• 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.
Status
Not open for further replies.

Conclave Dev Diary #3 Homeschooling

Greetings!

Today we’re going into the details of some features from the expansion. Just like last week the team has cooperated in writing this diary. First out @The Witch-King and @markuso will give you the details on how we changed the life of children.

In Conclave, we have made a major rework in how young characters develop in terms of upbringing and education. Basically, non-adult characters now go through two phases, younger childhood (0-11) and adolescence (12-15), and for players who own Conclave, new childhood and adolescence events have replaced the old trait related events. Although these effects will primarily be felt when playing as a young ruler, other characters near children and adolescents will also occasionally be presented with various events affecting trait outcomes for the young ones, taking a part in their story and affecting how they develop.

From the age of six, all children will have an Educator. Just as before, you have the option of appointing a guardian to act as Educator for your child, but otherwise the Educator may be a parent, liege or regent. You can also choose a Childhood Focus to guide the direction of the child’s development (see below). Note that the Educator’s traits will now very rarely affect the child’s development - this is a major change to how it worked before. Also, a young character’s attributes now grow randomly with some genetic influence from the parents - but is no longer affected by the Guardian’s or Educator’s stats. The reasoning behind these changes is that a child’s everyday interactions are primarily with nannies and tutors, while the guardianship is more of an honorary function used for diplomacy.

1.jpg

Educating a child left, and choosing focus on the right.


Childhood Focuses
A Childhood Focus will impact the likelihood of certain trait outcomes and with the Heritage or Faith focuses also religion and culture assimilation.

Childhood Traits
The new traits that children receive are different from the regular adult traits. These new traits are defined more as childish personalities and tendencies, and each Childhood Trait has the possibility of maturing into one of several adult traits during adolescence. The Childhood Traits are gained through a set of new events in Conclave.


2.png

Childhood Trait: Curious


When a child reaches the respectable age of twelve they are considered an adolescent, this is the start of a new era, Education.

Education Focuses

Focuses are conveniently color coded to resemble their adult counterparts. Focuses cannot be changed once set and will guarantee that the character receives an education trait of that category on reaching adulthood. The tooltip for an Education Focus indicates which traits increase or decrease the chances for a higher level education outcome from that particular Focus. You may still select any Education Focus you want, but some children have more aptitude for war, for example, and will prosper more if you send them down that path.

The childhood and education focuses are set by the liege of an unlanded character and by the child itself if landed. As a liege you can ask a vassal to switch the childhood focus of a child in your care to heritage in order to change their culture and religion.

3.jpg

Diplomatic Education Focus

Now @Groogy will go deeper into a subject we touched upon in the last dev diary and tell you more about how councilors vote.

So today I am going to talk a little about the decision making behind the councillors when they vote on your council. First I will say that the system is fairly automatic except when it comes to voting for laws so you won’t get a thousand of pop-ups during your playthrough just because your liege want to check with you if it’s okay if he presses your claim to some county. In laws you can yourself decide if you want to vote with a “Fo sho” or “Aw hell naw” but when it comes to the everyday matters you choose a position to adopt which will set what kind of attitude you will have on matters. This also makes interaction with the AI on matters more transparent as they play with the same rules as the human and you will be able to easily see why they vote as they do by simply hovering over the voting reason icon in the voting window. The AI will act on the council based on their own agendas and pick positions that suits them.


4.jpg


There are five different positions that a councillor can adopt. Loyalist, Pragmatist, Glory Hound, Zealot and Malcontent. The Loyalist and Malcontent are the polar opposites of each other where the Loyalist will be loyal to the Crown and vote accordingly while the Malcontent will refuse anything their liege proposes. The Glory Hounds concern themselves with the greatness of the realm and wants their King to prove that their Kingdom is the greatest on the surface of the Earth while the Pragmatists are more concerned with stability and low risk. The Zealots main concern of course is that the holy scripture is followed and that the realm does not deviate from the will of God. But as you can see in the picture these various positions are not absolute and some can be swayed if given the right incentive….

5.jpg


@rageair now will present the changes we’ve made to laws and how ambitions have changed.

Greetings, loyal Lords and Ladies of the realm! I’d like to show you how we’ve redone the laws for the upcoming Conclave DLC. We’ve aimed to break down the formerly rather uninteresting laws in order to present you with more choices in how to run your realm. Many laws, i.e. Crown Authority, have been broken down into their constituent parts and in some cases completely reworked. Your council will also have varying opinions about these different laws, some might approve of you Centralizing the realm while others approve your right to revoke titles from Heretics, but it’s going to be a hard to find a council that’ll let you pass any law you want. This means that it’ll be more of a challenge to pass laws than it used to be, but hopefully it’ll also feel more interesting and useful to do so!

Inheritance

6.png


The Inheritance screen is mostly the same, except for the obvious facelift. This screenshot is of the Duke of Breizh in 1066 and as you can see it’s possible to see most of the succession laws without having half of them hidden in a scrolling list. We’ve also extended the pretender list to show more characters, which I find especially useful in elective realms. We had some spare room, so we decided to add in a flavorful image and text to represent the realm you’re ruling. There’s a lot of these to discover, so try mixing & matching laws, religions, cultures and capital locations to find some of the more exotic ones!

Realm Laws

realm.png


The Realm Laws tab contains most of the laws you’ll recognize from pre-Conclave. In this screenshot I’m playing as the nation I run in the Developer Multiplayer; Jardarus. As you can see I’ve not had much time to change my Realm Laws, although my main focus from now will be to outlaw out-of-realm inheritance which is one of the few Crown Laws still in the game (as indicated by the Crown next to the name).

It’s in this screen that you’ll be able to manage the new laws derived from the old Crown Authority laws, such as Controlled Realm Inheritance, Title Revocation and a new Administration law called ‘Late’ which enables the late-game succession forms (i.e. Primogeniture). You’ll also find old friends such as the Centralization and Viceroyalty laws, along with the new addition of Status of Women (which is harder to pass than Imperial government in many cases!). While the early steps of the Status of Women gradually open up job titles for landed women, female dynasty members and nuns, the later stages enable Absolute Cognatic (equal inheritance for men & women) as well as being able to use women as generals in your armies!

As Crown Authority is gone, most laws will be unlocked by a combination of Technology and Council approval.

Obligations
7.png


Obligations replace the old tax/levy laws. Obligations represent a balance in what a certain type of vassal has to provide you, their liege, with. The scale is a range of tax and min/max levy size, with each vassal type preferring one direction over the other (with the exception of Temple vassals, they want to stay in the center!). Vassals always provide you with tax and levies unless you’re at the very edge of the scale, so it’s mostly a matter of your personal preference. I myself like taxing the Bourgeoisie and getting my levies from the Gentry, although they tend to disagree with me...

Absolutism/Empowered Council

8.png


There’s two very different ways of ruling your realm - ruling together with your Council (to varying degrees) or with an Iron Fist as an Absolute Ruler. In the screenshot you can see the various Council Laws as they are set for the Holy Roman Empire at the start in 1066. The Holy Roman Empire has a fully empowered Council, which means that the Council gets a say in everything they do. Though if you start as a Muslim ruler at the same date, the situation looks different. They start with no Council Laws enabled, which means that they rule with an Iron Fist and get all the bonuses from doing such (i.e. being able to change laws at a whim, albeit with a longer cooldown), though this is obviously not appreciated by their vassals who will most likely start factions to increase the power the Council gets. Naturally, the most common thing to see is a healthy middle ground - a constant struggle between the Ruler and the Council.

This works differently for Tribal and Nomadic rulers, where Tribal rulers enable Council Laws by increasing Tribal Organization in order to Feudalize, and Nomads always have all of the Council Laws enabled.

Ambitions
For Conclave we’ve decided to remove most of the the largely insignificant old ambitions in favor of new ambitions with a bit more player agency and weight behind them. This means that you won’t be seeing any ‘Get Married for +5 prestige’ ambitions, but rather ambitions that actually alter the flow of gameplay in a significant way!

First off, the ‘Become King’ ambition has been changed slightly. Having the ambition now allows a slight chance of successfully fabricating a claim on a kingdom, and having it also reduces the cost of creating a new kingdom. Now on to the new ambitions!


Ask for Council Position

9.jpg


If you feel like having a say in how the business of the realm is run you can now take the ‘Become Councillor’ ambition, which replaces the old similar ambitions. With this ambition active you’re able to manually ask your liege for a position on the council. As you can see in the screenshot, it’s not always an easy thing to get on the council of your liege - but if you build up enough opinion and/or invite your liege to plenty of private feasts you might just sway the odds in your favor! Vassals with this ambition who have a favor on their liege tend to use it to guarantee themselves a spot on the council!

Ask for Land for an Unlanded Son

10.jpg


If you’ve got plenty of sons but too little land it might be a good idea to ask your benevolent liege for some more! With the ‘Gain Land for Unlanded Son’ ambition it’s possible to ask your liege to give land to a second or third son of yours, increasing the influence of your dynasty in the realm. This is a tall order for just anyone of low status to ask of their liege, but if you’re lucky and/or have friends in high places it might just work out!

Ask Liege for Title

11.jpg


If you’re really brave you might dare to ask your liege directly for land. Now this might not please your liege too much, but if you’re influential enough your liege might just cave to your demands! Just beware so that you’re not impressed by vague promises...

Build a War Chest

12.jpg


If you find yourself lacking money for that war you’d really like to wage, you can choose the ‘Build a War Chest’ ambition in order to prepare! When you choose this ambition your vassals will gain the ability to send you donations in order to fill the War Chest, though they often have ulterior motives for doing so. You might occasionally receive a donation offer from a vassal that you can choose to accept in exchange for a favor - a powerful alternative currency that’s been brought up in another Dev Diary. Though if you’ve got no patience for your vassals you can always choose to ‘Extort your Subjects’!

13.jpg


By choosing to do this morally dubious action you can raise vast amounts of money in a short amount of time, but at the cost of Tyranny and general opinion. You’ll be able to extort the pathetic peasants residing in your demesne provinces, the wealthy characters of your court and the greedy clergymen who do nothing but sit on their riches. You’ll effectively be sacrificing long-term gain for short-term gain, a choice that’ll be yours to make.

Finally, as promised in the last dev diary, @Servancour will present you with a new business opportunity!

Dynamic Mercenaries
Since we enjoyed the Dynamic Mercenaries mechanic added in Horse Lords, we decided to expand upon them further. With Conclave, lords and doges alike will be able to create a Mercenary Band of their own! Unlike nomads however, who sends off their sons to gain fame and prestige, these Mercenary Bands are assembled to increase the wealth of its creator. Whenever the band is hired by anyone else, you will gain a percentage of the band’s income.

14.jpg


Before you can create a band, you need to have an eligible courtier that has a military education available (you can also not already have a band under you service, since you are limited to a single one). The band itself is created through a targeted decision on the character you want to appoint as its captain. Though you’ll have to pay the new captain a small fee of 50 gold before he can get started.

15.jpg


The sizes of the created Mercenary Bands will vary depending on your own levy size. The band will look at your personal demesne and use a percentage of your levies to decide how large the band will be. Thus created bands will come in many different sizes and will be ranging from just a few hundreds all the way up to two or three thousands. Potentially though, they may end up with much more than that. The most common size will probably be in between the nomadic mercenaries and the smaller pre-existing Mercenary Companies. Even if you don’t create a band yourself, these will be good for filling in the gap in situations where you will want to have a few hundreds of additional soldiers to guarantee victory against a slightly weaker or equally strong opponent. Rather than paying a hefty sum for more soldiers than you’ll need.

Maintaining these mercenaries comes at a cost however, so you will not always want to have a band active. When you assemble a band, all of your demesne holding will be affected by the “Maintaining Mercenary Band” holding modifier. This will lower your levy sizes for as long as you control the band. You will be able to dismiss the band whenever you want though to remove the modifier, as long as they aren’t being hired by anyone else.

Finally, all mercenary captains will eventually grow more ambitious when granted the opportunity to lead troops of their own. They will start asking you for more troops to reinforce the band with and possibly even ask for more money! If grown too ambitious, they will even be able break away from your control. To prevent this, you will be able to replace the captain through a targeted decision with a suitable replacement. This will reset the ambitious level of the band and you will be free to continue to enjoy your extra income.

That’s it for today! We hope you’ve all enjoyed this dev diary and we’ll see you on the release a week from now.
 
Last edited:
  • 273
  • 68
  • 2
Reactions:
Yes, you have the same number of vassals, but not the same number of vassals who are vying for a council seat.

Let's say I have 8 ambitious and powerful male vassals, and 4 ambitious and powerful female vassals. Let's say I have 6 council seats available. If status of women is low, the maximum pool of vassals that can desire a seat on the council is 8. The female vassals aren't going to demand a seat or have a negative opinion modifier, because they aren't eligible. At least, I expect it will work that way, just like ambitious vassals only having a negative opinion of you if you have something they want.

Let's ramp up the status of women. Now there are 12 vassals vying for those same 6 council seats. Up to six vassals could be angry because you won't put them on the council, instead of only two when women weren't eligible.

The question is, can you have female vassals on low 'equality' setting? Since they cannot inherit, you wouldn't have female vassals. So in your example you'll have 12 males and then after raising the bar; 8 males and 4 females. So 12 vassals in each case. Unless they can inherit but can't get council seat for example.

Anyway, I get your point, but I think we are both in speculation mode at the moment. If a dev could clarify that would be grand.
 
  • 2
Reactions:
So how about the old Imperial offset that the Byzantine Empire have? Is this just rolled into the new realm laws?

Since we've seen on screenshots that there are three different "government" for feudals: feudal, late and imperial, we can assume that imperial still gives out some goodies. Probably the same viceroys from the get-go and now primogeniture.
 
Should not Viking chiefdans be able to grant their sons a host of raiders or mercenaries like the Nomads? Or be able to take lands from other chiefdands instead of only subjugations forcing them to become raiders or into exile? Btw the dlc looks amazing!
 
Since we've seen on screenshots that there are three different "government" for feudals: feudal, late and imperial, we can assume that imperial still gives out some goodies. Probably the same viceroys from the get-go and now primogeniture.

For the Byzantines that makes sense, however it should not be the only way to get primogeniture. The house of Capet managed to do so in a clearly still feudal France.
 
  • 2
Reactions:
Absolutism/Empowered Council

View attachment 155934

There’s two very different ways of ruling your realm - ruling together with your Council (to varying degrees) or with an Iron Fist as an Absolute Ruler. In the screenshot you can see the various Council Laws as they are set for the Holy Roman Empire at the start in 1066. The Holy Roman Empire has a fully empowered Council, which means that the Council gets a say in everything they do.

HOLD ON!

"Grant Titles - Ruler / Council"
...
"Grant Titles - Ruler / Council"

STOP RIGHT THERE, please explain....

Does this mean that the byzantine duchy viceroy system is no longer a fucking pain in the ass because i have to grant someone a duchy every month... can i tell the council to do that shitty McDonald's level middle-management for me???

Or is it simply a question of whether or not you need council approval to be able to grant titles?

Because, personally, i'd rather be rid of the "responsibility" to personally appoint every single title in my vast empire, i'm an emperor, not an ER administrator making work shift schedules for my nurses. I truly really do have better things to do than go searching for a temp duke every month
 
  • 3
  • 1
Reactions:
I'm curious about the younger child focuses -- obviously the focuses for the children aged 12-15 are based on the old education types and character stats, but what about the 0-11 education types? We've seen "Humility" and "Pride" in screenshots so far (the latter representing being groomed to rule, which is awesome) -- what are the other ones? What's the one with the Roman temple looking thing?
My guess is that the white ones are heritage and faith. Heritage would give a bonus to culture conversion and give traits appropriate for diplo/learning education. I think faith will give traits for learning and stewardship education and increase religion conversion rate.

So in the early focuses you get two options per "color" and I think this mirrors the attribute gain you get from the education traits. So for example with high martial education you also get a bonus to intrigue and stewardship. With the pride focus (red color indicates martial) in early years (0-11) you can get the haughty or brooding trait, and the brooding trait gives a bonus to stewardship education. My guess is then that the haughty trait increases martial education. The other "red" focus probably has high chance of giving you traits that help in martial and intrigue education.

Another example is the "humility" early focus (blue one on the left) which has high chance of giving the "affectionate" and "timid" traits. "Affectionate" helps in the diplomatic education and "timid" probably helps in learning education.
 
For the Byzantines that makes sense, however it should not be the only way to get primogeniture. The house of Capet managed to do so in a clearly still feudal France.

Obviously not, like currently you can have viceroys without being imperial. Imperial is just a short cut to them for the Byzzies.
 
So will it now be possible to have women muslim rulers?
 
  • 1
  • 1
Reactions:
I always wondered why Primogeniture is considered a Late game thing (either Late Admin now, or High Crown Authority beforehand). Plenty of kingdoms used it (de jure or de facto) relatively early, and while this is represented in-game (Scotland and France come to mind) I think that it should be easier to get access to it; formal Gavelkind was not the standard succession in Europe.

That said, Primo should displease vassals to an extent and it should be punishing to leave your younger sons without holdings. But I don't think that Primo should just be locked until the mid-late game.

Apart from that complaint, this looks like the best DLC yet. Easily the more exciting since SoA or even TOG.

P.S: Fix Flanders/Aquitaine plox.
 
  • 9
Reactions:
Informative and good dd, will buy.

A question. Most decisions in game have a negative consequence to make it a viable choice. Eg: Centralisation pushed up increases demesne but decreases vassal opinion. Raising women rights seems like a no brainer in this scenario. Could you perhaps share if there are any downsides to discourage doing it at the earliest point possible?
Well I can only imagine that such radical social reform would cause considerable upheaval within your deeply deeply conservative realm? So I assume this would result in large opinion malus' among your vassals, and neighbours? Good question though.

On another level, I wonder / hope that the AI is hardcoded to pretty much never raise it above traditional - regardless of one's attitude to women today, we are playing a game set between the 9th and 15th Centuries, and any sort of widespread "women's rights" would be tremendously inaccurate. This remains a history game, not a fantasy one!
 
  • 5
  • 3
Reactions:
On another level, I wonder / hope that the AI is hardcoded to pretty much never raise it above traditional - regardless of one's attitude to women today, we are playing a game set between the 9th and 15th Centuries, and any sort of widespread "women's rights" would be tremendously inaccurate. This remains a history game, not a fantasy one!

What if a realm happens to get an extremely capable queen/empress who rules for a decades long golden age of progress and expansion and then her daughter takes up the reigns? Shouldn't a realm like that be "ahistorically" likely to adopt a more equal stance on women? I agree that it should be very, very rare and require certain circumstances but hardcoding stuff is pretty much never a good idea.
 
  • 16
  • 3
Reactions:
What if a realm happens to get an extremely capable queen/empress who rules for a decades long golden age of progress and expansion and then her daughter takes up the reigns? Shouldn't a realm like that be "ahistorically" likely to adopt a more equal stance on women? I agree that it should be very, very rare and require certain circumstances but hardcoding stuff is pretty much never a good idea.
Right but in this period, most of the tiny tiny number of very capable female rulers (so assuming they were allowed anywhere near the throne at all...) did very little of the actual ruling, if any. The actual ruling was done by their husbands, or possibly a council (of men!) for them.

If you think about it, can you actually name any "extremely capable" queens from the period? All the extremely capable queens I can think of come after the period, for instance Elizabeth I, Maria Theresa, Catherine the Great. And even that list of capable female rulers is a short enough one.
 
  • 9
  • 5
  • 1
Reactions:
On another level, I wonder / hope that the AI is hardcoded to pretty much never raise it above traditional - regardless of one's attitude to women today, we are playing a game set between the 9th and 15th Centuries, and any sort of widespread "women's rights" would be tremendously inaccurate. This remains a history game, not a fantasy one!

I'd hate if the AI was hard-coded for/against it, as it would prevent mods to change the likelihood of the AI pursuing it.

Since it'll be very difficult to raise, I really don't think it'll be necessary to hard-code anything. Raising it and keeping it high will probably be a significant long-term project for a player to achieve. The AI might raise it occasionally one level, only for it to fall down again soon after.
 
  • 3
Reactions:
Cheers for the monster DD Birken/Witchking/Markuso/Groogy/Rageair :). All the new features sound tops, and making the ambitions a bit more exciting is definitely a nice touch.
 
Like the DD said, increasing the law is in many ways harder than adopting imperial administration. I imagine it'll take something like a female ruler with certain traits and stats, whose perhaps ruled for a certain length of time, etc etc. The AI isn't going to be adopting gender reforms willy-nilly. Stop worrying about it.
 
Status
Not open for further replies.