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Crusader Kings III free upgrade and new Wandering Nobles event pack out now

Paradox have released the latest small update and DLC event pack with Crusader Kings III: Wandering Nobles now available.

Read the full article here: https://www.gamingonlinux.com/2024/11/crusader-kings-iii-free-upgrade-and-new-wandering-nobles-event-pack-out-now

Free Crusader Kings 3 update brings delicious beer to your thirsty people

Beer is on everyone's lips these days, especially in gaming. From hops-focused titles like Ale Abbey and Ale and Tale Tavern to less sudsy offerings like Manor Lords and Banished, beer is positively dripping over a vast swathe of the gaming landscape. Now it's the turn of Crusader Kings 3, which is raising a toast thanks to a new free update.


Read the rest of the story...


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New Crusader Kings 3 DLC makes big changes to character creation and travel

Wandering Nobles & Free 1.14.0 "Traverse" Update - Available Now!

Hello all! Today we are releasing the Event Pack, Wandering Nobles. Alongside this, we are also releasing Update 1.14.0 "Traverse".

Check out the release trailer just below this text, and then the changelog a bit further down!

[previewyoutube][/previewyoutube]

[hr][/hr]

Update 1.14.0 "Traverse" Changelog​


[h2]Expansion Features (Paid)​[/h2]
  • New lifestyle, ‘Wandering,’ split into three new lifestyle trees
    • Inspector: Landed characters can survey and improve their realm; landless characters can specialize in a terrain type
    • Wayfarer: Travel to reduce stress and pursue fame for your exploits.
    • Voyager: Improve linguistic skills and live the life of a tourist and sightseer.
  • Three new activities linked to the new lifestyle
    • Inspection: Inspectors can examine their realm and pursue improvements
    • Hike: Wayfarers can reduce stress with a walk in the wilderness
    • Monument Expedition: Voyagers can set forth to see special buildings in other realms
  • New events connected to travel, new lifestyle trees, and the associated activities


[h2]Free Features​[/h2]
  • Added a new set of buildings, ‘Breweries,’ available to Catholic temples, a building giving a lot of county-wide bonuses
  • Added a new cultural tradition, ‘Brewing Culture,’ where you can unlock the Breweries building for cities of your culture
  • Added new Court Position, ‘Court Brewmaster,’ related to the Breweries building line, with three Court Position tasks:
    • Empty the Cellars
    • Share with the Court
    • Experimental Brew
  • Added a new decision to merge the kingdoms of France and Aquitaine in the 867 bookmark
  • Added a new decision to restore the Bosporan Kingdom
  • New Points of Interest, ‘Battle’
  • Added 11 Historical Battle Points of Interest:
    • Battle of Yarmuk
    • Battle of Aror
    • Battle of Tours
    • Battle of Talas
    • Battle of Lechfeld
    • Battle of Svolder
    • Battle of Dandanaqan
    • Battle of Civitate
    • Battle of Stamford Bridge
    • Battle of Hastings
    • Battle of Manzikert
  • Added dynamic Battle Points of Interest, where particularly large and bloody battles will be remembered and be able to be visited after the fact
  • Added a salacious Grand Wedding event chain


[h2]Bugfixes​[/h2]
  • Fixed an issue with adventurers checking distance incorrectly
  • Fixed error with a wedding event not checking faith correctly
  • Fixed errors in siege events with a scope that does not exist
  • Fix flavorization title tier names for landless adventurers
  • Tweaked some events animations/portraits
  • Fixed a rare issue where the player loses all war progress after enemy liege dies
  • Add raid block reason to map tooltip
  • Fix raid immunity being applied to the wrong character
  • Any plague that appears in a realm that shares a border with you (land or sea) will now show up in the nearby section
  • Removed incorrect land loss notification when a Governor's county vassal is in line to inherit a Governorship
  • Fixed many issues with the family chronicle event decision and story cycle
  • Now the Pope will be referred to as the Pope rather than a King-Bishops in many events
  • Adjusted some Hunt modifier icons so they are appropriately shown as mixed (yellow) instead of positive/negative



[h2]Balance​[/h2]
  • Placing bets in a chariot race no longer grants or reduces stress.
  • Journals are now a new type of inventory artifact. Only one journal can be equipped at any time. Many books that were previously trinkets are now considered journals
  • Family chronicles are now generally better with more modifiers; they are also either considered books (if you have a court) or journals
  • Artifacts that boost terrain advantage now give a more significant boost.
  • The kingdom of Aquitaine is now a part of the De Jure kingdom of France in the 1066 bookmark
  • Rebalanced inbred/pureblooded chance, due to inbreeding risk now being calculated based on the degree of relatedness instead of the number of missing ancestors


[h2]Art​[/h2]
  • Added a cheers icon.
  • Added a new court position icon, new court position task icons, and a new building icon. All related to the new brewery building.
    • Added icon for new activity option inspection allocated funds.
    • Added a new wanderer lifestyle icon.
    • Added several art assets as well as GUI adjustments
    • Added several new events backgrounds:
    • Hills (Winter)
    • Plains (Winter)
    • Wetlands (Winter)
    • Mountains (Winter)
    • Steppe (Winter)
    • Riverside
    • Coast
  • Added new animations:
    • Survey with Walking Stick
    • Idle with Walking Stick

Dev Diary #159 - Active Living

Hello there!

Last week, we got a glimpse of what we are adding to the Wandering Nobles DLC. Today, we are back to discuss the new Wandering lifestyle and the new activities it unlocks in more depth.

Discuss Dev Diary #159 on our forums!



New Lifestyle​

As mentioned last week, it is set up like all the other lifestyles in the game, with 27 perks spread across 3 lifestyle trees, 3 new traits, and 3 attached focuses. Unlike our other lifestyles in the game, it is not connected to an education trait but to the Traveler trait. Now, you will gain a 10% monthly gain from the base Traveler trait and an additional 20% for every level in the Wanderer trait path.





The way we see this lifestyle is that for some characters, it might be something to go for right away to use some of its bonuses. For many others, however, it would rather be a natural step after finishing a tree in another lifestyle and having had time to travel around to build up their Traveler trait.

Last week, we looked at the whole tree to see what it looked like for a landed character, whereas this time, I will show what it looks like for a landless character. The two rightmost trees have minor variations, whereas the Inspection tree had to be almost entirely recreated for the new play style.



As we start looking through each perk, I will show variations of each perk, if any, and talk a bit about each. That said, it’s only natural to start with the first tree we made for the new lifestyle.

[h2]Wayfarer[/h2]​

When explaining the fantasy of the tree to people, I often used my father as an example. This is not the person who goes out in the forest for the sake of going anywhere, but rather someone who enjoys the journey itself. They enjoy traveling, and exactly where they end up is less important.

Before we start, one last thing to say is a bit about lifestyle philosophy when we created these new lifestyle trees:
  • We wanted each tree's first perk (intro perk) to be generally suitable for anyone, so it is easy to dip into any of them and still feel like you get some kind of bonus worth taking. We believe it is easier to entice people to go further down the tree if they have invested some points.
  • Then, we have a midpoint where we unlock the activity, which we wanted to be a halfway-capstone trait—it is supposed to define the tree.
  • We also included one capstone perk right before the trait so you would feel it is worth finishing up the rest of the tree.
  • Every tree should have at least two themes that will synergize throughout the tree.
  • You should be active to gain the tree's bonuses. You engage with this lifestyle; the lifestyle does not engage with you.


So, with that in mind, what were the themes for the Wayfarer tree? We attached it to Fame (Prestige Experience) and Stress Loss. Attaching it to fame, rather than Prestige, enables us to give out some more sources without worrying about giving out an abundance of Prestige to the player. We also wanted to include a bit of a “friendly ruler traveling through their domain” kind of feel to it, so we have some perks trying to enable that fantasy.

Now, let’s have a look at the perks for Wayfarer.



[h3]Well Prepared​[/h3]


This perk was supposed to give you a simple way to make traveling safer. If you want to travel around a fair bit, which is the point of this tree, we want it to be less costly and dangerous. We also included a supply boon because it fits the name of the perk.

[h3]Far and Wide​[/h3]


This is the first perk dipping into the fame synergy we wanted for the tree. By letting you travel around more safely (from the first perk) and now giving you a fame gain, you can start racking up fame while participating in activities or traveling to distant lands.

[h3]Just One More Hill​[/h3]


This is inspired by the two educational perks in the game: the Pedagogy perk in the Scholar (Learning) tree and the Groomed To Rule perk in the Family Hierarch (Diplomacy) tree. I wanted a way to enable the player to prepare their heir for the tree if they wanted to dip into it with their next character and give them a solid way to pass on the Traveler trait from one character to another.

As a fun little side note, the name is inspired by my father, who would always respond with a “Just one more hill and we’re home!” or “It’s just around the corner now!” whenever my sister or I would ask if we would be home soon when we were out walking as kids. Of course, that was a lie; it was not just one more hill or just around the corner.

[h3]Storyteller​[/h3]


The first capstone perk of the tree enables both the fame and the stress loss synergy. It gives you fame from hikes and random travel events (particularly danger-related ones), and the activity is intended to be a very effective way of removing Stress (similar to feasts).

[h3]Of the People​[/h3]




The first perk in this tree has two different variations, one playing into the friendly ruler fantasy and the other into the fame theme. In both cases, we wanted to inspire the character to move around often.

[h3]Local Hero​[/h3]


For the Wayfarer tree specifically, we made the perk of both lines leading up to the trait a bit of a capstone perk. In this case, the Local Hero one is intended to be a great boon for those grabbing all that fame, giving them a decent Diplomacy boost. It also gives you access to two new travel options, one of which provides you with another way to play into fame and stress loss:





[h3]Travel Companion​[/h3]


This is just a simple perk that increases the opinion of everyone traveling with you at any given time and improves the Caravan Master aptitude of anyone currently serving that role for you.

[h3]The Home Away from Home​[/h3]


This is the capstone perk for stress loss. You can increase your stress while traveling and open up a new activity option: expanding the time spent on a hike. This should give you more options to lose stress or gain fame.

[h3]Wayfarer Trait​[/h3]


Finally, for Wayfarer, the trait tries to tie together the two synergies that we have played into throughout the tree. It gives you higher stress loss the more fame you have, as well as giving you the Prowess fame bonus. It does mean, at the end of the day, that how many boons you get from these last perks matter how much fame you have managed to scrounge together, but we felt that was fine and played into one of our philosophies from earlier; you have to (most likely) be active to get fame, which in turn will give you a good boon at the end here.


[h2]Voyager​[/h2]
So, on to our second tree, the Voyager tree. If the Wayfarer tree was about the one who enjoyed the journey but didn’t care about the destination, then the Voyager tree is the opposite. They don’t care about their journey but about where they are going. When explaining their fantasy, I have often described them as the tourist tree.

The themes we have explored for this tree focus on Points of Interest and Languages. The points of interest theme was an obvious fit for it, whereas the language theme just happened as we played around with themes that might fit the tree. Of course, the tree isn’t limited to just those two things.



[h3]Power at Home/Organized Camp​[/h3]




When we originally made the perk for landed gameplay, being able to handle your regent at home would help someone who would regularly travel abroad to see things. If the idea was that you should be able to travel to distant places, we didn’t want you to get punished too hard immediately.

That idea did not easily reflect into a landless variation, so we instead tried to dip more into our idea of having “something that is just generally good to dip into” for landless play, and that was an across-the-board boon to provisions and travel speed.

[h3]Mercenary Contacts​[/h3]




We wanted to give the Voyager an easy, cheap option to provide general boosts to their travels, but taking a travel option spot. This means you can travel far with fewer dangers, presumably, but you are giving up other opportunities. Due to the name, we attached a bonus to hiring regular mercenaries.

[h3]Journey Planner​[/h3]


Looking into opportunities to go to distant locations, we figured a boon to diplomatic range would be an exciting option. One thing to note is that it is not an easily obtainable modifier in many places in the game, giving another reason for dipping into the tree. Another thing to note is that the tree unlocks diplomatic range matters for the Monument Expedition activity, so increasing it slightly means you will have access to more locations for that activity if you so wish.

[h3]Finally There​[/h3]


We wanted to empower the player when they finally reach their destination in a journey, to play into the core idea of the tree. Initially, we simply gave the player a prestige and stress bonus every time they reached their destination in a journey.

However, this didn’t quite work when we looked at the tree for landless characters, as… Well… They could reach a destination every other day if they kept moving their camp about. Instead, we attached the same idea directly to Points of Interest, which synergizes surprisingly well with another perk further down the tree. We initially kept the original idea for landed gameplay, but after seeing the synergy and how much cleaner it looked, we changed it to be the same as the landless one.

[h3]Journey​[/h3]


The mid-way capstone perk of the tree, where you unlock the Monument Expedition. The activity was strong enough that we did not need to attach many other effects to this one. The first perk that plays into the language theme, making it slightly easier to learn new languages.

[h3]Souvenirs Aplenty​[/h3]




As part of this tree, we wanted to include at least one perk where you could effectively “bring home development,” but we wanted to ensure it couldn’t be stacked infinitely. In that sense, we figured it might be fun if you, as a, for example, slightly backward Scandinavian, traveled to Constantinople to see the sights and were inspired to improve your homeland.

This is another one that didn’t reflect well as a landless one. We tried different variations, some decreasing building costs for a period, etc. But in the end, none of them felt quite right, so we simplified it and reimagined it as a perk where going to new places would give a (non-stacking) opinion boon with your camp.

[h3]Gracious Host, Impeccable Guest​[/h3]




We imagined this perk as someone who has often been traveling to other cities and knows the etiquette and manners expected of you no matter where you are. Someone who can equally serve up an impressive feast for strangers on one side and attend one in an exotic court on the other.

This is the primary payoff perk for the language theme, as you get a neat bonus for all your court positions. It’s not grand or super impactful, but it can add up if you have a lot of active court positions.

[h3]Been There, Done That​[/h3]


This is the other perk I mentioned in the ‘Finally There’ perk. It increases almost all rewards you gain from Points of Interest by 30% (with a few exceptions, like events triggering or gaining traits). This is the absolute capstone perk of the tree, and it enables a playstyle mostly traveling around and seeing Points of Interest with Monument Expeditions and Pilgrimages while still racking up lifestyle experience points, a lot of prestige, and reducing stress.

[h3]Voyager Trait​[/h3]


Unlike its Wayfarer equivalent, we wanted this trait to play less into the synergies of the tree but more be a composite of the tree. It bumps up the diplomatic range gain even further and increases your travel speed, giving you access to even more points of interest previously out of range.


[h2]Inspector - Landed​[/h2]
The final tree of the lifestyle is the Inspector tree, and as you might notice, we will split this into two different sections altogether, rather than simply showing the variations of the perks. This was the one tree that saw a significant rework for landless gameplay due to how the tree was initially structured for landed gameplay.

When we started making this tree, we wanted a tree that was very much built up around a managerial figure who would travel the realm regularly to make sure everything was up to scratch—the one who periodically shows up unannounced in a vassal’s domain to ensure they are doing their job correctly.

The themes for this tree are fuzzier, and it is more playing into a specific idea of having to travel to holdings around the realm to give them a temporary boon. You go somewhere, host an activity, or make a decision somewhere, and that place is improved for a while.



[h3]Mustering​[/h3]


The first one is a simple boon as you travel through holdings of your realm, improving any Stationed Men-at-Arms there by about 5-10% for 15 years. In other words, consider preparing before going to war, making sure to do the rounds and inspire your men so they get that fighting boon.

[h3]Know Your Land, Know Your People​[/h3]


This is a mouthful but less impactful than it first seems. The parochial and minor landholder vassal bonuses should be negligible, and the importance lies in the marriage acceptance boon. It means that within your realm, you have a significantly higher chance of being able to grab any marriage you may wish, both for yourself and your extended family. Want to ally with a pesky vassal who keeps being an issue to your rule? This could push up the acceptance level enough to make it happen.

I understand that certain players will read this as marriage acceptance with close and extended family, and technically speaking, that would also be true as long as they are within the realm.

[h3]No Stone Unturned​[/h3]


As part of our work on this lifestyle tree, we wanted to give the player more active tools for gaining control and development, of which this perk is a key part. By hosting feasts, hunts, inspections, or other activities, you can now focus on where you want to improve something.

Need to hold a feast, and you recently had a popular revolt ruin the control in your domain? Now, you can handle both of those at once.

[h3]Travel Logs​[/h3]


We often noticed that many players ensured that they only traveled relatively safely, so the Seasoned Trait Track had little time to shine. As a ruler who was actively trying to make sure their realm was safe and well taken care of, it felt natural that you would be able to increase this trait track even if you didn’t directly experience the danger, simply because you were so directly working against it.

[h3]Inspection​[/h3]


The first capstone perk of the tree opens up the inspection activity. This should open up the fantasy of traveling around your realm more appropriately, as we will see later when discussing the activity. We also attached some tax bonuses,

[h3]Arbitration​[/h3]


This unlocks a new decision where you can stop a journey to manage the domain for a while. Effectively, you will trade some prestige and travel time to gain legitimacy and either remove corruption in that domain or gain a temporary modifier that will increase levy size, holding taxes, or development. This plays into the same logic as with ‘No Stone Unturned,’ where you can more directly manage one holding and take care of any issue it might have.

[h3]Charts & Itineraries​[/h3]


This unlocks a new decision: You can write a book about your travels somewhere. This is a leftover from when the tree was focused more on surveying the land rather than inspecting it when we focused more on mapping out your realm, etc. We like how the decision turned out, so we kept it as is, even if things around it have changed slightly.

[h3]Personal Touch​[/h3]


This is the proper capstone perk of this tree, binding together ‘No Stone Unturned,’ ‘Inspection,’ and ‘Arbitration’ in one, either giving you them for free or improving them. This should be a noticeable boon for those who want to simply do realm gardening and ensure their little realm runs smoothly.

[h3]Inspector Trait​[/h3]


With a similar logic to the Voyager trait, this is supposed to, at a glance, tell a player what kind of fantasy this tree is supposed to provide to you as a player. It’s about realm management and gardening and ensuring all the little bits and bobs work as they should.


[h2]Inspector - Landless​[/h2]

As we approached making a landless variant of the Inspector tree, we asked ourselves if we could keep the same logic as we did for the landed tree. After all, it was a tree focused on improving your realm, which is hard to simulate with a character that does not hold land.

In the end, we decided to do away with the central theme of the tree and look for something that might work better for the landless playstyle instead. We landed (see what I did there?) on a theme around improving your understanding of a specific terrain. Simply put, you can become the master of a particular field or area.



[h3]Finding Your Way​[/h3]


So, the very first perk of this tree is critical to setting up the rest of the tree. We unlock a new decision for you where you choose a designate a type of terrain that you would like to focus on:
  • Woodlands - Forests/Jungles/Taiga/Wetlands
  • Highlands - Mountains/Hills/Desert Mountains
  • Lowlands - Plains/Steppe/Farmlands/Floodplains
  • Drylands - Deserts/Drylands/Oasis

For many perks following this, you will then enable bonuses to the Designated Terrain.

[h3]Knowing the Land​[/h3]


As we looked at changing the “Knowing Your Land” perk, we still wanted to try and keep some of the same fantasy. But rather than knowing your land or its people, you know the terrain you specialize in and how you keep yourself alive as you travel through it. As a significant boon to the Gather Provisions decision, it is an even more helpful tool in getting extra provisions, particularly if you spend most of your time in your Designated Terrain.

[h3]Navigating the Wilds​[/h3]


We knew we wanted to put a battle bonus to this one. After all, as we started playing around with the idea of specializing in a terrain, one of our first ideas was to be a renowned bandit group holed up in a mountain pass. We want you to feel like when you are fighting in your terrain, you are truly in your element.

[h3]Earth’s Bounty​[/h3]


Replacing the Inspection trait wasn’t easy, as it was vital to the original tree. What we looked at was to continue the logic from the ‘Knowing the Land’ perk, where provisions are less of a problem as you travel through your Designated Terrain. Opening up the Quartermaster and Head Porter positions irrelevant to your buildings means you will always have effective ways of handling provisions.

[h3]Right-Hand Man​[/h3]


After making Earth’s Bounty, we felt we had a tiny sub-theme of Officers in the tree, so we thought we could play further into that with this trait. The Second officer is the most crucial position you can have as a landless character, and this is a way to ensure they are doing their utmost for you.

The second part of the perk was my experimentation to see if it would be interesting for the player to gain skill bonuses based on their current Camp Purpose, slightly inspired by other perks such as ‘Friendly Counsel’ in the Family Hierarch (Diplomacy) tree or ‘Learn on the Job’ in the Scholar (Learning) tree. As you might imagine, the exact skills will change depending on your camp purpose, such as Martial and Prowess for Swords-for-Hire or Learning and Stewardship for Scholars.

[h3]King of the Wilds​[/h3]


This is the capstone perk of this lifestyle, unlocking a decision to hyper-focus on a specific terrain from the ones in your Designated Terrain. For example, if you chose Highlands the first time, you can now select between Mountains, Hills, or Desert Mountains as your terrain to master.

The idea was that since you specialize in a particular terrain, you are likely to be often forced to take action outside of that terrain and then get 0 bonuses from this perk, so in turn, they should be extra strong when you finally get the chance to shine.


New Activities​

As we started working on the DLC, we knew we wanted to add activities so the player could open up more travel options. We already have many options across base-game activities (see Hunts, Pilgrimages, and Feasts) and DLC-locked ones (see grand activities), but we wanted to make something symbolic of each tree.

In the end, though we had many different potential options, we ended up with three activities we wanted to go for:
  • Hikes for the Wayfarer tree, so you can travel just for the sake of traveling
  • Monument Expedition for the Voyager tree so that you can get to the points of interest you want to see
  • Inspection for the Inspector tree so you can improve the specific counties you want to improve


It was vital for us that each activity gave you more of what the lifestyle tree already gave you, but usually with minor tweaks or twists from the regular lifestyle. For example, the hike will give you stress loss and fame, but you might also get wise man trait XP.

[h2]Hikes​[/h2]
Speaking of hikes, it is the first activity we will talk about.



You can set out with your guards and up to 1 special companion to leave life at court for a short bit. If you bring a companion, the events will change slightly based on that, and you will have opportunities to build a bond with them. Or torment them if they aren’t built for hiking.

You will set out towards a location, usually quite remote from anything. As you reach the area, the activity will start, and you will take a short hike before you start the return journey back home. You will go through several events detailing your experience in the wilderness, some rarer than others.

Some examples:





The “systemic” events of the activity—the start, mid-activity, and end events—don’t have options, but any randomized events in between those will. You will meet people, see sights, or experience nature's good and bad sides.





[h2]Monument Expeditions​[/h2]
The Monument Expedition is the only one of the three that lets you travel outside your borders, which felt fitting considering the lifestyle trees and how they have been set up. You can go to any barony in the world with a special building, so it’s not just for any point of interest, but it will let you visit most of them.





When you arrive at the activity's location, you can choose one skill to focus your efforts on as you explore the local sights. The alternatives will be based on the building and its type, and then throughout the activity, you will have opportunities to increase or decrease the chance of getting skill boons.



Most events related to the activity will either increase your chance of getting extra skill boons or give you options for good court position holders.





Finally, at the end of your journey, you will gain a slight skill improvement, with the possibility of a second one based on how things turned out.



[h2]Inspections​[/h2]
Now then, to the final activity, Inspection. Similar to the hikes, this can only be done within your borders, giving you a few options based on where it is and what you want to do. One thing to note is that numbers might be higher than they should be in the following pictures (success chance and gold gain).





As you arrive, you will have three options to choose from (the first one is only available in border counties). They are:
  • Claims/Vassalization Acceptance
  • Taxes/County Control/Development
  • Levies/Opinion/Popular Opinion


We made all the information easily accessible in the event, so you do not have to comb through menus to find it. In the picture, you can see that you have 325 levies from the county, 1.64 in taxes, 9 development, 10 popular opinion, and the local ruler has an opinion of 100 of you.

The option chosen will affect the rest of the inspection and how things will turn out, and this will be the goal of the inspection. Based on your options here, many events in the rest of their activity might act slightly differently. For example, an option that would increase the chances of success for someone aiming to increase Levies/Opinion/Popular Opinion might decrease the chance of success for someone aiming to increase Taxes/Control/Development.

Halfway through the activity, you will get a second option to specialize:



Here, you get to choose even further. In this case, we decided on Taxes/County Control (which is invisible due to already being at a 100)/Development as our first option, and here, we get to choose between Taxes and Development to hyper-focus on. This lets us decide which will have the strongest effect in the case of a successful Inspection.

Throughout the inspection, you will encounter a fair number of events that give you opportunities to affect the county in some way. Most of these will have opportunities to increase or decrease the chance of success, which is at the heart of the activity.





And if things work out, you will get the rewards you sought.



[hr][/hr]

Conclusion​

And that’s all for this time. Hopefully, you all enjoyed this glance at the new lifestyle and new activities. With winter soon upon us up here in the north, I figured I’d give you one last art piece to look at before I jump out. Look at it and freeze, like I do.



[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

Update 1.13.2

Good day everyone! We're releasing an update today to tackle some balance, bugfixes and interface issues affecting Roads to Power and the associated 1.13x "Basileus" Update.

Notable changes include the addition of a game rule to limit the amount of adventurers in game and Administrative governments having a new "Realm" interface. See the changelog below for a full list of changes.

[hr][/hr]

PC Update 1.13.2 Changelog


[h2]Expansion Features[/h2]
  • Administrative government now has access to a new tab in the “Realm” interface, listing additional laws that can be changed independently of imperial bureaucracy to allow an administrative top liege to have greater agency and control over their realm.
    • Added a new law for administrative to prevent governors from using the boundary dispute and subsume governorship schemes, ensuring that your internal borders stay somewhat more constant over time.
    • Added a new law for administrative, which allows the top liege to prevent governors from declaring external wars.


[h2]Free Features[/h2]
  • Added a new game rule to limit the amount of adventurers in a game.
  • Added a new game rule to adjust the amount of damage gained by point of advantage in battles.
    • Options include 1, 2, 5, 7, and 10.


[h2]Game Balance[/h2]
  • Default damage adjustment is now 5% per advantage in battles, down from 10%.
  • The martial lifestyle perk “Strict Organization” now provides increased governor efficiency for administrative rulers.
  • Increased the cost of refilling MAA with provisions by 68.75% for adventurers.
  • Rebalanced cost and bonuses of the great tower of silence.
  • The stewardship lifestyle perk “Detailed ledgers” now provides some additional administrative vassal tax obligation for administrative rulers.
  • Increased the base levy obligation for administrative to 30%, up from 10%. While admin has less levies in general, there is no need for the governors to keep that many levies for themselves.
  • Civilian themes no longer provide less levies to the liege. They are meant to generate income and provide development, which means that they have less reason to keep their levies than other administration types.
  • When a populist faction sends their demands to a ruler with a state faith, the ruler can only choose to change the state faith if the faction’s faith is of the same religion as they are, or if the faith covers a majority of their realm (60% or more of the realm’s counties).
  • Enabled raiding for governors of frontier themes, allowing them to raid neighboring realms.
  • Governors will now spend a higher portion of their income on men-at-arms. This should prevent governors from disbanding their troops too easily when their governor efficiency changes, or when they are replaced by a new governor with a lower efficiency.
  • The emperor now has 0 candidate score for appointment, making sure to avoid inheriting titles needlessly if there are others in the line of succession with low scores.
  • Significantly reduced the likelihood and frequency of the AI asking for a council position (not accounting for when they force themselves onto the council).
  • The “Men-at-Arms” innovation in the high medieval era now increases the size of title MAAs by 1.
  • Reduced the amount of gold you receive from dividends when you found a holding as a landless adventurer.
  • Added a grace period after you take the “Stand with Us” contract. No longer will you be called out as an “Oathbreaker” if the war immediately ends and you have no time to join it.
  • Increased the chance of a vassal governor to accept, and to accept without making any demands, when you ask them to end their war.
  • Asking a vassal to end their war now takes the Loyal and Disloyal traits into account, increasing and decreasing acceptance respectively.
  • Higher levels of imperial bureaucracy now increases republican tax obligation in addition to administrative tax obligation.
    • Level 3 provides a base +5%, while level 4 provides a base +10%, bringing the total obligation to +30% at maximum bureaucracy.
  • In an effort to make sure that titles are created at a rate we want them to within an administrative realm, administrative government now has an innate -50% title creation cost bonus.
  • AI vassals will no longer adopt a state faith if their top liege follows the same faith as they do. If the emperor can have it, then so can we!
  • Non-admin vassals will only consider to adopt a state faith if their faith hostility is low enough, and will not adopt it by themselves if they consider the state faith hostile or evil.
  • Enabled the “Demand Administrative Governance” interaction towards republics, allowing you to convert mayors into admin.
  • Lowered the defensive advantage the vassal gains from frontier administration to 6, down from 8.
  • Lowered the coastal advantage the vassal gains from naval administration to 10, down from 15.
  • Updated acclamation succession to take the palace politics cultural tradition into account for reducing candidate score based on disfigurement. Not having this tradition will no longer reduce a candidate’s score if they are blind, disfigured, infertile, etc.
  • Increased the penalty to a candidate's score for appointment succession when of the non-preferred gender to -80%, up from -66%.
  • Made it a bit easier for vassals to convert with you when creating a new faith when you also have a state faith.
    • If you hold a lot of sway within the realm (i.e. you have high diplomacy, learning, legitimacy, influence level, is part of a powerful family, etc.) vassal acceptance will increase.
    • Additionally, having the Prophet lifestyle perk will increase acceptance based on your diplomacy and learning.
  • The “Influence candidacy” interaction no longer requires the target character to belong to a noble family. This allows you to promote lowborn and nobles who have yet to become a noble family to governorships, without having to resort to revoking a governorship and using “Grant Appointment.”
  • The AI will no longer force others to join their faction if they themselves were forced to join.
  • The influence option in the “Force to join faction” interaction can no longer be used on characters who actually like their liege.
  • Administrative can now adopt the cultural tradition “City Keepers”.
  • Administrative vassals who are not a part of your de-jure can now be granted independence.
  • Administrative rulers can now grant independence to tribal vassals who are a part of their de jure.
  • Made it more expensive for administrative to convert tribal holdings, increasing the base cost by 25%. Admin should not want to conquer tribal land, but rather wait until someone else does it first and make it more civilized.
  • Moved 1 MAA limit from the Roaring campfire building to the Swords-for-Hire and Legitimist camp purposes directly in order to promote specialization.
  • Moved one MAA max size from the Proving Grounds to the Lockwagon building (unlocked by Freebooters, Swords-for-Hire, and Legitimists) in order to promote specialization.
  • Reduced knight limit from Roaring Campfire significantly.
  • Reduced adventurer government knight limit by 8 (10 -> 2), added 8 knight limit to Swords-for-Hire and Legitimists, added 3 knight limit to Freebooters.
  • Moved knight efficiency from Proving grounds to Roaring Campfire.
  • The base acceptance for the “Make a Request” interaction has been reduced to 0 (down from +30).
  • AIs are now less willing to give adventurers gold using the “Make a Request” interaction just because the adventurer is poor.
  • AIs now give less gold when adventurers use the “Make a Request” interaction.
  • AIs will no longer give adventurers using the “Make a Request” interaction more gold if they have 25+ opinion of them. It now only counts being friends/lovers.
  • Best friends/soulmates will give adventurers more gold when using the “Make a Request” interaction.
  • Requesting a new contract now only reduces opinion by -5, and the AI gets +30 acceptance for the request.
  • AIs are now less willing to give adventurers gold using the “Make a Request” interaction if they themselves are poor (from -10 to -30).
  • AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is powerful (-25 at 400 max strength, -50 at 800 max strength).
  • AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is stronger than themselves (using max troops count).
  • Reduced the acceptance bonus for the “Make a Request” interaction based on your prestige level (from 10, 20, 30, 40 to -> 5, 10, 20, 30).
  • Lowered opinion malus from demanding artifacts.
  • Rebalanced options in stewardship_wealth.1051.
  • Significantly lowered gold costs in travel_events.2013.
  • Removed stress from opting out of buying a trinket in travel_events.4036.
  • “Gather Provisions” now has a chance of critical success and critical failure: critical success awards more provisions, and failure can result in wounds, illness, or frostbite (depending on terrain).
  • Removed the MAA max size modifiers from excellent aptitude camp officers.
  • Reduced the piety gained from “Proselytize to Locals” by 50%.
  • Reduced the “Max MAA regiment limit” that you could get from your adventurer camp by 4 (across multiple buildings).
  • Reduced the “Max MAA regiment size” that you could get from your adventurer camp by 5 (across multiple buildings).
  • Reduced the individual MAA max size modifiers from the Baggage Train camp building by 2 (3 -> 1).
  • Updated the AI acceptance in “Contest Appointment”. Spending influence now takes your influence level into account, and instead of comparing direct influence with the target governor, we now compare influence level instead.
  • The AI will now avoid calling players to war if the player is in debt.
  • Increased difficulty for adventurers attempting to chain church-robberies.
  • Added an upper limit to gold reward from the “Stand with Us” contract of 1 yearly income of the employer and their current gold.



[h2]Bugfixes[/h2]
  • Eliminate performance degradation when zooming in and out close to terrain - map icons should now be much more efficient.
  • Added missing localization and formatting to the administrative_government_vassal_opinion modifier.
  • Fixed issue causing religion and culture to not show up for characters in the Arrange Marriage list of potential spouses.
  • Fixed elope.1003 being broken.
  • When restoring Rome and converting to Hellenic it will now destroy all head of faith titles you hold.
  • Fixed a softlock in the “Conduct census” contract when the first destination was the same as your camp location.
  • Allowed Turfida to start the game inside her husband Hereward's camp.
  • Enabled Adventurers to complete betrothals without having to use another request for marriage.
  • Fixed an exploit where you could keep reducing your stress when using the petition liege decision. By canceling the travel planner before you start to travel, you would lose stress, despite not having gained any stress yet.
  • Fixed the effects of granting prestige and influence without gaining experience in their corresponding levels having no text.
  • Fixed the petition liege decision not refunding your influence if you decided to cancel it before reaching your liege's capital.
  • Fixed the Caravan Master and Wet Nurse court positions not being affected by the family business cultural tradition.
  • Updated the script for when an estate is damaged, as it would deal much more damage than intended by removing entire buildings. An estate building should instead typically lose a level (or several) instead.
  • Locked DLC only dynasty legacies for AI too.
  • All cultural traditions lifting terrain restrictions on buildings will now properly check for the county culture instead of the holder's culture.
  • Fixed an issue where you could use the “Force to Join Faction” interaction without having enough influence.
  • Fixed the faction join-chance modifier “Liege was preferred heir” being applied twice.
  • Fixed a previous change to the holding triggers which prevented you from constructing holdings in most baronies with desert or desert mountain terrain in the areas in and surrounding the Sahara. Only the corridors across the Sahara will remain empty.
  • Updated the logic for the transferring of titles in the “Force to Step Down” interaction. Titles and vassals should behave more consistently as a result.
  • Added missing petition type names in the “Petition Liege” invalidation event.
  • Fixed a crash that occurred when hovering on a rally point icon that is moving with your adventurer camp, or on a province you've just lost in a war.
  • The Varangian Guards men-at-arms and the Akolouthos court position are no longer strictly locked to the Byzantine Empire. All emperors who have the cultural tradition unlocking these have the option to use the decision to found the Varangian Guard for their primary title.
  • When restoring the Roman Empire with the Varangian Guard founded, you get to keep access to the Varangian Guard MaA and the Akolouthos court position.
  • Restoring the Roman Empire will now transfer your title Men-at-Arms to your new title, making sure they won't get lost as the old title gets destroyed.
  • In order to befriend an ally you are helping at war you now have to actually contribute something to the war score.
  • Blocked the decision to form Portugal if Portugal already exists.
  • Changed the lone clan Portuguese vassal into feudal.
  • Made it easier for landed rulers to become a legitimist landless adventurer by ensuring you get claims to all of your former titles on transition.
  • Fixed an issue preventing the top liege of an administrative realm from granting the duchy containing your de jure capital to a vassal. It now checks de facto capital instead.
  • You can no longer renounce personal ambition using the decision “Renounce Imperial Aspirations” if you are a diarch.
  • The "Formation Fighting" cultural tradition now provides bonuses to the Strategist trait, providing a higher combat roll and reduces enemy defensive advantage.
  • Removed the warning telling you that you have less than expected court grandeur, if you do not own the 'Royal Court' expansion.
  • Fixed the domicile outline element being broken if you switched from admin to feudal.
  • Fixed charnel grounds being missing from the duchy building list.
  • Fixed the displaying of gold from mercenary contracts in the war overview.
  • Fixed occurrences where adventurers may get stuck in contracts that became invalid while traveling.
  • It's no longer possible as a landless adventurer to kidnap people and wait for their liege to offer you a contract to prison break them.
  • Fixed tutor child contract to invalidate properly if the child or the employer is dead.
  • Fixed hold_court.6080 to no longer target provinces with holdings and changing their holding types, instead target only empty provinces.
  • You can no longer use the "contest appointment" interaction if you are invalid to be a governor for the requested title.
  • Fixed the "Commission Artifact" decision cost reduction from estates not being applied correctly.
  • As a head of faith, you can no longer use the “Adopt State Faith” decision. It wouldn't change your faith anyway.
  • Artifacts you are wearing will now be correctly shown in your portraits and in the barbershop.
  • Fixed characters that lost all titles, due to their liege losing a war, not having a chance to become landless adventurers.
  • The “Discovered Secret Schemes” tab will now correctly display all known schemes.
  • Administrative heads of faith will no longer lose their family head titles when their administrative titles are revoked.
  • Moved the "Summon to War" interaction to the expanded section of the interaction list, and it is no longer shown on governors who don't have frontier or naval administration.
  • Fixed becoming a wanderer instead of landed when getting promised land from support a faction contract.
  • Fixed becoming a wanderer instead of either losing the game or becoming an adventurer when your last title is revoked.
  • Discovering agents in hostile schemes against you will no longer expose agents that you were forced to remove from the scheme. Added a weak hook on the agent if you decide to not remove them.
  • Fixed convert to witchcraft odds prediction to be more precise.
  • Added missing localisation for the court gardener trigger.
  • Fixed the court gardener court position requiring the employee to have, or have finished, an inspiration. It no longer does so.
  • State faith will no longer change when the title gets inherited by landless rulers.
  • Fixed an issue where granting an appointment as a vassal would give the new sub-vassal a noble family, even though they shouldn't get one.
  • Added missing text for the heavy infantry pursuit and screen multiplicative modifiers.
  • Added some text explaining that a governance issue is unavailable while you have an active issue already.
  • Fixed the reception hall upgrade for the estate providing additional legitimacy for every title the emperor would get, including when revoking titles. The bonus is now only applied for the primary title.
  • Fixed the reception hall not resetting the stored legitimacy upon being gained.
  • Fixed global_culture.0015 being empty with an inappropriate background.
  • The “Scholars of Baghdad” event can now only happen if you own and are located in baghdad.
  • Fixed background of fp1_jomsvikings.1001.
  • You can no longer start the depose scheme if you are disfigured, blind, etc. and the top liege has a culture that frowns upon these traits in regards to succession (e.g. the palace politics tradition). The scheme implies that you will take the title yourself, but due to your low score for having either of these traits, this will rarely happen.
  • Fixed the description not always showing for the depose scheme interaction.
  • Custom appearances in the ruler creator will no longer be automatically overwritten when changing culture.
  • Removed options from the “Have child study language” interaction - you're already paying a tutor for that.
  • Fixed the liege regency tutorial not progressing when it should.
  • Bp1_yearly.5720 can now only happen if the rival is in the same location as you.
  • Shortened the text and fixed animations of bp1_yearly.5720.
  • Fixed an issue where you could accidentally enable Roman Empire hard-mode even if you never chose that option.
  • Changed odds predictions in romance schemes to be more accurate.
  • Fixed an issue when attempting to release a prisoner in exchange of becoming your executioner, where they would not end up becoming your executioner as expected.
  • Fixed the secrecy grace period for the “Challenge status” scheme.
  • The “Save preset” window in “Game rules” view will now be fully visible on 1080p resolution.
  • Make sure the “Refill MAA with gold” option for adventurers states the correct numbers in the tooltip.
  • Fixed the “Offer eunuch” interaction not allowing you to replace the selected character, should you have multiple eunuchs available.
  • Clarified in the localization that you only have access to runestones before the High Medieval era.
  • The “Offer eunuch” interaction now requires the target to be a ruler and have a court.
  • The “Roaming, raving” event now correctly states it has a 25% chance of spreading the modifier, rather than the incorrect 15%.
  • Fixed a small history issue with the County of Coburg being a prince-bishopric in 867.
  • Your bishop will check a bit closer before claiming your marriage is consanguineous in nature.
  • The “Warrior culture” cultural tradition will not properly explain that you need a tribal government to choose it.
  • Fixed an issue where in some rare cases, when replacing a bodyguard in events, you would fire the best one instead of the worst one.
  • Fixed a minor issue with the event “Ruin rumbling” where one of the characters wouldn't be assigned a proper nickname.
  • Blind and maimed people will no longer take part in archery contests.
  • Fixed an issue with the “Guest of honor” APA in camp parties, where they would occasionally not be able to find the host properly.
  • Fixed an issue in the “Another lover” event where a character would check if they were attracted to themselves. Narcissus is before our time.
  • Fixed an error in the event “Another lover” where you kept a best friend lover even if you broke up with them.
  • The friendly language learning letter should be less likely to call you a mud-eater, even if you might deserve it.
  • Added an event reason for some camp officers which were missing.
  • Fixed an issue with cooldowns in the wedding event “Oath in moment.”
  • Updated the text when attempting to change a tribal vassal into administrative. It will now say that only settled governments can change directly to admin.
  • Fixed the “Do you know who I am” perk to actually give +20% acceptance instead of 50%.
  • Fixed the reason not being shown when attempting to pick the cultural tradition city keepers without having an eligible government type.
  • Set_designated_heir effect can now only be applied to direct children. Prevent some crashes when this becomes circular.
    • Made a fix for Designate Heir to line up with recent code changes. The recipient now has to be your child to be eligible for being designated. (This should only affect administrative, who could designate close family members.)
    • The “Request co-emperor” interaction will only designate the co-emperor as heir if they are a child of the current emperor.
  • Added missing text for when you have a hook available in the 'Summon to War' interaction.
  • Fixed a bunch of animations not working in a large number of events.
  • Removed duplicate war score values in the adventurer raid contract CB.


[h2]Art[/h2]
  • Added the correct grudge icon to the game concept.
  • Added struggle trait background for modders.


[h2]History[/h2]
  • Saxon culture now starts in the high medieval era when starting a game in 1178.
  • Corrected dynasty house for Robert de Dreux.


[h2]Game Content[/h2]
  • Added an event for adventurers where a follower wants to get married to a local.
  • Added a new interaction named “Aid Tribal Development”, allowing lieges to support their non-tribal vassals in converting their tribal holdings into castles.
  • Enabled the decision to restore the Roman Empire for administrative. You can now adopt the administrative government first and still restore Rome, instead of having to do it in a particular order.
  • The Byzantine cultural traditions “Roman ceremonies” and “Palace politics” can now be adopted if you restore the Roman Empire and don't have the traditions already.


[h2]Interface[/h2]
  • Removed mentions of antiquarians being needed to repair artifacts from tooltips and court position description.
  • Fixed “Music player” not being localized.
  • Hid the commission legend artifact decisions unless you’ve completed a legend, and made the decision major.
  • The breakdown tooltip for candidate score in appointment now explains the gender penalty in a better way by showing the % penalty, and not just the value.
  • Fixed cut off text on “Fight Corruption” contracts.
  • Added advanced features to the Ruler Designer: you will now be able to generate random appearances based on the selected Culture, only load Traits or Appearance from a saved Ruler, and decide whether to regenerate the Appearance when changing Culture.
  • Added potential gold gained from mercenary contracts/interactions in the war overview for all participating landless adventurers.


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While today's update should be fully compatible with existing save files, we encourage you to disable any mods and start a new campaign if you encounter any issue. If the issue persists afterward, then please submit a report via the bug report board on our official forums!