1. Crusader Kings III
  2. News

Crusader Kings III News

Dev Diary #137 - Machinations of a Clan

Salutations!

It’s been a while since I last wrote a DD, so a quick (re)introduction might be in order. I’m Emil, aka “Servancour”, one of your resident CK3 game designers. I’ve been on the project since way before release, and tend to mostly focus a lot on game mechanics and systemic features. Which, in fact, brings me to why I’m here today. When we settled on Persia as the focus for our upcoming Flavor Pack, we soon came to realize that this would be an excellent opportunity to revisit the Clan Government and give it a much-needed update.

Discuss Dev Diary #137 on our forums!



Clans, as you currently know them, are very similar to Feudal. There are only two real points of difference between them. Opinion is a major factor in their obligations, meaning that a vassal’s opinion of their liege affects how much taxes and levies they will give to their liege. Secondly, they have access to and utilize vassal contracts, albeit in a slightly stripped-down version, with less available options than their Feudal counterparts.

This begs the question; How can we make Clan Government stand out? We’ve already identified one aspect above, so our first action and problem to solve is this - How do (or should) Clans manage their vassals? Secondly, and perhaps much more important, is what does a Clan actually represent? What does the name mean for gameplay?

But I’m getting ahead of myself. Let’s start with the first question, shall we? And have a look at Clan obligations.

[hr][/hr]

[h2]Tax Jurisdictions and Tax Collectors[/h2]

While we knew we wanted to add something new to Clan obligations, we had to ask ourselves how we wanted to make it different. As with all things Crusader Kings, adding a new element that makes use of characters felt like a natural fit, to give obligations some personality if you will. Meet the Tax Collector.



You’ll have access to a limited number of Tax Jurisdictions. To which you assign your Clan vassals as Taxpayers, allowing you to gain both taxes and levies from your subjects. A Jurisdiction requires a Tax Collector to function, however. So, before you can collect any taxes, you need to appoint one of your courtiers as a Tax Collector for each Jurisdiction.



With Tax Collectors, you won’t manage the obligations of your vassals directly. Instead, you manage them through your Tax Collector. Similar to a Court Position, a Tax Collector uses their aptitude to set the obligations of the vassals assigned to them. Higher levels of aptitude means that you’ll get more taxes and levies. Aptitude is primarily based on their skills, with Learning being the more important one, but their opinion of you also plays a significant part. To maximize the use of your Tax Collectors, you’ll want to find and appoint a skilled character, and then put the sway scheme to good use in order to squeeze as much gold from your subjects as possible.



While your Tax Collectors act as your intermediaries, you are still able to exact a certain degree of control of how they should manage your vassals. This is where Tax Decrees come into play. A Tax Decree is essentially how you want your vassals to be taxed, changing the obligations and providing an assortment of additional benefits.




With the introduction of Tax Decrees, it made perfect sense to move over some aspects of vassal contracts to this new system instead. For example, this is where you’ll find Iqta, Ghazi, and Jizya to use as you see fit. While you won’t have to bother with decrees if you don’t want to, they do give you opportunities to min-max in different ways. Decrees change the obligations of your vassals, either increasing or reducing them, in exchange for other boons. Take Iqta as an example. Iqta is a great option if you find yourself with vassals who are slightly upset, just enough for you to start taking notice, and if you also find yourself being at war frequently, as Iqta provides you with increased Men-at-Arms Damage based on the number of assigned vassals alongside an opinion bonus.



One thing to consider is that the modifiers applied to the obligations occur on the level as set by your Tax Collector. Which makes Decrees more or less powerful depending on the Tax Collector in question. Again, looking at the effects of Iqta, -20% to both taxes and levies won’t be very noticeable if your Tax Collector has a terrible aptitude. This makes Iqta very rewarding for the price you pay, since the gained benefit is pretty good. If your Tax Collector is excellent on the other hand, you’ll feel the impact of those 20%.


That about sums it up for how Tax Jurisdictions, Collectors, and Decrees work. With obligations out of the way, let’s go back and answer our second question!

[hr][/hr]

[h2]House Unity[/h2]

As the name suggests, Clans should be all about the clan itself and its members. Something that we really don’t represent at the moment. Nor does it have any real impact on how you play the game. To solve this and put a significantly larger emphasis on your House when you are playing as a Clan, we are introducing House Unity.

Unity represents the overall state of a House. Essentially the internal relationships between its members and the attitude they have towards each other. In many ways, Unity is the result of how you choose to interact with your fellow House members. We show everything regarding Unity in each Clans House view, allowing you to easily inspect your own Unity, and the Unity of other Houses.



We measure Unity on a scale between 0 and 200, divided up into five distinct ranges, or levels. Each level comes with a set of impactful rules and tradeoffs that may have a noticeable impact on how you play the game. By default, most Houses start in the middle. Essentially a “neutral” level. From there, they’ll be able to actively increase or decrease their Unity.

The levels are as following, listed from lowest to highest level of Unity:

  • Antagonistic
  • Competitive
  • Impassive
  • Friendly
  • Harmonious


Thematically, having a high level of Unity means that you’ll enjoy internal stability and have House members that (generally speaking) adopt a friendly attitude towards each other. But you’ll pay for it with a reduced capability to wage wars as efficiently. CBs become more expensive to use, and you can no longer use the Invasion CB. A low level of Unity provides you with the opposite. You’ll gain a great deal of military might, allowing you to more easily conquer large swathes of land, but pay the price of reduced internal stability. Depending on your playstyle, you might enjoy a particular direction more than the other. Regardless of your own preference, having either low or high levels of Unity is meant to be equally viable.

Instead of having me ramble about the effects of each level, here are some nifty screenshots showing you what they look like:




Other than the passive effects, you also gain access to a set of unique decisions. Most of which are available only to the House Head, as they provide powerful boons for the entirety of a House. The primary currency for these decisions is Piety. Since most Clans belong to an Islamic faith, this felt like a natural fit. Besides, Piety is generally more difficult to get than Prestige, making you consider where and how to spend that hard earned Piety.

Some of these decisions make use of a completely new type of modifier; a modifier that scales on the number of landed House members. If you are like me, and like to utilize nepotism to the fullest, these modifiers can become incredibly powerful. Be mindful that the Piety cost will increase accordingly.

For all you modders out there, you can use scaling modifiers in every place you use regular modifiers. You simply feed it a value for how you want it to scale.

Let’s look at an example. If your House is Antagonistic, you can use the decision “Reinforce Army with Loyal Officers”:



Last, but certainly not least, Unity directly affects the outcome of your succession. Each level has an impact on the outcome of how titles are inherited, and the succession changes automatically as your House’s Unity changes. They all maintain a variant of Partition, meaning that titles will always be split to some extent. When you are Antagonistic, all eligible children inherit equal shares. If you are Harmonious, the primary heir inherits the majority of the titles (at least two thirds). With varying degrees in-between. At worst, this means that you don’t have to deal with Confederate Partition, and at best, you have an easier time accessing a superior version of High Partition. The drawback? While you can try to get a single heir succession law, such as Primogeniture, it will be more difficult and expensive to do so.



Now that we know what Unity does, let’s explore how it’s impacted by gameplay. As mentioned previously, Unity is all about the members of a House and how they interact. This will become apparent as you start interacting with your family members. A lot of existing interactions have been updated to also have an impact on your Unity in different ways. Whenever you are playing as Clan that is. Taking what we call “divisive” actions, such as Revoke Title or Imprison, against fellow House members will naturally reduce your House’s Unity. Meanwhile, “unifying” actions, such as Negotiate Alliance or Offer Ward, will increase Unity. Unity is therefore really a byproduct of how you and your fellow House members interact with each other.

With that said, the House Head enjoys a number of additional actions, giving them a greater degree of control in how they want to direct the Unity of their own House. The foremost of these is a decision in which the Head actively takes a stance and chooses a direction to steer their Unity. Then we also have two new interactions the Head can use on members of their House, both of which act as a double-edged sword and have some clear advantages and drawbacks.



There are of course many more interactions, far too many to list all of them here, which will have an impact on your Unity. Worth mentioning is that the immediate impact of these interactions is fairly small, but they stack up over time, especially when you are not the only one within your House who will be using them.

Rest assured that you’ll have plenty to explore as you get your hands on the updated Clan Government later this year, which will be included with the free update launching alongside Legacy of Persia!

[hr][/hr]

Join the struggle for medieval dominance in Legacy of Persia, the new Flavor Pack for Crusader Kings III, releasing on November 9.

https://store.steampowered.com/app/2313540/Crusader_Kings_III_Legacy_of_Persia/

Join the conversation and connect with other Paradox fans on our social media channels!
Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube

Crusader Kings III: Legacy of Persia releases November 9

The next little expansion for Crusader Kings III with Crusader Kings III: Legacy of Persia has been announced by Paradox Interactive for release on November 9th.

Read the full article here: https://www.gamingonlinux.com/2023/10/crusader-kings-iii-legacy-of-persia-releases-november-9

Dev Diary #136 - Our Vision for Persia

Greetings!

It is time to dive into the upcoming Flavor Pack - Legacy of Persia - giving a brief overview of the why and the what! The region has a rich and vibrant history making it both exciting and interesting to work with, not the least because it differs significantly from the regions we've chosen to cover in the past - Persia lies at the crossroads of the world, with a multitude of external influences combined with strong local traditions. Naturally while our focus has been on the Persian region itself, we've also aimed to shake up a portion of the world at large by revising how the Clan government works, so even if you're not playing in the Persian region there's something new and exciting to experience.

Co-writing this Dev Diary with me is Lucas Ribeiro - our skilled and multitalented 2D Art Lead at PDX Studio Black, who has been deeply involved with many of the features of this pack!

Discuss Dev Diary #136 on our forums!






[h2]So, why Persia?[/h2]

For starters, our data pointed out that Persia is already a very popular starting location for our players. The region is within the top ten most picked starting locations and the most popular one outside of Europe.
Despite originally not having much flavor dedicated to the area and no bookmark characters attached to it, our players were still going for Persia playthroughs. There’s no better endorsement of the interest in the region than that!

But, player data aside, all history enthusiasts know how rich and interesting Persia is, even more so during Crusader Kings III’s time period. We saw this as a chance to create very interesting gameplay opportunities.

At the 867 game start, the Abbasid Caliphate is reeling from the Anarchy at Samarra. A moment in history when many Caliphs fell victim to a deadly struggle for power while insurrectionists raged up and down the Tigris and the Euphrates, such as the Kharijite and the Zanj Rebellions. Meanwhile in the east, Iranian rulers rose to challenge the Abbasid Authority. This time period, known as the Iranian Intermezzo saw a partial revival of Iranian culture with the ascension of the Saffarid and Samanid dynasties. About a century after the start date of 867, the Iranian Daylamite Buyids came to power, subjugating the Abassid Caliphate.

This Iranian comeback is then cut short by the Seljuk Invasion. A dynasty of turkic warrior nomads take over Persia and the Levant, submitting both Arabs and Iranians to their rule. Further on the east the Ghaznavids defeat the Samanids, cementing the end of the Iranian Intermezzo and leading into the state of Persia as we see in the 1066 start. The Buyids are not playable on the 867 start, as their founder, a warrior from the mountains of Daylam had yet to leap into history. But a last holdout of the dynasty can be found in Shiraz at the 1066 start.




[h2]Clan Government Rework[/h2]

Since the area of the flavor pack is almost entirely made up of Clan Rulers, for Legacy of Persia, we have decided to reimagine how the Clan government works.

Our aim is to more closely represent the familial struggles of the powerful clans of the time and the bureaucratic apparatus that backed their interests.

The Clan government is now directly tied to how your house members interact with each other. Each house will have a Unity Level that can be changed by intervention of the house head and by its members treating each other kindly or badly. A harmonious clan will have a consolidated succession, while an antagonistic one, not so much!

Clan rulers employ an office of bureaucrats, their Tax Collectors, to levy troops and coin from their vassals. The competence of a Tax Collector will dictate how much they manage to extract from the vassals assigned to them. Each Tax Collector manages a Jurisdiction with an associated Tax Decree. For example: You might want to place all your non-muslim vassals in a Jurisdiction with the Jizya Decree and maximize your gold income.

More details on the Clan Government design on a future dev diary.




[h2]Iranian-Heritage Cultures[/h2]

Persia and its surrounding areas are populated by a variety of different iranian-heritage cultures. We strived to give each one of them an original combination of cultural traditions that allow for a variety of new playstyles. The Kurds with their hard-to-convert culture and mountain cavalry, the Daylamites with their two-pronged spear wielding mercenaries and so on.
Persian culture, of course, received special attention. With new traditions about their famous scholarly pursuits and elaborate systems of water cooling and irrigation.

Iranian cultures have also received new clothes, headgears, hairstyles, beards and unit models, making them more appropriately distinct from the Arabic cultures. Also, due to their importance in the region, Turkic cultures have also received some sorely-missed assets, such as the Sharbush hat and the very recognizable Seljuk braids.




[h2]Islam and Zoroastrianism[/h2]


In Crusader Kings’ 3 starting date of 867, Islam has been the dominant religion of the upper classes in Persia for over a century. Still, Zoroastrian practices are still very much alive and widespread in the peasantry. We’ve done a general pass on religion in the region, adjusting provinces and characters to a more accurate historical representation. Tenets and doctrines for both Islam and Zoroastrianism have also received lots of adjustments and tweaks. Jizya, for example, has been moved to a tax jurisdiction type unlocked for muslim clan rulers. Both religions have received new decisions and events to flesh them out some more. They’re also strongly tied to the Struggle system in the region, speaking of which…




[h2]A New Struggle, the Iranian Intermezzo[/h2]

With Legacy of Persia, we are bringing a new Struggle, the Iranian Intermezzo.

This struggle seeks to represent the historical dissolution of the Caliphal authority over Persia and the ascension of new, powerful, Iranian Rulers In the 9th and 10th centuries. It also reflects a shorter historical period when compared to Fate of Iberia’s Struggle, so it is likely to be resolved more briefly and intensely.

Unlike Fate of Iberia, participant characters are clearly divided into factions. The Caliphal Supporters against the Detractors. A lot of new interactions are unlocked by this dynamic, such as convincing a character to switch sides, sponsoring turkic invasions against supporters, or waging war to install Caliphal Supporters.

The struggle has three phases, Unrest, Stabilization and Concession. The Concession phase is of a new type, a so-called Ending Phase. If a struggle gets to an Ending Phase, it will instantly trigger an ending. So, unlike Struggle Ending Decisions, where there is a dominant character that pushes the button to trigger it, every involved character can contribute to an Ending Phase by triggering relevant catalysts.

We have designed four struggle endings (three as decisions, one as an ending phase), which can be pursued in different ways, depending on the personal perspective of your character.

Will the Caliph be able to reestablish their power over the region? Will a powerful Shia ruler overtake the Sunni, creating a new Caliphate? Maybe an Iranian ruler will usher in an era of Persian dominance, forever boosting cultures of Iranian-heritage? Or, a Sunni Caliphal Detractor might oust the Caliph and take their place as head of faith?

In the Iranian Intermezzo Struggle we went for a more nuanced, granular approach, where the endings are subdivided into options that have different effects, according to your character’s culture, religion and whether they are part of the Supporter or Detractor faction.




[h2]New 867 Bookmark[/h2]

With Legacy of Persia we are adding a new bookmark, the Persian Revival, with five Iranian-heritage characters to choose from. These were picked both for their historical importance and to provide for a wide variety of gameplay styles.

In the mountains of Daylam we see a fan favorite, Rostam Bavandid, one of the last Sassanids in the game and a secret Zoroastrian. A great character if you are going for a “Sassanian Restoration” style playthrough.

In the southern reaches of Persia, Muhammad of the Tahirids is a loyal vassal and supporter of the Caliphate. His nephew, though, rules an independent emirate in Khorasan and is desperate for help against the invading Saffarids. This character was a great pick for us, since he’s split between internal and external conflicts in the Caliphate.

Since we mentioned Saffarids, we have Yaqub, the coppersmith. This lowly peasant rose to power through extraordinary military prowess. In one of his many battles, he was swordstruck and horribly disfigured. But, despite all these difficulties, this upstart is pushing back against the might of the Abbasids. He was an obvious choice for us, since he is an interesting historical figure and a sort of folk hero of the Iranian traditions, having restored Persian as the official dialect of the region (after it was supplanted by Arabic).

Next, we have one that will be familiar to the achievement hunters, Suri of the Ghurids. Although historically Suri is mostly known for running away from the Saffarids and hiding at his buddy Abdullah Habbari’s court, his dynasty eventually grew into a huge Empire. Being Tajik and Mahayana, he’s stuck between the Muslim and the Buddhist world, creating opportunities for interesting gameplay. There’s also a lot of juicy mines in the region that Suri can go claim and fuel his future conquests. Good luck to all players out there going for the “Rise of the Ghurids” achievement!

Lastly, we have Ismail of the Samanids. Despite being distant in the line of succession, historically Ismail came to supplant all of his relatives and assume control of his brother’s Emirate. The Samanids under Ismail grew into a true empire, only to be overtaken later by the Ghaznavids and the Seljuks. An interpretation of Ismail’s likeness can now be seen stamped on the Tajikistani currency, the Somoni, which is named after his dynasty.

That's it for this time! More details will follow soon!

[hr][/hr]

Join the struggle for medieval dominance in Legacy of Persia, the new Flavor Pack for Crusader Kings III, releasing on November 9.

https://youtu.be/kwKbVALjXpE

https://store.steampowered.com/app/2313540/Crusader_Kings_III_Legacy_of_Persia/

Join the conversation and connect with other Paradox fans on our social media channels!
Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube

Update 1.10.2

Hello everyone! Today we're releasing Update 1.10.2 for Crusader Kings III. This update is aimed primarily at addressing balance issues with the University activities introduced in 1.10, but we also took the opportunity to knock out some outstanding issues elsewhere.

As always, if you run into issues after this update, please let us know on our bug report board on the official Paradox Plaza forums, or on our Community Support board here on Steam!

[hr][/hr]

Update 1.10.2 Changelog


[h2]Balance[/h2]
  • Rebalanced costs of the University interaction.
    • While remaining one of the most expensive Activities, the cost has now primarily moved onto the options; the lowest option reduces the base cost, the normal option costs significantly more, and the good option almost doubles the cost of the activity. This should lower the barrier of entry, while letting the activity remain an effective gold sink.
  • Removed the extra cost for having a higher tier title from the University Activity.
  • The books gained from the highest University Activity books option are now better.
  • The skill point gained from the University Activity books option is no longer random, but is instead based on your education. This should make it easier to improve a skill you care about.

[h2]Interface[/h2]
  • The Player must now have promised a Grand Wedding in order to plan one.

[h2]Bugfixes[/h2]
  • Added warning about potential hostage execution when offering to join another character’s war.
  • Fixed University costs accidentally scaling up by almost an order of magnitude in later eras.
  • Betrothals will no longer stop you from promising a new Grand Wedding if the old promise was related to someone who is now dead.
  • Hostages departing toast message will no longer be doubled when Defender wins a war.
  • Activities can now be planned even if you have insufficient funds to start them.


[hr][/hr]

Join the conversation and connect with other Paradox fans on our social media channels!
Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube

Crusader Kings III hits 3 million sales after 3 years

Paradox Interactive announced today that following the recent release of Wards & Wardens for Crusader Kings III, that on the 3 year mark they've now hit 3 million sales.

Read the full article here: https://www.gamingonlinux.com/2023/09/crusader-kings-iii-hits-3-million-sales-after-3-years