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Dev Diary #99 - 1.6 ‘Castle’ Update ⚔️

Buenos días Crusaders!

The time has finally come to decide the Fate of Iberia.
Everything went according to plan since the last diary (phew!), so today we are really excited to release our new Flavor Pack.

In today’s Dev Diary, we’ll be sharing with you the final Release Notes and some news on the release of the last installment of the Royal Edition.

► Read our Dev Diary #99: It is time to decide the Fate of Iberia

https://store.steampowered.com/app/1303184/Crusader_Kings_III_Fate_of_Iberia/
[previewyoutube][/previewyoutube]



▲ First thing, note that the Garments of the Holy Roman Empire… are now available for all!

You have spoken and we are always listening! We are throwing in a little something alongside this release that we hope you will enjoy.

Many of you have requested a way to buy the collection of Garments of the Holy Roman Empire, so we have decided to make it available from today to all players for free. This is a collection of outfits for commoners, warriors and rulers of Central Europe, for your full HRE immersion.



Bug Fixing

As always, we strive to fix as many of those pesky bugs as possible. Thank you all for helping out by reporting them in the forum and reacting to those that matter the most to you. It does help us prioritize fixing so keep them coming!

Oh well, it is time to stop reading and start struggling over Iberian territory. I hope you enjoy playing Fate of Iberia as much as we’ve enjoyed creating it.



Changelog 1.6 ‘Castle’ Update

###################
# Flavor Pack Features
###################

  • Added the Iberian Struggle: decide the fate of the peninsula. The Struggle is divided into phases, each opening unique opportunities and leading to different endings. Use the new content (interactions, casus belli and decisions) to dominate the peninsula, or to find a more peaceful alternative.
  • Added a new set of iberian artifacts:
    • Chalice of Dona Urraca
    • Santiago aquamanile
    • Bells of Santiago de Compostela. Upon capture, they are melted down into an aquamanile. Upon recapture, they are melted down. Upon re-recapture, they are melted down. Etc.
  • Visigothic votive crown
  • Armillary sphere
  • Andalusian aquamanile
  • Chessboard for 2 players
  • Chessboard for 4 players
  • Added new models for the Cities and Castles of Iberia
  • Added new models for Christian and Muslim temples in Iberia
  • Added a new set of special “buildings” on the map
    • Aljaferia
    • Alhambra
    • Basilica de Santiago
    • Tower of Hercules
    • Rock of Gibraltar
    • Alcázar de Segovia
    • City walls of Toledo
    • Roman walls of Lugo
  • New Portrait Assets: added a bunch of new headgear, clothes, hairstyle and beards for both the Muslim and Christian fashion of Iberia
  • New unit models for Iberian Heritage cultures.
  • New Dynasty legacies
    • The Metropolitan legacy focuses on the development of the Realm’s cities.
    • The Coterie legacy focuses on the collaboration between the members of the House.
  • New flavor events drawing on Iberian cultures as well as struggle-specific events
  • New Cultural Traditions: State Ransom, Ritualized Friendship, Tabletop Warriors, and Malleable Subjects
  • New UI Skin for Iberian Heritage cultures and characters living in the peninsula
  • New audio cues when waging war in Iberia and progressing the Struggle.
  • New mood tracks have been added for Iberian cultures
  • Added a wandering monk with a small dream



###################
# Free Features
###################

  • You can now convert to Era Zaharrak when you're an established Basque-cultured sinner in your current faith
  • Several faiths can now have the same Head of Faith:
    • Several Islamic faiths now share a Head of Faith at game start, temporal Islamic faiths need to decide on creation which existing caliph they'll submit to (optional for Muhakkima & Zandaqa)
    • Conversos, Mozarabic, Insular and Catholic all have the Pope as their Head of Faith
  • Added Rite tenet, allowing theocratic faiths to retain their old Head of Faith on creation if they don't differ too heavily from their mother faith
  • Added Mozarabic Christianity as a Rite-faith, sharing their Head of Faith with Catholicism
  • Reworked the Found Aragon decision to create Aragonese culture, be more frequent, and allow for slight varieties in Aragonese
  • Reworked the Avenge the Battle of Tours decision: it now shifts Aquitaine under the De Jure of Hispania when taken as it’s hard to accomplish.
  • Reworked the Form Portugal Decision: it can now be taken during the opportunity phase of the Struggle without being independent.
  • Added new special contracts for Clans: Marriage Favor, Jizya, Iqta, and Ghazi
  • Added a new faction type: the Dissolution faction will destroy the primary titles of their target, removing a Realm from the map
  • Added a new 867 Bookmark for Iberia: play one of the influential vassals and forge the destiny of your dynasty!
  • Added a dozen of new emblems for Coat of Arms and new patterns for Iberian cultures
  • Added a new field “Face item” for the Barbershop to, well, customize the character’s face



###################
# Game Balance
###################

  • Insular Christians now have the Rite tenet rather than the Pastoral Isolation tenet
  • Removed blockers to invite close/extended family children from foreign courts (they still have to accept though, most useful for getting wayward children of your own back to court)
  • Tribals with a Royal Court are no longer penalized for having too few Servant Amenities when Hunting
  • Gave Haesteinn the existing learning lifestyle health buffs & reduced his base health to match the extra health gained,
  • then* shaved off a little more, hopefully making him a bit less likely to consistently live to over 100
  • Characters will now evaluate their friendship with opponent when answering a call to war from an ally
  • Martial Custom is once again dictated by Faith if the Royal Court expansion is not enabled.
  • All Slavic cultures in 867 now start with a decent degree of mutual cultural acceptance, representing their still being very similar to each other in the earlier bookmark
  • Converted Sayyid, Saoshyant, Saoshyant Descendant, & Chakravarti to use the new specific religious opinion modifiers, rather than same-faith opinion
  • Historical artifacts no longer iterate through every ruler in the game on start 20+ times, Excalibur(s) can now spawn in a much broader range of Western Europe, simply preferring Arthurian heartlands, Norse paganism can now actually spawn its magical branch artifacts
  • Made the March special contract available in the Tribal Era, tied to the Bannus innovation, allowing historical marches to be modeled or emulated
  • Increased the overall stats of the Callaberos MAA
  • Told Haesteinn to chill about invading kingdoms that cannot possibly outlast his death (looking at you, Viking East Francia),
  • unless* Vikings are set to Apocalyptic, in which case he'll only attack at least kingdom-tier realms
  • You can now benefit from the bonuses of the Salamanca university by being the County holder



###################
# Game Content
###################

  • Islamic, Jewish, & Christian Syncretism tenets now allow the syncretising faith to use artifacts from the religion they're syncretizing with at full benefit
  • Castille & Leon will now generally eventually be created in 867 starts, unless Asturias successfully integrates Castille completely
  • Added Basque Pagan faith, with no counties at game start but able to be brought into favor via decision
    • Also added the Chthonic Redoubts tenet, providing benefits to faiths in mountainous areas.
  • Added Hafizi faith to diversify the number of Shias who obey the Ismaili caliph
  • Added Purchase Truce interaction, accessible via the Defensive Measures perk or being in a Struggle
  • Added a decision for Islamic rulers whose head of faith is not the same faith as them to splinter off into their own caliphate (newly created temporal Sunni and Shia faiths generally have to use this to get their own HoFs)
  • Cartagena now spawns rather than Cieza as the city holding for Murcia
  • Added Malleable Subjects, Ritualized Friendship and Tabletop Gamers to the Andalusian culture. Malleable Subjects replaces Xenophile.
  • Added Ritualized Friendship to the Basque
  • Added Ritualized Friendship to the Castillian, and replaced Hit and Run by Tabletop Gamers
  • Added Ritualized Friendship to the Catalan
  • Added Ritualized Friendship to the Portuguese
  • Added Ritualized Friendship and Malleable Subjects to the Visigothic
  • Added Ritualized Friendship to the Galician
  • Added Ritualized Friendship to the Asturleonese
  • Added State Ransoming to the Aragonese, and replaced Wedding Ceremonies with Ritualized Friendship



###################
# AI
###################

  • The AI now desires less strength on its side in a war, calling fewer allies if it doesn't have to
  • adjusted involved struggle AI to variously focus less on uninvolved/interloper characters (or more for some aggressive actions) when picking marriage targets, murder/seduction targets, and certain types of war
  • The AI is now further motivated to press claims for its family members
  • The AI is now significantly more inclined to prioritize warring for their De Jure land
  • The AI now more strongly prefers warring for neighboring territories
  • The AI receives an agenda when participating in the Iberian Struggle that will motivate them to take actions tied to the different Catalyst: They will either aim for escalating the struggle, or de-escalating it.



###################
# Art
###################

  • Updated the color of the Seljuk Empire to be closer to Persia
  • Updated the color of Majorca to be easier to distinguish from the Umayyad Caliphate
  • Updated the color for Asturias (k_asturias and d_asturia)
  • 'El Cid' will be more handsome
  • King Adelfonso III of Asturias is better looking now
  • King Garzia and his wife did a relooking
  • The Sultan Muhammad and his wife also went to the hairdresser
  • Improved some of the facial animations



###################
# Interface
###################

  • The Martial Custom Pillar within the Culture Window is no longer shown if the Royal Court expansion is not enabled.
  • Transformed the "player changed" popup into a feed message


###################
# Localization
###################

  • Adding faith discount tooltip when converting to an involved faith in the Iberian Struggle
  • Added various Andalusian cultural names to titles in Iberia
  • Dynasty title naming disabled within Iberia to allow for more recognisable (and appropriate) cultures
  • Independent Muslim dukes within Iberia will now use (or rather, have used _for_ them) the title of "Taifa" for their realm tier title
  • Jazzed up the Christian heaven-hell alternate locs a little
  • Removed several niche anachronistic references to smoking



###################
# Usermodding
###################

  • Add dynamic modifiers for religious family, religion, and faith opinions.
  • Allowed titles to be the head of multiple different faiths
  • Enabled to script bookmark characters dynasty or dynasty house to be used in bookmark screen
  • Remove bypass requirements from impacting law validity as it would cause issues in succession and other code by applying laws that make no sense.
  • Rework custom modifiers in faith’s sins and virtues, now must specify the key of a static modifier instead of trying to read a modifier inline.
  • Added a new type of modifier for the buildings: county_dynasty_modifier. You can now check for the county’s holder dynasty perk to unlock modifiers
  • Added a new modifier for building to apply them directly on the county holder: county_holder_character_modifier
  • Added a bunch of functionality allowing to implement new Struggles



###################
# Bugfixes
###################

  • Eased up the triggers for a variety of book topics.
  • East Francia in 867 will now mostly split into de jure Bavaria and de jure East Francia on the death of Ludwig II, rather than a tiny Bavaria materializing between two giant slabs of East Francia
  • Fixed duplicated price and counter entries for the Lenkas MAA. They should now have the right price and properly relate to archers and pikemen rather than to pikemen and light cavalry.
  • Gave a more concrete sense of (Franconian) cultural identity to the single remaining generic German character in the title
  • Provinces without forts occupied by allies no longer change color to war leader after several days
  • Fixed some historical characters not being bastard founders, leading to strange dynasties/inheritance
  • The AI will stop endless loop of hiring / firing court positions
  • Vassals joining Populist faction will now properly gain independence
  • Fixed a localization bug in Spanish for the Scheme secrecy value
  • Fixed a typo causing Christianity & Taoism to look for "adjerents" rather than "adherents"
  • Fixed the typo for Sjælland
  • Fixed the death icon status for dead characters: they will not be displayed a dying anymore
  • Fixed several instances of characters referring to themselves (eg: spymaster revealing secrets about themselves or ruler kneeling in front of themselves)
  • The AI can now properly select the Council task “Develop Country” task from the Steward
  • The side effects of Manage Royal Guard will be properly triggered now
  • Death icons are color-coded again
  • Petition Liege now requires at least 1 valid option, that will automatically be selected instead of defaulting on “ask for a Council position”
  • Historical Bernards should be where they belong now. We hope.
    • Also axed one _false_ Bernard.
  • Several clipping issues for female children haircut have been fixed
  • You can now romance your incestuous lover: the tabou penalty is not applied if you are already a lover of the target
  • Elvira Jemina now receives a proper holding and will be harder to marry
  • The opinion penalty from Warmonger is now properly applied



###################
# Database
###################

  • Added historic Kingdom of the Visigoths for tracking assorted old Visigothic kings from before 720 - there's no practical function for this, we just think it's neat
  • Added detail to a bunch o'Castilians, exiled a single Castilian to Occitan
  • Added Basque culture to two counties on the French side of the Pyrenees
  • Renamed the Tigris river to actually be called, eh, Tigris.
  • Updated the map in the duchies of Barcelona and Aragon, adding new counties and new baronies to improve the overall level of detail along the Pyrenees.
  • Visigothic split now happens before game start, rather than during gameplay
  • Added & improved hundreds and hundreds of name equivalencies, chiefly (though not exclusively) within or related to Iberia in some fashion
  • Added & updated various historic Portuguese characters, as well as updates for one historic Suebi character
  • Added a raft of new Asturleonese characters
  • Added new Aragonese characters, moved a handful of mislabelled Aragonese characters to French
  • Added or reworked numerous (Iberian) Galician characters
  • Added or reworked various Catalan characters, shuffled a few Catalan/Catalan-adjacent characters out to Occitan & French
  • Added or reworked various minor historical characters across half a dozen cultures only related to Iberia in a secondary capacity (spouses, parents, concubines, etc.)
  • Added pre-scripted Head of Faith title for Muwalladis, available via decision in 867 and for recreation in 1066
  • Deprecated titular Duchy of Zaragoza title, made Duchy of Aragon pull double functional duty as both Aragon and Zaragoza, with some shenanigans for changing the current name (this means that the rulers of Zaragoza are now actually regarded as the rightful rulers of... Zaragoza, and the area around it)
  • Moved a load of folks who were ruling caste members
  • over* Andalusians from Andalusian and into Bedouin, Berber (either), Mashriqi, or Yemeni
  • Moved an errant Armenian character hiding amidst the Greeks out to Armenian
  • Shuffled various characters that got lumped into Bedouin into Yemeni, Mashriqi, and Andalusian
  • Shuffled various historical personages out of or into Basque
  • Shuffled various misc minor characters out from Berber to Mashriqi, Bedouin, Andalusian, and the _other_ Berber

The next Crusader Kings 3 patch makes the Visigoths vanish

The next Crusader Kings 3 patch is a big one: not only does it update the grand strategy game for the arrival of The Fate of Iberia flavour pack, it also makes some pretty significant changes that will impact players regardless of whether they own the new DLC. One of these changes is the complete removal of the Visigothic culture.


In the latest dev diary, game director Maxence Voleau explains that the decision to remove Visigothic was made to bring Crusader Kings III back in line with actual history. "Visigothic was always a bit of a wonky culture, a holdover from CK2's Charlemagne DLC that made mapping 9th century Iberia very inexact but which added some fun flavour to the region," he explains.


Originally, he says, Crusader Kings II's cultures were "mostly cosmetic," and because they didn't do anything to impact gameplay, there was room to "fudge" history a bit and keep the Visigothic culture around well past its historical dates, mainly because they "added some fun flavour to the region."


Read the rest of the story...


RELATED LINKS:

Here's how Crusader Kings 3's struggle system works

Crusader Kings 3 Fate of Iberia DLC set for May release date

Crusader Kings 3 gets a patch for weird-looking eyes

Dev Diary #98: The Castle's foundation 🏰

Hello there,

The release is approaching and before sharing the release notes with you next week we have a few topics to cover!
Today we will be focusing on what is going to be added in the free update "Castle" released along Fate of Iberia. For the modders, you will also find the updated documentation attached to this post, in case you want to have an early look at the new functionality!

► Read our Dev Diary #98: The Castle's foundation

https://store.steampowered.com/app/1303184/Crusader_Kings_III_Fate_of_Iberia/




[h2]Clan Contract​[/h2]
Since Iberia in 867 has several clan realms that play big parts in the region, we wanted to add some new options to clan contracts:

  • Marriage Favor: the goal is to get benefits in exchange for a promise. Not fulfilling it will have consequences though..
  • Ghazi: encourage your vassals to wage holy wars, but get less levies from them
  • Iqta: less tax and levies but better synergy for Men-At-Arms for both parties
  • Jizya: unlocked by the Tenet of the same name, this is a specific contract for people of a different faith, increasing their tax but lowering the levies their liege receives




There are now cool options to get the most of out your vassals as Clan Liege now.

We are looking forward to working more on clan governments in future updates as this was a first step to making them as complex and interesting as they were historically.


[h2]Dissolution Faction​[/h2]
To model some of the big historical shake-ups in Iberia, we’ve introduced a new faction type. The Dissolution Faction will aim to destroy the primary title of the top liege of the realm, as well as any other same tier title. This makes all vassals independent, shattering a kingdom or empire. In FP2, this means that the Umayyads can collapse as they did in history, but it also means that any large realms in decline will face this challenge.

Anything detracting from a realm’s unity will increase the risk of a Dissolution Faction forming. That means short reigns, low cultural acceptance, war losses, and unallied vassals will all be dangerous to King and Empire tier rulers.

Realms where the vassals either like the heir or can elect their own are less likely to face a Dissolution Faction. And if a vassal can make a claim for the title themselves, they’ll do that instead.


There is a high chance of the Umayyad falling when starting in 867


[h2]Map update​[/h2]
To go along the theme of the flavor pack, we’ve updated the map for Iberia. The map changes are fairly small in scope this time around though, and the focus was to update northern Iberia, more specifically the kingdom of Aragon.

In order to improve the overall accuracy we added new counties such as Rossello and Pallas. For a better depiction of the area, existing baronies were moved around and new ones added in order to increase the granularity of the area.


In addition to the county set up, the terrain type of some provinces also changed.

In addition to the changes in Aragon, we added cultural naming variations for many Berber and Arabic cultures to many titles across Iberia.


[h2]Shared Head of Faith​[/h2]
Heads of faith can now be set as characters of a different faith. This is done through script, rather than manually in-game. This means for insular Christians, Conversos, and Mozarabs, the Pope will be their Head of Faith, even though they are of a different faith.



Historical faiths can be emulated by using the Rite tenet. Provided you don’t meet certain red lines for your old Head of Faith, at the cost of a tenet slot, you can keep your old faith’s Head of Faith while converting..
Ecumenical Christians taking this decision keep ecumenism, making them “astray” from the Catholic perspective.



Islam now has a bespoke system for choosing the correct caliph: though Shias are still fairly split between several caliphates and imamates, the mainline Sunnis (Ashari, Muwalladi, and Maturidi) now share the Sunni caliph as a Head of Faith. Muslims who share a Head of Faith view each other as ”righteous”.
Influential members of an Islamic faith whose Head of Faith doesn’t share their faith can attempt to Appoint a Righteous Caliph, claiming (and creating) the caliphate for themselves and splintering the Ummah.


Once splintered, a faith cannot be brought back into the fold. Islam is stronger together, but its differences often become irreconcilable.

New temporal Sunni and Shia faiths cannot appoint themselves as caliphs immediately if there’s a caliph available (either the orthodox version or their prior faith’s caliph). Instead, they must show submission to an existing caliph from whom they derive their authority, even in rebellion, and then follow the path to Appoint a Righteous Caliph themselves. Characters intending to do this all along can get a little boost on the path.


[h2]History Changes (and friends!)​[/h2]
[h3]Visigothic is Visigone​[/h3]
As I’m sure some of you have noticed in the streams and such, we’ve removed Visigothic from the map 867, starting Iberia off pre-split between the 1066 cultures (save for Aragonese, which now emerges as part of the creation of the Kingdom of Aragon).

There’s a few reasons for this - Visigothic was always a bit of a wonky culture, a holdover from CK2’s Charlemagne DLC that made mapping 9th century Iberia very inexact but which added some fun flavour to the region. Since cultures before 1.5 were mostly cosmetic, it didn’t really affect actual gameplay much, even if it fudged history somewhat (not least by making the Visigoths hang around long after they’d diverged or hybridised).

The release of Royal Court changed that situation, making playing in Iberia a very weird flow. You start, you have one set of traditions, then within a few decades an event shifts your culture and you almost certainly end up with a radically different set of traditions with no feasible way to do much about it.

This, plus just being bad history, clinched it for Visigothic, and we had it taken out to the block and given the ol’ Royal Anti-Pardon. As with Suebi and co before it, Visigothic will continue to exist in the files, along with its associated namelist, where it remains useable for history and in mods and such.




[h3]Fresh Faces & Further Foes​[/h3]
Further on from this, we’ve updated, added, and occasionally removed hundreds and hundreds of characters all across Iberia (as well as a smattering in Occitania - if we never read about another character named Bernard, we’ll be happy), adjusting relations, lifespans, traits, and dynasties.

This’ll add a bit of life in both major bookmark dates, but most importantly, it’ll be a bit of colour for those of us who enjoy spelunking the history databases and checking to see if titles in-game have their Migration Period rulers properly associated. Title-nerds need love too. On that note, the Visigothic Kings now have a titular historical title to give them their correct royal dignity & regnal numbers.

For folks who like actual gameplay more than interactive reading, we’ve added the Mozarabic strand of Christianity - Arabicised Catholics who carry on the strongly independent liturgical and ecclesiastic traditions of pre-Islamic Iberia but view the Pope as their Head of Faith (with the aid of the Rite tenet).

Squeezed between the Catholic North and the Islamic South, the Mozarabs struggle to preserve their way of life, and since you can see a lot more of them in 867 than 1066, you can probably guess how it’s going for them.

Previously, we’ve portrayed the sparsely-regulated Leonese portion of Iberia’s Inner Plateau as being, variously, either under nominal Andalusian control (since they notionally held it) or nominal Asturian control (since they grabbed it soon after the Andalusians stopped caring about it).

Neither of these were quite perfect solutions, and relied on fictitious local characters either way, so we’ve now given this rural area over to a collection of minor Mozarabic characters. Abandoned by their Islamic overlords, eyed greedily by their orthodox brethren, these minor landholders soldier on as they have for centuries. At least, they try to, but it’s a difficult life being a one-county minor wedged between larger realms…

It’s not all doom’n’gloom for Iberia’s new minors though, because, on the subject of those larger realms, we’ve also split them up a tad! Asturias has lost Portucale, which they’re actually only in the process of trying to snatch, whilst Andalusia has been given a reality check. Both Portucale and Toledo, whilst paying nominal homage to Cordoba, were functionally independent, with Toledo in particular resisting repeated military expeditions and attempts at taxation.



Andalusia is in the process of making a play to subjugate Toledo more firmly in 867, with Portucale also being on the books, so we represent this as a brace of wars on start. Andalusia is trying to quell its powerful border districts of Toledo and Portucale, keeping them in the realm, whilst Asturias tries to snatch Portucale mid-rebellion.

Finally, Asturias has been tweaked, losing its starting title law of feudal elective. The current king’s father decisively abolished the notion of the nobility electing their kings in the short term, and his son carried that on, so they start sans-title law now. In addition to this, Castile also starts with de jure territory in 867, making it creatable in the earlier bookmark - if Castile actually is created for any reason, Asturias is reduced to Leon. If Asturias is able to de jure drift Castile into itself before Castile can be created, then the union is preserved and Asturias earns its right to perpetually exist for 867 starts.


[h2]Achievements​[/h2]
And last but not least, they are not part of the free update, but the community poll spoke:



Don't click on the Achievements if you don't want to be spoiled of course ;)



And that concludes today’s Dev Diary! See you next week for the release note! Until then, you can follow Hugo and Ola’s adventure in Iberia in tomorrow’s stream :)

Cheers,

PUBLISHER SALE WEEKEND, up to -20% ✨

Create your own stories in Crusader Kings III
Check out our Publisher Sale Weekend on Steam from May 19 to May 23.
🤯 Crusader Kings III: -20%
😲 Northern Lords: -20%
😎 Crusader Kings III - Royal Edition: -10%

https://store.steampowered.com/app/1158310/Crusader_Kings_III

[previewyoutube][/previewyoutube]

Dev Diary #97: Event Illustration Showcase and Workflow 🖼️

Hello!

This Dev Diary is collectively written by members of the Art Team who work on these illustrations. We would like to share our process and some of the artistic choices that go into making these images.

🎁 If you would like to see more of our excellent 2D Artists' work, we are launching a Displate contest starting today and running until the launch of Flavor Pack 2 on May 31.
This contest will provide the winners with either a Displate of their own or a discount code for a few more lucky winners. For details on the contest, see here. [link].

This fantastic team of artists will also be hosting a Live Art Stream on May 18 from 14:30 - 16:00 CEST on our Twitch channel!

  • Petter: Lead 2D Artist
  • Oscar: Illustrator
  • Alessandro: Illustrator
  • Ahmed: Illustrator
  • Jon: Illustrator
  • Nils: Lead Character Artist


► Read our Dev Diary #97 - Event Illustration Showcase and Workflow

https://store.steampowered.com/app/1303184/Crusader_Kings_III_Fate_of_Iberia/




[h2]Types of Event Illustrations​[/h2]
[h3]Scene Illustrations​[/h3]
These are the illustrations that show up as backdrops in CK3 events. They have a different style and context than those in CK2. As opposed to being the main storytelling device, their purpose is now to support our amazing new 3D characters and the story they are telling through their appearance and animations. The images are there to add context to the characters’ situation, but make no mistake: the characters are the star of the show.

As such, we make a number of artistic choices to support this goal:

  • We avoid characters in the background and other elements one would expect to move.
  • We do our best to design the composition in such a way that draws attention to the characters instead of the background.


Lastly, an additional tool provided by our 3D artists is the custom lighting setup that helps each character blend into the scene.

Here are some of the Scene Illustrations added with Fate of Iberia.
Click to enhance!



[h3]Story Illustrations​[/h3]
The “Story Event” is a new, yet familiar, addition to Fate of Iberia. Not every type of Event we would like to create fits neatly into the previous format of “Character standing in a scene”. Some Events are more epic, involving a bigger cast of figures, or describe a more abstract idea not well captured by a single posed character. This type of illustration is a more epic version of the old CK2 event format we know and love.

These images are painted in a more expressionistic style and can contain a variety of characters and action. Here are some added in Fate of Iberia - expect to see more in the future!




[h2]Process - Scene Event Illustration​[/h2]
[h3]Step 1 - Concept and Brief​[/h3]
The first step starts with Game Design. The Designers have some idea of which types of events they would like added to any expansion, and from this emerges a prioritized list of images. We typically want some images that can be used in many instances and some that are more unique and interesting.

The Designers will provide an initial set of references deemed suitable and historically accurate. The Artist will then supplement these with more artistic references, like inspiration for lighting, materials, and details. This is a collaborative process.

[h3]Step 2 - Modeling and Lighting​[/h3]



The base for these illustrations is always a 3D scene. This provides us with several benefits:

  • Accurate scale and perspective become trivial.
  • Iteration of lighting and camera angles happens much faster.
  • We can reuse assets in multiple scenes, speeding up the process significantly.



It also helps us maintain a consistent style.



[h3]Step 3 - Polishing​[/h3]
Our main priority is always framing the characters such that they are clearly legible.



Here, for example, you can see how the same corridor could be longer.



Or shorter.

The choice of using a shorter corridor here was twofold:

  • The more intimate space is suitable for a broader range of events, rather than just those set in a massive palace.
  • The corridor lines that go towards the vanishing point far away risk guiding the eye out of the scene. By making the line shorter, we allow the character to take more focus.






When we approach the final iteration, we keep doing tests to make sure we are respecting our goals. Here, for example, you can see elements that are too close to the character, which were then corrected in the final image. The vanishing point lines are placed in such a way as to not to excessively distract the player.





It is helpful to view the image in grayscale to get a clearer sense of how the light and dark values work.

If we do our jobs correctly, we end up with an image that is interesting, pretty to look at, and doesn’t overpower the character.


Example 1: MENA Interior​ By Ahmed



The modeling process starts with a template scene in Blender which includes a correct camera lens and human models for scale.



To speed up the process, materials are sourced from various free and commercial sources online. Common materials like Wood, Stone, Tiles, Fabrics and much more can be found in very high quality. The image shows various PBR Materials (source: www.textures.com)



Blocking out the big details of the scene to get a feeling of the space.



Walls were added behind the camera to block the sunlight and have the room closed from all directions, to make it darker. The focus was storytelling at this stage, and any added details should support this goal.



Some adjustments in Photoshop were made to get a feeling of the mood. *God rays” were added as well as some coloring tweaks:



Placing a character and UI to see how it will appear in-game. The flipped scene looked better!



After some feedback, it turns out some changes to the composition were needed. Placing the table further back in the scene looked better for the overall composition and prevented the character from looking off-scale.

The simplest way to solve this was going back to Blender. The table is now placed further back in the scene.



Back in Photoshop again, the color temperature was adjusted. Less greens and more reds.



Fixing the lighting, making the lights pop more, adding color temperature to the lights.



3D Characters with correct lighting done by our Character Artists.



The Background behind the blonde bearded guy needed more separation. I went back to Photoshop and some fog was added.



The result.

I hope you found this interesting and enjoyed the process as much as we enjoyed working on these images! As you can see the process can differ and each event image can present a distinct set of challenges, but with guidance and support from our art leads and colleagues we can reach those results.



Example 2: Iberian Throne Room​ By Alessandro

I was excited to be able to do the background of the main menu, partly because it presented a new challenge for me, partly because it was an eye-catching and immediately visible image.

First, we had some discussions about plausible historical references and moods for the scene, as well as the relation to previous works on the game.






Because of the setting, the warm and welcoming atmosphere seemed appropriate, so I immediately started thinking about a yellow and red color scheme.

In the references, white is often used, and it was an interesting idea, but in order not to do something too like the standard Mediterranean Throne Room I opted for a real color. In my image there are still some white elements, but since I decided to use a very saturated sun, the result is still tending towards yellow.





After the initial sketch stage, some technical problems became apparent. The throne itself, one of the focal points in the background, was completely covered by the characters. The second problem concerned the mood.

I wanted to create some interesting shadow patterns from the sun, but this would have created problems of credibility and shading with respect to the characters, so I had to opt for a different solution.

Often when I find myself in complex situations, I prefer to think about it in the final stages, it helps me not to get stuck on an illustration for too long, thinking about too many alternative solutions that in practice I do not yet know how to deal with, making myself waste time.

I started to define the details of the image, making it more saturated and darker, adding purple as a complementary color for the light seen from the windows, to create richer color variations.

I tried different approaches especially for the furniture elements and the floor. I liked the idea of creating a texture that combined large, open areas with more detailed areas - so I tested out a variety of materials.



Speaking during the review meetings we decided to work the floor further, and I decided to add an additional color to create a darker but still rich texture, which I interrupted by larger elements, creating that type design that was in my plans from the beginning.



At this point I started to make the whole image more harmonious. Since it will show up in the Main Menu, it needs all the necessary care and detail. You can see that a whole series of patterns have been added to the walls, like plants and more.



When we got to the end, we felt it lacked something, and there was still an issue with the strange shadow that had been looking for at the beginning.
The solution was to cut the shadow and make the floor pattern less invasive (but still visible), and in general made the whole image deeper, and with distinct levels of reading.

I hope you enjoy the result as much as I enjoyed making it.





Example 3: MENA Dungeon​ By Jon



This was the first time I did an event scene illustration for CK3, which was exciting and maybe a little bit intimidating. I really like the art style used in these illustrations and I was looking forward to trying it out myself.

When I started working on this illustration, I had a few things in mind. Since it was going to be a dungeon, it would be sparsely decorated and only have the most basic, roughly cobbled together, furnishing. There was not much room for props, architecture or artworks that could connect this illustration with the area. In order to make this illustration stand out from the other dungeon scenes, I focused more on materials and mood.

[h3]Layout and Lighting​[/h3]
Before I started to work on materials and other details, I needed to come up with a good layout for the image. I started by blocking out some basic objects - walls, arches, bars, doors - and tried various layouts and lighting for the scene.

Each layout was tested with characters and UI elements on top, to get an idea of how it would look in-game. It was important that the illustration didn't compete with the other elements by being too busy or by having too much contrast.





After going back and forth, I eventually settled on this design.



[h3]Materials and Mood​[/h3]
When I had settled on a layout, I started to play around with the materials in the scene. I imagined this area being one of the older parts of the building, perhaps it was used for something more extravagant at one point, but now the walls are eroded, the stones have shifted, and the surfaces are worn. The only source of natural light would be a small window placed high on the wall.

I gathered references of buildings in the area, looking for interesting textures and variations in the materials. I tried to achieve a combination of chiseled stone blocks in some areas, with rough, eroded walls and uneven patches of mortar in others.



[h3]Props and details​[/h3]
Another area that I experimented with quite a bit was the metal bars separating the rooms. The first versions of these were based on Moorish patterns, but I wasn't happy with the way they came out. To improve them, I collaborated with our content designers, who helped me find references of other types of Moorish artworks to base the new designs on. In order to make these appear less fancy - this was a dungeon after all - I gave them an eroded material and banged them up a bit.



In addition to the material and design of the bars, I also put in some extra attention to the lighting to make the silhouettes more clear. The left panel would receive a fair deal of natural light from the window, making it stand out from the dark corridor behind it. The left panel would receive less light, so in order to make it more clear I placed an artificial light source behind it, perhaps a lantern burning next to a sleeping guard.



Lastly, I worked on the props for the scene. I wanted to keep them simple - the unfortunate residents would only have a couple of rough benches to sleep on, and would only have access to the most basic necessities.

[h3]Rendering​[/h3]
Once I had everything I needed in my 3D scene it was time to render it. At this point I want all the major aspects of the illustration solved. Since I know that I am going to paint over it, it is not the end of the world if a texture looks wonky somewhere, but I want to avoid doing any major changes once I start to work in photoshop.

I did some test render where I tweaked the lighting and some details until I got a result that I was happy with. After that it was time to bring the illustration into photoshop. This is what the raw render looks like compared to the final image.



[h3]Painting​[/h3]
When I started in Photoshop I focused on the major things first, such as darkening some areas, tweaking saturation and adding haze and other effects. Then I started to paint over the 3D image - simplifying some areas while adding additional detail to others. This is where I push the image and try to make it as nice as I can. While doing this I am also paying attention to the mockup, testing it regularly to make sure that the image works well in the game.

[h3]Finalizing​[/h3]
Throughout this process I worked closely with my colleagues. The support and feedback that I get from my art team is incredibly valuable and appreciated, and I know for a fact that this image would come out way worse if I didn't have their input. I also get a lot of help from our designers, providing tons of cool ideas and references for what to put in the illustrations.

At this point I am mostly doing minor changes, looking for ways to improve the image and testing it in the game. Creating this illustration was incredibly fun and rewarding, and it´s since become one of my favorite things to do for our games.






Process: Story Event Illustration​ By Oscar

[h3]Sketch and brief​[/h3]
Our Designers and Game Director had this idea for a scene showcasing the possibilities that the Struggle represents - a sense of standing at a crossroads overlooking the landscape and not knowing what the future holds.



With this in mind, I started making some simple shapes in black and white to get a composition going. I wanted a strong triangular shape with some characters on it that would lead the eye toward the right side of the image and the horizon.



I kept refining and adding details and tried to add some more definition to the values. I looked closely at various reference images to get inspiration. I made the foreground elements darker so that you get a good separation between elements and a clear focal point.
Color​


Time for color! I overlay some textures with color and use blend modes to establish a mood. I want it to feel a stormy with patches of light shining through the clouds to illuminate the landscapes and characters. This will allow me to model the lights to highlight the important elements to create focus. I also thought it would be a nice detail to give the characters colored flags, it would add a sense of wind and add some much-needed color variation to the scene.



I remove the characters for now and start working on the environment, I add rocks and grass and block out the tree from the first sketch. I add some photos of foliage that I paint on top of to add some color and texture variation to the ground.

[h3]Refinement​[/h3]


I add some more small bushes and work out textures for the ground. I also work a bit on the background so I keep all elements of the environment on the same level of finish. I add a second tree and refine them for some depth in the foreground, adding just a bit of light hitting the top of the trees is a nice way to further push the feeling of dappled light in the scene.

[h3]Finishing and characters​[/h3]


I add back characters and clouds and some brighter clouds on the horizon, to reflect stormy weather and I thought the scene needed some more variation in the sky.



Now I’ve added back all the characters that were planned, I added back the colors of their banners and now it’s mostly a question of where all characters should be positioned to create a nice flow in the image. I’m pretty happy with how the clouds turned out and I think they convey a feeling of wind quite well.



The finishing touches, mostly has to do with small fixes and changes to characters and clouds, I move some elements around and push values ever so slightly to make the image finished. I add some extra small details, like the small tree sticking out of the hill and do some light color adjustments and vignetting to make the composition just a little bit stronger.

I’m happy with how the picture turned out. Throughout the entire process the art team and our content designers have given me many references and plenty of excellent feedback to push the image further.