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CK3 Dev Diary #04 - Development & Buildings

Greetings!

This week's Dev Diary is all about your holdings on the map - Baronies and counties, what they do for you, and what you can do with them! As seen in the map DD, Baronies are now physically present on the map. A group of Baronies makes up a greater unit, called a County.

DD4CountyView.jpg


While certain things are still on a per-Barony level, such as buildings, two of the most important values you have to deal with are on a per-County basis - Development and Control!

Development is the measurement of technological advancement and general infrastructure in a County. Development directly increases taxes and levies you get out of the holdings, and it also unlocks some other special options. Development increases very slowly across the duration of the game, and radiates outwards from high-development Counties to those nearby. For example, Constantinople (aka the City of the World’s Desire), starts with a very high Development level. This will slowly spread outwards, reaching the most remote areas much slower than their Greek heartland. Naturally, there are other ways to increase your development, such as through the Steward’s ‘Increase Development’ task, although this is a fairly slow process, and usually only worth doing in certain Counties. Having terrain such as Farmland or Floodplains in your Counties make them ideal candidates for development, and when they have gotten some levels of development you can just sit back and enjoy, as it slowly spreads throughout the rest of your realm!

Control, on the other hand, directly represents the power you have over the County. This naturally decreases during sieges and by forcefully seizing territory, taking the place of the ‘new Administration’ modifiers from CK2. If you don’t pace yourself, and use your Marshal to increase Control in newly conquered territories, you might find yourself with a slew of useless land. This also increases the importance of keeping peasant rabble and similar nuisances out of your lands…

Each County also has an opinion of their holder, referred to as the ‘Popular Opinion’. This represents the sentiment of the local peasants, and tends to decrease if you’re not of their culture or faith, promoting the use of ‘local lords’, vassals of the local culture/faith, to handle such territory for you - as converting it will take quite some time. Unhappy Counties tend to cause problems down the line… more on this in another DD.

Now, on to the Holdings themselves! Each County will have a certain amount of slots available for Baronies, with some being constructed at the start, and others not. The three core types of holdings remain unchanged - Castles, Cities and Temples make up the majority of holdings on the map, each with their own main purpose. Castles provide levies and fortifications, cities provide taxes with a secondary focus on Development, and temples provide an even mix of taxes and levies with a secondary focus on increasing Control. This means that if you want a County to develop really fast, building many Cities might be the thing for you. If you want a resilient domain perhaps you’d prefer Castles, etc.

DD4Holding.jpg


Based on the terrain of the province, each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply. These are usually straight upgrades, and are long-term investments that you should always consider, much like in our other games.

DD4Buildings.jpg


To spice things up, we've also introduced the concept of Duchy Capital Buildings. These buildings can only be built in the capital Barony of any De Jure Duchy, limiting their availability across the map. To build them and have them be active, you need to hold their associated Duchy title personally - this way you can’t simply hoard Counties in which you can build these special buildings, as just like in CK2 you will get severe penalties for holding too many Duchies personally. The buildings themselves are very expensive, but come in many flavors - allowing you to tailor your experience. The Military Academies track of buildings increases the effectiveness of your Knights and allows you to have more of them, establishing marches will make the entire Duchy more defensible, the Siege Workshops will increase the effectiveness of your trebuchets, and so on!

DD4DuchyCapitalBuildings.jpg


We also have the concepts of special buildings. These aim to represent historical buildings, both ancient and those built during the time period. Placed in predetermined baronies on the map, you have the usual suspects such as the Pyramids or Colosseum, along with more fringe or lesser-known constructions such as Offa’s Dyke or the Buddhas of Bamiyan. Some of these will be possible to construct during the course of the game, such as the Tower of London or the Alhambra. All of these constructions provide unique and interesting bonuses, with some of them being represented with 3D models on the map.

That’s it for this time! Stay tuned for the next DD, where we will tell you about the new scheme mechanics!
 
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So what makes up the minority of holdings?

Tribal Holdings definitely. Hospitals and Trade Posts are also possible types. And maybe we get some new stuff as well.

Imperator may not be a perfect game, but CK3 could really benefit from importing some its provincial mechanics like pops, trade goods, etc.

The problem here is that, for instance, Europe and Egypt would require completely different systems because the population structure and numbers were radically different, as was their effect on governing of the said countries. Feudal Model was in part established to make up for the lack of population superiority compared to world outside Europe.

Seeing as the Devs never got around making it so that Feudalism is not essential for a country to be represented in the game, POPs are a huge no-no unless they revamp base systems... which might come with CK4.

Will monastaries and other religous buildings be available as buildings for certain cultures (Like Coptics) in Temples? Or will can Temples become Monastaries if they are in a desert province? Or will their be no monastaries:(

Why would Monastery be a holding? It is a bunch of Monks praying (and being forced to copy books). It works better as Buildings (or as its own system, which would allow for instance Dominican and Franciscan Monasteries having different effects on provinces... but certainly not Holdings that represent population centers).
 
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Development is the measurement of technological advancement and general infrastructure in a County. Development directly increases taxes and levies you get out of the holdings, and it also unlocks some other special options. Development increases very slowly across the duration of the game, and radiates outwards from high-development Counties to those nearby. For example, Constantinople (aka the City of the World’s Desire), starts with a very high Development level. This will slowly spread outwards, reaching the most remote areas much slower than their Greek heartland. Naturally, there are other ways to increase your development, such as through the Steward’s ‘Increase Development’ task, although this is a fairly slow process, and usually only worth doing in certain Counties. Having terrain such as Farmland or Floodplains in your Counties make them ideal candidates for development, and when they have gotten some levels of development you can just sit back and enjoy, as it slowly spreads throughout the rest of your realm!
So basically development replaces the old tech system from CK1 & 2? Are spread and the Steward task the only ways to improve the development rating?
 
Kind of confused on one point: do we no longer own counties like in CK 2 but instead a barony in that county?
The way you would hold a county in CK2 was by holding the capital barony, which is why one county would be 1 part of your demesne, since you only have the capital castle in that barony, which is why you would have a mayor and bishop or baron as your direct vassal since they controlled the rest of the county in the baronies screen.
 
Very cool DD, I hope things like pastures and farm fields will be represented on the map, could definitely help you know what bonuses enemy lords have on their lands:D
 
Will I be able to build, for example, an only cities county or I'll have to build a castle and temple before I could build more cities like in CK2?
 
I really like the chance to "specialize" duchies with the capital-only buildings and I hope we'll see more features about developing and customizing the demesne to make the player feel attached to it through the generations. Keep up the good work!
 
Something I didn't catch onto in the previous dev diary that seems to be present here:
light infantry, heavy infantry, archers, light cav, heavy cav, all seem to have been consolidated into one unit type: levies.
Meanwhile, knights are going to act as a special type of units?
Kind of, levies are sort of the same as before, they just don't have special units. The special units you're thinking of are now considered men-at-arms, which you can recruit for special occasions, like using pikemen against a lord using cavalry men-at-arms
 
Why would Monastery be a holding? It is a bunch of Monks praying (and being forced to copy books). It works better as Buildings (or as its own system, which would allow for instance Dominican and Franciscan Monasteries having different effects on provinces... but certainly not Holdings that represent population centers).

I meant building, sorry if it wasn't clear. Although for a lot of desert provinces building a city or castle really doesnt make sense, neither does a church/mosque, but if monastaries can provide religous bonuses and can be built in desert baronies as buildings it makes more sense.
 
Is the capital of each duchy fixed as a specific barony? And if not, if you move the capital then will duchy buildings be destroyed?

I hope not. Buildings in these games rarely ever represent actual single physical buildings. And all the Duchy Buildings we see here are either non-physical entities, or stuff constructed throughout the entire County.
 
I notice you said nothing about reducing development. is it that a thing that happen? Or it will be like in EU4 where no matter what happen a province will never get worse.

and apparently the new Great Works are fixed. that is, you can have the Tower of London, but what if you want the Tower of , I don't know, Albany?
 
I notice you said nothing about reducing development. is it that a thing that happen? Or it will be like in EU4 where no matter what happen a province will never get worse.
Uhhhhhhh.... As I recall, in EU4 razing provinces is a thing hordes are bound to do, and they did have a dlc that allowed you exploit development
 
Speaking of special cultural buildings (and supposing these will remain in CK3), can you guys please make them either stick around or change to the appropriate one when someone from a different culture is given a piece of land? It makes me mad when I build a German cultural upgrade for a castle and, after giving the barony to a English, the cultural building is gone without any kind of compensation.
 
So if I take muslim territory as a christian, to exert control, will it be easier to get a muslim in my court to hand over the title to him?

I hope so, but their should also be an option to give it to a non-muslim, imagine the crusades if the extra titles got handed to the religion you just liberated it from...
 
Would sieges/raids decrease development of a province or destroy rural buildings? CK2 had province wealth fluctuate, but it was fairly limited in the grand scheme of managing your lands, besides choosing where to raid next.
Additionally, would appointing castellans of a different culture/religion also have a negative impact on control? Unless dramatic action was taken (martial law, enforced conversion, etc), most conquered peoples wouldnt take kindly to being ruled by some foreign despot, tying together the effectiveness of your sheriffs' policing and the public opinion
 
Wasn't this in the base game? You could pay piety or gold to get characters with the same religion and culture like you, with decisions
Ye you could recruit people of your culture, but if you were playing for example Vlachia and ruled the Balkans you couldn't recruit Serbian, Croatian, Bosnian and other cultures into your nobility which was a shame.
 
Will destruction(or replacement) of barony types be available in the game?
Given that they are represented more literally on the map it might be nice to have the ability to change some stuff around, maybe having a line of castles on a border, or on river crossings; given how they are supposedly more important now.

And I think there is the standout example from CK2 that was very commonly modded in order to change: The many temple baronies of Rome. Ideally temples aren't as useless to players as they were before, but it really took a whole lot of the satisfaction out of conquering Rome. Holy Fury added a very specific way to deal with it, but it wasn't easy to come by.

Like I'd be happy if you could do it at great cost, so long as it could be done. I'm hardly suggesting it should be a trivial thing to change.
 
Ye you could recruit people of your culture, but if you were playing for example Vlachia and ruled the Balkans you couldn't recruit Serbian, Croatian, Bosnian and other cultures into your nobility which was a shame.

Well, you could give them titles, so the survival chance is higher. Also if they hold a atleast a duchy rank title they automatically generate lowborns in their realm that act as council. (This was used, to get Horse cultured... Horses, that havn't the trait to cannot marry or give no birth)

Edit: As long as you have atleast one male character of this culture. I think there are also some possibilities, if you have duchies of the culture, but I'm not 100% sure.