Name | Crusader Kings III | ||
Developer | Paradox Developement Studios | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2020-09-01 | ||
GameBillet | 41.31 / € | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | CK3 Linux Binaries [148.87 M] CK3 Launcher Linux [99.32 M] |
Hello, everyone!
[h3]Tours and Tournaments[/h3]
[h3]Friends and Foes[/h3]
[h3]Garments of the Holy Roman Empire[/h3]
[h3]Elegance of the Empire[/h3]
[h3]Fashion of the Abbasid Court[/h3]
[hr][/hr] Crusader Kings III: Starter Edition is available now! Thank you for your support, and we look forward to welcoming new players into our community! Join the conversation and connect with other Paradox fans on our social media channels! |
Are you stepping into the vast and intricate world of Crusader Kings III for the first time? We understand that beginning your journey into the Middle Ages can be daunting; That's why we're excited to introduce Legends of Crusader Kings III, a specially crafted initiative to ease new players into the game's rich historical tapestry and complex gameplay mechanics. |
Hello everyone! Today we're releasing Update 1.12.4 to address some outstanding issues, as well as implement several changes to Legends and the Legends UI. Most of these changes are the direct result of community feedback we've received here on Steam and elsewhere over the past weeks; your feedback remains an invaluable tool for helping us improve Crusader Kings III, so thank you to everyone who shared their thoughts and suggestions with us since the release of Legends of the Dead!
[h2]Interface[/h2]
[h2]Bug Fix[/h2]
[hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! Today we're releasing Update 1.12.3 to address some issues reported to us by the community as well as deploy a couple of balance tweaks. Notably for our MacOS and Linux users, this update merges in the previously experimental fix for crashes related to tooltips and mousing over portraits. A huge thank you goes out to the community for providing their crash reports and insights on this issue!
[h2]User Modding[/h2]
[h2]Bugfix[/h2]
[h2]Game Content[/h2]
[hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! |
Hello everyone! Today were releasing Update 1.12.2.1 to address some issues reported by the community after Mondays release of Legends of the Dead and the 1.12.1 Scythe Update.
[h2]Game Content[/h2]
[h2]Bug Fixes[/h2]
[hr][/hr] Known Issues - 1.12.2.1
[h3]Special note for MacOS and Linux users[/h3] Due to an issue with how Steam treats filename capitalization, you may need to completely uninstall and reinstall Crusader Kings III to avoid stability issues. We are aware of an unrelated crashing issue on these platforms. If you experience crashing, please try the fix above and submit a bug report if the issue persists afterward. [hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everybody! Today we're releasing our first Core Expansion for Crusader Kings III: Legends of the Dead and an accompanying free 1.12.1 "Scythe" Update.
Free Features
Balance
AI
Interface
Art
Localization
Game Content
User Modding
Databases
Bug Fixes
We hope you enjoy Legends of the Dead and the free 1.12.1 "Scythe" update as much as we enjoyed making them! [hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
Hello and welcome to the 146th Dev Diary for Crusader Kings III! Im Matthew, the Code Owner on Legends of the Dead. From the highly anticipated Epidemics feature to the Black Death itselfand what happens after your land is ravaged and your family taken to the gravetoday were going to be covering all things Death!
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. 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 regions rulersince 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. If you zoom in closer, then we hide the epidemic pulsing blood and instead show the desolate gray land now haunted by death 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. If you click an epidemic on the map, or from the list, then youll 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. 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. 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. 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. 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 elses. This uses two new modifiers weve added for child and elderly health respectively, most diseases are more deadly to the elderly by default. Of course, it wouldnt be one of my dev diaries if I didnt 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. 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. [hr][/hr] The Black Death Hello all, Noodle here to ask the old question: , s , ? No history of the medieval world is complete without reference to the Black Death. Killing up to half of Europes 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 weve 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. 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. Its 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 theres not a whole lot anyone can do, but the precious moments before that wicked blade reaps its harvest are the ones worth investigating. 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 youre 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 - youll be getting fair warning of the coming storm. As the panic mounts, youll 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 wont 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 Ill leave it there. Hopefully you all have as much fun battling the Black Death as I did making it! [hr][/hr] 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. [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. [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. [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. 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). 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. [hr][/hr] Disease Decals & How to Prevent Them As part of this Core Expansion, weve 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 youll be excited to welcome two new diseases to the visual roster: Smallpox and Measles. [Image: Now might be a good time to remind the good player that this box can be un-ticked in the settings] And while well 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 its safe to say youll 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). [hr][/hr] Achievements And last but not least we have the new achievements! As always, they are listed in order of difficulty. [h2]Very Easy[/h2] Legendary! - Complete a Legend You'll Never Take Me Alive! - Travel to a safe holding while your Capital is infected by an Epidemic [h2]Easy[/h2] Pay Respects - Host a Funeral for your Legend Protagonist Neverending Story - Complete your ancestor's Legend after their death [h2]Medium[/h2] Divine Right - Reach the maximum level of Legitimacy Canonized - Manage to make your Legend Protagonist a Saint Upward Mobility - Successfully claim your Liege's title while having a higher Legitimacy Level than them Local Legend - As a Count, complete a Mythical Legend [h2]Hard[/h2] Not Today - Contract, and recover from, the Bubonic Plague The Pharaoh Islands - As a Scottish character, complete a Legend claiming your descent from Ancient Egypt [h2]Very Hard[/h2] Can't Touch This - Have an infected Barony at the maximum Epidemic Resistance Thank you all for reading! We hope youre as excited as we are for the release of Legends of the Dead next Monday to kick off Chapter 3! [hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
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. |
Hello everybody! Welcome to this Developer Diary explaining the creative vision behind Crusader Kings IIIs first Core Expansion: Legends of the Dead, courtesy of one of our talented game designers (and resident historian on medieval plagues!) |
[previewyoutube=vWUlPnbXUW4;full][/previewyoutube] |
Note from Community Management: If you missed the premiere video for Chapter III, you can see it below! |
Hello everybody! With Chapter III now available, we're releasing the instant unlock for the expansion pass, Couture of the Capets. We're also adding some models from our Content Creator Pack, North African Attire, as personal and court artifacts for Berber Cultures.
[hr][/hr] Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III! https://store.steampowered.com/bundle/38036 Join the conversation and connect with other Paradox fans on our social media channels! |
Interested in seeing what 2024 will bring to Crusader Kings III? Then be sure to check our YouTube channel on February 6 at 18:00 CET, where our Game Director will be giving a full breakdown of the next content drop for the game as well as an overview of all of the content releasing throughout the year. |
Hello everyone! Today we're releasing version 1.11.4 of Crusader Kings III. This update brings in new cosmetics as part of our first Content Creator Pack, North African Attire. See the full changelog below.
A huge thank you goes out to Pierre "El Tyranos" Azuelos for this content pack; we're grateful for the opportunity to work with such a talented 3D artist and we hope we get to collaborate again in the future! [previewyoutube=j6rMzg9sKyk;full][/previewyoutube] [hr][/hr] In the first cosmetic content pack made in co-operation with a member of the Crusader Kings III community, Paradox Interactive joins modder El Tyranos in a Content Creator Pack to add even more style for the games characters. https://store.steampowered.com/app/2671030/Crusader_Kings_III_Content_Creator_Pack_North_African_Attire/ Join the conversation and connect with other Paradox fans on our social media channels! |
Hello and welcome to this developer diary introducing the Crusader Kings III Content Creator Pack: North African Attire, Im Pierre El Tyranos Azuelos and you might already play with some of my work in the Community Flavor Pack mod. |
Greetings! |
Hello everybody! We've got one more update before the holidays releasing today. It's a small one reenabling the OpenGL renderer for MacOS users. Please note that this renderer is still unsupported, we're just restoring the option to use it anyway.
[hr][/hr] This update should be fully compatible with 1.11.2. Save files from this version and mods marked as 1.11.2 compatible should retain full functionality after this update. |
Hello everyone! Today we're releasing Update 1.11.2 for Crusader Kings III; With this update, we've focused on resolving several issues that have emerged since the release of Legacy of Persia to help ensure a smoother and more enjoyable experience.
Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! Were releasing Update 1.11.1 today to address a variety of issues reported to us by the community since the release of Legacy of Persia, as well as a few outstanding issues. Please check the changelog below for specific fixes and adjustments.
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[h2]General Bug Fixes[/h2]
While we dont anticipate this update will cause compatibility issues with mods or existing save files, we do ask that you start a fresh campaign without mods enabled before reporting any issues to us. A list of known issues as of Update 1.11.1 can be found here; if you encounter any issues not on this list, then please report them to us via the Bug Report board on our official forums. Thank you for your continued support, and we hope that todays update improves your experience in Crusader Kings III! Join the conversation and connect with other Paradox fans on our social media channels! |
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Hello everyone! We're releasing a hotfix today to address some issues reported to us in the aftermath of yesterday's 1.11.0 release. Please check the changelog below for specific fixes!
[hr][/hr] We hope this improves your experience with Legacy of Persia and the 1.11 "Peacock" Update released alongside it. If you encounter any issues after today's update, please let us know on our official bug report board here! |
Hello and welcome to the final development diary for Legacy of Persia!
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[h2]Game Content[/h2]
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[h2]Databases[/h2]
[h2]Bug Fixes[/h2]
[hr][/hr] Join the struggle for medieval dominance in Legacy of Persia, the new Flavor Pack for Crusader Kings III, available now! https://store.steampowered.com/app/2313540/Crusader_Kings_III_Legacy_of_Persia/ Join the conversation and connect with other Paradox fans on our social media channels! |
Hello and welcome to the Developer Diary focusing on 3D Art for Crusader Kings III: Legacy of Persia. Im Lucas Ribeiro, the Art Lead for the project. Before we move on to looking at some of the amazing 3D artwork the team has created for the Flavor Pack, I would like to give an overview of our decision-making process. |
Hello and welcome to this development diary about flavor additions to the greater Iran area. That means in this diary you will get a test of many things that, while individually small, aim to increase the overall authenticity and uniqueness in this part of the world. |
Salutations!
Thematically, having a high level of Unity means that youll enjoy internal stability and have House members that (generally speaking) adopt a friendly attitude towards each other. But youll pay for it with a reduced capability to wage wars as efficiently. CBs become more expensive to use, and you can no longer use the Invasion CB. A low level of Unity provides you with the opposite. Youll gain a great deal of military might, allowing you to more easily conquer large swathes of land, but pay the price of reduced internal stability. Depending on your playstyle, you might enjoy a particular direction more than the other. Regardless of your own preference, having either low or high levels of Unity is meant to be equally viable. Instead of having me ramble about the effects of each level, here are some nifty screenshots showing you what they look like: Other than the passive effects, you also gain access to a set of unique decisions. Most of which are available only to the House Head, as they provide powerful boons for the entirety of a House. The primary currency for these decisions is Piety. Since most Clans belong to an Islamic faith, this felt like a natural fit. Besides, Piety is generally more difficult to get than Prestige, making you consider where and how to spend that hard earned Piety. Some of these decisions make use of a completely new type of modifier; a modifier that scales on the number of landed House members. If you are like me, and like to utilize nepotism to the fullest, these modifiers can become incredibly powerful. Be mindful that the Piety cost will increase accordingly. For all you modders out there, you can use scaling modifiers in every place you use regular modifiers. You simply feed it a value for how you want it to scale. Lets look at an example. If your House is Antagonistic, you can use the decision Reinforce Army with Loyal Officers: Last, but certainly not least, Unity directly affects the outcome of your succession. Each level has an impact on the outcome of how titles are inherited, and the succession changes automatically as your Houses Unity changes. They all maintain a variant of Partition, meaning that titles will always be split to some extent. When you are Antagonistic, all eligible children inherit equal shares. If you are Harmonious, the primary heir inherits the majority of the titles (at least two thirds). With varying degrees in-between. At worst, this means that you dont have to deal with Confederate Partition, and at best, you have an easier time accessing a superior version of High Partition. The drawback? While you can try to get a single heir succession law, such as Primogeniture, it will be more difficult and expensive to do so. Now that we know what Unity does, lets explore how its impacted by gameplay. As mentioned previously, Unity is all about the members of a House and how they interact. This will become apparent as you start interacting with your family members. A lot of existing interactions have been updated to also have an impact on your Unity in different ways. Whenever you are playing as Clan that is. Taking what we call divisive actions, such as Revoke Title or Imprison, against fellow House members will naturally reduce your Houses Unity. Meanwhile, unifying actions, such as Negotiate Alliance or Offer Ward, will increase Unity. Unity is therefore really a byproduct of how you and your fellow House members interact with each other. With that said, the House Head enjoys a number of additional actions, giving them a greater degree of control in how they want to direct the Unity of their own House. The foremost of these is a decision in which the Head actively takes a stance and chooses a direction to steer their Unity. Then we also have two new interactions the Head can use on members of their House, both of which act as a double-edged sword and have some clear advantages and drawbacks. There are of course many more interactions, far too many to list all of them here, which will have an impact on your Unity. Worth mentioning is that the immediate impact of these interactions is fairly small, but they stack up over time, especially when you are not the only one within your House who will be using them. Rest assured that youll have plenty to explore as you get your hands on the updated Clan Government later this year, which will be included with the free update launching alongside Legacy of Persia! [hr][/hr] Join the struggle for medieval dominance in Legacy of Persia, the new Flavor Pack for Crusader Kings III, releasing on November 9. https://store.steampowered.com/app/2313540/Crusader_Kings_III_Legacy_of_Persia/ Join the conversation and connect with other Paradox fans on our social media channels! |
Greetings! |
Hello everyone! Today we're releasing Update 1.10.2 for Crusader Kings III. This update is aimed primarily at addressing balance issues with the University activities introduced in 1.10, but we also took the opportunity to knock out some outstanding issues elsewhere.
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[h2]Bugfixes[/h2]
[hr][/hr] Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! September 1st marks the third anniversary of the release of Crusader Kings III, and we're excited to share this day with our loyal players! You've all helped make this game what it is today through your comments, feedback, and suggestions over the last three years, and we can't thank you enough for the support you've given us and the time you've put into our game. |
Hello everyone! Today we're releasing Update 1.10.1 for Crusader Kings III. This update focuses primarily on resolving issues reported since the release of Wards & Wardens and the associated 1.10.0 "Quill" Update, but also targets some older outstanding issues. We hope this makes your experience playing CKIII smoother and more enjoyable!
[h2]Databases[/h2]
[h2]Bugfixes[/h2]
Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! We're releasing a hotfix today to address some of the issues with yesterday's 1.10.0 update. While we have fixes for other reported/known issues coming up shortly, we felt the ones listed below were severe enough to warrant an immediate update.
As always, if you encounter any problems not listed in our known issues thread, then please let us know about it either in the Community Support board here on our Steam hub or through the bug report board on our official forums. We hope this hotfix makes for a more stable and enjoyable experience playing Wards & Wardens and the 1.10.0 'Quill' Update. [hr][/hr] https://store.steampowered.com/app/2313541 Join the conversation and connect with other Paradox fans on our social media channels! |
Today marks the release of Wards & Wardens, and we hope you'll have plenty of fun wrangling unruly young rulers-to-be, managing your royal hostages, and visiting scholarly universities in the pursuit of knowledge!
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Additionally, please check the Known Issues thread on our official forums for a list of prominent issues in the 1.10.0 update; we're aware of the issues listed here and have fixes for them in the pipeline already. We hope you enjoy Wards & Wardens and the accompanying free "Quill" Update! [hr][/hr] https://store.steampowered.com/app/2313541 Join the conversation and connect with other Paradox fans on our social media channels! |
As the release date of Wards & Wardens draws near, we're taking a moment to reflect on the artistic endeavors that have brought it to life. This time our focus is on animations and some of the 2D icons and illustrations. |
Hello everyone! This is my first time writing a dev diary and I want to share with you almost everything I worked on for Wards and Wardens. Lets set the stage first: you are a ruler and your seed is stronger than ever, flourishing with your many offspring. Children play and run around all over your court, but you have more pressing matters to attend to! Perhaps the mother of your children has become incapable, unable to provide milk for your infants. Who are you gonna call? Wet nurses, of course!
[Rites of Passage: fire cleansing ritual] This decision is available for any landed tribal teenager or any landed tribal parent/warden of a teenager. So it is possible to welcome your feudal hostages into your tribe and make them go through the rites. Three of the rite types will be available, the selection determined by the rulers cultural ethos. Each has a different effect on a child's personality, their skills, and more. [Rites of Passage setup event: choosing a ritual] [h2]A Guardians Influence on their Wards Personality[/h2] Have you ever felt that being a guardian offers little impact on the personality traits of your ward? Well, not anymore! The guardian now has access to an interaction which allows them to choose one of their own personality traits and try to push it onto the ward. The interaction is available for the player as well as an AI guardian, so choose them wisely! Otherwise, your sadistic, shy or paranoid guardian might just pass on their vile traits to your precious genius heir. This interaction is even available for wardens, letting them influence their child-age hostages. [Example of a successful Influence Wards Personality interaction for the shy trait] [Example of a failed Influence Wards Personality interaction for the callous trait] The outcome is decided by the child, so the bulk of it is left to whatever RNG gods you believe in. However, the more alike the ward is to the guardian, the more likely the brainwashing is to succeed. [Influence Wards Personality interaction window and acceptance tooltip] All features mentioned above are part of the Event Pack Wards & Wardens. Next week will be the last DD before the release! In it, we will cover our new, beautiful art and animations. [hr][/hr] https://store.steampowered.com/app/2313541/Crusader_Kings_III_Wards__Wardens/ Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! Summer break is now wrapping up in Sweden and everyone's coming back into the office, so now's the time to start diving into our dev diaries for our upcoming event pack, Wards & Wardens! Today's DD comes from one of our Game Designers working on Crusader Kings III, and covers what you can expect to see with the new Eccentric trait and Adoption systems coming to the game with W&W later this August. |
Hello everyone! We hope you're all enjoying Tours & Tournaments and the accompanying 1.9 feature update.
[hr][/hr] Join the conversation and connect with other Paradox fans on our social media channels! |
Good afternoon, and welcome to your first class of the semester! My name is Dr. Areysak, and Ill be your CKIII University 101 lecturer. |
Hello all! |
Hello everyone! Today we're releasing Update 1.9.2 for Crusader Kings III. This update primarily resolves a number of issues reported by the community, as well as adjusting the Accolades interface based on player feedback. A full list of changes in this update can be found below.
Interface
User Modding
Bugfixes
[hr][/hr] Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone! Today we're releasing Update 1.9.1 for Crusader Kings III. A non-exhaustive list of changes introduced in this Update are listed below; please visit our forum for a complete list of changes, as the full changelog is too large to share via Steam.
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[h2]Bugfixes[/h2]
[hr][/hr] Join the conversation and connect with other Paradox fans on our social media channels! |
This Dev Diary will talk about some of the extra content coming with our next post-release update, 1.9.1! The update will of course also include a ton of fixes and tweaks, as weve been monitoring all the ways youve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.
Visiting Capitals of independent Kingdoms and Empires also gives Lifestyle experience, based on their Court Type (if you have the Royal Court DLC) or Diplomacy Lifestyle experience when they do not have a Court Type. Empire Capitals are more rare, and give +300 lifestyle experience points, where Kingdom rank Capitals give +100 points. The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date. The Byzantine Empire has an Intrigue Court - and will give Intrigue Lifestyle Experience when visited Giving out these Lifestyle rewards is very narratively fitting for expanding the horizons of your character, but also substitutes nicely for the normal Lifestyle events you are not getting while traveling. Some locations can also trigger a Great City sight-seeing event chain, which is actually hooking in a PDT project of another CK3 developer, TrinTragula! When you visit, you get a message and the Point of Interest is marked as visited. To seek similar rewards, you will have to visit different places in the future! A point of interest has been visited, and the rewards given. Once you have picked up the Traveler Trait, you also start getting a bit of experience towards the different tracks within that Trait. (Martial and Economic building Points of Interest give Seasoned track experience, where the rest give Wanderer track experience.) Getting Seasoned travel track experience. To conclude, here is a snapshot of the Points of Interest that exist in 1066: A zoomed out map showing Points of Interest in 1066 To note, this system is part of the Free Update - so no specific DLC required. Happy sight-seeing in Update 1.9.1.0~! [hr][/hr] Whats the Harm? Welcome comrades, to the Wokeg section of the DD! Im afraid I dont have anything quite as meaty for you as Joror. Instead of lovely new player carrots, well be talking about the oldest and wackiest of all sticks with which to whack the player: death. Something weve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but weve been really reticent to have you just die unexpectedly. This was a stylistic design choice. It doesnt really feel great when a random event pops and just kills you mid-run with no set-up or warning it can be impactful every now and then, especially if it happens at a narratively dramatic time, but its just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title. Whether youre building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. Theyre the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly. Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die. The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event. Harm events are out to do one of two things: if youre unlucky, they want to kill you, and if youre lucky, they want to render you incapable. There generally isnt a direct gameplay benefit to surviving them, and theres always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely. With these, theres a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, ylove to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and thats still true. To avoid that, almost all harm events are partnered with a foreboding event something that fires first and alerts you that hey, you are now eligible to [spins tombola] unexpectedly choke to death! Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just _getting_ a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though youre also eligible to fire it forever after. For example, heres a foreboding event: And its follow-up harm event: The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe itll come to nothing, maybe youll forget about it, maybe youve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realmll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if youre one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when Im making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD. Theres sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign. Those last six arent paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa. Instead, opting to put yourself in charge of an army is your warning that youre in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for. Maybe youre not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you dont have to deal with this stuff if you dont want to. Maybe, though, youve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, weve got the Tragic setting, making harm events much more likely generally. If youd prefer that the tallest blade of grass be the first under the scythe, then weve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule weve added to date, has got you covered. As long as youve got harm events set to anything but Safe, they do run on a cooldown. Players cant be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback. and thats it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and Im very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update! [hr][/hr] Join the conversation and connect with other Paradox fans on our social media channels! |
Hello everyone!
[hr][/hr] Our team is continuing to work on addressing your reports, so keep the feedback coming! We hope you've been enjoying Tours & Tournaments and the 1.9 'Lance' Update! Join the conversation and connect with other Paradox fans on our social media channels! |
Attention Rulers,
Additionally, we're happy to announce that you can now adorn your Steam profile with some regal flair through our new points shop. Animated avatars, profile backgrounds, and a full CK3 themed profile bundle can be yours right now; check it out here! Thanks to all of you for your continued support; it means the world to us to have such a passionate and dedicated community. Join the conversation and connect with other Paradox fans on our social media channels! |
We're releasing hotfix 1.9.0.3 today to address an issue that could be caused by failing a hunt.
We hope you've been enjoying Tours & Tournaments and the 1.9 'Lance' Update! |
[previewyoutube=sD5GsZaF39k;full][/previewyoutube]
https://store.steampowered.com/app/2311920 Join the conversation and connect with other Paradox fans on our social media channels! |
Greetings!
The full changelog is significantly longer than we can fit into a Steam announcement, so please head to the changelog thread on our forums to read the whole thing! Join the conversation and connect with other Paradox fans on our social media channels! |
Welcome to this Dev Diary, just ahead of the release of Tours and Tournaments! Today, we will take a dive into the senses: the music and the visual art youll spot throughout your travels and activities. And, at the end, well reveal the achievements yearning for the completionist to try them out. |
Hello, Crusaders!
Tours
Tournaments
Grand Weddings
Reworked Activities
Armour
Free Update 1.9.0 'Lance'
Pre-order Tours & Tournaments here! |
Hello and welcome to the 126th CK3 Dev Diary. Im Matthew, one of the programmers on the team, and today were going to be covering changes to modding support coming alongside Tours and Tournaments as well as how modding activities themselves can work.
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Knights, Accolades and Glory
[Image: The Knighthood Innovation, looking pretty stronk] [h2]Who is the Most Glorious of Them All?[/h2] This man was very rich and very proud of his bravery, courage and conspicuous lineage; for every Frank is anxious to outdo the others - Anna Comnena, huge fan of the Latins Some cultures members tended to care a little more than others about glorious feats of arms, and thus weve given them a boost to Glory gain. Cultures with Traditions like Chanson de Geste, Royal Army, Performative Honor: those cultures Acclaimed Knights have the best shot at being the greatest in all the world. [Image: Futuwaa, with its new Glory Gain modifier] The Chivalry lifestyle tree is a good source of Glory bonuses too. [Image: Chivalric Dominance: a little preview of the Gallant trait] [h2]Knight Army Modifiers[/h2] He has many men about him and is himself the best of fighters, and is not at a loss for wise counsel. - The Laxdla Saga Before closing things out, lets take a moment to explain Accolade effects, such as the new Knight Army Modifier. Wherever you see this term, it means your Acclaimed Knight will improve an army simply by being in it. Theres no requirement for the Acclaimed Knight to be the Armys commander. Mouse over the Acclaimed Knight icon (helmet with the lil colorful scarf) on the army containing your Acclaimed Knight to see what modifiers are being applied to the army by Acclaimed Knights. [Image: This commanders got a bit of skirmishing backup] [h2]Everybody Loves Men-at-Arms[/h2] When you choose a Men-at-Arms-boosting Accolade as a Primary Attribute and level it up, youll unlock a fun reward: special, extra-strong Men-at-Arms. Only one Regiment of these can be recruited and they have a limited troop count. However, their high base stats synchronize well with your Acclaimed Knights relevant modifiers and the new bonuses from stationing Regiments in your Holdings. Furthermore, these Retinue MaA perform better in appropriate terrains, they are twice as good at countering, and some of them receive stat increases as the Cultural Eras go by. Heres a taste. And its just lowly skirmishers with bonuses from game start, because Im an irrepressible tease. [Image: Left: regular skirmishers. Right: skirmishers unlocked by a high-ranked Skirmisher Accolade. Bear in mind effects from Knight Army Modifiers arent visible here] [h2]A Knights Own Dev Diary of Chivalry[/h2] That about wraps it up! Id love to leave you with one last wise quote from de Charny, who may or may not be a greater knight than a certain Willy Marshall or Rodrigo de Vivar: Avoid quarrels. Thanks for reading! |
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Mine lords, mine ladies, and everybody else not seated upon a cushion! On this day! On this day thee find thineselves equals, for thee are all equally blessed! We haveth the privilege, nay, the joy of giveth introduction to a most joyous occasion. Our exalted majesty hath proclaimed that a tourney is to be held! Right here! In nary a few moons thine village shalt be hosts to a Grand Tourney! Rise, rise to this momentous occasion! Rejoice and partake in the glorious festivities! |
Welcome, comrades! First up today well be talking about a subject very dear to my heart, and thats regencies what happens when you cant effectively rule your realm, either because youre out travelling or because you are a small baby with lacking social skills. |
Hello everyone and welcome to the 121st CK3 Dev Diary! |
Greetings! |
Hello! My name is Chad and this is my premiere here on the forums. Were really excited to kick off a series of dev diaries showing off all the work we have put into Tours and Tournaments. To briefly reiterate a bit of what was covered in our last dev diary, the Tours & Tournaments Expansion will provide a comprehensive rework of the Activity system. Not only have we reworked Feasts, Hunts, and Pilgrimages, but we have added brand spanking new Grand Activities: Tours (also in this dev diary), Tournaments, and Grand Weddings! Along with this rework comes the new Travel System (which Ill be talking about in more detail today) and the long-awaited Regencies featureboth free additions. You can expect to hear more about all these additions in subsequent dev diaries! |
Greetings! |
Hello everyone! |
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Hello and welcome to this dev diary where we will be looking into some new map visuals thatll be added in the future. As the team grows, weve had the opportunity for our new artists to warm up by sprucing up the map a little. Among the things well show off today, chief is the Canterbury Cathedral and its evolution over time: made by our new Environment artist Joel, whos written about his process and the research involved. |
Greetings! |
Later this year, after our next big expansion is already released, the Dev Team will begin working on a new event pack one chosen by you! Vote now on our official forums between three different event pack themes to determine which area will become more fleshed out in the game next. |
Greetings! |
A minor Update, 1.8.1, is now live. |
Greetings! |
Hello everyone!
[h2]Hardware[/h2]
[h2]Game Balance[/h2]
[h2]AI[/h2]
[h2]Interface[/h2]
[h2]Bug Fixes[/h2]
[h2]Other[/h2]
-HR (Not Human Resources) |
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Greetings! |
Greetings! |
Howdy all!
As always, keep those reports coming and if you see anything unusual, please let us know HERE! -SP |
Greetings! |
Today we have released Update 1.7.1 which includes a lot of changes to issues that you have been reporting and a few that we found on our own!
[h2]Balance[/h2]
[h2]Bugfix[/h2]
[h2]Localization[/h2]
With that out of the way, keep up the reports, keep checking out our socials for further info, and we will keep working hard on our next updates and news for the future! |
We have released a minor update addressing an issue affecting certain processors after the 1.7 "Bastion" Update. This fix was considered high priority, so it is being released ahead of a broader update we will be releasing in the near future.
Read more on our forums. |
Beware, ruler - tread carefully with those you call friend or enemy; they are two sides of the same coin. Your relationships matter more than ever, and with Crusader Kings III: Friends & Foes, witness those closest to you come alive in the most intimate detail.
Memories, Those Sweet Memories! Know thy past to understand the present.
The Crusader Kings III: Friends & Foes event pack sets the mood with several new music pieces to accompany your rulers conspiring and scheming. New soundtracks are general, Western European, and Arabian-themed tunes. And remember, your majesty: keep your friends close and your enemies even closer. |
Heya everyone! |
Hello everyone! |
Greetings rulers! |
Hello and welcome to another Development Diary for Crusader Kings 3. Today I will talk a bit about the free 1.7 Bastion update and what new things it will bring to the game. Today we will not be talking about [REDACTED] which will be released together with the update.
[h2]The Loyal and Disloyal Traits[/h2] Last but not least for today is the addition of two new traits with the upcoming update. Through their actions (or indeed as they are subjected to the actions of others) characters can now gain traits for having loyal or disloyal personalities, which among other things will impact how likely they are to cheat on their spouse, join factions or plot against their liege. The traits are also integrated as sins/virtues and can be more valued or common depending on cultural traditions. That was all for today. The new update will also bring new bug fixes, event pictures, and things that I have not brought up today but this was a sneak peak of what is to come. Next week @PDS_Noodle will be talking some more about what the future will bring. |
Greetings!
and here are some of the challenges we set out to solve for Diplomacy:
and for Warfare:
[h2]The Economy, fools![/h2] The key to success in CK3 is a strong and stable economy, and such a thing is driven by buildings (and, partly, MaA). Weve set out to change how the AI uses its gold so that it builds up its realm more. Weve taken considerations to make sure that the AI does this in a way so that it, for example, doesnt become too easy to defeat for the player. The backbone of this work rests upon a framework of Economic Archetypes. [h3]Economic Archetypes[/h3] There are four economic archetypes that AI rulers can fall into, of which three are significant: Warlike, Cautious, and Builder. If a character falls into none of these archetypes, they will be Unpredictable and use aspects of other archetypes in a semi-random fashion. Warlike The Warlike archetype wants to be ready to declare war, always. This is the archetype that is most similar to how the AI behaves in the game right now. They will put their gold into a war chest before considering other options. If a Warlike archetype is at peace for an extended period of time, they will use the gold in their war chest to develop the realm - but they will first and foremost prepare for war, even in the early game. Bold and greedy AIs tend to be Warlike. Common traits include Wrathful, Impatient, Sadistic, Ambitious, Vengeful, Irritable, and Zealous. Tribal rulers and cultures with the Bellicose Ethos are also drawn to this archetype, as well as any character in the Iberian struggle that wants to escalate towards the hostility phase. Cautious Not to be confused with cowardly, the Cautious archetype wants to be prepared for having war be declared upon them. They are somewhat averse to declaring offensive wars, instead preferring a slow buildup. This archetype will save up a minimum buffer of gold, depending on their tier. When choosing to invest gold into buildings or MaA, they will evaluate the state of their military, how long theyve been at peace, how many allies they have, and their level of dread - depending on these factors, they will feel safe and invest more gold than they would otherwise, while keeping the aforementioned minimum buffer. Non-bold AIs tend to be Cautious. Common traits include Patient, Calm, Craven, Paranoid, and Content. Rulers with the Fickle or Lunatic trait will never be cautious. Rulers with the Stoic Ethos or the Stalwart Defenders Cultural Tradition are also drawn to this archetype. Builder The Builder archetype wants to invest all of its gold into the realm. They will empty their treasury in order to build buildings and MaA as quickly as they can, and will also tend to construct more economical buildings and new holdings than other archetypes. They are bold and a bit reckless, only saving up a war chest if they are under a direct threat (such as a strong faction). This is the rarest of all archetypes. Bold AIs with a propensity for building and no particular inclination for war fall into this archetype. Common traits include Calm, Patient, Diligent, Generous, Stubborn, Profligate, and Improvident. Where Warlike AIs want to expand their realm, the Builder wants to build up their domain. Rulers with the Domain Focus also tend to fall into this category. Unpredictable The Unpredictable archetype doesnt have a propensity towards anything in particular, and might decide upon any strategy. They can decide to boom their economy much like the Builder archetype, but they do so randomly (weighed up by traits such as Diligent or Architect), and the amount will be modified by how bold they are. Otherwise, they will want to build up their realms to a minimum degree (higher than a Warlike archetype), keep a decent buffer (lower than a Cautious archetype), and go to war at a normal pace. AIs who do not qualify for any of the above categories will fall into this archetype. [h3]Economic Stages[/h3] The AI divides its economic game into three stages; Capital Development, Domain Development, and Late Development. The first two of these are early stages that should be all but over roughly 100 years into the game. Each of these stages modifies how the AI spends its gold, which is then again modified by the economic personalities above. Early Capital Development The most important holding to develop is your capital, Im sure you all agree. The AI will strive quite hard to fill all of the empty slots in its capital before doing many other things, as first-level buildings have a significantly higher return of investment than upgrades do. At this stage, the archetypes matter less, but this phase is also over somewhat quickly. This has a quite significant effect on the AI overall. By being able to kickstart their economy earlier than before, you will see them doing much better in the mid-late game. In the current version, you see a lot of provinces with open building slots well into the late game: even places of prominence, such as Paris, can sometimes be devoid of buildings - after these changes, this will be exceedingly rare. Early Domain Development In the second stage, the AI wants to develop its secondary counties by constructing first-level buildings there too. Truth be told, many AIs elect to buy MaA or keep developing their capital during this phase as the choice of what to do/construct is semi-random and weighted - but this really just results in more powerful rulers overall. At this stage, the archetypes are manifesting, with Warlike AIs saving war chests (albeit for shorter periods than in the Later stage!), Cautious AIs saving up buffers, etc. When first-level buildings are present in an AIs entire domain, they move on to the Later Economic Behavior. Later Economic Behavior During this stage, the archetypes will manifest fully. Builder AIs will constantly build up their realm. Cautious AIs will want a buffer, allies, and a powerful military, Warlike AIs will only invest their gold if theyve been at peace for many, many years - and so on. Interestingly enough, despite the AI being disincentivized from declaring frequent wars (previously all AIs were constantly gearing up for war), there are no fewer wars in the world. The wars that are declared are, however, more intense and exciting, as the AIs are generally more built up and have a stronger economic backbone. While the Economy part of this update isnt the only thing contributing to what youre about to see, heres a comparison of the Live version of the game compared to the upcoming update. The sample size is 200 years, and there are no major deviations except for the Mongol Empire not having collapsed yet in the Live comparison. Counts+ in this context means Counts, Dukes, Kings, and Emperors. [h2]Diplomatic Matters[/h2] One of the AIs faults is that it underuses the tools given to it, choosing to use them only sporadically and without much direction. The AI acting out its personality is all well and good, but in many instances, personality didnt even matter at all, for example when choosing to revoke a title. Weve done many small things that together add up to a vastly improved experience. [h3]Domain Consolidation[/h3] The AI is now going to strive towards having a strong capital and domain, prioritizing first and foremost the consolidation of lands within their De Jure Capital Duchy. For example, the king of France will want to hold Isle-de-France and all counties within the duchy of Valois. In order to do this, they are now willing to take on a modicum of Tyranny via revoking or retracting, modified by their personality. For reference, the AI has never before willingly taken on Tyranny and has always waited for a revocation reason. All AIs will want their capital county and at least a small domain (3 or so), regardless of personality, but Just and Generous AIs will stop after that point. Depending on the AIs rationality, they will be willing to take on more or less Tyranny. Wise and rational rulers will want to let their Tyranny decay completely before taking a tyrannical action again, while more irrational rulers are willing to keep their Tyranny high in order to consolidate their domain. In order to consider revocation, the AI looks to its reserves of gold and military strength, making sure to not get into Tyranny wars it doesnt think it can win (of course, it still happens that a ruler is overthrown via Tyranny, but its rarer!). Of course, relationships are accounted for, so you wont see the AI revoking from their friends, lovers, children, etc. In practice, this means that the average AI ruler is much more powerful, and you wont see things such as the king of France being content with having one single domain county in Brittany, just because they dont have a revoke reason on the current ruler of Isle-de-France. In combination with the previously mentioned economic changes, this results in economically powerful AI rulers. The AI has also been taught to revoke secondary baronies in the counties it owns, which is especially useful for Clan rulers, as they can hold temples. This makes it so that much of the Clan sphere has a stronger economy, especially early on, and is able to match European and Indian feudal realms which generally have more favorable terrain. [h3]Vassalization[/h3] One of the things that weve changed a lot is how vassalization works and how the AI uses it. This isnt a pure AI change, as weve also rebalanced all the modifiers that affect whether a character wishes to accept your overlordship or not. But, yes, simultaneously weve taught the AI to consider these facts and try to make their neighbors into vassals. A sub-goal here was to make vassalization into a viable alternative to military conquest, while also dialing back the most powerful sources of vassal acceptance and adding more interactive modifiers. While I wont go into all of the detail here, Ill say that the modifiers from Diplomatic Court and True Ruler have been lowered, while modifiers such as Average Powerful Vassal Opinion (-20/+20) have been added to promote alternatives to only being militarily powerful. Weve also tweaked the opinion modifiers for Clan rulers so that Feudal rulers dont have a fundamental advantage when it comes to vassalization (by offering low Contracts). The AI will now much more frequently check if neighbors would accept vassalization, and they will actively seek to sway or befriend neighbors if the AI considers them targets for diplomatic expansion. This means that the player does not have a monopoly on vassalizations any longer; if you take too long, AI rulers will sweep in and offer overlordship to your small independent neighbors. In practice, this means that areas stay shattered and stagnant for less time, while also creating more interesting realms where different cultures (and even faiths) are represented in the vassal strata. As an example, you might see a great unifying Sultan appear somewhere in Persia and diplomatically sweep up the remains of a shattered Seljuk Empire. [h3]Holy Wars[/h3] As it turns out, rulers of the same faith as the defender in a Holy War would never join in their defense, despite the game claiming they would. This is our bad: a set of triggers were looking at the wrong character, and thus no one would consider joining. This is now changed, and weve put some effort into ensuring that the rulers who join up against you feel right. Protecting the boundaries of your faith is important, and the AI is now aware of this. Depending on personality and economic readiness, they will now assist their brothers-in-faith against encroaching heathens. Zealous and bold AIs are the first to join, while you can be certain that cynical and cowardly rulers will not. Vassals of your target wont join in, though vassals of neighboring rulers might - generally, you need only look within the immediate area as you declare wars. Extremely zealous rulers, though, might decide to join in from further away. In practice, you have to prepare well before declaring a holy war, but taking stock of your neighbors will help you here - personalities are telling, so you shouldnt be overly surprised when someone aids your target. From a game perspective, this makes it much less likely for the Middle East to be completely overtaken by either Catholics or Orthodox Christians (which seemed to happen in at least 90% of all observer games that ran until the end date). Major religious upsets are now rarer, but when they happen they are all that much more likely to stick, as theyve probably been launched by strong rulers during an opportune time. [h3]Realm Stability[/h3] AI rulers should now be somewhat more aware of the state of their realm, and proactively try to improve its stability. There are many flavors of stability, some more underhanded than others Firstly, the AI is now much more likely to sway, and when they choose who to sway they are much more likely to pick important characters. For example, they will sway their realm priest, spymaster, and angry powerful vassals much more often, and also keep swaying them for a longer time. This also goes for the befriend scheme, should it be available. In the comparison screenshot at the end of the economy section, youll note that there are significantly more AIs with bishops/realm priests who endorse them. AI rulers with a more unsavory disposition will use the Find Secrets council task, which the AI previously didnt use. Theyll tend to target their vassals or rivals, if the chance of being found out isnt too great. Theyll then blackmail and use the ensuing hooks to improve vassal contracts. Rulers who have unlocked the Fabricate Hook scheme will also much more often use it on vassals whose contracts can be modified. Over the generations, this means that the contracts AI rulers have with their vassals tend to be much better than they used to. In general, weve taken a pass on when AIs will use certain Council Tasks. They will avoid certain things completely (using bestow royal favor on vassals-of-vassals), and more proactively switch to tasks that support them in the short term (support schemes when any hostile scheme is active, Organize Army when gold is running very low, etc). Theres a whole lot more that weve taught the AI to do, most of them small - but small things add up. They will send non-primary children to be educated by vassals they want to appease (its 15 opinion per child after all!), make their children learn the languages of their subjects to prepare them for a smooth succession, hire seneschals if they have more than one county with very low control, etc, etc. It really does add up. All of these changes lead to AI realms being more stable and better at recovering from bad wars or messy successions. Of course, theres still a lot of the hallmark CK3 chaos that we all know and love - its just not all there is, now! Let's compare two areas, one from the Live version, and one from the upcoming update. They are 200 years from game start (in fact, these are the same saves used for comparison stats earlier in the DD). Do note that these changes do not mean youll see the same realms in every game. Its still as its always been, where you might have a powerful Burgundy in the south or a Wales controlling the British Isles; its just that, now, the emerging Burgundian and Welsh realms will be much stronger and able to thrive! Additionally, given the AI is now consolidating a larger, more centralized domain, partition splits are nicer and border gore is reduced. [h2]Ikh Mongol Uls[/h2] No matter what changes weve made to the Mongols in the past, they always fall on one single point: when they grow large enough, it takes them too long to march their troops to their target, and thus lose too many troops to attrition and too much warscore to time. Weve taught the AI to raise their troops closer to the target of their wars. They will seek to raise in a safe county within their realm that is close, but not bordering, to the wargoal. While this is the most impactful for the Mongols, all Duke or above rulers will now do this. What this means for the Mongols: they will no longer march all the way from far eastern Mongolia after every conquest. This change alone magnifies their potential for conquest tenfold (at least). They now fulfill their purpose; they shake up the world and reshape the lands they conquer. More than ever, you must now seriously consider if you wish to submit to the Great Khan In addition to the new raising behavior, we have improved the way the Mongols pick their targets (making them less likely to gallop into the mountains of Tibet or immediately crash against a massively strong Byzantine empire), and weve changed how successor khanates work. The Golden Horde, Ilkhanate, Chagatai, etc, were never long for this world after they spawned. There were many reasons for this: they didnt get a proper domain, no de jure lands, no gold, etc. While they still dissolve with some regularity (as they should) they now sometimes persist, and even thrive, as weve improved their starting positions by assigning them some starting resources, domain, and De Jure land depending on what theyve managed to conquer. While it isnt overly common that the Mongols exceed their historical conquests, heres an example of how far they can spread under somewhat-ideal circumstances (long-lived Khans). Initial state of the world. Some years in: note that Tibet was taken because had land in Mongolia. The newly-shattered Persia gets absorbed. Strategically avoiding a Byzantium that is almost their strength, the Mongols go towards Eastern Europe. After taking all of eastern Europe, they turn to Arabia and the Fatimids. Eventually, Hungary falls after an intense war. The Khan dies and successor khanates spawn in. Who knows how long theyll last? Thats it for now. The full update notes with all the details will come soon, so stay tuned! |
PDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign! |
Hello everyone!
If you are still experiencing problems with the game after today's update, please disable any mods to see if the issue persists. If mods are not causing issues you encounter, please pop over to the bug reporting section of our forum and post a report of what you experienced in detail so we can investigate and fix any issues as soon as possible! |
Greetings!
We are excited to come back refreshed and relaxed after vacation, and resume working on the game that we all know and love! Until August, goodbye! |
Create your own stories in Crusader Kings III |
Hello everyone,
Additionally: An issue affecting our Jewish community has been found and deemed necessary to fix, therefore a second minor update will be released next week to address this. As always, please let us know if you have any feedback or issues regarding this update! |
Hey everyone,
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Hello there,
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Howdy all, |
Hey everyone,
We are also adding a new game rule for the Dissolution Faction in 1.6.1, along with tweaks to the feature to rebalance it. Again, thank you for your feedback! Thanks for your time and patience, |
Greetings! |
Crusader Kings III's Flavor Pack Fate of Iberia & Free Update 1.6 Castle: available now!
Embrace the uniqueness of Iberia Step up and discover an Iberian peninsula brought fully to life, with new art, music, models, costumes and characters, events, and more.
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Buenos das Crusaders!
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Hello there,
There are now cool options to get the most of out your vassals as Clan Liege now. We are looking forward to working more on clan governments in future updates as this was a first step to making them as complex and interesting as they were historically. [h2]Dissolution Faction[/h2] To model some of the big historical shake-ups in Iberia, weve introduced a new faction type. The Dissolution Faction will aim to destroy the primary title of the top liege of the realm, as well as any other same tier title. This makes all vassals independent, shattering a kingdom or empire. In FP2, this means that the Umayyads can collapse as they did in history, but it also means that any large realms in decline will face this challenge. Anything detracting from a realms unity will increase the risk of a Dissolution Faction forming. That means short reigns, low cultural acceptance, war losses, and unallied vassals will all be dangerous to King and Empire tier rulers. Realms where the vassals either like the heir or can elect their own are less likely to face a Dissolution Faction. And if a vassal can make a claim for the title themselves, theyll do that instead. There is a high chance of the Umayyad falling when starting in 867 [h2]Map update[/h2] To go along the theme of the flavor pack, weve updated the map for Iberia. The map changes are fairly small in scope this time around though, and the focus was to update northern Iberia, more specifically the kingdom of Aragon. In order to improve the overall accuracy we added new counties such as Rossello and Pallas. For a better depiction of the area, existing baronies were moved around and new ones added in order to increase the granularity of the area. In addition to the county set up, the terrain type of some provinces also changed. In addition to the changes in Aragon, we added cultural naming variations for many Berber and Arabic cultures to many titles across Iberia. [h2]Shared Head of Faith[/h2] Heads of faith can now be set as characters of a different faith. This is done through script, rather than manually in-game. This means for insular Christians, Conversos, and Mozarabs, the Pope will be their Head of Faith, even though they are of a different faith. Historical faiths can be emulated by using the Rite tenet. Provided you dont meet certain red lines for your old Head of Faith, at the cost of a tenet slot, you can keep your old faiths Head of Faith while converting.. Ecumenical Christians taking this decision keep ecumenism, making them astray from the Catholic perspective. Islam now has a bespoke system for choosing the correct caliph: though Shias are still fairly split between several caliphates and imamates, the mainline Sunnis (Ashari, Muwalladi, and Maturidi) now share the Sunni caliph as a Head of Faith. Muslims who share a Head of Faith view each other as righteous. Influential members of an Islamic faith whose Head of Faith doesnt share their faith can attempt to Appoint a Righteous Caliph, claiming (and creating) the caliphate for themselves and splintering the Ummah. Once splintered, a faith cannot be brought back into the fold. Islam is stronger together, but its differences often become irreconcilable. New temporal Sunni and Shia faiths cannot appoint themselves as caliphs immediately if theres a caliph available (either the orthodox version or their prior faiths caliph). Instead, they must show submission to an existing caliph from whom they derive their authority, even in rebellion, and then follow the path to Appoint a Righteous Caliph themselves. Characters intending to do this all along can get a little boost on the path. [h2]History Changes (and friends!)[/h2] [h3]Visigothic is Visigone[/h3] As Im sure some of you have noticed in the streams and such, weve removed Visigothic from the map 867, starting Iberia off pre-split between the 1066 cultures (save for Aragonese, which now emerges as part of the creation of the Kingdom of Aragon). Theres a few reasons for this - Visigothic was always a bit of a wonky culture, a holdover from CK2s Charlemagne DLC that made mapping 9th century Iberia very inexact but which added some fun flavour to the region. Since cultures before 1.5 were mostly cosmetic, it didnt really affect actual gameplay much, even if it fudged history somewhat (not least by making the Visigoths hang around long after theyd diverged or hybridised). The release of Royal Court changed that situation, making playing in Iberia a very weird flow. You start, you have one set of traditions, then within a few decades an event shifts your culture and you almost certainly end up with a radically different set of traditions with no feasible way to do much about it. This, plus just being bad history, clinched it for Visigothic, and we had it taken out to the block and given the ol Royal Anti-Pardon. As with Suebi and co before it, Visigothic will continue to exist in the files, along with its associated namelist, where it remains useable for history and in mods and such. [h3]Fresh Faces & Further Foes[/h3] Further on from this, weve updated, added, and occasionally removed hundreds and hundreds of characters all across Iberia (as well as a smattering in Occitania - if we never read about another character named Bernard, well be happy), adjusting relations, lifespans, traits, and dynasties. Thisll add a bit of life in both major bookmark dates, but most importantly, itll be a bit of colour for those of us who enjoy spelunking the history databases and checking to see if titles in-game have their Migration Period rulers properly associated. Title-nerds need love too. On that note, the Visigothic Kings now have a titular historical title to give them their correct royal dignity & regnal numbers. For folks who like actual gameplay more than interactive reading, weve added the Mozarabic strand of Christianity - Arabicised Catholics who carry on the strongly independent liturgical and ecclesiastic traditions of pre-Islamic Iberia but view the Pope as their Head of Faith (with the aid of the Rite tenet). Squeezed between the Catholic North and the Islamic South, the Mozarabs struggle to preserve their way of life, and since you can see a lot more of them in 867 than 1066, you can probably guess how its going for them. Previously, weve portrayed the sparsely-regulated Leonese portion of Iberias Inner Plateau as being, variously, either under nominal Andalusian control (since they notionally held it) or nominal Asturian control (since they grabbed it soon after the Andalusians stopped caring about it). Neither of these were quite perfect solutions, and relied on fictitious local characters either way, so weve now given this rural area over to a collection of minor Mozarabic characters. Abandoned by their Islamic overlords, eyed greedily by their orthodox brethren, these minor landholders soldier on as they have for centuries. At least, they try to, but its a difficult life being a one-county minor wedged between larger realms Its not all doomngloom for Iberias new minors though, because, on the subject of those larger realms, weve also split them up a tad! Asturias has lost Portucale, which theyre actually only in the process of trying to snatch, whilst Andalusia has been given a reality check. Both Portucale and Toledo, whilst paying nominal homage to Cordoba, were functionally independent, with Toledo in particular resisting repeated military expeditions and attempts at taxation. Andalusia is in the process of making a play to subjugate Toledo more firmly in 867, with Portucale also being on the books, so we represent this as a brace of wars on start. Andalusia is trying to quell its powerful border districts of Toledo and Portucale, keeping them in the realm, whilst Asturias tries to snatch Portucale mid-rebellion. Finally, Asturias has been tweaked, losing its starting title law of feudal elective. The current kings father decisively abolished the notion of the nobility electing their kings in the short term, and his son carried that on, so they start sans-title law now. In addition to this, Castile also starts with de jure territory in 867, making it creatable in the earlier bookmark - if Castile actually is created for any reason, Asturias is reduced to Leon. If Asturias is able to de jure drift Castile into itself before Castile can be created, then the union is preserved and Asturias earns its right to perpetually exist for 867 starts. [h2]Achievements[/h2] And last but not least, they are not part of the free update, but the community poll spoke: Don't click on the Achievements if you don't want to be spoiled of course ;) And that concludes todays Dev Diary! See you next week for the release note! Until then, you can follow Hugo and Olas adventure in Iberia in tomorrows stream :) Cheers, |
Create your own stories in Crusader Kings III |
Hello!
Read our Dev Diary #97 - Event Illustration Showcase and Workflow https://store.steampowered.com/app/1303184/Crusader_Kings_III_Fate_of_Iberia/ [h2]Types of Event Illustrations[/h2] [h3]Scene Illustrations[/h3] These are the illustrations that show up as backdrops in CK3 events. They have a different style and context than those in CK2. As opposed to being the main storytelling device, their purpose is now to support our amazing new 3D characters and the story they are telling through their appearance and animations. The images are there to add context to the characters situation, but make no mistake: the characters are the star of the show. As such, we make a number of artistic choices to support this goal:
Lastly, an additional tool provided by our 3D artists is the custom lighting setup that helps each character blend into the scene. Here are some of the Scene Illustrations added with Fate of Iberia. Click to enhance! [h3]Story Illustrations[/h3] The Story Event is a new, yet familiar, addition to Fate of Iberia. Not every type of Event we would like to create fits neatly into the previous format of Character standing in a scene. Some Events are more epic, involving a bigger cast of figures, or describe a more abstract idea not well captured by a single posed character. This type of illustration is a more epic version of the old CK2 event format we know and love. These images are painted in a more expressionistic style and can contain a variety of characters and action. Here are some added in Fate of Iberia - expect to see more in the future! [h2]Process - Scene Event Illustration[/h2] [h3]Step 1 - Concept and Brief[/h3] The first step starts with Game Design. The Designers have some idea of which types of events they would like added to any expansion, and from this emerges a prioritized list of images. We typically want some images that can be used in many instances and some that are more unique and interesting. The Designers will provide an initial set of references deemed suitable and historically accurate. The Artist will then supplement these with more artistic references, like inspiration for lighting, materials, and details. This is a collaborative process. [h3]Step 2 - Modeling and Lighting[/h3] The base for these illustrations is always a 3D scene. This provides us with several benefits:
It also helps us maintain a consistent style. [h3]Step 3 - Polishing[/h3] Our main priority is always framing the characters such that they are clearly legible. Here, for example, you can see how the same corridor could be longer. Or shorter. The choice of using a shorter corridor here was twofold:
When we approach the final iteration, we keep doing tests to make sure we are respecting our goals. Here, for example, you can see elements that are too close to the character, which were then corrected in the final image. The vanishing point lines are placed in such a way as to not to excessively distract the player. It is helpful to view the image in grayscale to get a clearer sense of how the light and dark values work. If we do our jobs correctly, we end up with an image that is interesting, pretty to look at, and doesnt overpower the character. Example 1: MENA Interior By Ahmed The modeling process starts with a template scene in Blender which includes a correct camera lens and human models for scale. To speed up the process, materials are sourced from various free and commercial sources online. Common materials like Wood, Stone, Tiles, Fabrics and much more can be found in very high quality. The image shows various PBR Materials (source: www.textures.com) Blocking out the big details of the scene to get a feeling of the space. Walls were added behind the camera to block the sunlight and have the room closed from all directions, to make it darker. The focus was storytelling at this stage, and any added details should support this goal. Some adjustments in Photoshop were made to get a feeling of the mood. *God rays were added as well as some coloring tweaks: Placing a character and UI to see how it will appear in-game. The flipped scene looked better! After some feedback, it turns out some changes to the composition were needed. Placing the table further back in the scene looked better for the overall composition and prevented the character from looking off-scale. The simplest way to solve this was going back to Blender. The table is now placed further back in the scene. Back in Photoshop again, the color temperature was adjusted. Less greens and more reds. Fixing the lighting, making the lights pop more, adding color temperature to the lights. 3D Characters with correct lighting done by our Character Artists. The Background behind the blonde bearded guy needed more separation. I went back to Photoshop and some fog was added. The result. I hope you found this interesting and enjoyed the process as much as we enjoyed working on these images! As you can see the process can differ and each event image can present a distinct set of challenges, but with guidance and support from our art leads and colleagues we can reach those results. Example 2: Iberian Throne Room By Alessandro I was excited to be able to do the background of the main menu, partly because it presented a new challenge for me, partly because it was an eye-catching and immediately visible image. First, we had some discussions about plausible historical references and moods for the scene, as well as the relation to previous works on the game. Because of the setting, the warm and welcoming atmosphere seemed appropriate, so I immediately started thinking about a yellow and red color scheme. In the references, white is often used, and it was an interesting idea, but in order not to do something too like the standard Mediterranean Throne Room I opted for a real color. In my image there are still some white elements, but since I decided to use a very saturated sun, the result is still tending towards yellow. After the initial sketch stage, some technical problems became apparent. The throne itself, one of the focal points in the background, was completely covered by the characters. The second problem concerned the mood. I wanted to create some interesting shadow patterns from the sun, but this would have created problems of credibility and shading with respect to the characters, so I had to opt for a different solution. Often when I find myself in complex situations, I prefer to think about it in the final stages, it helps me not to get stuck on an illustration for too long, thinking about too many alternative solutions that in practice I do not yet know how to deal with, making myself waste time. I started to define the details of the image, making it more saturated and darker, adding purple as a complementary color for the light seen from the windows, to create richer color variations. I tried different approaches especially for the furniture elements and the floor. I liked the idea of creating a texture that combined large, open areas with more detailed areas - so I tested out a variety of materials. Speaking during the review meetings we decided to work the floor further, and I decided to add an additional color to create a darker but still rich texture, which I interrupted by larger elements, creating that type design that was in my plans from the beginning. At this point I started to make the whole image more harmonious. Since it will show up in the Main Menu, it needs all the necessary care and detail. You can see that a whole series of patterns have been added to the walls, like plants and more. When we got to the end, we felt it lacked something, and there was still an issue with the strange shadow that had been looking for at the beginning. The solution was to cut the shadow and make the floor pattern less invasive (but still visible), and in general made the whole image deeper, and with distinct levels of reading. I hope you enjoy the result as much as I enjoyed making it. Example 3: MENA Dungeon By Jon This was the first time I did an event scene illustration for CK3, which was exciting and maybe a little bit intimidating. I really like the art style used in these illustrations and I was looking forward to trying it out myself. When I started working on this illustration, I had a few things in mind. Since it was going to be a dungeon, it would be sparsely decorated and only have the most basic, roughly cobbled together, furnishing. There was not much room for props, architecture or artworks that could connect this illustration with the area. In order to make this illustration stand out from the other dungeon scenes, I focused more on materials and mood. [h3]Layout and Lighting[/h3] Before I started to work on materials and other details, I needed to come up with a good layout for the image. I started by blocking out some basic objects - walls, arches, bars, doors - and tried various layouts and lighting for the scene. Each layout was tested with characters and UI elements on top, to get an idea of how it would look in-game. It was important that the illustration didn't compete with the other elements by being too busy or by having too much contrast. After going back and forth, I eventually settled on this design. [h3]Materials and Mood[/h3] When I had settled on a layout, I started to play around with the materials in the scene. I imagined this area being one of the older parts of the building, perhaps it was used for something more extravagant at one point, but now the walls are eroded, the stones have shifted, and the surfaces are worn. The only source of natural light would be a small window placed high on the wall. I gathered references of buildings in the area, looking for interesting textures and variations in the materials. I tried to achieve a combination of chiseled stone blocks in some areas, with rough, eroded walls and uneven patches of mortar in others. [h3]Props and details[/h3] Another area that I experimented with quite a bit was the metal bars separating the rooms. The first versions of these were based on Moorish patterns, but I wasn't happy with the way they came out. To improve them, I collaborated with our content designers, who helped me find references of other types of Moorish artworks to base the new designs on. In order to make these appear less fancy - this was a dungeon after all - I gave them an eroded material and banged them up a bit. In addition to the material and design of the bars, I also put in some extra attention to the lighting to make the silhouettes more clear. The left panel would receive a fair deal of natural light from the window, making it stand out from the dark corridor behind it. The left panel would receive less light, so in order to make it more clear I placed an artificial light source behind it, perhaps a lantern burning next to a sleeping guard. Lastly, I worked on the props for the scene. I wanted to keep them simple - the unfortunate residents would only have a couple of rough benches to sleep on, and would only have access to the most basic necessities. [h3]Rendering[/h3] Once I had everything I needed in my 3D scene it was time to render it. At this point I want all the major aspects of the illustration solved. Since I know that I am going to paint over it, it is not the end of the world if a texture looks wonky somewhere, but I want to avoid doing any major changes once I start to work in photoshop. I did some test render where I tweaked the lighting and some details until I got a result that I was happy with. After that it was time to bring the illustration into photoshop. This is what the raw render looks like compared to the final image. [h3]Painting[/h3] When I started in Photoshop I focused on the major things first, such as darkening some areas, tweaking saturation and adding haze and other effects. Then I started to paint over the 3D image - simplifying some areas while adding additional detail to others. This is where I push the image and try to make it as nice as I can. While doing this I am also paying attention to the mockup, testing it regularly to make sure that the image works well in the game. [h3]Finalizing[/h3] Throughout this process I worked closely with my colleagues. The support and feedback that I get from my art team is incredibly valuable and appreciated, and I know for a fact that this image would come out way worse if I didn't have their input. I also get a lot of help from our designers, providing tons of cool ideas and references for what to put in the illustrations. At this point I am mostly doing minor changes, looking for ways to improve the image and testing it in the game. Creating this illustration was incredibly fun and rewarding, and its since become one of my favorite things to do for our games. Process: Story Event Illustration By Oscar [h3]Sketch and brief[/h3] Our Designers and Game Director had this idea for a scene showcasing the possibilities that the Struggle represents - a sense of standing at a crossroads overlooking the landscape and not knowing what the future holds. With this in mind, I started making some simple shapes in black and white to get a composition going. I wanted a strong triangular shape with some characters on it that would lead the eye toward the right side of the image and the horizon. I kept refining and adding details and tried to add some more definition to the values. I looked closely at various reference images to get inspiration. I made the foreground elements darker so that you get a good separation between elements and a clear focal point. Color Time for color! I overlay some textures with color and use blend modes to establish a mood. I want it to feel a stormy with patches of light shining through the clouds to illuminate the landscapes and characters. This will allow me to model the lights to highlight the important elements to create focus. I also thought it would be a nice detail to give the characters colored flags, it would add a sense of wind and add some much-needed color variation to the scene. I remove the characters for now and start working on the environment, I add rocks and grass and block out the tree from the first sketch. I add some photos of foliage that I paint on top of to add some color and texture variation to the ground. [h3]Refinement[/h3] I add some more small bushes and work out textures for the ground. I also work a bit on the background so I keep all elements of the environment on the same level of finish. I add a second tree and refine them for some depth in the foreground, adding just a bit of light hitting the top of the trees is a nice way to further push the feeling of dappled light in the scene. [h3]Finishing and characters[/h3] I add back characters and clouds and some brighter clouds on the horizon, to reflect stormy weather and I thought the scene needed some more variation in the sky. Now Ive added back all the characters that were planned, I added back the colors of their banners and now its mostly a question of where all characters should be positioned to create a nice flow in the image. Im pretty happy with how the clouds turned out and I think they convey a feeling of wind quite well. The finishing touches, mostly has to do with small fixes and changes to characters and clouds, I move some elements around and push values ever so slightly to make the image finished. I add some extra small details, like the small tree sticking out of the hill and do some light color adjustments and vignetting to make the composition just a little bit stronger. Im happy with how the picture turned out. Throughout the entire process the art team and our content designers have given me many references and plenty of excellent feedback to push the image further. |
Hey folks! |
Hello and welcome to Dev Diary #95, about the flavor that makes the flavor pack! |
Welcome to a dev diary Ive been champing at the bit to write for months!
Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if theyre unlanded, theyre physically there. Interlopers are active within a struggles region but dont quite grasp exactly how or why people from the region act the way they do. They generally dont benefit from variant struggle rules as much as involved characters, but also arent as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region. Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if theyre originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if theyre landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves. [h2]Phases[/h2] Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do? For that, we need to look to phases. Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isnt acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters. Though well talk about how exactly you transition between phases a bit more in a moment, its worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the regions mood towards. Within the Iberian Struggle, phases are on a loosely even cycle: though theres some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable. [h2]Manifesting the Mood[/h2] The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters. Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. Theyre special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions. For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures. As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules. Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle. Uninvolved characters do not have a character modifier slot - we dont want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia! Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters. [h2]Catalysts[/h2] Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase. Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. Theyre set inside a phases future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought. Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance. Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though theres a grace period of a month before the actual switch. On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phases tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming. [h2]Ending Decisions[/h2] A core part of the identity of struggles is that theyre not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle wouldve ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula. We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesnt matter if youve conquered everyone if that hasnt dealt with the underlying societal causes besetting a struggle locale. Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements. In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase). [h2]The Iberian Struggle[/h2] To finish up, lets take a look at the new Iberian Struggles design (though Ill put an obligatory reminder that this stuff isnt final and that we generally continue to adjust things as we balance and playtest). The Iberian Struggles phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsulas leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again. In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility. For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phases effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence cant persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise. Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase arent really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but theres opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial. Periods of interreliance like this dont generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually. Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isnt permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew. Naturally weve peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters whod usually not have access. Say you dont want to move on from a phase, though. Maybe you think Hostilitys the place for you, or youd prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, youre in luck, because weve got ending decisions for Hostility, Compromise, and Conciliation. Hostilitys ending decision is Dominance, reflecting the final ascension of one of Iberias warring states to a position of not just military dominance, but social and spiritual hegemony. This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia. Conciliations ending decision is Dtente, making temporary accommodations into more permanent ones. Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia. It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory. Compromises ending decision is Status Quo. Where Dominance is enforcing will and Dtente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be. Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive. The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Dtente prove too difficult to work towards. If Iberia cant be subjugated or coerced into cooperation then, in extremis, it can always be destroyed. [h2]Future Use[/h2] The Iberian Struggle is our first go at a struggle system, and its one were fairly pleased with. That said, weve certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and were very interested to hear your thoughts now that theres a bit more information available. First up, though, lets get a little disambiguation out of the way. The basic mechanic here, the struggle system, is free. It will be merged into the base game with 1.6 and available for use in mods (and potentially future DLCs) immediately. The Iberian Struggle itself, however, is paid content attached to the Fate of Iberia DLC. Though anyone can add their own struggles without needing to depend on this flavour pack, this particular struggle and its content are part and parcel of the DLC. With that out of the way, are there parts of the system youd like to see refined and made more flexible? What are the struggles youd like to see made in future? Whats your jankiest idea for hope for how to use the struggle system? As ever, Ill be around in the thread for the next hour or so to answer your queries. |
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Let's talk about the process a bug goes through from being reported to being resolved and put into an update for CK3! |
Special Livestream: The Bright Ages |
Crusader Kings III has launched on PlayStation 5 & Xbox X|S! |
Have you been looking high and low for a remarkable Royal Artifact to place in your gaming court? Our finest artisans have just completed a masterpiece that may interest you we present the regal Crusader Kings III controller from XBox! |
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[h3] PC[/h3]
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Still a bit of work to be done, but still should hear back before March is over on this end of things, so keep an eye out for news. We will always keep you as up to date as possible on all things News and Update related as soon as we are able! Thank you all again for your understanding and dedication to the game. Without you, this game and Community would not be the warm and welcoming environment it is today. Read our Update & Dev Diaries post on the forums. |
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Crusader Kings III's First Expansion "Royal Court" & Free Update 1.5 Fleur-de-Lis: available now!
A true treasure
Culture and the people
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Hello Kings & Queens! |
MIDWEEK MADNESS! |
As is tradition, we have a big free update going out for all owners of Crusader Kings 3 alongside Royal Court expansion. All sorts of new gameplay, features, and mechanics to improve the game for everyone! |
The Royal Court expansion is packed with new features, such as inspirations and projects! SurrealBeliefs is here to walk us through these features in this Crusader Kings 3 tutorial |
CK3's expansion, Royal Court, brings in a historical trend called cultural divergence where your culture will now shift, grow, or decline throughout time! Cultural Divergence will change the whole world. |
Hello and welcome to another development diary for the Royal Court! |
What would a court be without artifacts, collections, plots, jesters, intrigue, and drama? |
Your court's grandeur is your wordly display of power, prestige, and influence. |
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Live the life of a medieval ruler and build historys greatest dynasty from the comfort of your sofa, on March 29, 2022.
The console edition of Crusader Kings III can now be pre-ordered on both Xbox Series X|S and PlayStation 5. For more information, please visit www.crusaderkings.com. |
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Hello everyone and welcome to the 87th CK3 Dev Diary!
Weve found that having easy access to these makes it a lot simpler to debug events and iterate on content. Though do be warned that toggling off the data system can give you some truly cursed looking windows since now instead of seeing the number 4 you see the joyous underlying constructs such as this monstrosity of a window: The character window with the localization data system disabled showing the raw function calls In a more mechanical improvement weve also added a boilerplate reduction for having events on a cooldown, instead of needing to manually check and juggle flags and variables yourself you can now specify a cooldown on the event in days/weeks/months/years as some value and it will automatically handle applying a flag that will clear after that time blocking the event from being fired on a character. Console Commands We have added a variety of new console commands in 1.5 to help make creating and testing mods a bit easier, and instead of explaining them myself I am just gonna cheat and rip their change log entries out!
The bypass and save_every commands have been especially helpful in setting up scenarios to test scripts and make sure it works exactly as you had intended in your mods. As are the forcing the AI to try out an interaction instead of waiting for them to do it of their own free will. Modifiers Everywhere In 1.5 weve made some improvements to modifiers so if you use an invalid modifier type somewhere it will error and let you know its not going to work. Which has been very useful as in 1.5 weve greatly expanded upon modifier support in buildings, now buildings can not only apply modifiers to you in general but they can also apply specific modifiers based on culture parameters which are applied by traditions. These can be used in the modifiers affecting the character, province, county and duchy_capital_county modifiers. In addition there is a province_terrain_modifier which can apply a modifier based optionally on: terrain type, benign coastal, being by a river, and by culture parameter. So traditions can really matter in your mods and let cultures play in vastly different ways. The script for various culture tradition based modifiers on buildings Clocks a ticking Release day is coming soon and were very excited to see what mods are going to do with Royal Court, especially with the court scene itself which we hope in the future to see some fantastic 3D scenes especially from fantasy mods. Im gonna get back to the last minute release period scramble, thank you for reading and I hope youre looking forward to Royal Courts release and the great mods were gonna be able to see in the future too! |
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Hello and welcome to Dev Diary 85 for Crusader Kings III! |
Welcome comrades! Weve not got anything major on the docket for the days dev diary, so well be taking a little peak at a cultural tradition thats dear to my heart instead. |
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Hello and welcome to another winter teaser :) |
Today, PC Gamer published an article sharing their impressions on Crusader Kings III: Royal Court. You can read the article here! |
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Salutations, I am Carlberg, the 3D environment art lead on CK3 and today we have a small teaser for that button you may have spotted down in the right corner on a lot of dev diaries. It is the button that will bring up the Photomode of the court, to make it easier to take memorable pictures of the events and happenings of your court! Along with this preview we also thought wed show off some more artifacts in their natural habitat. |
Hello and welcome to Dev Diary #84, Im Carlberg , the 3D environment lead artist and today we will be having a closer look at the development of the Royal Court rooms. |
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Hello and welcome to another development diary for Crusader Kings 3: Royal Court! |
Hello and welcome to another Dev Diary! |
Hello there, and welcome to the eighty-first CK3 Dev Diary! |
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Hello there, and welcome to the 78th CK3 Dev Diary! |
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In todays dev diary, well be going over the new court-type event. New stories & drama to be lived! |
Greetings counts and dukes! |
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Welcome comrades! |
Hello everyone and welcome to the 71st CK3 Dev Diary!
The meat of the system comes in the form of customizing your coat of arms from scratch or adjusting the existing one, both share their core components but adjusted mode is more limited if you want to take a pre-existing coat of arms and just tweak it a bit. The reason adjusted mode is separate is that some historical coat of arms are made up of a lot of emblems in an order that whilst looks pretty in game is rather cursed if you were to try and see the full layout and background usage. So for the bulk of this I will be using custom as the example to see how you can make your own heraldry from scratch and call out differences in adjusted mode where applicable. The coat of arms designer has three main panels: background, layout, and emblems. Starting with the background panel you can pick from any of the background patterns as well as pick what colours should be used. For all the colouring options in the coat of arms designer we provided a palette with some pre-selected colours that are used in heraldry generally and are what we use in randomization of coat of arms but we also give you a colour picker to let you pick whatever horrifying neon colour you want. In the adjusted mode you cannot pick a background pattern but you can change the colours. Next up we have the layouts panel, they dictate the overall amount and positioning of the emblems in your coat of arms. This panel is disabled entirely in the adjusted mode. To preempt this question, yes there are only a few layouts in the picture (some even duplicates) and that is because the other preset layouts are currently being worked on so there will be more than this in the released version. Though if you have any ideas for some cool layouts do let us know! Now is the perfect time to give us some ideas whilst the presets layouts are being implemented. The bulk of time you will spend is likely to be in the final emblems panel, this lets you pick which of the over a thousand emblem textures that you want to use as well as how you colour them. You can select which emblem instance you want to edit or select multiple of them by shift clicking, there is also a button to select all of them or reset your selection too so you can edit in bulk easier. Since some historical coat of arms can have a lotttt of emblems we show them in a paged setup of 10 at a time for easier editing. I used france a lot in my testing since it has so many to make sure things always worked on a large amount of them which has now ingrained into my brain that our france coat of arms has 33 fleur de lis on it. To try and help the contrast of the emblems we set it so that the previews have a background that is either white/black to help things stand out better. We also have a detailed edit mode which lets you go deeper and modify the exact positions, scale, and rotation of all your emblems as well as modify what layer they are on and even add and remove them to your hearts content! So you can really end up with a custom coat of arms to represent the majesty of your dynasty, or as Im sure some of you will do, try and find a way to make it look phallic as quickly as you possibly can. All of these edits also support an undo/redo system to make incremental changes easier. Cadet Houses also get an additional option for if they want the quartering of their coat of arms enabled or not, in case you want to show your dad whos boss. That is a lot of words to explain this but let's be honest you all just want to see it in action so here we go: [previewyoutube=ByJNLK73sK4;full][/previewyoutube] Mini-shout out/commiserations to user Lajos Tueur who on Saturday released a mod to try and implement a coat of arms designer and had to fight against doing all of this very manually in the script with a hacky UI only for me to come in a few days later and release this dev diary. Thats all for this week folks, thanks for tuning in and I hope youre excited to make some majestic (or cursed) coat of arms for your rulers in 1.5! |
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Anatomy of a Game: The Script System |
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Anatomy of a Game, episode 3! We are sharing more details about some optimisations we have done for 1.5 "Royal Court" |
Another set of traditions today for the future Royal Court expansion: Charitable, Parochialism, Ting-Meet, Tribal Unity and Warriors of the Dry! |
Commands, States, Synchronization of CK3: our second entry in the Anatomy of a Game series! |
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What happens when you launch up the game? |
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The Steam Summer Sale is here! |
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========== We expect to release this same build next Tuesday; Barring there are no severe issues discovered until over the week-end. If you would like to opt in now, you can access it by right-clicking Crusader Kings III in your Steam library, selecting Properties, entering the 'Betas' tab and selecting "open_beta_1.4.2 - 1.4.2 open beta patch" from the list. As always, thank you for your patience & understanding. Let us know if you have any additional feedback to 1.4.2. Cheers, |
Salutations!
Here are a few examples of what they may look like in-game Again, please read the thread on our forums for the images. We would also love to hear your feedback here and on the Paradox forums where our developers are most active: [Image of the Bellicose ethos] [Image of the Spiritual ethos] [Image of the Inventive ethos] Heritage A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. Youll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance. Language Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldnt make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of language group rather than a specific language. Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you. Noble Martial Custom The martial custom decides which gender you may appoint as knights and commanders. As youd expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesnt mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that youll have additional options in shaping your realm. Aesthetics This pillar is really a collection of several smaller properties for what a culture looks like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear. This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture. For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your hearts content. Traditions Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just was a thing and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than they do. Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map. A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, youll have the ability to establish new traditions. Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of circumstances, but might require certain conditions, such as Hill Dwellers having the requirement that your culture must be present in a county with hills. Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you dont have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesnt fulfill a specific and thematic requirement. An example would be a tradition named Only the Strong, which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your circumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition. Instead of explaining traditions in detail, Ill just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them. [Image of the Swords for Hire tradition] [Image of the Chivalry tradition] [Image of the Esteemed Hospitality tradition] [Image of the Seafarers tradition] [Image of the Land of the Bow tradition] Cultural Acceptance Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences. The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the different culture opinion penalty will gradually be reduced. At 0% acceptance, youll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective. There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline. If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures wont disappear overnight. Secondly, acceptance very much changes depending on the circumstances. Dont expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isnt huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them. [Image of what the cultural acceptance between two cultures may look like] There we go. Thats what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion! Until next time! |
Crusader Kings III's Patch 1.4 Azure: available now!
Read our Dev Diary #63 - 1.4 Azure Patch Notes Or you can read the 1.4 'Azure' Patch Notes on Steam now. |
Hey everyone,
We know these issues have been present for several players, so we would really like to hear if these latest changes improve your experience or not. Note that we are still working on tweaking the Multiplayer experience for CK3 in this given branch, and so players could encounter a known issue preventing them from continuing in Singleplayer after dropping out of a multiplayer session, and the host not recognizing that a client dropped connection in case of crashes etc. If you are already opted in to the Steam beta branch, you should get the update automatically once it drops. If you would like to opt in now, you can access it by right-clicking Crusader Kings III in your Steam library, selecting Properties, entering the 'Betas' tab and selecting "open_beta - 1.4.1 multiplayer improvements" from the list. We do ask that if you do participate in this Steam branch that you PLEASE RE-REPORT ANY MULTIPLAYER ISSUES YOU MAY BE FACING - provided they reoccur for you on this build, of course - as it will help us determine how the fixes on this particular branch are going in real time. This Beta branch is entirely voluntary and you are under no obligation to participate if you do not wish to do so. Please be aware that general issues or suggestions concerning the Azure patch should be reported in the regular bug report or suggestion forum sections. This subforum should focus on issues that relate to the Multiplayer experience on 1.4.1, or general issues that are unique to the 1.4.1 build. When reporting an issue, please let us know your internet connection line type (fiber, cable, ADSL, satellite, 3G, 4G etc). |
Hello crusaders!
Read our Dev Diary #63 - 1.4 Azure Patch Notes Here are some highlights from the Patch Notes 1.4.0 Azure: Faction behavior Whoever said the life of a medieval ruler was only an infinite series of conquests? Maintaining good relations with the key Vassals and the integrity of the realm is an intricate diplomatic dance. Azure introduces changes in the faction behavior to make it more realistic and more impactful on the ruler experience. We look forward to hearing back from you and collecting your feedback on the new behavior! Our intention is to focus the CK3 experience on the complex life of a medieval ruler - full of political dilemmas - beyond painting the map. Bug fixing You have spoken and we are always listening! Much focus was put on fixing issues reported in the forum, so please continue helping us by posting about bugs and reacting to the ones that matter the most to you, it helps us prioritize them for fixing. MP open beta We are planning to roll out an updated multiplayer Open Beta on Steam soon after todays release. The open beta will have the same functionality as Azure but will include network stability improvements that we need your support on testing. You can find more information in the dedicated open beta subforum. We want to thank you all for your continued support and please keep on sending us your very useful feedback. In the coming weeks well continue sharing more details about the Royal Court as it progresses and grows into the graphically rich expansion we are preparing for you. Until then enjoy an Azure summer (or winter if youre in that part of the world)! Cheers! ===== 1.4.0 Azure Changelog ################### [h2]# Free Features[/h2] ###################
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Our Azure 1.4 free Patch is coming next week along with more Cosmetics options for everyone + some notes on AI & Holy Wars!
In order to celebrate this, weve also hooked some of these assets in to be used by random characters. For instance, Scots will be able to randomly use the Mullet haircut, while Frankish women will be able to use the Jeanne dArc haircut. [A classy French woman with a Jeanne dArc haircut] [A charming Scot with a Mullet] And because fashion changed over time, the Chaperon and Hennin will be available in the western world only after 1300. [A wonderful Chaperon] [A magnificent Hennin] In addition to that, we fixed several visual bugs related highlighted by you: Spouses of rulers will now once again wear clothes based on their spouse's culture Arabic High Nobility will now use the Scholar's Turban and Caliphs will use the Caliphal Robes The 'Spindly' Trait will not make people's limbs too thin anymore On the AI side, we reworked how vassals handle holy war and added constraints on Feudal and Clans rulers to limit their aggression of Tribal rulers. These modifications still allow the Byzantine empire to expand but in a more elegant way. Lets have a look at a few results from Observe mode! [Screenshots of Byzantine Empire] And this is it for today! As mentioned at the beginning of this dev diary, we should be back next week with the changelog for the patch if everything goes well! Until then, I wish you the best and, hopefully, have fun! |
Let's first dive into the namesake feature of the Expansion: the Royal Court itself + a very early sneak peek! |
PDXCON Remixed brings the fun and excitement of Paradox's annual PDXCON event into a digital setting, including fan-favorite features including the PDXCON Announcement Show where a new game from Paradox Development Studio will be revealed for the first time in a 72 hours non-stop Broadcast!
#PDXCON - Crusader Kings III, Sunday 23 May The Seven Seals: Join us for an online event during which a group of chosen players will compete against each other in a game based on the Northern Lords DLC. But it will be competition not quite like any other... A String of Kings: Our most cunning crusaders play a tag-team stream of CK3! Join the fun and see what happens when a new ruler steps in to the dynasty! Join us on Twitch ParadoxInteractive! Useful Links
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PDXCON Remixed brings the fun and excitement of Paradox's annual PDXCON event into a digital setting, including fan-favorite features including the PDXCON Announcement Show where a new game from Paradox Development Studio will be revealed for the first time in a 72 hours non-stop Broadcast!
#PDXCON - Crusader Kings III, Saturday 22 May Round Table QA Live: All of the deep secrets & terrifying truths of the Crusader Kings team are yours to behold! Our CK3 roundtable Q&A is here. Building a Content Dynasty: True channel growth requires cunning! Meet some of the top content creators working with CK3 & learn some best practices for making engaging videos! Join us on Twitch ParadoxInteractive! Useful Links
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Get ready for our next Expansion, Crusader Kings III: Royal Court!
Read CK3: The Royal Court - The Vision [previewyoutube=cvid3edWqcg;full][/previewyoutube] Greetings! Whats the most symbolic image of a medieval ruler you can think of? Maybe theyre riding a horse through a village, maybe theyre perched at the top of a tower overlooking their realm, or maybe theyre leading troops in battle those are good, but theres one thing that is depicted more than anything else, something quintessentially medieval, something that truly evokes the feeling of the era - a ruler on a throne, surrounded by courtiers, vassals, and petitioners. This is something brand new to the Crusader Kings series, an area weve wanted to improve upon for a long time. We have your ruler in the interface, we have your realm on the map - but what really connects them? Now youll be able to see your monarch, on their throne, actually ruling! Kings & Emperors will gain access to the Royal Court, a throne room where their loyal subjects can gather, where glorious artifacts can be put on display, and where the ruler can Hold Court in order to deal with the troubles and wishes of the realm. Similarly to medieval rulers of old, you can aspire to have the Grandest court in the world, or perhaps simply live up to the expectations put on you by your peers - no one respects a stingy monarch! With the Royal Court, we want to immerse you in the life of a medieval ruler by letting you take the reins and experience rulership first-hand. Youll not only see your ruler occupy the same space as your family and subjects, but youll have the opportunity to engage with many new and exciting systems - sponsor projects, spend gold on lavish amenities, solve strife between squabbling courtiers, appoint jesters, and much more! How will you rule your realm? And what is a ruler without subjects, their people? After all, it's they who pay the taxes! Much like with faiths, cultures will be made more interesting and malleable - all in line with our vision of Player Freedom and Progression. Different cultures will have different traditions, different opinions of each other, and even shift and change with time. No longer will cultures be static and similar - we want to give you, the player, the freedom and possibility to shape your own culture and guide its progress in a variety of exciting ways. Of course, culture will change at a slower pace than Faiths do - itll be gradual over time, tradition by tradition. Though sometimes larger shifts can occur due to isolation, or as the result of two different cultures intermingling. Grow the acceptance between cultures in your realm, diverge your culture to adopt a new Ethos, or create a Hybrid between two cultures in your realm - adopting the language, traditions and aesthetic choices you find the most compelling. There are many possibilities to explore, and no two games will ever look the same again! All of this is a big undertaking, as it breaks new ground for the game in more than one way! Its going to take a little bit longer, but as we get closer to launch well start sharing many more details - both on whats been mentioned here as well as other things coming in the expansion. We hope youre excited to join us on this journey! You can expect the expansion to release later this year. |
PDXCON Remixed brings the fun and excitement of Paradox's annual PDXCON event into a digital setting, including fan-favorite features including the PDXCON Announcement Show where a new game from Paradox Development Studio will be revealed for the first time in a 72 hours non-stop Broadcast!
#PDXCON - Crusader Kings III, Friday 21 May Thy Name is CK3: Whose vanity character is the best? Who will reign supreme when in-game representations of the developers clash? Join us for an event where our team fights to the death, in the only way our legal team would allow! Trials & Tribulations: Designing & building CK3 was a long and sometimes difficult process. Hear the stories of development from the team, and learn just how much cunning & strategy went into making ParadoxInteractive's hit title! Join us on Twitch ParadoxInteractive! Useful Links
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Today we are going to cover improvements around Warfare for the 1.4 Azure free patch: Enhanced Declare War window, Dynamic Mercenary Cost & Garrison, Factions Update!
Dynamic Mercenary Cost When it comes to Mercenaries, we adjusted how their cost is calculated. The price of a company is now affected by a few parameters:
The dynamic price will make it easier for lower tier realms to rely on Mercenaries and fight back their bigger neighbours. And it will be harder for extremely rich emperors to deny access to mercenaries by hiring all of them for a small sum. After all, why would the Count of Ulster be expected to pay the same price as the Emperor of the Holy Roman Empire - if you're a mercenary captain and you see that your client clearly is rich, you might just increase your prices... Dynamic Garrison Your upcoming war will have a quite different pace. From now on, the garrison will be depleted at the end of a successful siege. It means that a freshly captured territory will be defenseless for a while, making recapturing it faster. After a siege, the garrison will recover over months or years, and the speed can be increased by improving the Holdings. It will thus be easier to counter-attack and recover territories you lost recently, or to continue a war which was invalidated if you have another valid casus belli. This change will encourage you to defend your wargoals and the strategic territory with your armies. Factions update In order to make your life harder when you start conquering the world, we tweaked the logic behind the creation of factions, and they should be more threatening now. One of the big changes is their ability to synchronise their declaration. The power they need before pushing their demand is now dynamic and reacts to the state of the other factions. If a faction is threatening you, or is already at war with a ruler, it will be easier for another faction to push their demands. It should create more challenging situations, and you might want to concede to some factions to avoid struggling with too many opponents. [Image: The faction is not strong enough to push their demands despite a lowered threshold due to existing factions] [Image: After one of the other factions declared war, the faction is now strong enough and will push their demand while their ruler is fighting the others.] In addition to that, characters will be more inclined to join an Independence Faction if they own enough territories outside of the de jure area of the primary title of their Liege. Again, fast conquest will be more challenging, and consolidating your Realm will be more important. And thats it for todays Dev Diary! But, before leaving you, a quick reminder: The PDXCON will be held this week-end! You can join us on our dedicated Discord Server! There will be a lot of nice streams and announcements; stay tuned for some news about Crusader Kings III ! Have a nice week, and see you soon! |
Some of the Quality of Life improvements coming with the Azure free patch: Raise only Men-at-Arms, Game Rules Presets, and Character Search Presets! |
Hey everyone, |
Today we will cover two improvements planned for the upcoming patch: additional content for Traits & AI warfare improvements! |
Greetings Queens & Kings! |
We are expanding two areas in the upcoming Free Patch 'Azure': childhood and lifestyle events! |
The journey to PDXCON starts today with the Grand Campaign! |
This week we have a few announcements to make: Azure Free Patch, Multiplayer stability, First Expansion & PDXCon!
[Image of Duchess Matilda's starting MaA] We hope to release Azure this summer, before the vacation season (the summer vacation usually starts late June and ends by the end of July) - but depending on how our plans work out, it might release during late summer. *** Another thing were actively working with is improving Multiplayer stability, although this is separate from the upcoming Azure patch. Were currently collecting as much data as we can, and its a process thatll take time - at this point wed not want to release the improvements as a patch. Instead were aiming to release an Open Beta on Steam where you can get access to some of the Multiplayer stability improvements early. We highly recommend using this Open Beta when playing with your friends. This version of the game will have extra Multiplayer logging enabled, so that any remaining issues can be found more easily. As a side effect of these additional logs, the game will run a bit slower both in multiplayer and in singleplayer. If you notice the slowdown, you might want to switch back from the Open Beta for your singleplayer sessions. More specific info will be posted as the Open Beta is released. This Open Beta will be available sometime in the near future for Steam users. *** Now, as most of you have already figured out, the first big Expansion will be revealed during PDXCon in May! Were looking forward to then, and to be able to share more details with you! During the week of PDXCon well have a DevDiary where we go into some detail about parts of the Expansion (we know that youll be hungry for more info after seeing the show!). After that diary, there will be some more Azure patch diaries before we start writing further Expansion diaries - just a heads up, so you know what to expect! |
This week, all about Field recording, Sound design of the Event Images, some 1.3 patch updates, and of course, the music from Andreas Waldetoft!
Thats all for today! Im excited to see what the modding community will do with these added pieces of functionality. |
The journey to PDXCON begins: Introducing the Grand Campaign! |
This week, all about Field recording, Sound design of the Event Images, some 1.3 patch updates, and of course, the music from Andreas Waldetoft! |
Hello adventurers! |
Hey everyone, |
Howdy all, |
To celebrate our newest Flavor Pack, CK3 is Free to Play on Steam until March 21st! [previewyoutube=1jPOV-xLNPA;full][/previewyoutube] |
Today, we are focusing the weekly CK3 Livestream on our recent Flavor Pack: Northern Lords |
Crusader Kings III's Flavor Pack "Northern Lords" & Free Update 1.3 Corvus: available now!
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Hello adventurers! |
We are extremely excited to reveal our first Flavour Pack for Crusader Kings III, coming on March 16th: Northern Lords! |
Paradox Insider starts in 1h now (8pm CET), get ready! |
Welcome everyone! |
Welcome everyone! |
Winter is being introduced to Crusader Kings III along with map updates. |
Enjoy this brief insight into whos working on updates, fixes and exciting new content for Crusader Kings III! |
Save up to 20% on Crusader Kings III with the Steam Lunar Sale! |
Kings & Queens: A new Paradox Insider show is on the way! |
Behold, Crusader Kings III has been nominated as Strategy/Simulation Game of the Year in the #DICEAwards! |
Rally the troops, our weekly CK3 Livestream is back! |
Hero Title: CK3 is on Sale on Steam!! |
The Steam Winter Sale is here! |
The team says thanks for the support you've given us this year! |
Greetings Crusaders, |
We thought that you might enjoy a sneak peek at the Patch Notes 1.2.2, coming early next week! |
The Steam Autumn Sale is here! |
Crusader Kings III is on Sale right now! |
Greetings! |
Introducing Crusader Kings III! |
Check out our new Dev Diary for Crusader Kings III, 1.2 Bits & Bobs |
Enjoy Part #2 of our new series of gameplay videos: England's Fate, Stacey ACTUALLY Saves England! |
We will be live, Today at 17:00 CET. Join the Crusaders' Court! |
Enjoy Part #1 of our new series of gameplay videos: England's Fate, Matt Saves England! |
Rally the troops, our weekly #CK3 Livestream is about to start! You don't want to miss this one |
Watch the Final Part #18 of the Novgorod Nobles series: Finally Russia! |
Let's dive in the much anticipated Ruler Designer for Crusader Kings III! |
Check out #CK3's new episode with Matt & Steacy! |
We are Live now! Join the Crusaders' Court! |
Check out #CK3's new episode with Matt & Steacy! |
Rally the troops, our weekly #CK3 Livestream is about to start! You don't want to miss this one |
A very spooky #CK3 episode with Matt & Steacy! |
Rally the troops, we are Live with our weekly CK3 Livestream! |
We will be live, Today at 17:00 CEST. Join the Crusaders' Court! |
Greetings Crusaders, |
Enjoy Part #14 of our #CK3 Livestream in Novgorod: Helgi's Legacy! |
We will be live, Live now! Join the Crusaders' Court! |
We will be live, Today at 17:00 CEST. Join the Crusaders' Court! |
Enjoy Part #13 of our #CK3 Livestream in Novgorod : Tackling the Blob! |
We are now Live, Wednesday Oct. 14. at 16:30 CEST. Join the Weekly CK3 Livestream! |
Greetings Crusaders, |
Enjoy Part #12 of our #CK3 Livestream in Novgorod : No War, Raiding! |
Enjoy Part #11 of our #CK3 Livestream in Novgorod : While Troy's Away |
We are now Live, Friday Oct. 9 at 16:00 CEST. Join the Crusaders' Court! |
Enjoy Part #10 of our #CK3 Livestream in Novgorod : Witch Stacey? |
Greetings, Crusaders! |
We are now Live, Friday Oct. 2 at 16:00 CEST. Join the Crusaders' Court! |
Enjoy Part #9 of our #CK3 Livestream in Novgorod : All Hail King Matt! |
Greetings Crusaders, |
Kings & Queens, |
Enjoy Part #8 of our #CK3 Livestream in Novgorod : All Hail King Matt! |
Tomorrow is the day when Patch 1.1 will drop, and were very excited to share it with you! |
We are now Live, Friday Sept. 25 at 17:00 CEST. Join the Crusader's Court! |
Have a look at Part #5 of our #CK3 Livestream in Novgorod! |
Join our Community Team tomorrow, Friday Sept. 18 at 17:00 CEST for our first Crusader Kings III Community stream! |
Greetings Crusaders! |
Join Matt, Steacy & Troy for the Part #4 of our Livestream in Novgorod! |
Join Matt, Steacy & Troy for the Part #3 of our Livestream in Novgorod! |
Upcoming patch, User Interface upgrades, bug fixes and more to come. |
The second half of last week's new Novgorod Nobles stream is now available on YouTube! |
Kings & Queens from Australia! |
This Crusader Kings III Wiki is a repository of Crusader Kings III related knowledge, useful for both new & experienced players and for modders. |
Get ready for our new adventures: "Novgorod Nobles"! |
Watch our Crusader Kings III Livestream on Wednesday 2nd of September, 16:30 CEST! |
Having trouble playing Crusader Kings III? We have got you covered young ruler! |
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publishers grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased for a suggested retail price of $49.99/ 41.99/ 49.99 on Steam!
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Today is Launch day for Crusader Kings III, Sept. 1, 6pm CEST! |
Join us today, 1st of September at 17:30 CEST, on Twitch for the Release Stream of Crusader Kings III! |
Watch our final Livestream on " The Iberian Intrigue"! |
Watch our Launch Stream of Crusader Kings III: Tuesday 1st of September, 17:30 CEST! |
Check out this video by Historigraph, covering The Battle of Ethandun! |
Pixelated Apollo will show you all you need to know about Religion. |
Welcome to our August Update in which we discuss the development of Crusader Kings 3.
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Watch our recent Livestream Part 5: " The Iberian Intrigue"! |
Pixelated Apollo joins us once again to tell us everything about terrain & battles. |
Crusader Kings III launches in 7 days! |
Welcome to the final pre-release dev diary! |
Watch the Part 2 of Episode 3, from our recent Livestream: " The Iberian Intrigue"! |
In our latest introductory video Pixelated Apollo will cover everything tied to war: how to fight, siege, ransom characters and win Wars! |
Watch our fourth feature stream series of Crusader Kings III: Wednesday 26 of August, 16:00 CEST! |
For the last set of four videos we are joined by Pixelated Apollo. This video will be focused on Military and how to make a strong army! |
Watch the Part 1 of Episode 3, from our recent Livestream: " The Iberian Intrigue"! |
Partnering with Kings and Generals, let's take a look at the second Crusader King's III start date! |
Havoc's last episode will introduce you to Technology and how you can unlock more of them! |
What choices will you make for your dynasty? Leave a Legacy in Crusader Kings III! |
Watch the Part 2 of Episode 2, from our recent Livestream: " The Iberian Intrigue"! |
Our introductory series continues with Havoc! |
Watch our third feature stream series of Crusader Kings III: Wednesday 19 of August, 16:00 CEST! |
Our introductory series continues with Havoc! |
Watch our second episode of the Livestream "Iberian Intrigue"! |
Our introductory series continues with Havoc! |
Announcing our next Discord Live Q/A with the Crusader Kings 3 devs! |
We are partnering with Kings and Generals to teach you about Crusader Kings III's start dates! |
Today we are going to talk to you about the Modding in Crusader Kings III! |
Watch the second feature stream series of Crusader Kings III: Wednesday 12 of August, 16:00 CEST! |
Welcome to our fourth video in our introductory series on Crusader Kings III ! |
Welcome to our third video in our introductory series on Crusader Kings III ! |
Welcome to our second video in our introductory series on Crusader Kings III ! |
Let's talk Performance & AI in CK3! |
We are proud to announce the start of our feature streams series of Crusader Kings III! |
Welcome to our introductory series on Crusader Kings III ! |
Welcome to our July Update in which we discuss the development of Crusader Kings 3. This month our team tells you everything about Feudal Contracts, Characters Portraits and User Research!
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Today, Hanna will tell you a little about the job of User Research and also how the team have worked with user testing for Crusader Kings III! |
Discover the features of Crusader Kings III's Portrait system! |
We have updated our CK3 FAQ on developer diaries on our forums! |
It is time to take a look at the overhaul weve done to Feudal Contracts. |
Announcing our next Discord Live Q/A with the Crusader Kings 3 devs! |
Welcome to our June Update in which we discuss the development of Crusader Kings 3. This month our team tells you everything about decisions, stress, event scripting and audio in the game!
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Let's have a look at the Audio of Crusader Kings III & a few little teasers for you! |
Are you good at staying calm? What if you have to make a decision that goes against your morals? Let's find out the effect that can have with today's Development Diary on Stress! |
At Paradox Interactive we make the games, you create the stories. In Crusader Kings III, you take the Decisions! |
Here is the awaited (and massive) monthly update discussing the developer diaries published throughout the months of April & May! All the links our written and in-depth developer diaries are just after the video! |
We have updated our CK3 FAQ on developer diaries on our forums, a collection of 323 questions & answers! |
Announcing our next Discord Live Q/A with the Crusader Kings 3 devs! |
Let's talk about the art of Crusader Kings III and the way weve approached creating the graphics for the game! |
Greetings, dear friends, and welcome to the cultural dev diary! |
Question 1: How many editions of Crusader Kings III are available to pre-order? |
Crusader Kings III will take its throne on September 1, 2020!
Crusader Kings III is available for preorder at a suggested retail price of $49.99/ 41.99/ 49.99 and will be available to desktop monarchs on September 1, 2020. https://store.steampowered.com/app/1158310/Crusader_Kings_III/ |
Today we are here to talk a bit about the map. |
Today we are here to talk a bit about the map. |
We have updated our CK3 FAQ on developer diaries on our forums, a collection of 260 questions & answers! |
Hello everyone, and welcome back to our final Dev Diary on Religion in Crusader Kings 3! |
Announcing our next Discord Live Q/A with the Crusader Kings 3 devs! |
Let's dive in the Holy Orders, independent organizations that fight to defend & expand the influence of their faith! |
In Crusader Kings III every rulers have their own stories, and you are writing them! |
Interested in becoming a heresiarch? Or maybe you just want to organize your ancestors ancient spiritual traditions into a true reformed Faith? You've come to the right place! |
We have updated our CK3 FAQ on developer diaries on our forums! |
Zealots & cynics, fundamentalists & heretics: It is time for us to finally talk about Religion in Crusader Kings III, and all that it entails! |
Welcome to our March Update in which we discuss the development of Crusader Kings 3. This month our team tells you everything about a plethora of subjects! On the menu: tutorials and in-game encyclopedia, governments types and raiding, declaring war and hiring mercenaries, and (finally) civil wars and factions!
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Join our next Discord Live Q/A with the Crusader Kings 3 devs! |
We are back with another Dev Diary! |
This week well be talking about a lot of additional details surrounding warfare! |
Feudal, Tribal and Clan Governements, Feudal Contracts, Vassal Management, Laws & Raiding. |
A lot of work has been put in to make the interfaces clearer and display relevant information to you so let's dive right in and explore it in the way that most of you probably will, when you first launch the game! |
Our February Video Update delves deeper into the Lifestyles System of Crusader Kings 3! Discover the 15 Perk Trees and Focuses, as well as some of the unlockable Schemes, Bonuses and Traits that will help you flesh out and guide your ruler! |
Let's dive into the final installment of our different Lifestyles: the Martial Lifestyle! |
Our Discord Live Q/A with developers is back! Let's meet on Thursday Feb. 27 at 11:30am CET. |
Weve all been there, trying to befriend our neighbors while sending gifts to our vassals to keep them from being too annoyed. War is the continuation of the Diplomacy Lifestyle by other means. |
Does seeking out information, acquiring knowledge, and reading everything you can get your hands on resonate with you? |
This week we're speaking to all you budding entrepreneurs and fiduciary financiers. |
Join us for our series of Monthly Updates on Crusader Kings 3! This month we discussed the vastly improved Lifestyle System! Check out the links below if you want more details on the developer diaries published in January!
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We have updated our CK3 FAQ on developer diaries on our forums! |
This week we're here to tell you more about Intrigue: it's not just an act, it's a Lifestyle. |
Our Discord Live Q/A with developers is back! Let's meet on Monday Jan. 27 at 11:30am CET. We can't wait to chat with you! |
Today we are here with the next installment in the Lifestyles series, where we will be talking about Lifestyle Events. |
Let's kick off our first Dev Diary of 2020: Lifestyles! |
Join us for our second monthly update in which we discuss the development of Crusader Kings 3! In this video, Rod sits down with our developers to discuss schemes, councillors, personality traits, courts and much more! This video is coming in a little bit early as we are all about to leave on holidays. The next developer diary will be published on January 14!
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Our last Dev Diary of 2019: Courts, Guests, and Wanderers! In Crusader Kings III, your Courtiers will be more relevant to you than before. Have a look at the Dev Diary here! |
Today were taking a look at what makes up a character in CK3. As you already know, the game revolves around characters and all the things they get up to, so to make it interesting we have to make sure that they have as much personality as possible! |
Our first live chat with devs is upon us! Join us at 11:30 AM CET for a lunch session with the brilliant minds behind CK3! We will be here for one hour and we will unlock a special channel for the occasion! |
Our sixth development diary will be focused on the Council, Powerful Vassals, & Spouse Councillor of Crusader Kings III. |
Here, we will add the recurrent Questions from the Community, and the Answers from our devs. |
Join us for our new series of Monthly Updates on Crusader Kings 3! In this new format we discuss the developer diaries published throughout the month and bring you community news! Check out the links below if you want more details on the developer diaries published in November!
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Our fifth development diary will be focused on the Schemes, Secrets and Hooks of Crusader Kings III. |
Our fourth development diary will be focused on the Development and Buildings of Crusader Kings III. |
We have just released an opening video to an upcoming series about the development of Crusader Kings III. In this video, Game Director Henrik Fhraeus lays out his vision for the game, speaking about his history with the franchise and his aspirations for the upcoming grand strategy game. |
Our third development diary will be focused on the Wars of Crusader Kings III. |
Our second development diary will be focused on the map of Crusader Kings III, the vision for it and how it differs from Crusader Kings II. Click here to read more! |
Our first development diary showcases Dynasties - an immaterial yet fundamentally important feature that make Crusader Kings what it is! Click here to read more! |
Now, you might say: Cool, but I took the time to master CK2, bought all the expansions, and now it provides me an enormous breadth of options. Why should I buy CK3? Thats a fair question! As I mentioned earlier, we decided not to carry over all features from CK2, so if you play CK2 primarily for, say, the nomads or the merchant republics (the only faction types that were playable in CK2 but not in CK3), you might be disappointed. There are likely other features and content that will be missed by some players, but, in return, we believe that everyone will find the core gameplay far more fun and rewarding! To be clear, CK3 is a vastly bigger game than CK2 was on release. I know this dev diary was short on details, but dont despair - they will be revealed over the coming months! ---- Click right here to join the Discussion on our Forum or on our Official Discord! |
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