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] |
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 The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date.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! |