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Crusader Kings 3 modding legend strikes again with impressive African expansion

It would be practically impossible for a game to cover the entire history of the world with enough detail to satiate every appetite. Luckily, that's where the players come in. Crusader Kings 3 is a brilliant historical strategy game, but its focus is predominately on Europe. Many pieces of DLC expand on that region, including the forthcoming All Under Heaven update which will add all of Asia to the game. However, there are still regions untouched. One modder, who goes by the name of 'Cybrxkhan,' has added countless regions to the game in the Regional Immersion and Cultural Enrichment mod, which has now turned its eyes to Nubia.


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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

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

With a name like Crusader Kings 3, it's no surprise that establishing a ruler is one of the founding pillars of Paradox's cutthroat medieval grand strategy game. The new Coronations DLC is set to give this core aspect a major makeover that feels substantial and meaningful. In a new developer blog, CK3 game designer Jason Cantalini reveals that the team wanted to try "something a little different" from past additions. "Where these prior event packs scattered little tasty flavor treats throughout the game, Coronations is instead one single, discrete bundle of highly visible and mechanically impactful content."


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Dev Diary #178 - A Vision in Gold

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Crown-wearing kings and regalia-bearing queens,[/p][p][/p][p]As you read these very words, you might - by claim of blood or right of conquest - be happily nesting in a Crusader Kings III throne. Perhaps you’re just about to become king, just about to plop one of our lovingly rendered crowns on your most worthy head. Congratulations! That’s one heck of a moment to celebrate.[/p][p][/p][p]Enter: the Coronation Activity. This first, and very likely most iconic, sacral moment of kingship is the centerpiece of our laser-focused new event pack. Our fans have long yearned to see this ceremony realized in digital cathedrals and in virtual flesh. I, humble Brother Jason of the design scriptorium, am here to give you a sense of the kingly activity to come.[/p][p][/p][p][/p][p]\[Spoilers, I guess?][/p][p][/p][h2]Vision[/h2][p]With this event pack, we tried something a little different from the formula employed in Wandering Nobles, Wards & Wardens and Friends & Foes: where these prior event packs scattered little tasty flavor treats throughout the game, Coronations is instead one single, discrete bundle of highly visible and mechanically impactful content. You will not have to search it out. This DLC presents itself to you, in fanfare and anticipation, the moment… you die. Or, well, the moment you graduate to kingship. Either one is good.[/p][p][/p][p]So, yes, this DLC is focused squarely on the beginning of a new reign, on your initial years as a sovereign. They’re often dramatic years, aren’t they? With factions, claimants, new friends, councillors and rivals, new goals to set, and new boundaries to gaze upon. Your ruler’s Coronation won’t take place in isolation from these fresh horrors and newfound delights, no: our intent is that the Activity helps them situate themselves in their new position. It should highlight your new foes and help you identify the sources of your new character’s strength. By holding a Coronation, you might hope to - without the strain of war - address the teething problems of new rule that we all know well (factions, claimants, etc). This might end, however, in your coronation being a venue for your humiliation and, even, deposition. Don’t fear, though. Such a debacle would require a few significant political miscalculations on your part.[/p][p][/p][p][/p][p]\[These vassals don’t seem to like me very much][/p][p][/p][p]Conversely, if your succession is smooth as butter on warm toast, then Coronations become a fine exercise in patting yourself on the back. A beloved, highly capable ruler has every right to pull through with fresh modifiers, currencies and incentives in hand![/p][p][/p][p]A soon-to-come developer diary will dig deeper into the mechanics of the Coronation Activity and the Oaths on offer. What I present to you now is a top-level overview.[/p][p][/p][h2]The Coronation Activity[/h2][p]Coronations are a new Activity type available to Kings and Emperors. They are accompanied by a new Realm Law, which states whether your ruler is Crowned or Uncrowned. While Uncrowned, you suffer Opinion and Legitimacy maluses; the only way to become Crowned is to host a Coronation. Both the Activity and the new laws are DLC-only content, and will not affect players who don’t own this event pack.[/p][p][/p][p][/p][p]\[Soon, soon you will be crowned and these modifiers will be history…][/p][p][/p][p]You may only host a Coronation when first becoming a King or Emperor: thus, a Coronation host must either be a new heir succeeding to the throne, or a ruler who has just increased their title tier. The majority of CK sovereigns will only ever hold one Coronation, but this DLC strongly incentivizes everyone king-tier and above to host a Coronation.[/p][p][/p][p]The Coronation Activity brings together courtiers, vassals and neighboring rulers to witness the creation of a new sovereign, to socialize, and to politic frenetically in the shadows. Equipped with an array of Intents for hosts and attending characters, and with a wide range of events, Coronation is a relatively reliable source of Legitimacy, Opinion and Prestige (for the host), but can be employed towards many other ends as well.[/p][p][/p][p][/p][p]\[Why thank you, pointy hat man][/p][p][/p][p]Mechanically, the Coronation Activity focuses on replayability, on reactivity to your current situation, and on agency for both the attendees and host. Through time and across space, coronation ceremonies tended to hit many of the same beats, to use many of the same ideas and phrases, but the context of their words were ever-changing, and we designed with that mutability in mind. These moments were never merely ceremonial. They were always also political.[/p][p][/p][p][/p][p]\[Plenty of opportunities for the new sovereign to get to know their vassals][/p][p][/p][p]Our guiding principle for Coronation flavor was to create content that feels truly regal, truly historic, worthy of Charlemagne, Chinggis, and mighty Baldwin of the great and righteous Latin Empire (is it Splintered Crusade o’clock?). Indeed, because Coronations can only be held by king and emperor-tier rulers… if someone’s disrespecting a host at their own Coronation, that someone is going to have a damn good reason, and is very likely going to pay dearly for their poor manners.[/p][p][/p][p]The main regional flavor focuses of this DLC are Christian and Western European. Therein are found the most widely-recognized symbols of medieval coronation, and furthermore - the rites of coronation across Christendom, though varied in order and form, were honestly quite surprising to me in their relative uniformity. That’s not to say there aren't triggered events and flavor for different faiths and government types! These are just a little harder to spot than our orbus cruciger activity icon.[/p][p][/p][h2]Magnificence[/h2][p]As I mentioned, Coronations can either be an absolute cakewalk or a rough ride, based on the competence of your ruler, the wealth at your disposal, and the opinion of your attendees. Magnificence, the measure of a Coronation’s success, is the main metric we use to determine how troubled and unflattering your Coronation is becoming - or how majestic and glorious! It’s drawn from the Coronation’s setup, from the actions of the host, and the maneuvering of the most significant friendly and hostile attendees.[/p][p][/p][p]All I’ll say right now is… you probably don’t want to skimp on the Activity Options, unless you really have to.[/p][p][/p][p][/p][p]\[Keep things feeling magnificent and you won’t be disappointed][/p][p][/p][h2]Host & Guest Interplay[/h2][p]A King is made by the assent of the church, of his nobles, and I guess the common people. Coronations aim to highlight all these relationships, and give both host and guest the means to explore them. To aid in this, we have added a widget to the Coronation Activity interface to help you track the most powerful Supporters (characters who like you, the Host) and Detractors (jerks) at your Coronation. These groupings don’t mean anything beyond the Activity, but have a significant impact on its outcomes.[/p][p][/p][p][/p][p]\[Major Supporters and Detractors are shown on the right. These are the attendees best able to affect a Coronation’s successfulness][/p][p][/p][p]Attendees may use their Intents to support the new sovereign, to undermine the Coronation, or - most often - to push forward their own interests. Hosts, meanwhile, use Intents mainly to focus on one group of attendees over another, and manage the members of that group.[/p][p][/p][h2]Imperial Anointment[/h2][p]The Coronation Activity can be held as a regular old Coronation, or a more special type: Anointment.[/p][p][/p][p]Only available to emperor-tier rulers of appropriate faiths, Anointment is a grander ceremony that features your Head of Faith as crowning officiant. It must be held at a Holy Site, and has some additional requirements which weed out sinners and illegitimate sovereigns. Anointment offers additional bonuses, particularly where Legitimacy and the Opinion of others are concerned.[/p][p][/p][p][/p][p]\[Behold: the Pope oiling you up][/p][p][/p][h2]Oaths[/h2][p]Though, as I’ve said earlier, the body of this DLC is firmly rooted in the early reign, its arms reach out across your ruler’s years on the throne. During Coronations, you will be called upon to select an Oath, a timed Decision that is in essence an objective for your rule. Sometimes, the transition from one PC to another can dull a player’s sense of purpose and stagger the momentum of their game. Committing your new ruler to an Oath sets you on a new path, and may serve to get things rolling again![/p][p][/p][p]More info to come on Oaths soon.[/p][p][/p][h2]Bye, For Now![/h2][p]I bid you farewell, friends, kings, queens, and gamers. Until next I may write of crowns and royal heads and downwards, placing-type motions of the hands.[/p][p][/p][p]If you have any thoughts or ideas about Coronations in Crusader Kings III, do sound off in the comments![/p]

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

You spend a lot of time staring at the map in most grand strategy games, so it's important that they look good. Whether that's the simplicity of Civilization, with hex-based grids to aid comprehension in fraught multiplayer scenarios, or the sheer cosmic beauty of Stellaris, with beautiful vistas of galaxies near and far to stimulate the imagination, looking good is key. Crusader Kings 3 is no slouch in this regard, but developer Paradox has announced that it is upping the ante in its next DLC, All Under Heaven. As well as expanding the map to encompass all of Asia, the entire world is getting a glow-up.


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Dev Diary #177 - A Fresh Coat of Paint

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Welcome to another summer Dev Diary! As the Swedes are lazily shuffling in the door after vacations, we’ll be discussing the map visuals. My name is Petter Lundh. I’m the Art Director for Crusader Kings III for the last two years, previously 2D Lead (my work might be most familiar in the form of the Iberia, Tours, and Persia loading screens)[/p][p][/p][p]For All Under Heaven, we're undertaking our most ambitious expansion yet: extending the map to encompass all of Asia. This represents a big undertaking that goes beyond just extending the geography.[/p][p][/p][p]While the map has seen new assets trickle in since release, the overall look remains unchanged. During those five years we’ve filled a big bucket of visual ideas we’re eager to implement though, and this expansion proved the perfect opportunity to give the entire map a facelift.[/p][p][/p][p]This is mainly an artistic reimagining and a modernizing of our workflow. It doesn’t involve fancy new engine tech—we’re using the same features that have been available to the modding community already. This means you’ll be able to put your own spin on these changes, provided you’re up for tinkering with shader code (or coerce ChatGPT to do it for you).[/p][p][/p][p]We also plan to add additional documentation that will make it easier for new modders to get started, though this may come later. Moreover, we're adding optional settings for some of the larger changes that impact performance.[/p][p][/p][h2]Terrain Workflow[/h2][p]In the olden days (CK3 release), we painted heightmaps and terrain masks by hand. This took our team months to complete, and any increase in detail would exponentially increase the workload. This process leaves little room for iteration and course correction underway.[/p][p][/p][p][/p][p][/p][p][/p][p]The old mountains were created mostly from a tiling normal map. This technique results in visual noise in dense mountain regions—something especially apparent when extending the Himalayas eastward. We would rather have a more realistic appearance that mimics real erosion patterns. Mountains should feel more like real mountains.[/p][p][/p][p]We adopted the terrain generation software Gaea to solve this problem. It’s a tool that creates realistic heightmaps and material masks through simulating real erosion patterns. We can generate complex terrain far more efficiently than with manual painting, and we no longer have to start from scratch when iterating on the general look.[/p][p][/p][p]The scale of terrain features remains largely the same. There’s a few reasons for this:[/p]
  • [p]We used the old heightmap as a base since the shape of the map also has gameplay implications.[/p]
  • [p]We find that the stylized scale of mountains look best when zoomed in, even though a more realistic scale can feel better zoomed out. If we adopted a real world scaling, most mountains would appear as noise when zoomed in (at the level where you can actually inspect the terrain).[/p]
[p][/p][p][/p][p][/p][p][/p][p]Here’s what the process looks like:[/p]
  1. [p]We divide the input heightmap ocean masks into tiles.[/p]
  2. [p]Each tile gets processed through Gaea, which outputs a final heightmap, overlay colormap and masks for the individual tiling materials.[/p]
  3. [p]All the output tiles are then stitched together, leaving us with large texture files that cover the entire map[/p]
[p][/p][p]As an extra complication we have divided the world into 7 biomes that each have their own set of tiling textures and material masks that define its character. The above steps are run individually for each biome, and stitched together at the very end to create the final map.[/p][p][/p][p][/p][p][/p][p]For each biome, we’ll gather references and attempt to extract some unique color palette that makes it look different from other places.[/p][p][/p][p][/p][p][/p][p]When we are iterating on the look, we work with a single tile. We'll pick a prototype tile that is representative of a particular biome and refine that particular tile - when we are happy with the result, we do a full build of the entire world, which can take up to 3 hours.[/p][p][/p][p]Here is an anatomical diagram of sorts of the CK3 map:[/p][p][/p][p][/p][p][/p][h2]Surface Polish[/h2][p]The improvements go beyond the heightmap and terrain textures. We have taken a careful look at the lighting and shaders for all map elements. Subtle tweaks are added to most elements to improve readability and make them aesthetically blend together in a nicer way.[/p][p][/p]
  • [p]Map text now has a subtle texture and softer appearance - it should feel less digital and easier on the eyes.[/p]
  • [p]The Political Map has a higher res texture with less apparent tiling.[/p]
  • [p]The water now has more varied detail and color in different parts of the world. There are improved wave patterns along the shore, and overall the scale and wave texture has been balanced for a more realistic feel.[/p]
  • [p]Effects blend more naturally between zoom levels, removing some long-standing pop-in and glitches that were noticeable in the transition between paper map, political and terrain map modes. Speaking of zoom, you can now zoom in closer than before![/p]
[p][/p][p][/p][p][/p][h2]Lighting[/h2][p]Lastly, we have reworked the terrain lighting. Terrain and map objects now have separately adjustable parameters that let us tweak their values individually, allowing us an easier time making them both look great. The map is generally brighter and important interactable objects should pop more.[/p][p][/p][p][/p][p][/p][p]We've added cloud shadows that creep across the landscape. To top it all off, we're adding a Terrain Map Mode that lets you view the entire world in this enhanced visual style.[/p][p][/p][p]We hope you’ll like it![/p][p][/p][p](If you don’t, you can disable cloud shadows and some of the other shader-based changes in the game settings)[/p][p][/p][p][/p][p][/p][p]\[Iceland before-and-after][/p][p][/p][p][/p][p][/p][p]\[Spain before-and-after][/p][p][/p][p][/p][p][/p][p]\[Arabia before-and-after][/p][p][/p][p][/p][p][/p][p]\[Britannia before-and-after][/p][p][/p][p][/p][p][/p][p]\[India before-and-after][/p][p][/p][p][/p][p][/p][p]\[Italy before-and-after][/p][p][/p][p][/p][p]\[Japan in All Under Heaven][/p][p][/p][p][/p][hr][/hr][p][/p][h3]Paper Map[/h3][p]Hey, this is Lucas Ribeiro, 2D Art Lead. As some might’ve noticed from our previous dev diaries, we have a new illustrated paper map for All Under Heaven. This asian-folklore inspired map covers the entirety of the game world and will be used by default by most east asian cultures. Our original paper map has also been extended all the way to the east. Besides cultural triggers, players will also be able to pick which paper map style they’d rather use in the graphics tab of the settings menu.[/p][p][/p][p][/p][p][/p][p]Let’s have a look at some snapshots from the new illustrated map:[/p][p]Around Japan we can observe the Kappa, the Ushi-oni and the Baku (Or… is that the Bulgasari by the east coast of the Korean peninsula?).[/p][p][/p][p][/p][p]Between Korea and China, Cholima streaks across the sky. Surrounding China we can observe the Fenghuang bird and the first of our cardinal direction beasts, the Azure Dragon of the East. More of these beasties are appropriately positioned in the map…[/p][p][/p][p][/p][p]…Such as the Vermillion Bird of the South, under India…[/p][p][/p][p][/p][p]…the White Tiger of the West by the Iberian Peninsula …[/p][p][/p][p][/p][p]…and finally, the Black Turtle of the North by Scandinavia.…[/p][p][/p][p][/p][p][/p][p]We have endeavored to represent the terrain features of the world in a style more reminiscent of Chinese paintings and Shan Shui, with bold paint strokes and intricate natural patterns. The leafy steep mountains should reflect this very clearly.[/p][p][/p][p][/p][p][/p][p]For the original map extension, we kept the style inspired in the Olaus Magnus Carta Marina. The familiar mountain, forest, desert, etc. patterns have been extended all the way to the East as well.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p]
Title Changes
[p][/p][p]Hello, Cordelion here, one of the Game Designers currently working on All Under Heaven! The look of the map isn't the only thing that has been getting an update: borders and names have been, as well! The de jure structure of China has changed and evolved significantly over the summer as we've processed the tremendous outpouring of incredibly valuable feedback that we've received since the reveal, both internally (with many thanks to our fantastic beta testers) and externally (with many thanks to all of you!). So let's dive in![/p][p][/p][p]At the empire tier, the main change you may notice now is that the names were previously inspired by dynasties that once ruled these lands in ancient times, but are now significantly more regional than dynastic in flavor. Liang is now Zhongyuan, Wu has become Jingyang, Yue changed to Lingnan, Shu transformed into Liangyi, and Qin evolved into Yongliang.[/p][p][/p][p]These names are, to be clear, more for general reference and suitability as labels for unformed de jure empire tier: anyone who comes to rule one of these as an independent entity still may adopt one among a range of proper venerable dynastic names![/p][p][/p][p][/p][p][/p][p]The kingdom structure has undergone some changes, also - you may note the replacement of the phonetically repetitive Jingdongdong with Qingxu, while the previous northern de jure kingdom of Yanyun has been divided into Raole, Daibei, and Youji, allowing for more historical assignments and more piecemeal northern reclamation - or southward expansion, if you happen to be a nomadic dynasty![/p][p][/p][p][/p][p][/p][p]As the terrain map has been refined, so too has the distribution of impassable terrain - the Sichuan basin is ringed with strategically challenging peaks and ranges, reflecting its historically significant natural geographic barriers, while coastal Fujian also exhibits a significant mountain presence - eight parts mountain, one part water, one part fields, as at least one book I consulted put it.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]I’m also here with something else new: the county-tier map of China, which wasn’t quite ready to show off the last time we talked about this new part of the game world, but that I’m more than happy to give you a better look at today. For those of you who may be unfamiliar with the obvious preponderance of -zhou, it’s a standard administrative suffix for this level of jurisdiction throughout Chinese history - one that remains an element of many major cities, such as Hangzhou and Suzhou, even up to the present day![/p][p][/p][p][/p][p][/p][p]That’s all that I have for you today - hopefully you’ve enjoyed this brief look at how this part of the map is coming along. I’d love to share even more of what I’ve been working on with you, but that information is reserved for dev diaries to come and I’ll not be the one to spoil them ahead of time: next week we’ll be back with something a bit more sizable for you to dig into! Thanks for stopping by, and I’m very much looking forward to seeing you explore and experience everything that All Under Heaven has to offer yourselves soon enough![/p]