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Dev Diary #182 - Black Forge Jam 2024

[p][/p][p]Heya lovely people, my name is Riad, and for the past (almost) five years I’ve been working on Crusader Kings III. I used to be in QA… well, technically I still am, but in a very different capacity. Gone are the days when I was a humble bug-squasher, valiantly clicking buttons until my mouse died of exhaustion. But now, I ascended the staircase of heaven itself and was blessed with the highest honor a person with no practical skills can be given: I became… a manager.[/p][p][/p][p]Not just of one discipline, mind you. Oh no. Somehow they let me manage three. That’s right — I wield unholy power over QA, UX, and the 2D Art Team at Paradox Development Studio Black™. My job is to ensure they remain the best they can be, delivering the high-quality™ experience you know and love (and hopefully will continue to tolerate for many years to come).[/p][p][/p][p]Now, I know what you’re thinking: “Who the hell invited this guy to write a dev diary? Why is he wasting my sacred weekly chance to hear actual news about this game I’ve sacrificed half my lifespan to?”[/p][p][/p][p]Well, little Billy, let me tell you:[/p][p][/p][p][/p][p]\[Pictured: a very nice producer telling me to help out][/p][p][/p][p]So, yeah. You’re stuck with me. [/p][p][/p][p]Saddle up, because I’ve got a fresh unopened package of Baked Sponge Cake™ and a burning desire to prove my usefulness to this studio of talented individuals.[/p][p][/p][h2]What this diary is (and isn’t)[/h2][p]This isn’t about the next DLC. In fact, most of the things you’ll see here probably won’t show up within the next calendar year. Maybe they’ll never show up *gasp* at all. (Unless you beg really hard. Then maybe.)[/p][p]What I am here to do is show you the results of one of the most fun weeks we’ve ever had as a studio: our (now) annual CK3-themed game jam — THE BLACK FORGE JAM 🦅[/p][h2]
What the hell is a game-jam?[/h2][p]Glad you asked, imaginary heckler.[/p][p][/p][p]Game. Jam. Two words. It’s an event where a bunch of devs lock themselves in a room, survive exclusively on caffeine and untreated performance anxiety, all while trying to create something (usually a game) under typically one or more ridiculous constraints. The biggest one is always time, usually spanning 24-72h. The second is usually a theme.[/p][p][/p][p]The theme can be anything: a genre (Horror!), a mechanic (You can only press one button!), or even just an adjective (Hot!). There are a bunch of popular jams running each year like Ludum Dare and GMTK Jam that are open to the public. Additionally, many game studios run their own internal jams. Like us![/p][p][/p][p]If you want to see a beautiful, dramatic documentary on this kind of madness, I always recommend checking out Double Fine’s Amnesia Fortnight doc.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Now, while I don’t have Tim Schafer’s creativity, charisma, or luscious curls, there is one thing we share: an uncontrollable urge to make weird game stuff.[/p][p]
[/p][p]\[Pictured: Tim Schafer's luscious curls][/p][p]
[/p][h2]“But Riad, you literally said you don’t make games anymore?”[/h2][p][/p][p]First of all: shut up, nerd.[/p][p][/p][p]Second: yes, I did say that, but managers are still great at one thing — telling smarter people what to do.[/p][p][/p][p]And two years ago, I told people: “Let’s do the greatest CK3 Game Jam in the world!” … and from that chaos, you got hits such as the “Choose A New Destiny” mechanic and a revamped Court Positions window.[/p][p][/p][h2]A Brief History of the Black Forge Jam[/h2][p]Back in 2023, we kicked off our first jam with a simple restriction: “Make something for Crusader Kings III.” Three days later, we had 11 projects, which we were incredibly proud of, and all of which taught us valuable lessons about working under brutal constraints. It turns out that limitations don’t just breed creativity — they breed really cute ideas… like pugs, or corgis.[/p][p][/p][p]\[Pictured: One of the BFJ 2023 projects][/p][p][/p][p]We even made a lovely video of that first jam, featuring many of my amazingly talented colleagues![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]In 2024, after much pathetic begging by me, upper management gave us their blessing to do it again. This time, instead of three days, we got a glorious five-day stretch of chaos. Huge thanks to our production team (led by our studio manager, who, contractually, I must remind you is fantastic) for finding us the time in our busy development schedule to afford a full week to jam. We needed it. Badly.[/p][p][/p][h2]Why I’m Here[/h2][p]Now, Jacob told me I had to hit a 1,500-word minimum, and I think I’m about halfway there just by insulting myself, so let’s get to the good stuff.[/p][p][/p][p]In the rest of this diary, you’ll see a selection of projects from the 2024 jam. I won’t show everything (partly because I don’t want to, and partly because some of these projects might actually get turned into real features). After all, as a Professional Game Studio™, we have to maintain the illusion that ALL our features are the product of deep, thoughtful design… not a week of sleep deprivation, imposter syndrome, and 2271.24707 litres (or 600 gallons in freedom units) of free and delicious office coffee.[/p][p][/p][p]But here’s the thing: if you see something here that makes you go, “HOLY HELL, I NEED THIS IN MY LIFE” — let us know in the comments. Seriously. The only thing standing between you and these features is the eternal curse of “development costs money.” And since my oven is broken and I can no longer bribe my producer with fresh Algerian baklava and unmarked envelopes of euros, I need you. Yes, you. Your engagement might actually convince someone important to make it happen.[/p][p][/p][p]So let’s get jamming.[/p][p][/p]
Faith Syncretism
[p]What if faiths could be more interesting? That was the question this first team set out to answer. Led by our cunning and dashingly talented 2D Art Lead, Gertax, four brave souls embarked on a mission to create a new system for faith compatibility and syncretism.

\[Pictured: The Faith Syncretism project team's Miro board]
[/p][p]So, what did they manage to pull off in just a few days? Oh boy, so much. We got things like the ability to create syncretic faiths, the concept of Faith Compatibility, an Eminent Heathen court position, syncretism drift… and that’s not even close to everything.[/p][p][/p][p]But wait, what the hell is syncretism actually? Good question. In short, syncretism is a measure of how much one faith has adopted traditions from another. In this version of the system, syncretism drifts annually towards the “compatibility value” between two faiths, influenced by factors like fervor. Have two faiths with high syncretism? Congratulations, they are now less hostile towards each other, which in CK terms means fewer angry neighbors trying to set your house on fire because you accidentally prayed to the wrong god.[/p][p]
\[Pictured: Varying degrees of syncretism between faiths][/p][p][/p][p]And here’s the kicker: when syncretism between two faiths is high, a ruler can create a syncretic variant. This new faith gets a fourth tenet (because three wasn’t enough, apparently), allowing it to use special buildings and artifacts from both parent religions. You take one tenet from Faith A, one from Faith B, and then a juicy third “convergent” tenet that ties it all together.
[/p][p]\[Pictured: Hybridizing faiths in action][/p][p][/p][p]\[Pictured: The resulting event window for a hybridized faith's creation][/p][p][/p][p]You can task your Court Chaplain to go to a county and promote syncretism between your faith and theirs. This will also decrease your Faith fervor to improve organic syncretism, whereas Religious Relations will increase it to counteract it.[/p][p][/p][p]\[Pictured: Syncretism map mode when assigning your Chaplain][/p][p][/p][p]There’s way more to this system, but like I said earlier, I don’t want to spoil too much. This is genuinely something I’d love to see in the game someday.[/p][p][/p][p]And because I’m a terrible person, I wasted Gertax’s time with a mini-interview for this diary. Thanks Gertax, you’re the best.

[/p][p]Q: Hello
A: Hey!

Q: How are you doing today
A: I am very STP today.

Q: Why did you come up with this project for the jam?
A: I felt like faith creation is a bit too arcadey, where the player can simply come up with something wild from scratch instead of having it be an organic development from the intersection of ideas from different religions. The change would be sudden instead of the result of a continued interaction between worshippers of two different faiths. I think the new system would also empower the AI rulers to create their own syncretic faiths without having too much narrative dissonance for the player.

Q: What was your favorite part of working on this jam project?
A: My favorite part of working on this project was sitting down with the team and coming up with the systemic solutions for this project.

[/p][p]Q: What inspiring life advice would you give to our fans[/p][p]A: Live for others and your own troubles will assume their real significance.[/p][p]
[/p]
Terra Obscura
[p]Unless you’ve been living under a rock (or just have a healthy social life), you’ve probably heard of the mod obfusCKate by Jp78. It’s a brilliant mod that hides information your character shouldn’t logically know, like the exact percentage of a murder scheme or the stats of some random count you’ve never met.[/p][p]It’s one of my favorite mods, and I recommend everyone to give it a shot (though unfortunately the mod creator has held off with updating it for now). If you want to know more, a certain Proud Bavarian made a great video on it a couple years back.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]This jam project was partly inspired by that mod… but with a twist. While obfusCKate tries to really hide people and have different effects for them with more visibility levels. Terra Obscura is focused more around diplomatic contact and visualization. Led by one of our most senior programmers, @joror, his team set out to create an entirely new CK experience: one where not only characters, but also the map itself is shrouded in mystery. [/p][p][/p][p]\[Pictured: Terra Obscura]
[/p][p]The core concept hinges on Diplomatic Contact — a measure of how much knowledge you have about another realm. Want to expand that knowledge? You send out a new court position, the Diplomatic Envoy, to explore the Terra Obscura and establish ties with other rulers.[/p][p][/p][p]\[Pictured: A total stranger][/p][p][/p][p]The idea is to limit the overwhelming flood of information you normally have, and instead let you “discover” other realms as your diplomatic range expands. It adds immersion, focus, and a creeping sense of dread when you suddenly learn that the neighbor you just uncovered has 20k troops and a personal grudge to settle with you for making love to their spouse.[/p][p][/p][p]Q: Hello
A: Hi

Q: How are you doing today
A: Busy! Working out kinks in the systems.

Q: Why did you come up with this project for the jam?
A: I am a player who likes discovery in my games, and so while I also enjoy 'peeking' around the map, I wondered what it would look like if I only knew my surroundings in CK3. Visually and mechanically it could add a cool angle. The data-hiding part I see as a togglable optional, on top of more diplomacy mechanics.

Q: What was your favorite part of working on this jam project?
A: Seeing the map-realm-hiding work out nicely visually on the paper map.
[/p][p]Q: What inspiring life advice would you give to our fans[/p][p]A: Understand that every person can experience the world in a radically different way from your own. We have eight billion players in the world, each running and modifying their own client software. There no one correct way to play.[/p][p][/p][p]\[Pictured: Extending diplomatic ties into the British Isles to learn more about the political layout][/p][p][/p]
✨Astronomicon✨
[p]Now, I may be biased here because I actually joined this team. But remember that part earlier where I said I have no useful skills? Yeah… unfortunately, that was not a joke.[/p][p][/p][p]Thankfully, our team lead Chaddling was merciful. He gave me a task: “Hey Riad, just come up with some flavor text for the 12 zodiac signs. It should take you an hour; we will handle the rest.”[/p][p][/p][p]Reader, it took me all five days.[/p][p][/p][p]Astronomicon introduced an astrological system to CK3. Characters got zodiac signs based on their birthdates, which affected their traits, relationships, and of course gave everyone new reasons to bully Scorpios, not just on TikTok, but also in Crusader Kings.
[/p][p]Since we were working on All Under Heaven, our upcoming major expansion, we based it on the Chinese Zodiac. A simplified version, sure, but it featured 12 signs with both active and passive effects tied to the current year. If you were born in the Year of the Dog, “your" year is one of challenge and transformation, where your abilities are tested.[/p][p][/p][p]\[Pictured: Zodiac signs can have a tangible impact on how people perceive you]
[/p][p]We also experimented with marriage compatibility based on zodiac signs, because why let dating apps have all the fun?[/p][p]
\[Pictured: Characters are more willing to agree to marriage if they have a compatible sign][/p][p][/p][p]And the pièce de résistance: we added a spinning wheel. Sadly, restrictions prevent me from showing you a .gif of the wheel in motion, but trust me: we have the technology. Instead, please enjoy this picture of a snake @egghorse drew for the zodiac.[/p][p][/p][p]\[Pictured: A wheel capable of spinning. We ended up using this for the Dynastic Cycle in All Under Heaven!]
[/p][p]Here is a short interview with @chaddling
[/p][p]Q: Hello
A: Hey!

Q: How are you doing today
A: I’m doing great!

Q: Why did you come up with this project for the jam?
A: I came up with the idea for Astronomicon based on my interest in ancient & modern astrology. I've read passages from Manilius' Astronomica and I think it's fascinating to track the changes in belief systems like this which span multiple cultures, time periods, and even religions.

Q: What was your favorite part of working on this jam project?
A: I don't have a ton of knowledge about the Chinese zodiac, so the best part of this past Black Forge Jam was getting to research that and come up with a basic astrology system which could support multiple types of systems while remaining moddable (think birthsigns in The Elder Scrolls).
[/p][p]Q: What inspiring life advice would you give to our fans[/p][p]A: My one piece of advice is to just start; you're only limited by your own misconceptions.

[/p][p]Now, I know what you’re thinking: “What is astrology doing in my hardcore medieval map painter??” To which I reply: shut up nerd. Secondly, if now we do decide to include this in the game, we would of course have to adapt the feature accordingly to ensure that all supernatural elements would be purged. For example, we have “witches” in the game. Clearly witches don’t have powers in real life, so instead we focus on the psychological effects now (or effects that can be explained as psychological).

Now, secondly, the reason we do the Black Forge Jam isn’t always strictly to make stuff that could or should be in the game. For us, it’s a way to challenge ourselves to experiment with unfamiliar systems. For example, I learned our scripting language during the jam, while our poor UX designer and programmer spent two entire days trying to make the damn wheel spin.[/p][p]Fun fact: it is apparently absurdly difficult to make a wheel spin in this engine. This is not Unreal Engine, son.

Sigh[/p][p]
[/p][p]Anyways. For the last one, here is something many of you have asked about for a while.[/p][p]
[/p]
City Sprawls
[p]There was a comment ages ago asking how cool it would be to see sprawling cities on the map. And when I saw that, oh boy, my heart skipped a beat, since I knew we’ve already done this! Honestly, that single comment inspired me to finally sit down and write this dev diary. As I was supposed to do months ago.[/p][p]So picture this: you’re playing Crusader Kings III. Greatest game in the world. You’ve just conquered some shiny new land, zoom in on your freshly vassalised city, and… disappointment. A “sprawling city” of tens of thousands of people represented by, like, three huts and a goat.[/p][p]But then our next team lead appears, shining with divine light, she declares:


\[Pictured: City sprawls][/p][p][/p][p]C I T Y S P R A W L S[/p][p][/p][p]This team of brave artists and our genius tech lead created a system to dynamically generate city layouts. As your development level increased, the cities would visually sprawl out — more houses, more density, more “oh no, my peasant housing bubble is collapsing” vibes.[/p][p]Low development? Sparse clusters of buildings. High development? Bustling medieval metropolis. I’m simplifying, but the tech and art work behind it was phenomenal.[/p][p]Did it run at 4K 120 FPS with RTX ON? NO. We had five days, not five months. But it does work, and it looks damn fucking cool.[/p][p]
\[Pictured: 25 development. Quite developed, but it could be MORE][/p][p][/p][p]\[Pictured: 100 development. A medieval mega-city.]
[/p][p]Q: Hello
A: Hi!!

Q: How are you doing today
A: Amazing

Q: Why did you come up with this project for the jam?
A: A little chitchat with our game director sparked this idea

Q: What was your favorite part of working on this jam project?
A: Teamwork! The results were also very satisfying

[/p][p]Q: What inspiring life advice would you give to our fans[/p][p]A: Be true to yourself[/p][p][/p][p]\[Pictured: what happens when you crank the MaxHousesToGenerate variable to “chaos.”][/p][p]

[/p]
So… What’s Next?
[p]Like I said at the start: I’d love for some of these to eventually make it into the game. But since free labor went out of fashion centuries ago, actually finishing them would take time and budget. We can’t promise all of them, but we’d like to focus on the ones you, the community, are most excited about.[/p][p][/p][p]So let us know what you think! And hey, we’ve got another jam coming this December. Is there something you’d love to see us tackle? Pitch it! Who knows, maybe your idea will get stolen by a team leader and turned into a Black Forge Jam 2025™ project.[/p][p][/p][p]Before I finish off the last half of my Japanese baked sponge cake (it’s coconut flavored!). I want to leave you with one last thing. What I’ve shown you here is just a fraction of the total jam. In 2023, we had 11 projects in total; in 2024, we had 13. So technically, I’ve only spoiled about 16.6% of them. (Yes, I did the math.)

So to compensate for this. Here are some random screenshots from other jam projects! [/p][p][/p][p][/p][p][/p][p][/p][p]Can you guess what they were about? Every correct answer, I’ll post a dog picture on our forums

Fare-thee well! Until next time a dev diary gets delayed! [/p][p]
[/p]

Crusader Kings III celebrates 5 years with some interesting stats

Crusader Kings III has now been out for 5 years and Paradox have done a mini-celebration, showing off some fresh stats from players.

Read the full article here: https://www.gamingonlinux.com/2025/09/crusader-kings-iii-celebrates-5-years-with-some-interesting-stats/

You won't have to wait much longer for Crusader Kings 3's Coronations DLC

Making a strong first impression is imperative for any incoming monarch. Ensuring the support of your people from the second the crown caresses your brow is crucial not only to the survival of your kingdom, but, as a bloodied history of assassinations and executions illustrates, also to your longevity. In short, be more Louis XIV than Louis XVI. Until Crusader Kings 3 announced its Coronations DLC, this element of statecraft was largely overlooked. Now, it's almost time to add a little pomp, panache, and politicking to the mix as Paradox confirms when you'll be able to ascend the throne.


Read the rest of the story...


RELATED LINKS:

Crusader Kings 3 modding legend strikes again with impressive African expansion

Crusader Kings 3's Coronations DLC ensures taking the throne actually matters

Crusader Kings 3 will look better than ever with map glow-up, new Asian regions

Crusader Kings III: Coronations - Available September 9

[p]Assemble your vassals to witness the consecration of a new ruler with the Coronations Event Pack. Take an oath and declare the vision of the ruler you aspire to be. Will you maintain your promise of protection and prosperity for all, or break your word and face the displeasure of your subjects?[/p][p][/p][p]Legitimize your rule through grand coronations that will impress your vassals and neighboring rulers, take an oath to decide upon how your rule will turn out, and bring together your vassals for a large ceremony to celebrate your new rule of the realm when Crusader Kings III: Coronations releases on September 9![/p][p][/p][p]
[dynamiclink][/dynamiclink]
[/p]

Dev Diary 181 - Natural Disasters

[p]Hello hello! Lachek here to talk about a feature that will be coming to the whole world with All Under Heaven, but which will have a special impact on China - Natural Disasters.[/p][p][/p][p]When considering the success rate of medieval rulers, we often consider how cleverly they played important factions against each other, how they picked the right time and place to lead their armies to victory, and in Crusader Kings terms, how they managed their dynasty's blood through setting up capable successors and arranging the right marriages. But another important factor is how they respond when disaster strikes. When the unthinkable happens, will you be prepared or caught short? Will you be able to look after your people with the selfless care your crown demands, or will someone else swoop in and seize the opportunity to demonstrate their own benevolence? Will you stand tall, or will you have to cash in all your goodwill and sell your soul to restore control over your provinces?[/p][p][/p][p]These are the signs of a skillful ruler we're challenging you to display with the Natural Disasters feature.[/p][p][/p][p][/p][p]\[An illustration of the impact of a Natural Disaster on the people of the realm][/p][p][/p][p]Famously, the devastating Huang He (Yellow River) floods in the 11th-12th centuries not only inflicted casualties to the tune of hundreds of thousands lives lost, but also undermined the Song dynasty's ability to fund defenses against the Jurchens and Mongols. And the Huang He was not content with contributing only to the fall of the Song dynasty - in the 14th century, when China had fallen to the Mongols and was ruled by the Yuan dynasty, it flooded again, precipitating the famine and revolts that eventually gave rise to the Red Turban rebellion and the subsequent rise of the Ming dynasty. The scope of devastation inflicted by floods and earthquakes upon China was enormous, and directly tied to the people's view of how suited they were to hold the Mandate of Heaven.[/p][p][/p][p]But calamity is indiscriminate - it can happen to anyone, anywhere. The Rhine flooded frequently, causing difficulty for local princes and townships in the Holy Roman Empire. The Aleppo earthquake of 1138, which may have claimed over 200,000 lives, weakened Muslim states in the Levant and served as a temporary boon for the Crusader states in the area - until the power vacuum paved the way for leaders like Nur ad-Din to emerge, who later became a central figure in resisting the same European invaders.[/p][p][/p][p]In designing this feature, we had to be careful to ensure that natural disasters shake up the political landscape of the region appropriately while not punishing players caught up in it through no fault of their own. True, natural disasters are by their very nature random, and there's not much even the wisest ruler - particularly in medieval times - can do to stop an earthquake or flood from happening. To address this we leaned into the governance aspect of natural disasters - how do you respond to a calamity occurring in your realm?[/p][p][/p][p]To illustrate this, let me take you on a bit of a journey.[/p][p][/p][p]The year is 1081, and Caliph al-Majid "The Trickster" rules the Fatimid Sultanate, freshly crowned at a mere 34 years of age after the untimely death of his father, claimed before his time by a mild tickle in his throat. All is well in the realm, were it not for my unceasing war against Emir Hussain "the Priest-Hater" of the Hashimid Emirate and his godless supporters, and the 627 issues Errorhoof is screaming about on this debug build. Life is pretty good in Egypt, under the circumstances.[/p][p][/p][p][/p][p]\[Screenshot of the Fatimid Sultanate and its ruler shortly after the Coronation][/p][p][/p][p]The Nile is revered for its frequent flooding, but this year is different. The water won't stop rising. Something is amiss.[/p][p][/p][p][/p][p]\[Event signaling the imminent flood of the Nile River][/p][p][/p][p]The river expands even beyond the floodplains, engulfing everything in its path. We know what's coming, but the (as yet) unwashed masses by and large do not yet.[/p][p][/p][p]A Natural Disaster is a type of Situation, like The Great Steppe from Khans of the Steppe, and the Dynastic Cycle and Silk Road also from All Under Heaven. Situations have participating characters, geographic regions, and can go through phases, each with their own effects and modifiers. I see that we're now in the Warning phase of the disaster, which has no effects. This will soon change.[/p][p][/p][p]As the first warning signs appear, we get a choice of waiting to see what happens or immediately devoting ourselves to addressing this calamity. If the disaster had affected our court, we'd also have an option to go into isolation - though this would cost us dearly in the court of public opinion in the short term, it's better the ruler survives to see the disaster through to its conclusion than perish alongside his people, right? Right?[/p][p][/p][p][/p][p]\[Screenshot of the Natural Disaster panel in the Warning phase and the future Disaster Relief Great Project, alongside an event where the ruler has to choose what approach to take to it][/p][p][/p][p]Soon thereafter, the disaster reaches its Impact phase. People at large now understand the terrible danger they're in, and who do they blame? You, of course![/p][p][/p][p]When Impact hits, you lose Legitimacy. Usually the amount is bearable if you're a well-established ruler with a good track record and the trust of the people, but me, a recently crowned Caliph who can't seem to wrap up a war against the Priest-Hater? It hurts.[/p][p][/p][p]Note that this Legitimacy loss will be substantially higher if you are the Emperor of China, due to the entanglement between the welfare of the realm and the Mandate of Heaven. A flood or earthquake in China could be spun as proof of the ruling dynasty's corruption, and if the disaster strikes during a period of instability in the Dynastic Cycle, it hits even harder.[/p][p][/p][p][/p][p]\[Screenshot of the Natural Disaster panel in the Impact phase with negative consequences, alongside an event where the ruler loses Legitimacy, affected counties are struck by a negative modifier, and Control decreases in the disaster region][/p][p][/p][p]People will die. My half-brother, Prince Muammar, is among them. One less claimant to the throne, perhaps.[/p][p][/p][p][/p][p]\[An event showing a roster of dozens of characters who died in the latest flooding event. Players may also die this way if they're not careful, but are given more of a chance to react in their final moments.][/p][p][/p][p]Not only people, but the land itself will be affected. Hopefully the Priest-Hater isn't in a position to take advantage of this…[/p][p][/p][p][/p][p]\[An event showing how fortifications were damaged across the affected provinces as a result of the latest flooding event][/p][p][/p][p]Your counties can be afflicted by many different consequences of the disaster.[/p][p][/p][p][/p][p]\[An event showing holding taxes being greatly reduced, along with a continuous loss of development, across the affected provinces. Modifiers are cleared after the Recovery Great Project is completed.][/p][p][/p][p]Finally, the worst is over. We now enter a Recovery phase, where we can try to rebuild what was lost and restore the people's faith in your rule. But even this phase is not harmless. For every month we remain in disrepair, we lose more Legitimacy.[/p][p][/p][p][/p][p]\[Screenshot showing the Disaster Situation panel in the Recovery phase, with a -0.25 monthly loss of Legitimacy applying to all affected rulers until the situation is resolved. In addition, governorships in the affected area are cheaper to revoke during the Recovery phase, letting an administrative ruler more readily manage their roster of governors to eliminate dead weight and elevate more promising ones.][/p][p][/p][p]The road to people's hearts is paved with gold, of course - the more the better. But it's not all doom and gloom - once this Great Project is complete, not only will you remove most or all of the negative modifiers you suffered due to the disaster, but you will also gain rewards for every contribution you made. In addition, for Floods specifically, the affected provinces gain bonuses from the silt and moisture left behind.[/p][p][/p][p][/p][p]\[Screenshot showing the Flood Recovery Great Project, with three mandatory contributions required to construct alongside three optional ones. Each costs Gold (or Treasury, if you have it) and provides a number of possible benefits or rewards to the ruler who contributes to the project.][/p][p][/p][p]The cost of each component of the restoration can be sizable, and depend primarily on the number of counties affected, their development, and the severity of the disaster. No two disasters will play out the same in this regard, so you might want to carefully consider which is best to do first given the expense.[/p][p][/p][p]Land Drainage, for example, will tie up much of your army for 10 years but give you a permanent +10 Direct Vassal Opinion boost as soon as you fund it. The primary rewards, in terms of Legitimacy and Learning Experience in this case, aren't gained until the whole project is completed. Meanwhile, Survivor Recovery will give you a Popular Opinion boost upon taking it, but also a tax burden to carry through the recovery efforts until the project is completed.[/p][p][/p][p]Optional contributions are not necessary to complete the project, but if you can afford them, they can give you much greater rewards. Resettling refugees requires you to give up some land until the project is complete - resulting in a reduced domain limit for characters of most cultures - but yields twice the Legitimacy and a Levy Reinforcement boost.[/p][p][/p][p]All of these rewards and costs are scaled by innovations - Elephants make it easier to remove debris, for example. But of course, as time passes, so does Development, and recovering from late-game natural disasters can be much more expensive, especially if you haven't kept up with your technological progress. China starts with many relevant innovations to help it control disasters even in 1066, while others will need time to catch up.[/p][p][/p][p][/p][p]\[Screenshot showing the effects of the Land Drainage mandatory contribution, which costs 300 Gold in this instance and imposes a 10 year long Levy Reinforcement penalty on contribution, but also yields a positive Vassal Opinion modifier. When the project is completed, the ruler gains Legitimacy and Learning Lifestyle experience. Note that if the contributing character is not an independent ruler, they still benefit - governors gain Governor Effectiveness experience, and characters in realms that use Merit gain Merit.][/p][p][/p][p]If you cannot pay yourself, perhaps there are others who can? The Natural Disaster Recovery project screen gives you insight into who else might be willing to foot the bill for a part of this project, and it also lets you try to convince them to do so. My vassal Emir Hisn al-Dawla, for example, is on decent terms with me and might be willing to help with the Land Drainage while I deal with Housing Reconstruction…[/p][p][/p][p][/p][p]\[Screenshot showing a list of two vassals who are potential contributors to the project on account of being able to afford it. One can be convinced to contribute by the player while the other refuses.][/p][p][/p][p]…only in exchange for a Strong Hook, but that will do. At least he will suffer a -75% Levy Reinforcement rate for a while, so in the event he rises up against me…[/p][p][/p][p][/p][p]\[Character Interaction where the player is trying to convince the vassal to contribute. They will only do so in exchange for a Strong Hook currently. Other options are a regular Hook for a smaller Opinion modifier, or using a Hook you have on them.][/p][p][/p][p](deep breath) Grand. This is doable. It'll be fine. Teamwork makes the dream work! Maybe in a few years I'll get another wealthy vassal who I could convince to handle the last part, since this war against the Priest-Hater is really taxing me…or maybe I could fabricate a hook on that wealthy nephew of mine who refuses to play ball. Though if I could only raise the cash myself somehow, I sure could use the Legitimacy to cement my rule once and for all…[/p][p][/p][p][/p][p]\[Screenshot of the Disaster Recovery Great Project, showing two dynastic seals stamped over two of the three mandatory contributions, and a remaining total cost of 376 Gold for the final one][/p][p][/p][p]Natural Disasters will be displayed on-map in two different ways:[/p][p][/p]
  • [p]A map pin will appear on disaster epicenters, at quite generous zoom levels to let you easily spot them even when they don't occur in your realm. Selecting the map pin will open the Situation panel for the disaster, and will also display which counties are affected with a border[/p]
  • [p]Terrain shaders will be applied when zoomed in, so you can really feel the devastation! Here's where I would show you an epic screenshot, but these are currently getting their final touches applied after the recent map graphics upgrades, so you'll have to wait to see them in-game[/p]
[p][/p][p]Natural Disasters obviously do not care about realm borders. A flood will affect all counties adjacent to the river, and an earthquake can span counties in multiple realms. Where a single disaster overlaps many realms, a recovery project will be constructed in each. You only pay for the provinces in your realm, but it's also only those provinces that reap the benefits of your contributions. The disaster situation will disappear once the final recovery has been completed.[/p][p][/p][p]Finally, let's talk about frequency - and about China. Natural Disasters are rare occurrences. You might play a full campaign and not be directly affected by one at all, even across centuries. To some degree this also depends on the terrain in your realm and what part of the world you're playing in. Regions that historically suffered earthquakes or floods during this era have a higher probability of being afflicted by one. When a region is afflicted, it is more likely to be centered in terrain suitable for that disaster. Mountainous regions will be more prone to suffer earthquakes, and provinces far from major rivers won't get flooded.[/p][p][/p][p]However - quite naturally - the larger the realm, the larger the risk one part of it will be struck by disaster at any given time. For a realm the size of China, the likelihood of having to deal with them is high. Thankfully, the Emperor has access to two tools to deal with this problem that most rulers don't: the Imperial Treasury, which can be used in place of Gold to pay for Great Projects, and a great many Governors whose fat salaries should really be put to better use than improving their Estates when the future of the realm is at risk. With the increased impact on Legitimacy, due to the unceasing turning of the Dynastic Cycle and the people's perception of how disasters are a sign from the Heavens that change is needed, natural disasters could possibly break - or make - a Chinese dynasty.[/p][p][/p][p]We hope you will enjoy this opportunity to prove your benevolence as a ruler, or for the more cunning among you, use the upheaval to your advantage![/p]