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CK3 Dev Diary #17 - Governments, Vassal Management, Laws, and Raiding

Good afternoon, everyone. I’m Magne “Meneth” Skjæran. You might know me from the CK2 dev diaries or the Paradox Wikis, but for the last couple of years I’ve been working on CK3 as a programmer. Today we’re going to cover a number of topics closely related to government types: governments themselves, vassal management, laws, and raiding.

Let's start off with a familiar concept from CK2: governments. For the player, we have three playable governments: Feudal, Tribal, and Clan, which each have some significant differences in how they play.

The Feudal government type is based on European feudalism, and is heavily based around the idea of obligations: you owe service to your liege, and your liege owes you protection in return. It is the most common government form in the game. Feudal realms play pretty similarly to CK2, focusing on claims and inheritance more so than the other government forms.

A new addition in CK3 is Feudal Contracts. Every feudal vassal (except barons) has an individual contract with you, rather than obligations being set realm-wide. These contracts have three levels; Low, Medium, and High, with Medium being the default. High will provide more levies and tax at the cost of an opinion hit, while Low provides less but improves opinion. Higher levels are usually better (though perhaps not if you’re at risk of your vassals revolting), but cannot be imposed unilaterally.

You’ll need to have a hook on your vassal in order to increase their obligations unless you’re fine with all your vassals considering you a tyrant, but you can always lower them. As a result this means you can significantly increase your power if you’re able to obtain hooks on your vassals; perhaps a bit of judicious blackmail might be in order?

Feudal Contract.png

[Modifying a Feudal Contract]

Furthermore we have the Clan government form. This government is the rough equivalent of the Iqta government in CK2, though in CK3 it does have a more Feudal bent than it did previously.

The Clan government type is used by most Muslim realms. This government puts more emphasis on the family rather than the realm, with most vassals being members of your dynasty. Obligations are heavily based on opinion rather than being contractual, with happy vassals providing significantly more taxes and levies than unhappy ones. A happy family is a powerful family.

Clan governments also have access to the Clan Invasion casus belli, which can be used once in a lifetime at the highest level of Fame to invade a kingdom, providing a powerful boon for a well-established clan ruler.

Finally we have Tribal realms. Much like in CK2 these have their own Tribal holding type, providing more troops but less tax. Additionally, most tribals are able to go on raids, which you can read more about below. Tribal realms are unaffected by development, and cause non-tribal realms to have lower supply limits in their lands, making them a tougher nut to crack, but reducing their influence as the years drag on. Tribal realms also pay for men at arms using prestige rather than gold, allowing smaller realms to punch above their weight.

Tribal rulers base their obligations on levels of Fame rather than on contracts or opinion; the more famous your ruler is, the more troops and money your vassals will be willing to provide for your pursuits.

Finally, Tribal rulers have a once-in-a-lifetime Subjugation casus belli, allowing them to forcibly vassalize an entire realm.

As the game goes on, you can eventually reform out of Tribalism, becoming a Clan or Feudal realm instead.

Vassal Overview.png

[The vassal management tab]

To get an easy overview of your realm, we in CK3 have the Realm screen. Let’s start with the Vassals tab of this screen where all your vassals are shown. This gives you a clear overview of where your levies and taxes come from, who might be a threat to you, and allows you to renegotiate feudal contracts.

This is also where you change your crown authority (or tribal authority), which I’ll talk more about later in this dev diary.

Lastly, the screen shows your Powerful Vassals. Much like in CK2’s Conclave DLC, your realm will have some powerful vassals; these expect to be seated on the council, and will make their displeasure known if that is not the case.

Domain overview.png

[The Domain Tab]

Then we have the Domain tab. This lets you easily inspect your domain, showing where you’re earning money and levies, and where you can build more buildings. It also shows the level of development and control in the counties you personally hold, letting you easily tell where you can make improvements.

Finally we have the Succession tab. Due to being a bit of a work in progress, I’m afraid I can’t show you a picture of it right now. Here you can change your succession laws, see your heir(s), and check what titles, if any, you will lose when you die. If you hold any elective titles, you’ll be able to easily get to the election screen from here.

Now with all these mentions of laws, let's go through what laws exist. We’ve trimmed down the number of laws from CK2 as much of what used to be law is handled on a more individual level now, but some still remains.

Like in CK2, we have crown authority for Feudal and Clan realms, and tribal authority for Tribal realms. Higher levels of authority unlock mechanics like imprisonment (for tribals, the others start with it), title revocation, restrictions on internal wars, and heir designation. However, increasing these levels will make your vassals unhappy. Tribal authority is significantly less powerful than crown authority, representing how Tribal governments over time gradually got supplanted by Feudal and Clan governments.

Succession Laws.png

[Changing succession law]

Then there’s succession laws. To no one’s surprise, Gavelkind is making a return, though we’ve renamed it to Partition to make it more obvious what it actually means. This is the default succession form of most realms in both 867 and 1066.

For added fun, there’s now three variants of Partition. We’ve got regular Partition, which functions like Gavelkind in CK2; your realm gets split roughly equally between your heirs, and any heirs that end up a lower tier than your primary heir becomes a vassal.

However, many realms start with a worse form, especially in 867. This is Confederate Partition, which will also create titles of your primary title’s tier if possible. So if you as Norway have conquered all of Sweden but destroyed the kingdom itself, it will get recreated on your death so that your second heir becomes an independent ruler. Tribals are typically locked to this succession type, with some exceptions.

Finally we have an improved version of Partition: High Partition. Under High Partition your primary heir will always get at least half your titles, so it doesn’t matter if you’ve got 2 or 10 kids; your primary heir will get the same amount of land.

We’ve also done a lot of tweaks to the internal logic of who gets what titles, which tends to lead to far nicer splits than in CK2; border gore will of course still happen, but to a lesser degree than before.

Then we have the other succession forms. There’s Oldest Child Succession (replacing Primogeniture), Youngest Child Succession (replacing Ultimogeniture), and House Seniority. A notable difference from CK2’s Seniority Succession is that under House Seniority, the oldest eligible member of your house inherits, not of your entire dynasty.

We also have a number of variants on elective succession, ranging from Feudal Elective, to Princely Elective (HRE succession), and a handful of cultural variants. Each of these have different restrictions on who can vote, who can be elected, and how the AI will select who to vote for.

Additionally, we’ve got a full suite of gender laws, corresponding to the gender laws in CK2. These are: Male Only, Male Preference, Equal, Female Preference, and Female Only.

Finally, we have raiding. If you’re a Norwegian like me, sometimes you feel your Viking blood coursing through your veins, the noise of it drowning out everything else. Times like this, there’s only one solution: go on a raid.

Fans of Pagan gameplay in CK2 will be glad to hear that not only have we implemented raiding in CK3 as well, we’ve made some improvements to it to make it more fun to play with, and less unfun to be on the receiving end of.

The core system is very similar to CK2. If you’re a Pagan or Tribal ruler, you have the ability to raid other rulers’ lands. To do so you raise a raid army, and march or sail over to your target. Only the Norse can raid across sea; other raid armies will simply be unable to embark.

Rally Point.png

[Raising a raid army]

Once at your target your army will start looting the barony they’re in. This is a pretty quick process, but during it your army will be unable to move, preventing you from running away from any counter-raiding force. This change makes it a lot simpler to deal with raiders if you’ve got enough men and can raise them quickly enough, as the AI won’t just immediately run away.

Raid Lindisfarne.png

[A raid in progress]

While in CK2 raiding was done on a county level, in CK3 it is on a barony level. Another difference is that in CK3 raiding no longer uses the siege mechanics directly, but rather a similar system where things like siege engines do not have an impact since you’re raiding the countryside, not a heavily fortified castle.

Another significant change is that if you beat a raid army, you receive all the gold they’re carrying. This means that even if you cannot respond instantly to a raid, it is still very much worth it to beat up the raiders. Like in CK2, you also become immune to raiding by that enemy for several years.

Just like in CK2, a raid army is limited in how much loot it can carry based on the army size. Loot is deposited once the army is back in friendly lands, after which you might either disband or go raiding once more.

On the quality of life side, we now show on the map what provinces have already been raided when you have a raid army selected. This makes it easy to see what places to avoid. Hovering over a province will also tell you how much loot raiding it would provide.

Raid.png

[Northern England in its natural state]

That’s all for today, folks. Tune in next week to learn more about how war functions in Crusader Kings 3.
 
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Don't really know why you would make the names of the succession law so simple i.e instead of primogeniture you get oldest child inherits, instead of ultimogeniture you get youngest child inherits, instead of agnatic you get male, instead of cognatic you get females dunno why but its far too simple for my liking hopefully a mod would be introduced to restore the succession laws name to their CK2 counter part which doesnt alter the checksum
 

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Good afternoon, everyone. I’m Magne “Meneth” Skjæran. You might know me from the CK2 dev diaries or the Paradox Wikis, but for the last couple of years I’ve been working on CK3 as a programmer. Today we’re going to cover a number of topics closely related to government types: governments themselves, vassal management, laws, and raiding.

Let's start off with a familiar concept from CK2: governments. For the player, we have three playable governments: Feudal, Tribal, and Clan, which each have some significant differences in how they play.

The Feudal government type is based on European feudalism, and is heavily based around the idea of obligations: you owe service to your liege, and your liege owes you protection in return. It is the most common government form in the game. Feudal realms play pretty similarly to CK2, focusing on claims and inheritance more so than the other government forms.

A new addition in CK3 is Feudal Contracts. Every feudal vassal (except barons) has an individual contract with you, rather than obligations being set realm-wide. These contracts have three levels; Low, Medium, and High, with Medium being the default. High will provide more levies and tax at the cost of an opinion hit, while Low provides less but improves opinion. Higher levels are usually better (though perhaps not if you’re at risk of your vassals revolting), but cannot be imposed unilaterally.

You’ll need to have a hook on your vassal in order to increase their obligations unless you’re fine with all your vassals considering you a tyrant, but you can always lower them. As a result this means you can significantly increase your power if you’re able to obtain hooks on your vassals; perhaps a bit of judicious blackmail might be in order?

View attachment 552356
[Modifying a Feudal Contract]

Furthermore we have the Clan government form. This government is the rough equivalent of the Iqta government in CK2, though in CK3 it does have a more Feudal bent than it did previously.

The Clan government type is used by most Muslim realms. This government puts more emphasis on the family rather than the realm, with most vassals being members of your dynasty. Obligations are heavily based on opinion rather than being contractual, with happy vassals providing significantly more taxes and levies than unhappy ones. A happy family is a powerful family.

Clan governments also have access to the Clan Invasion casus belli, which can be used once in a lifetime at the highest level of Fame to invade a kingdom, providing a powerful boon for a well-established clan ruler.

Finally we have Tribal realms. Much like in CK2 these have their own Tribal holding type, providing more troops but less tax. Additionally, most tribals are able to go on raids, which you can read more about below. Tribal realms are unaffected by development, and cause non-tribal realms to have lower supply limits in their lands, making them a tougher nut to crack, but reducing their influence as the years drag on. Tribal realms also pay for men at arms using prestige rather than gold, allowing smaller realms to punch above their weight.

Tribal rulers base their obligations on levels of Fame rather than on contracts or opinion; the more famous your ruler is, the more troops and money your vassals will be willing to provide for your pursuits.

Finally, Tribal rulers have a once-in-a-lifetime Subjugation casus belli, allowing them to forcibly vassalize an entire realm.

As the game goes on, you can eventually reform out of Tribalism, becoming a Clan or Feudal realm instead.

View attachment 552357
[The vassal management tab]

To get an easy overview of your realm, we in CK3 have the Realm screen. Let’s start with the Vassals tab of this screen where all your vassals are shown. This gives you a clear overview of where your levies and taxes come from, who might be a threat to you, and allows you to renegotiate feudal contracts.

This is also where you change your crown authority (or tribal authority), which I’ll talk more about later in this dev diary.

Lastly, the screen shows your Powerful Vassals. Much like in CK2’s Conclave DLC, your realm will have some powerful vassals; these expect to be seated on the council, and will make their displeasure known if that is not the case.

View attachment 552358
[The Domain Tab]

Then we have the Domain tab. This lets you easily inspect your domain, showing where you’re earning money and levies, and where you can build more buildings. It also shows the level of development and control in the counties you personally hold, letting you easily tell where you can make improvements.

Finally we have the Succession tab. Due to being a bit of a work in progress, I’m afraid I can’t show you a picture of it right now. Here you can change your succession laws, see your heir(s), and check what titles, if any, you will lose when you die. If you hold any elective titles, you’ll be able to easily get to the election screen from here.

Now with all these mentions of laws, let's go through what laws exist. We’ve trimmed down the number of laws from CK2 as much of what used to be law is handled on a more individual level now, but some still remains.

Like in CK2, we have crown authority for Feudal and Clan realms, and tribal authority for Tribal realms. Higher levels of authority unlock mechanics like imprisonment (for tribals, the others start with it), title revocation, restrictions on internal wars, and heir designation. However, increasing these levels will make your vassals unhappy. Tribal authority is significantly less powerful than crown authority, representing how Tribal governments over time gradually got supplanted by Feudal and Clan governments.

View attachment 552359
[Changing succession law]

Then there’s succession laws. To no one’s surprise, Gavelkind is making a return, though we’ve renamed it to Partition to make it more obvious what it actually means. This is the default succession form of most realms in both 867 and 1066.

For added fun, there’s now three variants of Partition. We’ve got regular Partition, which functions like Gavelkind in CK2; your realm gets split roughly equally between your heirs, and any heirs that end up a lower tier than your primary heir becomes a vassal.

However, many realms start with a worse form, especially in 867. This is Confederate Partition, which will also create titles of your primary title’s tier if possible. So if you as Norway have conquered all of Sweden but destroyed the kingdom itself, it will get recreated on your death so that your second heir becomes an independent ruler. Tribals are typically locked to this succession type, with some exceptions.

Finally we have an improved version of Partition: High Partition. Under High Partition your primary heir will always get at least half your titles, so it doesn’t matter if you’ve got 2 or 10 kids; your primary heir will get the same amount of land.

We’ve also done a lot of tweaks to the internal logic of who gets what titles, which tends to lead to far nicer splits than in CK2; border gore will of course still happen, but to a lesser degree than before.

Then we have the other succession forms. There’s Oldest Child Succession (replacing Primogeniture), Youngest Child Succession (replacing Ultimogeniture), and House Seniority. A notable difference from CK2’s Seniority Succession is that under House Seniority, the oldest eligible member of your house inherits, not of your entire dynasty.

We also have a number of variants on elective succession, ranging from Feudal Elective, to Princely Elective (HRE succession), and a handful of cultural variants. Each of these have different restrictions on who can vote, who can be elected, and how the AI will select who to vote for.

Additionally, we’ve got a full suite of gender laws, corresponding to the gender laws in CK2. These are: Male Only, Male Preference, Equal, Female Preference, and Female Only.

Finally, we have raiding. If you’re a Norwegian like me, sometimes you feel your Viking blood coursing through your veins, the noise of it drowning out everything else. Times like this, there’s only one solution: go on a raid.

Fans of Pagan gameplay in CK2 will be glad to hear that not only have we implemented raiding in CK3 as well, we’ve made some improvements to it to make it more fun to play with, and less unfun to be on the receiving end of.

The core system is very similar to CK2. If you’re a Pagan or Tribal ruler, you have the ability to raid other rulers’ lands. To do so you raise a raid army, and march or sail over to your target. Only the Norse can raid across sea; other raid armies will simply be unable to embark.

View attachment 552361
[Raising a raid army]

Once at your target your army will start looting the barony they’re in. This is a pretty quick process, but during it your army will be unable to move, preventing you from running away from any counter-raiding force. This change makes it a lot simpler to deal with raiders if you’ve got enough men and can raise them quickly enough, as the AI won’t just immediately run away.

View attachment 552362
[A raid in progress]

While in CK2 raiding was done on a county level, in CK3 it is on a barony level. Another difference is that in CK3 raiding no longer uses the siege mechanics directly, but rather a similar system where things like siege engines do not have an impact since you’re raiding the countryside, not a heavily fortified castle.

Another significant change is that if you beat a raid army, you receive all the gold they’re carrying. This means that even if you cannot respond instantly to a raid, it is still very much worth it to beat up the raiders. Like in CK2, you also become immune to raiding by that enemy for several years.

Just like in CK2, a raid army is limited in how much loot it can carry based on the army size. Loot is deposited once the army is back in friendly lands, after which you might either disband or go raiding once more.

On the quality of life side, we now show on the map what provinces have already been raided when you have a raid army selected. This makes it easy to see what places to avoid. Hovering over a province will also tell you how much loot raiding it would provide.

View attachment 552364
[Northern England in its natural state]

That’s all for today, folks. Tune in next week to learn more about how war functions in Crusader Kings 3.
How will empires work like the Byzantine/Eastern Roman Empire?
 

LukeCreed13

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I'm seeing a lot of worries about succession law names, but I'm 100% sure there will be a mod in less then a week to change them.. Heck, if text modding is like CK2, we could literally find the file about succession laws, and change the name ourselves in a few minutes. It won't even break Ironman!
 

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Tbh, I think it's the first Dev Diary which left me with an overall bad feeling.

I've started playing CK2 again out of the hype induced by CK3 latest content and thoroughly enjoying it, but... I don't know. I have a bad feeling about this one.

I was already a bit skeptical about lifestyle perks trees, because I already saw many recent games failing miserably at implanting RPG like skilltrees in their gameplay loop, but I'm still overall okay about it, knowing it's a hit or miss, and I still trust Paradox enough to believe they'll score this one.

But this DD... Well. Raiding QoL changes are cool. But except that it feels extremely shallow, like a literal downgrade comapred to CK2. I really hope more depth will be added before release, because it definitely looks barebone to me.
 
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You can't raid your allies, and you can't raid inside your realm.


They can be modded. You can add more of them, and change how the math for levies and tax works.
You can of course also reference them elsewhere in script, which allows you to do things like base the ability to imprison on the contract level.
Worth noting though that the levels are currently a single set; you can't have multiple toggles or similar at the moment. E.G., you wouldn't be able to make "imprisonment allowed" separate from "taxes paid".



1. We don't use CK2's calling of tribal vassals as allies; they raise troops normally instead as we feel that works better for what we're trying to do. You can't call allies to help you raid
2. Most of it is highly moddable, though there's bound to be some details that aren't massively moddable. The core mechanics of raiding are not particularly moddable since the logic is in code, but there's parameters you can change like some of the AI weighting, amount of loot available, how much you can carry, and such. Who is able to raid is fully moddable


There will be plenty of mess. Just not as much from nonsensical partitions of your realm.
You'll still get realms split up by vassals inheriting from outside the realm and so on.

Please change this, I'd love to be able to have specific privileges granted to specific vassals (Magna Carta anyone?), maybe even a "you will always have the right to sit on the council/be an elector" hook or something for a major vassal to fight over. The feudal contract system has a lot of potential but it just seems so flat right now.
 

kurthakon

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I'm seeing a lot of worries about succession law names, but I'm 100% sure there will be a mod in less then a week to change them.. Heck, if text modding is like CK2, we could literally find the file about succession laws, and change the name ourselves in a few minutes. It won't even break Ironman!
Not possible if it works like in Imperator: Rome, because in that game localizations alter the checksum which disables achievements.
 
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Trinita132

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I don't think the vassals wanting council's position is something historical.

Who would like to leave his lands where he lives like a king to serve a guy in his capital? It sounds more like a punishment or a security mesure for dangerous vassals (Keep your friends close, and your enemies closer)
 

LukeCreed13

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Not possible if it works like in Imperator: Rome, because in that game localizations alter the checksum which disables achievements.
Oh, text modding breaks Ironman in Imperator? Didn't know that... Well, let's hope text modding will work like it did with other games in CK3...
 

Undead Martyr

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Culture and religion like Byzantine and Orthodox?
It can be done too, it's not just about the Byzantine "nation" (as the other PDX games would have defined), it's about characters too, the Basileus, his strategoi, his despots, they are all characters.



You know, one would expect them to nail down one of the most important entities in the time period before allocating resources into expanding the map to Tibet and Subsaharan Africa.
Hell, even India can considered be very much secondary to the game's central theme in comparison to the Byzantines.
Yet, here we are.

Considering that the historical characters like Otto II and Frederick Barbarossa built their careers around trying to turn the HRE into a Byzantine-style autocracy (and also assert their dominance as the true heirs to the Caesars, supreme over all earthly authority- including the Popes, neighboring kings, their vassals, and the "Empire of the Greeks" in the east), ignoring the ERE's importance strikes me as odd.
 
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Andrzej I

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I didn't even know Ultimogeniture was a thing, let alone what it was
To be honest, it seems a bit of a curious addition, since bar some obscure examples (as far as I know!), the only state that followed ultimogeniture within the scope of Crusader Kings was the Mongol Empire, and even then, it wasn't necessarily the case, what with the kurultai (which would suggest a more elective succession!).
 

Federalist girl

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Maybe I’m crazy but it just reads to me like they want to do the Byzantine bureaucratic system justice, but can’t right now. Isn’t that a good thing — wanting to actually get it right?

I didn’t read anything that looked like it was ignoring the key role the ERE played in the medieval world, just that we might possibly have to wait for that.

I was very happy to get an imperial government and succession type for CK2 with HF. We all were — but I remember we also complained it was wrong and not accurate. Just that it was a better approximation than what we had before.

Why settle for that? Wanting to do it right is a good thing.

(I feel the same way about republics and nomads, if we hopefully eventually get those).
 
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treb

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Maybe I’m crazy but it just reads to me like they want to do the Byzantine bureaucratic system justice, but can’t right now. Isn’t that a good thing — wanting to actually get it right?

I didn’t read anything that looked like it was ignoring the key role the ERE played in the medieval world, just that we might possibly have to wait for that.
I 100% don't mind that, in fact I 100% expected that for base CK3 they would want to polish feudal gameplay as a base to build on, what I didnt want or expect was all the changes that Holy Fury included that at least tried to represent some of its governance and give it unique gameplay axed and to go back to the same feudal gameplay as everyone else. I enjoyed the boost you got from owning cities and bribing your vassals to vote with you on your succession, was it accurate? no, but it was fun and a different experience.
 

Lordy's

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They can be modded. You can add more of them, and change how the math for levies and tax works.
You can of course also reference them elsewhere in script, which allows you to do things like base the ability to imprison on the contract level.
Worth noting though that the levels are currently a single set; you can't have multiple toggles or similar at the moment. E.G., you wouldn't be able to make "imprisonment allowed" separate from "taxes paid".
Regarding the feudal contracts: Is there a specific reason why you decided to boil it down to one set of contract levels that controls both tax and troops?
It does not really seem to be what I (and looking at the comments, 99% of the players) expected from feudal contracts. I think that your idea of individual feudal contracts are a really great idea. But with the "contracts" consisting of a single line, like "This is a medium contract - 10% tax and troops", it seems to be a very flat system, not really deserving its name. I think that this problem could be easily fixed by making the contracts multi-dimensional: That way, taxes and troops are obviously two independent dimensions, so you can have a contract with a lot of troops but almost no taxes. You could even add more dimensions for additional flavour (some rule that allows / disallows you to imprison characters in your vassals subrealm, etc.), but these two would be sufficient for the beginning. It also allows you to differentiate governments more in future DLCs by adding more contract dimensions for specific governments.
Maybe you already discussed this internally and deliberately decided that the one dimensional version is the way to go. But since most of your players seem to disagree with that, I think it would be fair to explain your motivation behind the decision to us.

If you can raid across sea, you can also travel on major rivers, yes.
I don't think we've decided yet how moddable that will be. Republics and theocracies don't work well with the dynastic gameplay of CK3 though.
I'd definitely argue for moddable. Not only because I might consider playable dynastic theocracies to be compatible with the dynastic aspect of the game (and republics even more so), but because in some fantasy settings theocracies could very well be dynastic.
 
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PenitusVox

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The Feudal Contract definitely seems a bit basic compared to how it was discussed in earlier Dev Diaries and stuff. The fact that it's on an individual basis is a nice step forward but the simplification of it is a couple steps back.

I am curious about the raiders being locked to the barony they're raiding. Depending on just how long it does take to loot, it seems a bit annoying to be locked there with nothing you can do about it. A button to disengage that takes some amount of time could be nice but that depends on just how long the looting takes. If it's quite fast, there'd be no point. So we shall see!
 

Denkt

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I don't think the vassals wanting council's position is something historical.

Who would like to leave his lands where he lives like a king to serve a guy in his capital? It sounds more like a punishment or a security mesure for dangerous vassals (Keep your friends close, and your enemies closer)
It is ment to make council positions a choice between satisfying the powerful vassals or put the most competent person in charge. If vassals don't care, council positions would be just about finding the most competent person.

The Feudal Contract definitely seems a bit basic compared to how it was discussed in earlier Dev Diaries and stuff. The fact that it's on an individual basis is a nice step forward but the simplification of it is a couple steps back.
Not just that but the return of Crown authority compared to how CK2 split it up into many different laws also sound like a simplification. Why they they needed to bring Crown authority back is something I wonder about, maybe easier to balance or the CK2 laws was not good enough?

Latest version of CK2 Feudal compared to CK3 Feudal:
  • Same obligation for everyone of the same government vs each vassal have their own obligation
  • Vassal opinion matters for tax and levy vs Not clear but it given how the clan government is described opinion maybe wont matter for tax and levy.
  • Obligation, tradeoff between tax and levy vs a tradeoff between opinion for tax and levy.
  • Many different laws vs crown authority.
  • Both have powerful vassals that want position on council.
  • Council that vote on actions depending on council laws vs not clear how it will work in CK3
  • Change election laws depend on everyones opinion vs only powerful vassals matters
  • Vassal troops are recreated for free vs vassal troops are killed like liege troop
I could have missed some stuff. Alot of how it will work in CK3 is not completely clear.
 
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D.Knight

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One thing I've noticed from the discussion and some of the team's responses to a few questions is that X system or Y bit of flavour is being left out to "do it justice" and it'll be done (if it is ever) "soon". The thing is depending on what's left out especially obviously popular, expected and much requested systems is why buy the game at release? I mean there's the constant talk even at the beginning of CK3's development cycle of how it's best to wait a while before buying until consensus is that the game is good.

The thing is that bad numbers at the start often means massive amounts of work to be done for the weak numbers later, I mean Imperator Rome is still below 10% of release day at the best of times though hopefully the new content pack turns that around for them. If the game isn't good at start (obviously with leeway of what good even means) it won't be bought and played at start. Though of course if you're cynical whether or not everyone who's bought Imperator Rome or not plays it, it has already been bought.

On another note for CK3 will there finally be a way for a Catholic Roman restoration/recognition of/as Rome as the HRE or even the Latin Empire? Please, it's weird how you have to take the east first to do so even if you're obviously superior in all means.

It is meant to make council positions a choice between satisfying the powerful vassals or put the most competent person in charge. If vassals don't care, council positions would be just about finding the most competent person.

I mean for historical "councils" you would really be choosing the most competent person for the job aside from at best voting on laws as the council, which imo is better represented by a possible parliament mechanic, getting a council role both historically and to a lesser extent in game is really nothing but burdensome, possibly dangerous work for little financial gain and not much political gain when one is already a "powerful vassal".
 
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