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1.9.1 'Lance' Post-Release Update

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.

Discuss Update 1.9.1 on our forums!



Update 1.9.1 Changelog


[h2]Expansion Features[/h2]
  • Tours and Tournaments: Added a new set of clothing for Western High Nobility (male & female)


[h2]Free Features[/h2]
  • Added "Points of Interest" to the travel system, which rewards you for going out of your way to visit interesting places around the world. Examples include Special Buildings, Kingdom/Empire Capitals, and Natural Wonders.
  • Added foreboding events, which make characters eligible to receive awful harm or death down the line
  • Added incapability harm events, which risk characters being forcibly made incapable after receiving a suitable foreboding event
  • Added death harm events, which risk characters dying before their time after receiving a suitable foreboding event
  • Added commander harm events, which puts characters commanding armies at risk of dying for reasons outside of combat (especially if they don't have a suitable commander trait for the terrain they're in, or are unhealthy
  • with how much health they need to be "healthy" going up as they age)
  • Added game rule for controlling the frequency of harm events: turn them down, turn them off, turn them up, turn them up but specifically at interesting characters, or turn them up and turn them up extra specifically at interesting characters
  • Added game rule for controlling targeting of harm events: just the AI, just the player, or both
  • Added a decision for Jewish cultural heads to adopt Hebrew as their culture's language
  • Converted the Kuzarite random event for faith reformation into a full "Break with the Old Ways" decision
  • Jewish faiths now have a Halakha authority main doctrine with 4 types: Rabbinic, Toraic, Kohenimic, Samaritan


[h2]Balance[/h2]
  • Contemplative Pilgrimages now give 25% bonus Piety instead of 50%
  • Dynamic Gold Values used in Events, Decisions, and other content now have Max Caps based on Era. This means that, for example, the 'major gold value' will not cap out at 500 gold in the mid-late game where such a sum of gold could be trivial. This makes rulers with very high incomes both pay and receive relevant sums of gold in the mid-late game. The new values are: 25% less in Tribal era, unchanged in Early Medieval, 50% higher in High Medieval, and 300% in Late Medieval.
  • Grand Wedding Activity Option Prestige Rewards have been reduced by 25%
  • If a vassal acceptance of Tour demands now consider more factors, such as loyal/disloyal traits, opinion, honor, greed, etc.
  • Characters involved in the Iberian Struggle are now allowed to take the Hostility Ending if they completely control Iberia, and their primary title is at least a Kingdom they held for 5 years or more. This can be done regardless of the current phase.
  • Increased tyranny incurred from refusing Pay Homage by 1 to 2, and thus Vassal Opinion lost to 1
  • It's now valid to petition your liege for a fellow vassals capital title
  • Lowered Reward Prestige from Tours by 50%
  • Taxation Tours now give 50% less Reward Prestige, on top of the new 50% reduction
  • Lowered average Renown gain from Tours
  • Lowered the chance of becoming a drunkard in ep2_wedding.3400 significantly
  • Lowered the frequency of the 'Feral Child' event and made the cooldown on getting it again much higher
  • Made certain events where you get to recruit knights appear in more Locales during Tournaments
  • Players with the trusting trait will no longer give out hooks via feast APA's, as there is no way of avoiding them
  • Rebalanced the modifiers gained in tour_travel.3010 so that you don't get fooled by the green/red colors
  • Reduced the Vassal opinion gain from Number of Courses in Feasts (roughly -5 on each level)
  • Reduced the frequency of the 'A-pope-riate Clothing' Event and made the cooldown longer
  • Slashed Siege % Modifiers from Buildings in half, to reduce the speed of late-game sieges somewhat
  • Slightly reduced the Prestige gain from Dish complexity in Feasts (25%)
  • The Era cost increase for activity costs is now much sharper; unchanged in Tribal & Early Feudal, 50% higher in High Medieval, and 300% higher in Late Medieval
  • The Pilgrimage Piety bonus from the Humble or Ceremonial Options is now 100 instead of 250
  • The Pilgrimage Piety bonus from the Throng Option is now 250 instead of 500
  • There are now five Tournament Prize options; simple, decent, fine, good, and splendid, which control the rarity of artifacts given out by the tournament. The higher settings now cost a significant amount of gold, and Illustrious artifacts can only be gotten if one of the latter two options are chosen.
  • Tour Stop costs are now scaled in cost per era, as all other Activity costs
  • Tribal rulers can no longer go on Taxation Tours (other Tour Types are fine)
  • Windmills, Watermills, and Caravanserai Buildings can now only be constructed in County Capitals to avoid insane Development growth stacking
  • Windmills, Watermills, and Carvanserai can now be built in Counties where any County Province matches their terrain requirements
  • Workshops now give slightly less Siege Speed %
  • You can now petition your liege for claims held by subvassals
  • Reduced the general opinion thresholds required for characters to consider cheating to low positives or early negatives for somewhat honorable characters, added a second tier of honor checks for dishonorable characters so that they'll consider cheating at close to (but still a little reduced from) the old higher opinion thresholds, drastically lowered the threshold for any character to cheat regardless of honor in the high minuses
  • Reduced the health penalty on the incapable trait so that we can all spend a little longer enjoying the care of our regents :)


[h2]AI[/h2]
  • The AI will no longer send children to university unless they're very rich
  • The AI will now very often revoke titles from traitorous vassals with less than 0 opinion of them that they have in their prison, unless they are very compassionate, non-greedy, and honorable
  • Vengeful rulers now more often revoke titles from vassal prisoners


[h2]Interface[/h2]
  • The Activity Log will now properly display effects and modifiers associated with the entry
  • Activity Intent Target Selection Window will no longer show targets that will not accept the activity invitation, and will warn if they don't think they will get there in time.
  • Activity invitation confirmation has gotten updated visuals.
  • Add a setting to turn off realms being named after dynasties.
  • Added more appropriate memory icons for Tournament, Grand Wedding, and Tour memories
  • Added more portraits to culture conversion notifications to make them more informative
  • Besieging accolades will now properly show the source name in the tooltip
  • Caravan Master speed/safety contributions now show a breakdown when hiring
  • Court positions interface has been updated.
  • Current Caravan Master speed/safety contributions shown when hiring
  • Fate of Iberia Struggle Events now correctly send toasts instead of Feed messages
  • Fixed grand wedding activity backgrounds/animations resetting to use the travel graphics under certain circumstances
  • Fixed the Agent entry in Invite Agent not being clickable everywhere
  • Fixed tooltip inside the End Regency button
  • Hide and expand button in contestant leader board doesn't disappear when clicked in a contest anymore.
  • Holdings will no longer claim that there are a Tribal holding when trying to construct a new holding while not having enough Gold (it was only a UI bug)
  • If the activity invite details view tries to open an invalid activity, it will no longer display the estimated travel time as an arbitrarily large number.
  • Improved activity and danger map icon stacking and re-use to prevent flickering
  • Interface improvements to activity log.
  • Layout of acceptance has been updated.
  • Locale Activity Window Conclusion now looks more like the regular activity window conclusion screen.
  • Locale Activity Window now uses the same Activity Log Window as the regular Activity Window
  • Marriage proposal interface has been updated.
  • More traits gained through childhood will now be shown in the education finished event (such as Organizer or Forest Fighter)
  • Moved the Activity Log Window into the top layer
  • Names have been added below small character portraits in activity events.
  • The Appoint Court Position UI now shows personality, so it's easier to choose for example a loyal Bodyguard
  • The Host in Grand Weddings now use the Admiration default animation, rather than the Idle animation
  • The Locale Window now explicitly sets the background based on locale_background instead of background.
  • The War ended popup will no longer use white text on a light background, and not show a sigil when there’s no signature
  • Tournament invites will now state, in flavorful terms, what kind of prizes you can come to expect if you win
  • Travel Safety and Travel Danger aptitude for the Caravan Master no longer displays negative numbers. This had no effect on the gameplay.
  • We now show your designated diarch as the diarch-to-be in the interface
  • When planning a Tour, we now show vassal opinion and portraits on the map for easier decision-making
  • You can now hover the Aptitude value in the Appoint window
  • Fixed some cases where Glory would show up with a lot of decimals


[h2]Art[/h2]
  • Added eyes to many animals on coat of arms
  • Added simpler variants of early era clothing for commoners and unlanded characters.
  • Made it possible to combine crowns with certain other headgear. For now only veils for female western characters. This will now happen dynamically in the game as well so that duchesses and queens will wear a veil combined with their crown
  • Made the Iberian helmets a bit more common, also made the HRE armor show up a bit earlier and the chainmail coif should now show up as well
  • Updated all bookmark characters to match better between the bookmark screen and the game. Improved the appearance of some of them and added DNA for most of the secondary characters, so that their appearance will not change between game versions.
  • Updated Boleslaw II the Bold with historically accurate beard with mustache.
  • Major update to Bookmark characters to use a bigger selection of accessories.
  • Multiple clothing, headgear, hairstyle, and cloak improvements to alleviate clipping issues.
  • Improved Zealous animation pose to alleviate clipping issues.
  • Added late era western war nobility legwear to Barbershop.
  • Added a new version of Female Western Era 3 clothes


[h2]Localization[/h2]
  • Corrected two broken keys in african godname localization
  • Fixed a few broken death reason texts
  • Fixed loc issue in fp1_other_decisions.0022


[h2]Game Content[/h2]
  • Added contest pivotal moment outcome tooltips, as these were not telegraphed before
  • Added “The Heroes of Our Time”, a feast event about acclaimed knights


[h2]User Modding[/h2]
  • Activity Types now define triggered backgrounds explicitly for locale backgrounds as locale_background.
  • Added 'special_building_province' effect for faster special building lookups
  • Added activity 'special_guest' script list
  • All trait triggers and effects can now use a trait scope as well as a database key.
  • Allow portrait 'scripted_animation' being used in most places where 'animation' is allowed, including within scripted animations themselves
  • Fix all scope types reporting they can store variables.
  • Fix attending_character not obeying the specified activity state.
  • Fix toggle-all-AI console button & command
  • Prop genes are now specified for handedness: props_right, props_left, and animated_props.


[h2]Databases[/h2]
  • Assigned Huesca, Sobrarbe, and Pallas to the Old Vasconia region
  • Correctly made Beatrice di Canossa a woman
  • Made Sancha Baiúo into Galician culture as Portuguese doesn't exist when she lives
  • Made several of the Zirid dynasty members Sayiids
  • Updated the Tournament Background image
  • Israelite cultures have had their languages updated: Ashkenazi
  • High German, Sephardi
  • Iberian Vulgar, Radhanite
  • Shaz Turkic, Kochinim
  • Tamil
  • Added the Bavlim culture to represent Israelite people in the Middle East
  • Kuzarite now begins the game as an Unreformed faith, and can become organized via the "Break with the Old Ways" decision
  • The Communal Identity doctrine is now given the unique "Chosen People" name and description when used by a Jewish faith
  • Esotericism is now named "Kabbalah" when used by a Jewish faith
  • All Jewish faiths except Samaritanism now begin the game with the Prophecy of Malichi special doctrine which prevents the Head of Faith title from being created through any means other than the Restore Head of Faith decision
  • All Jewish faiths now begin in 867 with Polygamy, with an event in the year 1000 to make Rabbinic faiths become Monogamous. Rabbinic faiths begin in 1066 with Monogamy
  • Removed the holy site in Ethiopia for all Jewish faiths except Haymanot
  • Rabbinic Judaism now has a holy site in Al-Hila to represent Babylon
  • Karaite Judaism now has a holy site in Hamadan to represent what is believed to be the tomb of Esther and Modechai
  • Samaritanism now has a holy site in Al-Hila
  • Added the new Merkabah faith to the Judaism religion
  • The Samaritan High Priesthood now exists in both start dates as a vassal of whoever owns Jerusalem
  • The Samaritan High Priesthood will become a vassal of anyone who conquers Jerusalem of above Duke rank, unless the Priesthood is a vassal of a Samaritan character or independent


[h2]Bugfixes[/h2]


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Dev Diary #129: Post Release Update Extra Content

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 we’ve been monitoring all the ways you’ve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.

Discuss Dev Diary #129 on our forums!



Points of Interest​

Hi everyone! I am Daan, also known as Joror, and I am a programmer on the CK3 team.

[h2]It is I, le Joror​[/h2]
First off a little background info about me so we’re no longer strangers: I have worked at Paradox for over five years, and in a couple of different roles. First in our online department (DevOps) as a software engineer and Developer Relations specialist, then as a Clausewitz Engine programmer and tech lead, and finally I have been working in the CK3 team as a programmer!

Before joining Paradox I also dabbled in making mods and modding tools for Paradox games - which has helped me a lot in understanding how the games work from the outside, before moving to the inside.
I am Dutch, like cats, fancy beers, the occasional Goth party, game-jamming, and in general games of all varieties!

[h2]Resurrecting Darlings​[/h2]
Making games is hard - it is a space where ideas are easy, but time is short, and success is measured by a graspable but fickle thing called ‘fun’.
So when developing, we design, build, evaluate, and cut. Many ideas fall by the wayside during each of those steps, including some personal darlings. Often not because the ideas are bad, but because there is not enough time, or they would be too risky, or… one of many other reasons.

Luckily, we also bake various ways into our process that give us space for personal agency and creativity! And one such way is PDT - Personal Development Time.
This is dedicated time in our busy schedule where every developer can work on improving their skills in an area of their choice. And (after checking with leads) we can also work towards adding ‘darling’ features or ‘pet peeve’ fixes that can make it into the game.

The “Points of Interest” travel system is such a feature! It’s also the reason why it is in a post-release update. Of course, it is not just a one person effort. Lovely icons and GUI elements were added by a crafty Artist, code was reviewed by discerning Programmers, the user experience checked for consistency and purpose by a UX Designer, its rewards evaluated for balance by a Game Designer, the end product tested by perceptive QA, while being supported by a whole range of other disciplines that make the work environment organized and smooth.

[h2]A Travel Carrot: Points of Interest​[/h2]
While working on Tours and Tournaments, one of the main systems I was involved in was the Travel system. For a little dev-insight, this is what route planning looked like early on in the process:
A screenshot of an early state of development of travel route planning, with different colors and icons.

We added Danger as one of the main ‘friction’ mechanics of travel, where players get to make planning decisions and have reasons to change their route. But Danger is mostly a ‘Stick’ - a punishment if you will - and it would be nice to have a ‘Carrot’ as well - a positive reason to change your route!

Enter: Points of Interest - a small system that rewards you for visiting interesting places.
These points of interest will give a reward the first time you visit them during your lifetime. The same also applies to your entourage, so bringing people along will also help them improve.
An adjusted travel plan which travels through Pisa, a province that contains a Point of Interest.

[h2]Types and Rewards​[/h2]
These Points of Interest are not static locations - but grabbed from the living world of CK3.

All Special Buildings (if they are built) give a Point of Interest based on their type, and give different rewards depending on the Special Building type:
Visiting the Pyramids is something to boast about.

Special building type rewards:

  • Walls and Forts: +100 Martial Lifestyle Experience
  • A part of a multi-province defensive structure (Hadrian’s Wall, etc): +25 Martial Lifestyle Experience
  • Universities & Places of Learning: +100 Lifestyle Experience in your currently selected Lifestyle
  • Religious Sites & Buildings: +100 Learning Lifestyle Experience, and +100 Piety if they are of your Faith
  • Palaces and Political Buildings: +100 Diplomacy Lifestyle Experience
  • Ancient Wonders & Natural Wonders: +100 Stewardship Lifestyle Experience, and +150 Prestige
  • Economic Buildings (mines, ports): +100 Stewardship Lifestyle Experience


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]

What’s the Harm?​

Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.

Something we’ve 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 we’ve been really reticent to have you just… die unexpectedly.

This was a stylistic design choice. It doesn’t 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 it’s 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 you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re 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 you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s 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, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s 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 you’re also eligible to fire it forever after.

For example, here’s 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 it’ll come to nothing, maybe you’ll forget about it, maybe you’ve 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 realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.

There’s 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 aren’t 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 you’re 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 you’re 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 don’t have to deal with this stuff if you don’t want to.

Maybe, though, you’ve 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, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve 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 we’ve added to date, has got you covered.

As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t 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 that’s 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 I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!

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Far Cry 6 после выхода в Steam стала самой продаваемой игрой недели на платформе Valve

11 мая Far Cry 6 вышла в Steam с 75% скидкой. Несмотря на то, что изначальный релиз состоялся еще в октябре 2021 года, интерес к шутеру Ubisoft на платформе Valve оказался высоким, и по итогу прошедшей недели это была самая продаваемая игра в Steam.

1.9.0.4 'Lance' Update

Hello everyone!

In lieu of a dev diary today, we're releasing Update 1.9.0.4 to resolve some issues reported to us by the community.

[h2]1.9.0.4 Changelog[/h2]
[hr][/hr]
  • Fixed some crashing issues
  • Fixed an issue that allowed a regent to accompany a ruler on their travels
  • Fixed an issue that prevented players from planning activities after they canceled travel plans for "Petition Liege" and "Pay Homage" decisions
  • Fixed an issue that got tournaments stuck in the "Waiting for Tournament to start" phase
  • Fixed alliances gained through the Diplomacy Intent in Grand Weddings invalidating on the next day
  • Fixed the AI inviting players to Playdates, Witch Rituals, and Blots, no matter where in the world they are
  • Grand Wedding promises are now inherited by the player heir
  • Fixed an issue that caused players to be blocked permanently from planning activities due to them waiting for the Tour of their Liege
  • Fixed buildings increasing activity costs rather than reducing them

[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!

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