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CK3: Tours and Tournaments - The Vision

Greetings!

Come one, come all! The grand tournament awaits your attendance - your steeds have been readied and your entourage assembled for the journey ahead! It’s time to show the world your graciousness as host and worth in the arena… but to get there, we’re better off routing our journey around the treacherous mountain passes of Stipon, as I hear they’ve been crawling with highwaymen since your, ahem, dalliance with Duke Andronikos’ wife during his son's wedding. Then there’s the matter of your unruly vassals: perhaps it’s time for a royal tour?

The life of a ruler was always active - there were many things to attend to, and most courts at the time were itinerant, roaming from place to place constantly. Tours and Tournaments aims to give rulers plenty of things to do, especially during times of peace, by introducing new systems of Travel and Grand Activities!

As mentioned in the Floorplan Dev Diary, we want to reinforce the connection between character and map - after all, the game is played on a beautiful medieval map, and no longer will the only time your ruler leaves the safety of their capital be when you’re at war. There’s an entire world out there to explore, filled with both great opportunities and adventurous obstacles.

By assembling an entourage, selecting options for your travel, and hiring a caravan master, you are ready to set out on the road and travel to activities across the world. The Travel system is an integral part of activities, with both the host and guests traveling to reach them - creating a stronger feeling of place as you see your route being plotted and your character moving directly on the map.
3.png

[Image: The Duke of Bohemia setting out on a Tour]

So what are these activities you can travel to, you ask? There’s plenty - firstly we’ve updated and revamped Feasts, Hunts, and Pilgrimages completely - the bread-and-butter of activities. There’s now a reason to hunt in a specific forest within your domain, as a ferocious wolf or legendary stag might have been spotted there - or a reason to hold a feast in a holding with leisure palaces, as you might need to impress a particularly unruly vassal. Pilgrimages will now be epic journeys, potentially taking years if you’re going far - making it necessary for a regent to rule in your stead. All activities have dedicated interfaces with easily-accessible information and beautiful art to set the scene.

Of course, there are Grand activities that are even more impactful - each of them different in their own magnificent way! They have Options and Intents which affect rewards and what type of content you might encounter. Our aim is to make each activity have a clear purpose and be interesting in its own right, therefore we chose to make Grand Tournaments, Grand Tours, and Grand Weddings - three vastly different activities with vastly different executions and purposes!
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[Image: Example of Activity Types, initial step]

Grand Tournaments are where you go to test your mettle: spectacles to be announced far and wide, with rewards ranging from precious trinkets to fabulous prizes! Grand Tournaments aren’t only for martially-inclined characters - while there are contests such as melees and jousts, there are also more cerebral ones such as recitals or erudite board games. You can join your knights in slippery wrestling, eagle-eyed archery, dangerous horse racing, and vicious team melees - all clad in gleaming armor brandishing your coat of arms for the masses to see! Participating and winning in these contests will see your characters and knights grow in skill and receive prizes; living the life of a frequent tournament-goer is a valid path to take. Exploring the tournament Locale and choosing the right Intents might help you out in other ways as well, be it finding friends or dispatching rivals. If you’re in need of renown, hosting tournaments yourself will grow your standing significantly, as rulers from foreign realms come flocking to the fateful grounds, eager to compete!
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[Image: Snapshot of part of the Tournament UI. Tournaments, unlike other Grand Activities, have an extra special interface - more on that in the Tournaments Dev Diary]

Grand Tours see you assemble your entire court and set out to visit vassals in your realm - an activity commonly undertaken by medieval rulers. This is a way to assert your overlordship, while also enjoying the hospitality your vassals have to offer. There are various paths to take: Intimidation, Majesty, or Taxation, all affecting the rewards and opinions of your vassals. At its core, Tours are a tool for realm stability - and something a newly-ascended ruler should undertake quite early to avoid factions and revolts. You also get to choose between ways of approaching your vassals individually; you might want to tour the grounds, observe a cultural festival, or simply have a private dinner hosted for you.

Grand Weddings allow you to marry above your station… if you’re willing to pay the cost! They also provide ample opportunity for diplomatic shenanigans, such as impressing neighboring rulers into becoming vassals, forming hard-to-get alliances, or creating favorable matches for your children. Of course, these spectacles come with everything you’d expect out of a medieval ceremony - revelries, drama, and even a bedding ritual at the end. Or you can invite a group of mercenaries to color the halls crimson with the blood of the other House, should you desire it.
1.png

[Image: Planning a Grand Wedding]

As some of you managed to cleverly figure out, there’s also a brand-new regency system where we’ve made sure that it’s both interesting to have and to be a regent. Loyal regents help you by dutifully fulfilling their Mandates, and being the regent of your liege gives you opportunities to (with varying degrees of bloodshed) seize the throne for yourself, should you be doing a “good” job.

There’s also a myriad of other changes which we’ll go into in future dev diaries - smaller systemic updates to buildings, knights, vassal opinions, and so on - all to support a more interesting and living map, where your choices matter more.

So take to the road, ruler - great opportunities await!

Tours and Tournaments will be released in late spring, and until the release we will have weekly Dev Diaries.

Don’t forget to wishlist:
Wishlist on Steam
Microsoft Store

Watch the trailer here!
 
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Why now might be, just as with Royal Court with the court interface and Fate of Iberia with the struggles, so that they can add some of the more mechanically fundamental things that come with this DLC, such as the ruler having a physical location on the map and deeper character-holding interactions, early on when there's less already in the game to need to tether them to and so they have more of the core elements in place when adding things in later DLC. One example that comes to mind: now that they're expanding a characters' presence on the map and adding travel, if they later add the Papal Conclave and monastic orders in another DLC, they could potentially include things like the Cardinals physically traveling to Rome for the Conclave and having orders like the Benedictines and Dominicans have the physical on-map presence of a monastery in a holding building and having characters actually tied to a monastery. They wouldn't be able to do this without the mechanics already in place, and adding them further down the line would be a bigger hassle because of having more things to tie it into when they're adding it which might make it too much work to add. Instead now when they can add those more fundamental functions and build on their uses with the other things later.

I think this is a really good point.

Implementing a location/travel system first opens up a load of exciting opportunities for nomad implementation (where the whole "moving around" thing is pretty central), trade/merchant republic implementation (travelling around to make trade deals, taking trade voyages) and a load of other stuff in a way that simply wouldn't be possible without it.

EDIT:

Travel/location mechanics could be really interesting in an epidemic system too - with courts fleeing affected areas or character travel spreading diseases themselves.
 
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I am most interested in how I can interact with other characters on tour.

The best bit about Royal Court wasn't you being able to hold court yourself. but better ways to petition your liege.

I have no interest in holding a bloody wedding but knowing the AI might do that to me is interesting. Similarly as a vassal having to host your liege.
 
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I'm a new fan, what do old fans expect that I'm not aware of?

To be fair, people are just frustrasted beacuse CK2 really really hit its utter peak with its last few expansions. CK3 came out just after, feeling a lot like base CK2 again and its a long wait.

Paradox games as a rule of thumb come out very bare bones and then take some years worth of Xpacs to really make them great. People just feel its taking far too long to get back to even half of what CK2 had. Things like Christianity/the church actually being meaningful, the pope having agency, coronations etc. The crusades got reworked near the end of Ck2's lifetime and were hugely dynamic and interesting. Battlefields and events on them got a rework near the end bringing a lot more event based combat and ways to influence the fight. Byzantines, whilst not done well, had their own mechanics, as did merchant republics and hordes (the last one is a bit of a gripe for me too, I have not played anywhere further east than Ukraine/The Levant yet beacuse the simulation feels absurd with steppe nomads represented as tribals, I miss playing in Khotan), China being an offmap but very relevent presence for the far east of the map....Great adventurers is a big one, trhere is nothing modelled into Ck3 which makes things like the Seljuks, Timurids, Ghaznavids come and do their thing which leads to a very ahistoric looking mid-game for anyone that cares...... There is a lot essentially, of meat that needs to be put back on the bones and people have been puzzled by these simulation changes the devs have focused on first (court/struggle/travel).

Personally, I feel like the devs are still trying to widen out the engine, deepen the simulation before they crack on with the specific mechanics of regions and whatnot, but I get the frustration. It's sort of like an EA game where you pay for a shinier but stripped down product every few years and have to add it all back on with DLC.
 
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A quick question to the developers. If a regent does try to claim the throne while the monarch is away will other vasslas have any special mechanics/events where they can support the righfull monarch? It could be fun to roleplay a Robin Hood type of character
 
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I'm surprised people are so upset, except for maybe Nomads and Imperials this has the stuff I'm most excited for in it. Regencies and Tours look like they'll make internal management better than it's been in this series so far as long as they're well made. And regencies will mesh really well with the expansion we voted for
 
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This may have been mentioned already, but I would really like to see vassals become more troublesome the further you are from them physically (greater chance of rebellions, scheming, etc.).

Maybe have a slowly decaying factor that resets every time you visit close to a particular vassal.

Would really necessitate and encourage having an itinerant court. Maybe crown authority (and/or government type) could reduce the malus of staying in one place for too long.
 
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Correction. I voted for Ward and Wardens when I had no idea what the next dlc was going to be. Now everyone will get two almost identical things in a row.
Firstly, I very much hope that the regency mechanic will be in the update that accompanies T&T. That's in line with the policy that big systems should be part of the core game so that modders and future DLC can build on them.

T&T will then add flavour for regencies while your ruler is away travelling and W&W will add flavour for regencies while your ruler is under-age. Those are separate things within the same category, but there's likely to be very little overlap between the events.
 
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I believe it will be moddable. But the question is will it be well documented?
Yeah, struggles were supposed to be moddable too but I've seen nothing in terms of mods expanding them to other areas except for the Struggle for Britannia mod that is now defunct and hasn't been updated since September. I've been holding out on some talented modder doing something with the system if PDX won't, but it doesn't look like that's going to happen.
 
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Yeah, struggles were supposed to be moddable too but I've seen nothing in terms of mods expanding them to other areas except for the Struggle for Britannia mod that is now defunct and hasn't been updated since September. I've been holding out on some talented modder doing something with the system if PDX won't, but it doesn't look like that's going to happen.
I still intend to take a crack at a Guelph-Ghibelline struggle - they're just big, multifaceted complex things, and I kind of need to redo Italy first as a foundation before I can even begin to think about the struggle.
 
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Yeah, struggles were supposed to be moddable too but I've seen nothing in terms of mods expanding them to other areas except for the Struggle for Britannia mod that is now defunct and hasn't been updated since September. I've been holding out on some talented modder doing something with the system if PDX won't, but it doesn't look like that's going to happen.

AGOT mod is using struggle for the Nights Watch - WIlding Issue.
POD mod is using struggle for southern France Cathars vs Northern France.
 
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Also, beside anything i wonder where exactly this expansion is placed on floorplan from DD 109. :rolleyes:
In the dev diary itself, they mention wanting to, for the next DLC, bring more connection between characters and map.
 
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Yeah, struggles were supposed to be moddable too but I've seen nothing in terms of mods expanding them to other areas except for the Struggle for Britannia mod that is now defunct and hasn't been updated since September. I've been holding out on some talented modder doing something with the system if PDX won't, but it doesn't look like that's going to happen.
RICE has struggles!
 
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Niall9

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This may have been mentioned already, but I would really like to see vassals become more troublesome the further you are from them physically (greater chance of rebellions, scheming, etc.).

Maybe have a slowly decaying factor that resets every time you visit close to a particular vassal.

Would really necessitate and encourage having an itinerant court. Maybe crown authority (and/or government type) could reduce the malus of staying in one place for too long.

Time as well as distance. They mentioned pilgrimages lasting years and would like to see the instability of being an absentee ruler
 
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SeekTruthFromFx

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Yeah, struggles were supposed to be moddable too but I've seen nothing in terms of mods expanding them to other areas except for the Struggle for Britannia mod that is now defunct and hasn't been updated since September. I've been holding out on some talented modder doing something with the system if PDX won't, but it doesn't look like that's going to happen.
The excellent RICE supermod has a struggle for the Viking colonies in the Atlantic (Greenland and Vinland) and IIRC a Norman struggle will be included in the next update.
 
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galkowskit

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Question: does that mean characters will now actually have a location on the map, or are tours more of an event chain with events tied to locations? Asking for all the landless gameplay believers.
 
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