• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 5Like
  • 3Love
  • 2
Reactions:
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?
Yes, Knights will be a special unit with higher skills and stats than Men-at-Arms.
 
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 with the character finder, I suppose, but that is a lot of effort, and all the characters of that culture might end up being the wrong religion/hate your guts
 
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.
Wasn't this changed ages ago so that the buildings stick around but become inactive when held by someone of an incorrect culture? Also, are they not dependant on the culture of the province now?
 
Do we know yet if uncontrolled buildings in enemy territory block troop movement?

For instance in one of the first screenshots of Scotland, i noticed the position of one of the castles (Inverness I think) is on a small isthmus. If Scotland controls this and - say - English troops are marching from the south, will they have to siege this castle to continue north, or just march through and take supply penalties?
 
It's definitly in the continuity of CK2 with some improvements, with modifiers becoming real game features.
I think it's the best approach. The system worked in CK2 and I'm not convinced something more similar to Imperator or EU4 would be good for CK3.

However I hope diseases aren't completely cut from CK3. It looks like development is largely linear in CK3, and while wars may reduce development I think it would be a good thing if epidemics did that too.
 
It's definitly in the continuity of CK2 with some improvements, with modifiers becoming real game features.
I think it's the best approach. The system worked in CK2 and I'm not convinced something more similar to Imperator or EU4 would be good for CK3.

However I hope diseases aren't completely cut from CK3. It looks like development is largely linear in CK3, and while wars may reduce development I think it would be a good thing if epidemics did that too.

I hope so, it would also be pretty awsome if development played into trade, trade in ck2 was lacking, it would be better than the trade post approach anyway.
 
This looks... boring and rigid. The fact that the development of a province is represented yet again by a completely arbitrary number is precisely what I need to feel detached from the game an uninterested in province's growth. Actual population numbers would be much more appreciated. And as for the Duchy building, the fact that they are constricted to "Duchy capitals" makes them too game-y to be enjoyable as an option, and worries me that this game will have an exceedingly static in terms of domains, representing counties/duchies/baronies as rigidly hierarchical and unchanging in the centuries, while this couldn't be further from what actually happened in the Middle Ages. So far, not impressed.
 
  • 1
Reactions:
This is probably my favourite of all DDs released now (though I bet the religion DD will probably surpass it, if it's as good as I think it will be ;)).

Development is exactly I'd like it: it doesn't just appear out of nowhere, it either spreads from already developed lands or by intentional effort from the part of the ruler to promote growth in a certain area.

Control and Popular Opinion, if done right, can probably be the most effective tools to date to make uncontrolled blobbing a much more difficult job. You can't just simply go wide as fast as possible and expect the new provinces you conquered to start working for you from the start. You actually have to consolidate them in your realm first and keep pesky peasants/infidels at bay first, either with the carrot or the stick. In a certain way, it sounds like coring in EU4, but without an unnecessary level of abstraction made by admin points.

I see some new additions in the building system as well, with crops, pastures, duchy capital buildings, and I'm excited for them as well. I personally think there's no such thing as too many types of buildings to choose from.

And I'm very glad to see Great Works back in style too! We all thought that they wouldn't be at launch, but having at least some of them from the start will be a very nice addition to the game!
 
I hope popular opinion and control is affected by the distance from your capital.

And it looks like the best regions in CK3 won't be the ones with the most baronies, but the dutchies with the most counties.
 
Do we know yet if uncontrolled buildings in enemy territory block troop movement?
We have discussed that point earlier, let me know if this doesn't answer exactly your question :)
"Armies now carry an amount of Supply with them. Supply is drained whenever armies are in Baronies with a lower Supply Limit than their size. You can therefore safely march through a few Baronies with a low Supply Limit without troops dying. If you army runs out of Supply however, it will start to take attrition and lose troops over time. Supply is increased as long as you are below the Supply Limit in territory you control. Beware though, your army might not take attrition on low Supply, but it will suffer an Advantage Penalty in battles!"
 
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?
The duchy buildings will all be constructed in a specific barony. For example, the buildings for the duchy of Essex will have to be constructed in London.
 
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.
So, we should take this to mean that *only* historical buildings will exist as special buildings? Personally, I'd find that a little... Disappointing... A lot of us like doing our own thing, and we might very well want to make our own special buildings. Just like how the Monuments in CK2 weren't restricted just by where you happened to be living, and what actually historically happened there. It becomes alternate history as soon as we take control, after all. Why would buildings all turn out the same? I understand the appeal of building historical structures, but could we get the chance to build our own special buildings, too?
 
Oh interesting, so Great Works now essentially exist as these special buildings?
They won't be as involved as in the CK2 Great Works system, and we'll only represent historical special buildings.

"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."

So what makes up the minority of holdings?
Tribes and empty holdings.

Is this in lieu of capital duchy bonuses?

Some of us are dying to know what the state of capital county and capital duchy bonuses will be in CK3.
They are pretty much the same, if I understand you correctly. You get more levies out of your capital, and the territory within your capital duchy.
 
I am too concerned how "modular" and "mobile" the holding system will be. So you conquer Rome. All is full with Temples. You do the same with Konstantinopel all is full of cities. And no way to change. But in reality every "location" is changeble. The big HRE three: Köln, Trier and Mainz were important bishoprics but cities they were as well. inGame they are "doomed" to simple temple.

For CK3 i hoped for a more sophisticated system of demography. Copy&Paste with improved Graphics is not that of a big deal...

I hoped for a system with "base settlements" (available for all forms of government types). And they can grow to markets and cities. And ontop of this you can build a "specialisation". With mayors in charge it stays a City. But if a city becomes the seat of a bishop it can evolve further to a bishopric. If a Lord takes the City as its seat it evolves to a palatinite. And if a king releases a city into imperial/free city status it evolves into a city like Nürnberg. But over time things could change. The base remains settlement->market->city but the modular addon (palatinite, bishopric and free city) can change. Ontop of that you can build monestaries, villages and castles (and perhaps some/many more).

That would 1. new, 2. cool 3. historical more accurate and 4. more fun to play (cause you are not that determined)

And for future developement: you can more easy ad new government types cause they use the same base-system but different addons buildings. I realy hope there is a chance of rethinking.

Greetings.
 
  • 1
Reactions:
I hope CK3 Development != EU4 Development and I also hope CK3 Control != EU4 Autonomy.

and what happend if a count usurps the duchy title, who now has a county capital with a few "duchy boosting" buildings?

Othervice, a nice diary.
 
A few answers from Rageair:

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?
It's not the same as technology, we have another system for that (we will talk about it later, in an upcoming DD). There are a few other ways, but those two are the main ones.

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?
It is fixed.

Are their going to be any cultural buildings at all?
A few special buildings will be available, we will talk more about these later.

Addendum - We aren't ready to talk about destroying holdings at the moment.
 
Last edited:
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).
That is simply not true. In many areas, particularly on the peripheries, the monasteries were the first institutions, binding previously badly connected communities, being centres of social and economic activity of a region, centres of innovation and distribution of technical as well as social inventions.