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Dev Diary #131: CKIII University 101

Good afternoon, and welcome to your first class of the semester! My name is Dr. Areysak, and I’ll be your “CKIII University 101” lecturer.

I already see some raised hands. You, in the first row, ask away.

“Why a University Activity? What does it have to do with Wards and Wardens?”

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This is a very interesting question. During the early development of Wards and Wardens, talks of hostages’ education led us to a realization: everything that could influence a character’s education trait happens during childhood. Once a character reaches 16 years of age, they are locked out of any further improvement! And if the player character isn’t directly responsible for the education of their heir, a player can find themselves inheriting an already adult heir character with an education trait they have had no way to influence.

The University Visit activity is the solution we have chosen to open up new possibilities to the player to influence their character’s personal growth. Therefore, as a first aim, it fulfills a gameplay need; secondly, it allows us to expand upon one of the Middle Ages’ many successful inventions, Universities; thirdly, we got to add a new activity!

When we talk of Medieval Universities, we are immediately led to think of the famous names of Western Europe, such as Oxford, Cambridge, and Bologna. The name “University”, in fact, comes from Latin and was born to describe specifically the communities (= universitates) of Latin-speaking teachers and students that congregated in these European cities. However, similar institutions existed all over the Old World. Particularly famous are the Indian “universities”, such as Takshashila and Nalanda; the House of Wisdom in Baghdad was one of the most renowned centers of studies of its age, and Madrasas schools were widespread throughout the Islamic world. In this period, it’s also often difficult to separate, as we would do today, between lay and religious centers of studies, since Christian cathedrals, Muslim mosques and, in particular, Buddhist temples were themselves libraries, scriptoria (i.e., where manuscripts were copied), and educational institutions, or had these institutions develop in their immediate vicinity.

The Activity​


Let’s now have a look at the activity itself, though!

The University Visit is a minor activity that adult landed rulers can always initiate, as long as they have the gold! To keep it in line with the pre-existing decision to Go to University, it is quite expensive. To keep the challenge balanced, the final cost is dynamic (like with all activities) and changes with your tier and era.


(Activity selection interface showing the University Visit)

The activity takes 6 months, and can only be started once every 20 years, and only once per location.

In order to Visit a University, you have to select a valid location in your diplomatic range and travel there.


(Activity destination selection interface)

You might have noticed, however, that not all valid locations are University seats. As discussed above, large religious centers were often centers of study too, and have been included as potential destinations.


(The tooltip of a large religious center)

Being a minor activity, the choice of intents and options is limited but flavorful.
There are only two intents available, but they represent two contrasting approaches to your university experience, and will significantly change both your approach to your studies and the results you can achieve. In fact, every activity event will have at least one special option unlocked by each intent!
“Study Hard” is quite self-explanatory: you went there to study, and study hard you will, no matter the stress cost you’ll have to pay! You try to make the most of your time at University, in order to maximize your chances of success at the end of the activity and increase your rewards.
In fact, the results (and rewards) you obtain at the end of your studies are measured by a value called “Studiousness”, which is a “success” chance similar, e.g., to a Pilgrimage’s Piousness. The activity can’t fail per se, but the entity of your rewards will depend on this value.

“Goliardic Lifestyle” is a completely different approach, inspired by the European Goliards, wandering students and clerics famous for their satirical poetry (for instance the Carmina Burana) exalting the art of drinking and carnal pleasures. With this intent, your aim is to gain as much first-hand experience of life, both inside and outside the walls of the University, indulging in so-called “Goliardic Shenanigans”. I’ll leave you the pleasure of discovering exactly what your character can get up to; the general idea of the intent, however, is to gain less success chance (and therefore less rewards at the conclusion of the activity), but more immediate bonuses such as lifestyle traits, lifestyle xp, and skill points.


(Intents view)

On the other hand, we only have one option with 3 levels, which represent how much money you plan to invest in study materials. The option chosen will influence your success chance and final rewards, including an Illustrious artifact! (cost values are still wip)


(Options view)


(Arrival event)

As you can see, your level of Studiousness is easily traceable from the activity view. To make the interactions more impactful, we have limited the number of guests, which are only a handful of students and teachers, which will be among the wisest minds on the map!


(Activity view and teacher’s character view)


(Event with Study Hard option)


(Event with Goliardic Lifestyle options)

Be ready to gain a whole bunch of stress! Nobody said that getting a degree was easy…

I did mention that your teachers will be among the most brilliant minds around, and I’d like to stress it again because if you manage to make a very good impression on them…


(Conclusion event)

You will be able to invite one of them to move back to your court with you!

But hold on, there is something weird with this teacher… What is that?!


(Teacher’s character view with education trait tooltip)

Is that… A fifth level of the Education Trait?!

YES!

Concurrently with the University Visit activity, we have added a new level to all education traits. This final level will be super rare, and mostly reserved for University teachers and University graduates who already started with the fourth-tier trait.

Rewards​


As you might have guessed from what has been discussed so far, the main reward for the activity is increasing your education trait one level up. However, there is only a chance to succeed in this endeavor! This chance is higher the lower you current level is (i.e., it’s easier to get from tier 1 to 2 than it is from 2 to 3) and the higher your Studiousness level is.


(Tooltip of Tier 4 of Studiousness with the rewards)

However, even if you were to fail at improving your education, you are ensured to gain a number of Perk points that increases with your achieved Studiousness, an assortment of xp and skill points depending on your event choices, and even an Illustrious book if you chose the most expensive option during the activity setup (and therefore went splurging on rare manuscripts)!


(A randomly generated Illustrious book)

Conclusions​

This concludes today’s lecture. I hear some buzzing from the end rows, are there any questions?

“But that’s not how Universities worked! No ruler would go to University like a commoner!!”

You are, of course, correct. We are perfectly aware of it. However, we believe that the combined bonuses offered by new gameplay possibilities (i.e., improving your character’s education and skills) and the historical flavor of showing a slice of the life at Medieval Universities more than warranted the exception!

I hope you are excited to Visit a University soon!

This is the last Dev Diary before the July break, so it seems fitting to just say:

School’s out! Have a nice summer! And see you all back in August!

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https://store.steampowered.com/app/2313541/Crusader_Kings_III_Wards__Wardens/

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Crusader Kings III: Wards & Wardens releases August 22 focusing on child rulers

Crusader Kings III is expanding again with a new event pack in Crusader Kings III: Wards & Wardens releasing on August 22nd that will focus on your children.

Read the full article here: https://www.gamingonlinux.com/2023/06/crusader-kings-iii-wards-wardens-releases-august-22-focusing-on-child-rulers

Crusader Kings 3 DLC turns your heirs from rebels into rulers

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


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Dev Diary #130: Wards and Wardens

Hello all!

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


[h2]Vision[/h2]

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

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

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


[h2]Captivating features[/h2]

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

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

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



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

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


[h2]In Perpetuity[/h2]

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

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


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

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



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

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


[h2]A Midwife Crisis[/h2]

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

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



[h2]Mature Students[/h2]

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



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

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

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


[h2]Goodbye For Now[/h2]

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

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Update 1.9.2

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

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

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


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


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


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


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