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Dev Diary #130: Wards and Wardens
Our first Event Pack, Friends & Foes, gave us something of a chance to experiment. Since then, weve had the chance to take a look at exactly what direction we want to start moving in with these packs, and build on what worked. One area that we hit upon was diversity of content and how the player experienced the game. Events are the ink that we daub on to the fabric of the narrative, but its how, what and why these events happen that govern their efficacy. Introducing new avenues for that content to reach the player is a great thing, provided its done in an unobtrusive way. With that in mind, were going to outline a few of the new features that youll find in Wards & Wardens (the event-pack that you voted for last January) and its accompanying patch - both available on August 22nd. Some of them well talk about more in the future, so dont expect anything too exhaustive here, but lets start off with
Hostages arent quite what youd think of when you hear the term. Rather than forced holding of a person to ransom, hostageship in the Middle Ages was a political and legal status that was absolutely widespread. Put simply, hostages were generally given, not taken. They were, essentially, transactional guarantees. In this case, weve zeroed in on the most common reason for hostages to be exchanged: as a means to guarantee a peace treaty. In Wards & Wardens, hostages are a new type of relation somewhere between a prisoner and a foreign court guest. They reside at your court as a guest would, but cannot leave of their own accord, nor can they become knights. They are generally - though not always - children, and have found themselves in such a predicament due to their liege exchanging them away as a guarantee of non-hostility following a war, or exchanged via interaction during peacetime. Such an arrangement not only eases the mediation process, but also gives both sides some peace of mind.
Hostages are essentially living non-aggression pacts. Harming a hostage is a significant diplomatic incident, but its also a way to deter your former enemies from getting any more bright ideas about exactly to whom that border county belongs. Any ruler that you have a hostage from will suffer significant debuffs and penalties should they try and attack you - and any wardens attacking home courts also suffer similar debuffs - so hostages present one of the strongest forms of deterrent possible. The hostages themselves are kept in line via something else new and shiny:
We have two types of Hook extant in the game already: Strong and Weak. The latter are the type of hooks youd get if you were to, for example, manipulate a person in some way. They are single-use, and can be refused at cost. Strong hooks, on the other hand, can be used multiple times and in a range of scenarios, but are also much rarer. Perpetual Hooks are a new sort of hook, which wardens can get on hostages who they treat well, and represent something of a middle ground. They are refuseable like Weak hooks, but also permanent like a Strong hook. At the moment hostages (and those that have previously been hostages) are the only characters youd expect to see with a Perpetual hook, but just as Memories were built with expansion in mind for Friends & Foes, so too should you not be surprised if in the future you find more and wider examples of Perpetual hook usage.
One of the spots that weve been somewhat hamstrung by in CKIII is in mediating the existence of characters that dont quite fit the mould, as it were.
In CKII, youd have insane and possessed characters who did all kinds of wacky things - immortal horse chancellors and such; you know how it goes. CKIIIs takes a more grounded approach to how traits are represented: Lunatic, for example, was used increasingly loosely in CKII, ending up as an umbrella for anything ranging from slightly kooky to genuine mental illness, but CKIII sticks much more rigidly to the latter. This is where the Eccentric trait comes in, as a trait dedicated to the slightly odd. This allows us to group some of the more unusual situations youd find under this new personality trait, giving them both more reason to happen for a certain character but, critically, also barring those characters who wouldnt engage in such strange distractions from doing so. Well talk about this more in the coming weeks!
As you might expect given how hostageship skews very much towards the young, a fair percentage of what weve been working on has been filling out the experience of non-adult existence in Crusader Kings III. Weve come some way in this regard since release, with Friends & Foes adding a swathe of new events and a revamp of childhood personality traits, as well as of course the Regency mechanic giving a whole new layer of intrigue to a child navigating the dangerous Medieval world. In Wards & Wardens, weve added to this with another fresh layer of childhood content - in no small part focused on hostages and their experiences - but also the addition of a Wet Nurse court position. Wet nurses held an interesting status amongst the medieval court, and adding this court position adds another layer of intricacy to the trials and tribulations of raising a child.
We have been delighted to read just how much you all have been enjoying all the new - and the old! - activities in CKIII since the release of Tours & Tournaments. With this in mind, weve attempted to utilize it to approach something thats previously been static in Crusader Kings: education as an adult.
Previously, once you had come of age, an education type and rank was assigned to you and that was that. You, aged 16, were as educated as youd ever become! Now, whilst properly reflecting the rate at which humans grow as people as they age is something of an impossible task for a game, the current system felt a little too rigid for our liking. As such, the Adult Education activity now gives players a chance to tickle their brains at a center of learning, in hope that they can actually upgrade their education trait to a higher level! But what of those of us who enter adulthood with the finest education life has to offer? What steps can those people take to better themselves in adulthood? Worry not. We have a plan for that, too, but it will have to wait!
Thankfully, however, you wont have to wait all too long. Whilst were saying bye for now, next week we'll cover the Adult Education Activity in CKIII from top to bottom. Hope to see you all then! [hr][/hr]
[ 2023-06-15 15:04:32 CET ] [ Original post ]
Hello all! It's been a few weeks since we spoke but it feels like longer, what with all of you having been busy traveling, touring, tournamenting and the rest! It is time for us, nonetheless, to leave behind that world for now and take a look ahead at what we have coming up next.
Vision
Our first Event Pack, Friends & Foes, gave us something of a chance to experiment. Since then, weve had the chance to take a look at exactly what direction we want to start moving in with these packs, and build on what worked. One area that we hit upon was diversity of content and how the player experienced the game. Events are the ink that we daub on to the fabric of the narrative, but its how, what and why these events happen that govern their efficacy. Introducing new avenues for that content to reach the player is a great thing, provided its done in an unobtrusive way. With that in mind, were going to outline a few of the new features that youll find in Wards & Wardens (the event-pack that you voted for last January) and its accompanying patch - both available on August 22nd. Some of them well talk about more in the future, so dont expect anything too exhaustive here, but lets start off with
Captivating features
Hostages arent quite what youd think of when you hear the term. Rather than forced holding of a person to ransom, hostageship in the Middle Ages was a political and legal status that was absolutely widespread. Put simply, hostages were generally given, not taken. They were, essentially, transactional guarantees. In this case, weve zeroed in on the most common reason for hostages to be exchanged: as a means to guarantee a peace treaty. In Wards & Wardens, hostages are a new type of relation somewhere between a prisoner and a foreign court guest. They reside at your court as a guest would, but cannot leave of their own accord, nor can they become knights. They are generally - though not always - children, and have found themselves in such a predicament due to their liege exchanging them away as a guarantee of non-hostility following a war, or exchanged via interaction during peacetime. Such an arrangement not only eases the mediation process, but also gives both sides some peace of mind.
Hostages are essentially living non-aggression pacts. Harming a hostage is a significant diplomatic incident, but its also a way to deter your former enemies from getting any more bright ideas about exactly to whom that border county belongs. Any ruler that you have a hostage from will suffer significant debuffs and penalties should they try and attack you - and any wardens attacking home courts also suffer similar debuffs - so hostages present one of the strongest forms of deterrent possible. The hostages themselves are kept in line via something else new and shiny:
In Perpetuity
We have two types of Hook extant in the game already: Strong and Weak. The latter are the type of hooks youd get if you were to, for example, manipulate a person in some way. They are single-use, and can be refused at cost. Strong hooks, on the other hand, can be used multiple times and in a range of scenarios, but are also much rarer. Perpetual Hooks are a new sort of hook, which wardens can get on hostages who they treat well, and represent something of a middle ground. They are refuseable like Weak hooks, but also permanent like a Strong hook. At the moment hostages (and those that have previously been hostages) are the only characters youd expect to see with a Perpetual hook, but just as Memories were built with expansion in mind for Friends & Foes, so too should you not be surprised if in the future you find more and wider examples of Perpetual hook usage.
What An Odd Fellow!
One of the spots that weve been somewhat hamstrung by in CKIII is in mediating the existence of characters that dont quite fit the mould, as it were.
In CKII, youd have insane and possessed characters who did all kinds of wacky things - immortal horse chancellors and such; you know how it goes. CKIIIs takes a more grounded approach to how traits are represented: Lunatic, for example, was used increasingly loosely in CKII, ending up as an umbrella for anything ranging from slightly kooky to genuine mental illness, but CKIII sticks much more rigidly to the latter. This is where the Eccentric trait comes in, as a trait dedicated to the slightly odd. This allows us to group some of the more unusual situations youd find under this new personality trait, giving them both more reason to happen for a certain character but, critically, also barring those characters who wouldnt engage in such strange distractions from doing so. Well talk about this more in the coming weeks!
A Midwife Crisis
As you might expect given how hostageship skews very much towards the young, a fair percentage of what weve been working on has been filling out the experience of non-adult existence in Crusader Kings III. Weve come some way in this regard since release, with Friends & Foes adding a swathe of new events and a revamp of childhood personality traits, as well as of course the Regency mechanic giving a whole new layer of intrigue to a child navigating the dangerous Medieval world. In Wards & Wardens, weve added to this with another fresh layer of childhood content - in no small part focused on hostages and their experiences - but also the addition of a Wet Nurse court position. Wet nurses held an interesting status amongst the medieval court, and adding this court position adds another layer of intricacy to the trials and tribulations of raising a child.
Mature Students
We have been delighted to read just how much you all have been enjoying all the new - and the old! - activities in CKIII since the release of Tours & Tournaments. With this in mind, weve attempted to utilize it to approach something thats previously been static in Crusader Kings: education as an adult.
Previously, once you had come of age, an education type and rank was assigned to you and that was that. You, aged 16, were as educated as youd ever become! Now, whilst properly reflecting the rate at which humans grow as people as they age is something of an impossible task for a game, the current system felt a little too rigid for our liking. As such, the Adult Education activity now gives players a chance to tickle their brains at a center of learning, in hope that they can actually upgrade their education trait to a higher level! But what of those of us who enter adulthood with the finest education life has to offer? What steps can those people take to better themselves in adulthood? Worry not. We have a plan for that, too, but it will have to wait!
Goodbye For Now
Thankfully, however, you wont have to wait all too long. Whilst were saying bye for now, next week we'll cover the Adult Education Activity in CKIII from top to bottom. Hope to see you all then! [hr][/hr]
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[ 2023-06-15 15:04:32 CET ] [ Original post ]
Crusader Kings III
Paradox Developement Studios
Developer
Paradox Interactive
Publisher
2020-09-01
Release
GameBillet:
12.98 €
Game News Posts:
388
🎹🖱️Keyboard + Mouse
Very Positive
(76390 reviews)
Public Linux Depots:
- CK3 Linux Binaries [148.87 M]
- CK3 Launcher Linux [99.32 M]
An Heir is Born in Crusader Kings III
Crusader Kings III is the newest generation of Paradox Development Studio’s beloved medieval role-playing grand strategy game. Expand and improve your realm, whether a mighty kingdom or modest county. Use marriage, diplomacy and war to increase your power and prestige in a meticulously detailed map that stretches from Spain to India, Scandinavia to Central Africa.
But uneasy lies the head that wears a crown! Your cunning is your greatest weapon, and intelligence is the key to all successful strategy. Guard your life and the future of your dynasty, because enemies foreign and domestic envy your status. Engage in espionage, join political factions, punish heretics or use assassins to make sure your throne passes safely to the next generation.
Crusader Kings III is the medieval strategy role-playing experience that you have been waiting for.
Crusader Kings III is the newest generation of Paradox Development Studio’s beloved medieval role-playing grand strategy game. Expand and improve your realm, whether a mighty kingdom or modest county. Use marriage, diplomacy and war to increase your power and prestige in a meticulously detailed map that stretches from Spain to India, Scandinavia to Central Africa.
But uneasy lies the head that wears a crown! Your cunning is your greatest weapon, and intelligence is the key to all successful strategy. Guard your life and the future of your dynasty, because enemies foreign and domestic envy your status. Engage in espionage, join political factions, punish heretics or use assassins to make sure your throne passes safely to the next generation.
Crusader Kings III is the medieval strategy role-playing experience that you have been waiting for.
- Shape Your Dynasty: Guide unique characters through history, choosing lifestyles best suited to their personalities and your ambitions.
- Rewrite Medieval History: Dynasties will change and adapt to changes in family and politics, swimming in a rich world of religious faith and royal pageantry.
- Build a Mighty Kingdom: Use cold steel or warm words to expand your realm; war backed by cunning, and diplomacy that unites bloodlines.
- Experience High Drama: Stranger than fiction stories leap off the screen, as characters plot against you and events push you to extremes.
- Learn as You Go: Guided advice helps newcomers and veterans navigate a rich medieval world. In-game suggestions tip you off to paths you might not have considered.
- The Usual Crusader Kings Fun: Keep a stubborn council in line, scheme against your overbearing uncle or marry rich duchesses for their land and legacy.
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