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Crusader Kings 3 DLC turns your heirs from rebels into rulers

New Crusader Kings 3 DLC Wards and Wardens wants to help you mold and shape your heir into the perfect Crusader Kings 3 ruler - it takes a lot to lead an empire, after all. The medieval adventure is already one of the best grand strategy games, and creating the ideal family tree to ensure your bloodline lasts through the generations is key to success. This latest Crusader Kings 3 DLC pack is a very welcome and flavorful addition, then.


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Dev Diary #130: Wards and Wardens

Hello all!

It's been a few weeks since we spoke but it feels like longer, what with all of you having been busy traveling, touring, tournamenting and the rest! It is time for us, nonetheless, to leave behind that world for now and take a look ahead at what we have coming up next.


[h2]Vision[/h2]

Our first Event Pack, Friends & Foes, gave us something of a chance to experiment. Since then, we’ve had the chance to take a look at exactly what direction we want to start moving in with these packs, and build on what worked.

One area that we hit upon was diversity of content and how the player experienced the game. Events are the ink that we daub on to the fabric of the narrative, but it’s how, what and why these events happen that govern their efficacy. Introducing new avenues for that content to reach the player is a great thing, provided it’s done in an unobtrusive way.

With that in mind, we’re going to outline a few of the new features that you’ll find in Wards & Wardens (the event-pack that you voted for last January) and its accompanying patch - both available on August 22nd. Some of them we’ll talk about more in the future, so don’t expect anything too exhaustive here, but let’s start off with…


[h2]Captivating features[/h2]

Hostages aren’t quite what you’d think of when you hear the term. Rather than forced holding of a person to ransom, hostageship in the Middle Ages was a political and legal status that was absolutely widespread.

Put simply, hostages were generally given, not taken. They were, essentially, transactional guarantees. In this case, we’ve zeroed in on the most common reason for hostages to be exchanged: as a means to guarantee a peace treaty.

In Wards & Wardens, hostages are a new type of relation somewhere between a prisoner and a foreign court guest. They reside at your court as a guest would, but cannot leave of their own accord, nor can they become knights. They are generally - though not always - children, and have found themselves in such a predicament due to their liege exchanging them away as a guarantee of non-hostility following a war, or exchanged via interaction during peacetime. Such an arrangement not only eases the mediation process, but also gives both sides some peace of mind.



Hostages are essentially living non-aggression pacts. Harming a hostage is a significant diplomatic incident, but it’s also a way to deter your former enemies from getting any more bright ideas about exactly to whom that border county belongs. Any ruler that you have a hostage from will suffer significant debuffs and penalties should they try and attack you - and any wardens attacking home courts also suffer similar debuffs - so hostages present one of the strongest forms of deterrent possible.

The hostages themselves are kept in line via something else new and shiny:


[h2]In Perpetuity[/h2]

We have two types of Hook extant in the game already: Strong and Weak. The latter are the type of hooks you’d get if you were to, for example, manipulate a person in some way. They are single-use, and can be refused at cost. Strong hooks, on the other hand, can be used multiple times and in a range of scenarios, but are also much rarer.

Perpetual Hooks are a new sort of hook, which wardens can get on hostages who they treat well, and represent something of a middle ground. They are refuseable like Weak hooks, but also permanent like a Strong hook. At the moment hostages (and those that have previously been hostages) are the only characters you’d expect to see with a Perpetual hook, but just as Memories were built with expansion in mind for Friends & Foes, so too should you not be surprised if in the future you find more and wider examples of Perpetual hook usage.


[h2]What An Odd Fellow![/h2]

One of the spots that we’ve been somewhat hamstrung by in CKIII is in mediating the existence of characters that don’t quite… fit the mould, as it were.



In CKII, you’d have insane and possessed characters who did all kinds of wacky things - immortal horse chancellors and such; you know how it goes. CKIII’s takes a more grounded approach to how traits are represented: Lunatic, for example, was used increasingly loosely in CKII, ending up as an umbrella for anything ranging from slightly kooky to genuine mental illness, but CKIII sticks much more rigidly to the latter.

This is where the Eccentric trait comes in, as a trait dedicated to the slightly odd. This allows us to group some of the more unusual situations you’d find under this new personality trait, giving them both more reason to happen for a certain character but, critically, also barring those characters who wouldn’t engage in such strange distractions from doing so. We’ll talk about this more in the coming weeks!


[h2]A Midwife Crisis[/h2]

As you might expect given how hostageship skews very much towards the young, a fair percentage of what we’ve been working on has been filling out the experience of non-adult existence in Crusader Kings III. We’ve come some way in this regard since release, with Friends & Foes adding a swathe of new events and a revamp of childhood personality traits, as well as of course the Regency mechanic giving a whole new layer of intrigue to a child navigating the dangerous Medieval world.

In Wards & Wardens, we’ve added to this with another fresh layer of childhood content - in no small part focused on hostages and their experiences - but also the addition of a Wet Nurse court position. Wet nurses held an interesting status amongst the medieval court, and adding this court position adds another layer of intricacy to the trials and tribulations of raising a child.



[h2]Mature Students[/h2]

We have been delighted to read just how much you all have been enjoying all the new - and the old! - activities in CKIII since the release of Tours & Tournaments. With this in mind, we’ve attempted to utilize it to approach something that’s previously been static in Crusader Kings: education as an adult.



Previously, once you had come of age, an education type and rank was assigned to you and that was that. You, aged 16, were as educated as you’d ever become! Now, whilst properly reflecting the rate at which humans grow as people as they age is something of an impossible task for a game, the current system felt a little too rigid for our liking. As such, the Adult Education activity now gives players a chance to tickle their brains at a center of learning, in hope that they can actually upgrade their education trait to a higher level!

But what of those of us who enter adulthood with the finest education life has to offer? What steps can those people take to better themselves in adulthood?

Worry not. We have a plan for that, too, but it will have to wait!


[h2]Goodbye For Now[/h2]

Thankfully, however, you won’t have to wait all too long. Whilst we’re saying bye for now, next week we'll cover the Adult Education Activity in CKIII from top to bottom. Hope to see you all then!

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Update 1.9.2

Hello everyone! Today we're releasing Update 1.9.2 for Crusader Kings III. This update primarily resolves a number of issues reported by the community, as well as adjusting the Accolades interface based on player feedback. A full list of changes in this update can be found below.

We hope you're all enjoying Tours & Tournaments and the 1.9 'Lance' Update!

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Balance
  • Reduced aggressiveness of House Feud AI family members starting schemes against rival house


Interface
  • Accolade Attribute tooltip now shows first & last rank for better insight
  • Accolade Rank progress bar now splits out modifiers by attribute name
  • Accolade attributes now shows which Men-at-Arms type it will (eventually) unlock
  • Accolade creation now shows which un-knighted court members, or visiting guests are available, and allows you to hire them on the spot
  • Added Accolade Attribute list when hiring for an accolade
  • Characters with long names will no longer push the Accolade 'Reinstate' or 'Destroy' buttons away. No Jimmy Drop Tables-ing.
  • Activity Intent selection now offers a standard selection of search / sorting filters
  • Fixed a bug where the current situation button would disappear after closing the barbershop
  • The interface now jumps to the newly created Accolade after creation
  • Warning added for using Men-At-Arms Accolade attribute as a secondary attribute
  • You can now swap Accolade attributes in-place when creating an accolade
  • Added tournament backgrounds to character view of characters attending tournaments


User Modding
  • You can now choose to ignore interaction recipient cooldowns for players.


Bugfixes
  • AI marriage suggestions no longer block players from matchmaking between their own courtiers.
  • Changed Coat of Arms will now properly get their new texture applied
  • Characters will no longer inherit the cooldown for designating diarchs
  • Display achievement availability correctly in the ruler designer.
  • Empire sub-kingdom capital point of interest tooltip now shows the appropriate kingdom name in the tooltip
  • Fix OOS where macOS (and possibly Linux) clients AI were missing the white peace interaction.
  • Fix crash that sometimes occurs when viewing activity intent success GUI
  • Fixed Harm event target rules not applying as expected
  • Fixed Hunt event A Beautiful Specimen not creating a hare artifact if you don't have the Royal Court DLC
  • Fixed a crash that can happen when expanding the dynasty tree
  • Fixed an issue that could break certain interfaces after the player dies
  • Fixed being blocked from starting activities forever if you joined a war while meditating
  • Fixed crash when characters with no current valid location try to travel out of their locational limbo.
  • Fixed droves of occult botanists using Playdates as recruitment centers for witches
  • Fixed event pools for Swell Armies and Promote Authority regent mandates being swapped
  • Fixed events which added Contest score even if you weren't competing, and removed general health requirements for Contests in favor of explicit trait checks based on type
  • Fixed hunt murder event firing when you don't have the murder intent
  • Fixed loc and portrait issues in Premature Death hunt invalidation event
  • Fixed option for withdrawing from contests in For Family event not actually withdrawing you from the contests
  • Fixed options for not competing allowing you to still compete in tournaments
  • Fixed rare crash when loading into title screen if a particularly large coat of arms exists in one or more save games
  • Fixed the name of the PLAYER_ACTIVITY_INVITE_GRACE_TIME define so that the game properly utilizes it
  • Fixed your gamekeepers refusing to let you set out to hunt the Legendary animals you have heard rumours of
  • Imprisoned, landed characters who get their last title revoked will no longer change their location away from their place of imprisonment
  • Made Accolade bonuses from Marshal council tasks much less rare
  • Mass ransom button will no longer generously not demand Hooks if prisoners have no money
  • Physicians brought forward by the Search decision should now generally have more Aptitude
  • You can no longer assign any guest as a special guest when going through the Other Guests button when planning an activitiy
  • Fixed "Tent Camp: Stealing a Moment" event that could not trigger during a tournament
  • Fixed African Swords being used for african sword in the court but not in duels
  • Fixed Court Physician not being able to help you in "Travel Danger: Under the weather" even though they were travelling with you
  • Fixed cannibal feast being possible without any cannibal guests
  • Fixed missing descriptions of effects in activity log entries for French, German, Korean, Russian, Simplified Chinese and Spanish versions of the game
  • The Body Guard court position selection will no longer display safety and speed since it affects neither
  • The activity pulse action for donating gold at a pilgrimage site will no longer give you more gold instead of taking it away
  • Travel Danger event "Flawed Fare" will now correctly account for if you have good traits for surviving in the terrain you are trying to forage food from. These checks existed but did not modify the actual outcome prior
  • Tweaked Travel Danger event "Flawed Fare" to have a lower risk for a catastrophic outcome and to use the highest learning character in the entourage for the learning challenge. The overall danger in this event is now also more dependent on what terrain you are in
  • Befriending people during a hunt event makes them friends not lovers
  • Fixed opinion gains in A Foreign Treat
  • Fixed broken loc in A Memorable Performance
  • The Feral Child won't be hanging around instead of going back to nature anymore
  • Fixed the bug that prevented custom faiths from getting a Head of Faith
  • Fixed a pilgrimage event potentially giving adult wards
  • Only Muslims can now make use of the Mosque of Imam Ali
  • Catharism can now be reformed to keep Reincarnation
  • Characters who joined your travel through Travel Options now leave your court when the travel is done
  • Fully localized Sorcerous Metallurgy
  • Coastal Warriors are finally safer in Coastal Sea travel
  • Suspicion Opinion now stacks
  • No more double dread for A Chance to Start Over
  • Fixed certain millennials refusing to wear anything but filthy rags


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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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