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CK3 Dev Diary #06 - Council, Powerful Vassals, & Spouse Councillor

Greetings, friends!

I’m Wokeg, and I’m the juniorest of the content designers on CK3. Unless you like anarcho-communist insect people, you almost certainly haven’t heard of me: mostly I scuttle around the office mumbling about the West Country and obscure cultural features, but I’m here to talk to you today about your council, your powerful vassals, and the role of your spouse in the realm.

Let’s start with the basics: what have we carried over from CK2?

Your council still has five primary positions: a chancellor, steward, marshal, spymaster, and court chaplain, each relying on a particular skill (respectively, diplomacy, stewardship, martial, intrigue, and learning). Every councillor is either a vassal or a courtier of yours, and you are (mostly) able to hire and fire for these roles at will. Each of these council positions can be given different tasks, relying on an appropriate skill, which help your realm to survive and thrive. Theoretically.

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Ok, so that should be pretty familiar to most of you. So, what’s actually changed?

Firstly, state skills are gone. While they weren’t the worst thing in the world, you tended to forget they existed unless they were utterly abysmal, which was incredibly rare. Plus, personally, I could never get the mental image of your chancellor leaping in front of the king and clamping a hand over his mouth every time he thought of another dirty joke about the King of France out of my head.

Instead of affecting your character’s skill in certain interactions, councillor skills now dramatically affect their efficacy at the tasks you set them. A skilled steward not only yanks coins from the hands of undeserving peasants as fast as the peasants earn ‘em, they’ll also be much more likely to receive positive minor events while doing it. Similarly, a terrible steward is not just slow, they’ll actively bungle things and make a mess of your accounts as they go. Choosing between the politically-powerful idiot and the adroit courtier has never been quite so difficult.

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To compensate for this a little, merely being on your liege’s council will give you a very minor bonus to the appropriate skill for your position. Even a truly terrible councillor has at least some assistants helping them out.

Further, tasks now do not reset when changing councillors. If you tell your steward to keep increasing the development in a particular county, they’ll stick at it until told to stop, pausing if you have no steward at all. Council tasks in specific counties will only stop if the county stops being a valid place to perform that task, such as because a time-locked action (e.g., religious conversion) was completed, or because you lost the county in a war.

Instead of listing all the possible tasks each councillor can take, let’s keep things light and just have the most interesting/newest task each councillor can perform:
  • Chancellor: Integrate Title, speeds de jure drift of a valid title into your realm.
  • Marshal: Increase Control in County, increase control gain per month in a specific county.
  • Steward: Increase Development in County, reduce building & holding construction time in a specific county. Boost development growth per month in the same.
  • Spymaster: Find Secrets, attempt to learn of secrets in a given court, including your own.
  • Court Chaplain: Fabricate Claim on County, gain opportunities to acquire claims on a specific county.

Ok, that was a lot of information on non-dramatic differences. Are there any really big changes we’ve got stored up?

Well now, that depends. Are you single and outside the reach of that meddlesome Pope? Then life might seem pretty smooth, at least for a while. On the other hand, if you’re a married Catholic…

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The first part of this is marriage, and, as you may have guessed from the title of this dev diary, the five classic slots are now joined by your primary spouse! Historically, spouses were often vital assistants in running the realm, providing counsel and advice even when they, strictly speaking, were not supposed to.

We model this by giving them a variety of council tasks, each one boosting your stats directly by taking some of the weight of leadership off of your shoulders. The default is a generic “assist ruler” task, simply helping out here and there, and providing a minor flat boost to all skills, for those rulers who feel like they can pretty much tackle the world unassisted. Discounting vassals as assistance, because, y’know, obviously.

If you need more specialised help, you can also have them boost a specific stat directly. This adds a large portion of their skill directly to yours, as you offload an immense amount of power and responsibility onto your spouse, lending them your authority in exchange for their skill. While focusing in this manner, they’ll only boost their assigned skill, so you’ll need to choose how they support you carefully.

Don’t have a spouse? Well, that’s ok, single feudal heirs are out there just waiting to meet you.

Have a spouse and they’re landed? I’m afraid they’ve got better things to do than finish your lordly homework for you.

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Now, for the second of our two major differences: have you ever heard the phrase “Will no one will rid me of this turbulent priest”?

Well, have we got some turbulent priests for you.

Certain faiths (details on which, other than Catholicism, to follow in a later diary) replace the court chaplain with a bishop. If you still have a court chaplain, then they’ll behave much like other councillors, though some faiths may still have a harder time firing them.

Bishops use a mechanic called leasing (though they’re not the only ones to do so), whereby they control all levies and receive all taxes from every temple holding in your personal domain. Additionally, your bishop will receive a fraction of the taxes and levies generated by all of your vassals’ bishops. All told, that’s a lot of ducats the Church seems to be getting, isn’t it?

Of course, as loyal subjects of the crown, your bishop will be very happy to hand over taxes and troops to you, scaling with quite how happy they are. A loyal bishop is a huge boon for your economy and military, and can make the difference between unstoppable royal might and economic ruin.

A recalcitrant bishop, by contrast, is an utter pain. If they do not approve of you at least a little, they’ll hold back taxes and levies until you meet their standards again, and if they actively hate you, may even begin conspiring with others to replace you with a more pious monarch.

Of course, you’re probably asking what stops you from firing your bishop and replacing them with, say, a good friend of yours?

Around these parts, that’s what we call heresy. And you’ll have to wait till the religious dev diary for details on exactly what your options are for legally sacking your bishop. As for illegally, well, no Pope can stop a knife to the base of the spine...

Turbulent priests indeed.

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Our final talking point for today is the subject of powerful vassals.

These should be familiar to many of you from CK2’s Conclave expansion: powerful vassals are the wealthiest lords with the highest levy counts in the realm. They’re powerful, influential, and unruly, and you ignore them at your peril. The higher your tier, the more of them you’ll have to contend with, and eventually you’re going to have to pick who you want to snub rather than how you want to please everyone.

As in Conclave, powerful vassals always expect a seat on your council. They’re the greatest magnates of their day, damn it, and they demand to be heard! Leaving one out in the political cold will give you a huge opinion penalty with that character, since a council seat is theirs by right of might.

Not any particular seat, mind you, and just because they might not be able to organise an army to save their life, that’s no reason for you not to give them the role of marshal. Power is basically the same as competence, right?

So, what do you actually directly get out of acquiescing to these uppity lords? Well, there’s one very important function that powerful vassals tie into directly: changing your succession. CK2 required you to have all vassals who both de jure and de facto belong to one of your titles approve of you before you could change your succession. In CK3, that veto belongs to your powerful vassals alone, and they very much know it.

Finally, powerful vassals are also hooked into a number of other systems in little ways, some of which may be talked about in later dev diaries, some of which we can talk about here. In elective successions, they usually receive more votes, as they have more sway over the realm’s processes. When recruiting for schemes, powerful vassals make better agents, provided you can persuade them, and since they know this, they’re also harder to use the sway scheme on. And, lastly, an unhappy powerful vassal in a faction is a far more worrisome prospect (more on factions later down the line).

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Well, that’s all we have to say on your council’s functions for now. I hope that this has answered some of your burning questions and got you excited to manage the governance of your realm.

Next week, I believe we have some notes on characters, portraits, and traits...
 
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What's the historical justification for Bishops who like their secular liege paying him taxes? Did it ever happen historically? If so, when and where?
 
I'm very worried that the Eastern Roman Empire is going to be under-served again in CKIII and be integrated into 'Feudalism' or have feudalesque mechanics like it was in the last game. It really needs its own government type where the provinces are not inheritable and are given out in an Imperator like way.
 
I'm very worried that the Eastern Roman Empire is going to be under-served again in CKIII and be integrated into 'Feudalism' or have feudalesque mechanics like it was in the last game. It really needs its own government type where the provinces are not inheritable and are given out in an Imperator like way.

Just out of curiosity, what's "an Imperator like way"?
More to the point, here's an excellent proposal:

I think this is thinking too much in terms of CK2 mechanics.

What's needed is a ground up reevaluation of imperial government. CK2 treats it as feudalism, but with no-tyranny Duchy revocation. You still have Strategoi fighting each other over dejure land, which is nonsensical. It's like fighting your co-workers to death over job tasks.

What's needed is a complete separation of wealth, land ownership and rank. Merely owning land didn't buy you a title in Constantinople. Honestly, it was easier to get rich being a competent commander with a good relationship with the emperor. Constantinople, meanwhile taxed the snot out of land owning nobles, at least compared to feudalism Lord's in the west. They rarely taxed the church (at least until Isaac Komnenos).

So what does this look like gameplay wise?

Ideally, unlanded characters should persist so long as they had money or title. A related important feature would be the ability to buy land from existing nobles. You should have individuals (potentially) cycle between landed and unlanded, or even moving around. This doesn't have to extend to the player. Losing your land can still be a game over.

"Honorary" titles should cost the state significant cash (on an ongoing basis) and should be a significant income for recipients. As in, a high title (e.g. master of the schools) should pay as much as owning a county or two.

Taxes on land ownership should be high, funneling a lot of income to the emperor. This money is then sent back out with titles. You should be able to be forced into insolvency (causing AI to sell land or the player to game over) due to tax burden.

The core of the military power should come from standing armies, like the varangians, tagmata, scholae, etc. Maybe a third of total Roman forces. These should be expensive, sucking out all the taxes being pulled from the provinces. If they get depleted you get a revolt immediately. You need to keep this core standing just to keep factions from rolling you.

Army commands should be tied to a theme or other high title. They come with a sizable cash disbursement. Holding a theme allows you to raise an army from it. Counts and baron tier characters are just farmers and don't have an army.

The church should be a significant holder of land. They aren't necessarily going to be an active political player. They just suck up money that would otherwise be used to fund the state. In exchange, holding commander over church land should Grant you prestige, reduce peasant revolt risk or other non-cash benefits. You want some church land, just not too much.

No strategoi is going to start a war with another, as happens in CK2. Land within the empire cannot be taken in conquest. You gotta play the game to take that nice farmland in Thrace. You can start your own wars against foreign neighbors, and (with imperial ascent) keep the spoils. Claims don't matter as much, especially against heathen barbarians. You're the Roman Empire. All the land is yours, by right of God and history. Everyone else is just squatting on it.

By the same token, it should be extremely hard to make large inroads against the Muslims. Majority Muslim provinces should take a long time to convert, and until then produce little income and much revolt. Expansion must be slow and deliberate. The Balkans, meanwhile, should be pretty worthless outside of a few coastal counties. Angry locals, mountain chokepoints and little tax revenue.

The name of the domestic game is lobbying for titles, law changes, and revolt against their superior if he acts against the subordinates interests. Marrying well will still be important. More money means being able to raise a bigger army. Get a big enough army and maybe you can take the throne. Just don't lose a war badly. Unsuccessful generals loose their command. Unsuccessful emperors loose their empire...and their eyes.

In short, everything should be higher risk, higher reward compared to the fairly sedate feudal systems.
 
I'm very worried that the Eastern Roman Empire is going to be under-served again in CKIII and be integrated into 'Feudalism' or have feudalesque mechanics like it was in the last game. It really needs its own government type where the provinces are not inheritable and are given out in an Imperator like way.


Until playing as Konstantinos Angelos I had no idea Just How much the game is more elaborated for those playing in the Byzantine Empire. Like, you hardly go a year without some of especial event. Other regions feel rather bare ingame after that.

Where is Visigothic succession? Detailed flavour text for the freaking jousting tournaments? Or to the melting pots? Byzantine events are whole novels in comparisson.
 
I'm very worried that the Eastern Roman Empire is going to be under-served again in CKIII and be integrated into 'Feudalism' or have feudalesque mechanics like it was in the last game. It really needs its own government type where the provinces are not inheritable and are given out in an Imperator like way.
The Byzantine Empire is probably pretty overpowered in CK2 compared to what it was in real Life. It got pretty lucky with battles, especially Lalakon which allowed it to make a recovery Before losing pretty much Everything. Before Lalakon the Byzantine Empire faced massive raids pretty much yearly from the east while also having very dangerous enemies such as Bulgaria to the west not to talk about some serious internal problems.
 
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I am excited about seeing the move towards fewer more important characters.

One of the most disappointing things in CK2 is how the friends/rivals system is almost always wasted, because being friends or rivals with anyone other than a powerful vassal is fairly meaningless overall, and because everyone is a potential friend/rival it feels like 90% of the time you've got meaningless barons or cousins as friends/rivals where neither the benefits nor the drawbacks matter much at all to you.

I'd much rather see most character interaction gated behind being councilors/powerful, so that any character interaction with the player is sure to be somehow meaningful to the player, and hyped to see that if not going that far, at least CK3 seems to be moving in that direction!

You can duel your rivals if you need kills for some reason, and you can give your friend titles, from baron to Duke of Iceland.
 
You can duel your rivals if you need kills for some reason, and you can give your friend titles, from baron to Duke of Iceland.
You can also get events to have friends join your wars or give you Money even without being allies. Being rivals give you a cb to imprison them which once allowed me to claim their duchy due to the negative diplomacy from imprisonment after which I executed the rival so I could go to war for the duchy.
 
Would love to see a dynamic UI in case mods add more than 5 councillors. Especially for empires like Byzantium, and the great mods that will be made (like Game of Thrones with its Small Council) and such.