), and that there will be nine Lifestyle trait slots left once 14.2.0 is released.


    Diplomacy:

    - The +3 Diplomacy trait is Socializer. Not much to say; it's a reasonable trait for that slot.

    - +2 Diplomacy and +1 Martial is Game Master. War games and strategic thinking in games might translate to military applications in some ways, so this isn't bad.

    - +2 Diplomacy and +1 Stewardship is the new Renowned Matriarch/Patriarch traits. Putting it in the Diplomacy category was obvious, and I felt that Stewardship was more reasonable than Learning.

    - Hedonist is in the +2 Diplomacy +1 Intrigue slot. I suppose the latter stat is meant to imply keeping some of the hedonism under wraps or something, and I overall think the trait is a good enough fit for this slot.

    - Finally, we have the +2 Diplomacy +1 Learning slot, which is empty. Currently, I am thinking that maybe an "Orator" trait would be an option (probably giving a little extra vassal opinion on top of the base stats), but that's not set in stone.


    Martial:

    - Hunter sits in the +1 Diplomacy +2 Martial slot. Reasonable since hunting would be both a social activity and a martial pursuit.

    - Duelist is the +3 Martial trait. Honestly, I'm not really sold on that, because while the trait belongs in the Martial category someone that's good with a sword (or other weapon) isn't automatically going to be a good commander. I'm tentatively looking at a "Warlord" trait for this slot that'd be even more focused on what goes on on the battlefield than Strategist, with Duelist moving to +2 Martial +1 Intrigue since you're probably learning how to feint and spot feints as part of that trait.

    - +2 Martial and +1 Stewardship is the Strategist trait. Theoretically, it could move to the Duelist slot to open up this slot, but I feel the logistics implications from Stewardship are pretty good for a Strategist.

    - The +2 Martial +1 Intrigue slot is currently free. As mentioned above, I think this probably should be the Duelist slot.

    - Finally, +2 Martial +1 Learning is empty. I don't really know what I'd like to put here.


    Stewardship:

    - I feel a "Trader"/"Merchant" trait might be suitable for the empty +1 Diplomacy +2 Stewardship slot; for one thing, it'd be something that'd have synergies with MRs and the Silk Road (and the Trans-Sahara route), as well as a good fit for the Business Focus. It could also possibly go in the +2 Stewardship +1 Intrigue slot if there's something more interesting for this slot.

    - Architect has +1 Martial and +2 Stewardship. A good fit, considering military fortifications and such.

    - Administrator is the +3 Stewardship trait. Feels very reasonable to me.

    - The +2 Stewardship +1 Intrigue slot is empty. Not sure what to do with this one.

    - Finally, we have Gardener at +2 Stewardship +1 Learning, which I think is a good enough trait for this slot.


    Intrigue:

    - Master Seducer/Seductress sits in the +1 Diplomacy +2 Intrigue slot. No complaints, since knowing when to be tactful probably can be an advantage in seduction.

    - +1 Martial +2 Intrigue is currently free. I sort of feel maybe Impaler should be moved here so that the +2 Intrigue +1 Learning slot can be freed up.

    - +1 Stewardship +2 Intrigue is also free. Not sure what would go here that's not covered by Master Schemer.

    - +3 Intrigue is Master Schemer; that's certainly a good choice.

    - +2 Intrigue +1 Learning is currently Impaler. As mentioned above, this might be possible to free up, even if I'm not entirely sure what to put here; impaling doesn't feel like a particularly learned activity, however.


    Learning:

    - +1 Diplomacy +2 Learning is empty. The stat distribution matches Renowned Physician, which feels rather tempting to put here; however, that'd either mean making that trait exclusive with other Lifestyles everywhere (e.g. for recruited physicians) or changing the number of Lifestyle traits someone can have to at least 2.... which has balance implications and changes vanilla to a greater extent, but might be attractive in some cases where a historical person could go in a lot of different directions Lifestyle-wise and could let long-lived characters get noticeably good at more than one thing. Another option might be to move Theologian here; more on that below.

    - +1 Martial +2 Learning is likewise empty. No ideas about this one at present.

    - +1 Stewardship +2 Learning is Mystic. I sort of feel that this could be better in the +1 Intrigue +2 Learning slot, since I'm not sure what the Stewardship is about and charlatan mystics sounds like a thing that wouldn't be unreasonable (even if not every mystic would be a complete fraud). This would free up this slot.

    - +1 Intrigue +2 Learning is Theologian. In some ways, this might make sense since someone that knows their holy book (or oral traditions) very well might be good at "creative interpretation" or cherry-picking if it suits them, but the average Theologian might not be that kind of person, so moving it to +1 Diplomacy and +2 Learning might be better, particularly as it feels like it'd fit with religious debates, proselytizing, and so forth. The +1 Stewardship +2 Learning slot might also be an option, if the administrative aspects are considered important enough for that to make sense.

    - Finally, Scholar is a very good choice for +3 Learning since it is about overall learning.


    Also, let's briefly touch upon a few Lifestyle-related topics:

    - The (non-WoL) Lifestyle events are something I feel maybe could be polished up/expanded (and maybe unlocked with WoL too) to give the player more opportunities to pick up Lifestyle traits (on top of focuses, society powers, and a few scattered events elsewhere). I don't consider it a priority at present, however.

    - It would be possible to add new Focuses, but I currently think improving on those that already exist is a higher priority since some of them are... not great. 14.2.0 will contain improvements to/overhauls of the Family and Seduction Focuses since those are closely tied to other things in the update, and I plan to get around to others when they make sense from a development standpoint (e.g. the Intrigue and War Focuses would probably be looked at in updates with a focus on intrigue and warfare, respectively).

    - New Lifestyle traits would of course be integrated into relevant societies (and some other things) if/when we add the traits (and/or applicable societies); I don't plan on adopting a "We can't change existing content!" approach to development.


    That's all I have for now. Much like last time, I plan to post one of these in a couple of weeks.
     
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