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Hi everyone!

I’m Tobias Bodlund, Scripter on the Crusader Kings II team, and I’d like to wish you all welcome to the Way of Life dev diary.

With this being a rather small expansion compared to most and release being less than one week away now, we will only have this one dev diary for Way of Life. So sit back and enjoy!

The scope for this expansion is not about opening a new period in history or new areas to conquer - rather, it’s about going deeper into the characters’ personal pursuits and how they navigate (or manipulate) relationships with other characters.

When designing this expansion, we also wanted to allow the players to choose to some degree what direction their characters will take on a personal level, without therefore locking them into a certain area of the game.

The way we decided to do this is through a new concept called Focus. Focuses are the core concept of the Way of Life expansion. When you start your game, you will be able to choose a focus for your character, and this focus will affect the availability and frequency of certain types of events associated with that focus, as well as unlock certain decisions and actions that you can perform towards other characters.

carloman_the_hunter.png

There are also direct bonuses that apply to your character just from choosing a focus. Every focus is conceptually tied to a character attribute (two for each attribute), and the most common bonus is an increase in those attributes.

These are the focuses you can choose from:
  • Family - engage with your family and make sure that they get along.
  • Carousing - allows you to invite people to private parties, good for making new friends and generally having a good time.
  • War - taking an interest in war, it allows you to fight duels, among other things.
  • Hunting - opens up new hunting-related events, and is now a requirement for some hunting decisions.
  • Rulership - ruling your realm, dealing with administration.
  • Business - dealing with mayors, founding a trade route, building things.
  • Intrigue - allows you to spy on people, slander them, and liberate imprisoned or abducted family members.
  • Seduction - set your target and strive to make them yours.
  • Scholarship - pursue your chosen path of research.
  • Theology - required for pilgrimages, opens up various new religious events (including for pagans) as well as affecting the frequency of other religious events.
Some of the focuses have conditions that must be fulfilled before you can choose them. For example, you can’t choose the seduction focus if you are celibate, or the hunting focus if you are Jain.

finnish_theologian_2.png

Only rulers can have focuses (and AI rulers will of course also use them). After five years, you will be able to switch to another focus if you so wish. Note, however, that some of the longer event chains may interrupt if you choose to abandon that focus (effectively turning your back on whatever path you were pursuing).

We’ve also added a number of interesting things to the free patch that accompanies this expansion.

Firstly, diplomacy and other actions that directly affect other characters are now accessed through right-clicking the character portrait of the person you want to interact with. This places actions such as legitimizing bastards, straightening up your decadent relatives etc in the same place as diplomacy in the interface (and the new Way of Life actions involving things such as seduction, carousing and spying are also placed here, if you own the expansion).

Modders will be pleased at several powerful new scripting features that we’ve added. One is the new type of decision that we are introducing. They are scripted as “targetted_decision” and can be used to target another character, with fully scriptable triggers and effects. This has been used to create the new actions involving seduction etc in the expansion - but it also effectively allows modders to script almost any kind of character interaction that they need.

chaplain_puppy.png

Another new modding feature is the possibility to save event targets in a temporary custom scope. Any scope (character, province, title) can be saved in this way, only expiring with end of the current chain of events. This should simplify scripting of some more complex chains of events. Naturally, these custom scopes can also be used in the event texts.

Event texts, yes… it is now also possible to set several texts for any event, with triggers to select the appropriate one. This works very similarly to triggered event options. It works for both event titles and the event description. This means you can handle several alternate cases with only one event, where previously you’d need to create a different event for each case if you wanted the text to differ for different cultures, for example.

That's it about the major new modding features. As usual, the free patch will also contain a large number of minor bugfixes as well as improvements to performance and gameplay.

Full patch notes will be published this Friday, and the release date for Way of Life is December 16.

Check out all CK2: Way of Life live streaming videos here:
https://www.youtube.com/playlist?list=PLqRhPbyFDQWgpHHd9_whB9rMA8a42ozrp

[video=youtube;pntRkvu_aR0]https://www.youtube.com/watch?v=pntRkvu_aR0[/video]

PS. The expansion CK2: Way of Life has released, get it here: http://store.steampowered.com/app/329010/
 
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While I agree it feels a bit awkward you potentially have to up to five years before before switching your focus to attempt a rescue, I don't think it'll normally be such a big issue. While you can change focus every five years, I believe the intention is that you stick with your focus for a while, only switching a few times in your characters lifetime. If anything, the cooldown acts as an incentive to not change focus willy-nilly, as that would block you from switching focus when you really need it.
 
While I agree it feels a bit awkward you potentially have to up to five years before before switching your focus to attempt a rescue, I don't think it'll normally be such a big issue. While you can change focus every five years, I believe the intention is that you stick with your focus for a while, only switching a few times in your characters lifetime. If anything, the cooldown acts as an incentive to not change focus willy-nilly, as that would block you from switching focus when you really need it.
I agree. Which is why rescuing people shouldn't be tied to focus.
Especially if the abductee is a close person.
In real life, if your wife or children get kidnapped, you won't say that you have something else to care about for the moment and you cannot focus on it right now. You will stop everything you're doing and deal with it immediately.

Freeing a prisoner is not a hobby or an habit that you can either focus on or not, like hunting, going on pilgrimage, or seducing the girl next door. It's about dealing with urgent matter that may result in life or death.
 
Well, practically every ruler wants a son and heir, so I don't think it should be limited to the Family focus, but someone with a family focus could be trying very hard to conceive a child. (Including prayers, herbs, multiple attempts with the spouse.)

Well, I just think that it makes sense that if you have an ambition on something, you would also have your focus on it!
Of course, your ambitions and focuses changes through life - but it just seems logically for me that they are tied together somehow...
 
Will the Intrigue focus provide us with a better assassination plot system?
Better plot system, probably not.
But I can only assume it gives you more initial plot percentage and makes you more persuasive to invite people to your plot (by reducing the base reluctance, maybe ?)
 
Better plot system, probably not.
But I can only assume it gives you more initial plot percentage and makes you more persuasive to invite people to your plot (by reducing the base reluctance, maybe ?)
It would be nice if it made plots an actual viable way of reaching goals.
 
Looks really good!
I, for one, like that you need to have a long term focus if you want to master it but you can also have a unfocused individual we tries a variety of things over their life, it means I can now mould individuals personalities how I want and not just make them a generic jack of all trades.

The only thing I'm unsure of is the ability to rescue abducted relatives, while I do think pilgrimages for only pious individuals is fine and appropriate, I think a chance of rescuing relatives abducted by pagans should be a plot or decision, maybe you can have a much higher success chance if you have intrigue as a focus? It would be a shame if I lost mastering a focus by changing it to intrigue once, just because I want to prevent a wife, mother, sister or daughter from being a sex slave!
I take it that any resulting bastard pagan offspring stay at the abductor's court? any events concerning dealing with that particular, and shameful, problem?

One small thing, since I'm a big fan of Bernard Cornwell's saxon stories, can I name my hound and can I eventually sacrifice my beloved hunting hound to Thor/Odin? the sacrifice has to mean something...

Lastly, since the release is so close I really hope there is a update to the beta today!
Thank you.
 
Focuses are defined in common/objectives/, with the vanilla ones in 00_focuses.txt, so yes they are moddable. It doesn't look like it'd be easy to add more though, since the focus selection interface isn't a list.
Oh, thank you for that answer. AS DLC locked feature usually have not been moddable in older versions and that I have not played with the beta so far, I was unsure.
 
Chancellor : My King, I bear terrible news, your son and only heir has been abducted by viking raiders !

King : Damn !

Chancellor : We should gather a rescue party at once to free him from the heathen barbarians.

King : No.

Chancellor : Why not ? I'm sure they intend to bring him back to their homeland and use him as a slave. We should act quickly before it's too late !

King : No. We will wait for 4 years before even thinking of doing anything.

Chancellor : What ?!? Why ?

King : Because it has only been one year since I decided what to focus on in my life. My heir may be tortured by pagan savages as we speak, but right now I'm into HUNTING ! Go fetch the hounds !

Seriously? Wow, they should change that. It depends on how often this happens, but the fixed focus for five years can have some unwanted consequences, as you say.
 
Oh, thank you for that answer. AS DLC locked feature usually have not been moddable in older versions and that I have not played with the beta so far, I was unsure.

Acutally you are wrong... DLC features are mostly moddable too.
 
So who at PDS is a The X-Files fan, Tobias...?

:)

Whatever tape you found in that VCR, it isn't mine.

This looks really nice. Will it be possible to mod new focuses in ?

Yes.

So wait, we can't go on pilgrimages any-more without Way of Life, even if we own Sons of Abraham?

Or are they coding in an exception? Hiding one expansion feature in another's really odd.

You can always go on a Christian pilgrimage if you own Sons of Abraham.

If you own Way of Life, some things, including some content from other DLCs that you might own, will now also be tied to (or sometimes just weighted towards) a certain Focus.

For example, you will notice that AI characters with the Carousing Focus are much more likely to accept invitations to feasts. And if your Indian liege has the Hunting Focus, expect to be invited to tiger hunts more frequently.

And if you have WoL and not SoA theology will be useless? :D

You will get religious-themed events, plus bonuses to church opinion etc.

But I would prefer diplomatic actions to be available for all and be buffed with additional events if you have the focus.

As a warlike person I should still be able to do intrigue (like abduction, rescue a family member) but I do not have a great network... etc etc

The Focus system is supposed to involve a tradeoff, where you forsake some things in order to gain others. So some of the available actions are a perk of that Focus. Basically, if you want to always be able to do all the intrigue stuff, you should stay Focused on intrigue.

The idea with the five-year cooldown is that your character is committing to a way of life. Now, having your wife kidnapped by Vikings might force you to abandon your life of pleasant debauchery (Carousing) and start getting your head into the methods of skullduggery and intrigue, this is true. And you can do this, unless you very recently abandoned your old Focus to switch to Carousing, in which case you'll have to wait a little. You can't wake up as a new person every morning.

Didn't they mention that certain lifestyle traits would be rewarded when you "completed" foci?

Yes. And there will be new lifestyle traits in addition to the old ones. The old traits Celibate, Falconer and Poet are now normal traits, however, and not lifestyles.

Speaking of which, I hope existing interaction with the spouse (earrings, buzzards, 'as if I were seeing her for the first time' etc.) won't be restricted only to characters with the Family focus. Could you please confirm this won't (or will, I guess) be the case, Tobias?

Don't worry, you can still interact with your family even without the Family Focus. You just open up more possibilities if you choose it.

Are there new traits to accompany the events ? I noticed one of the pictures mentions a hunting dog.

A whole bunch of new traits and character and province modifiers, yes.

Is there an entire event chain connected to the puppy, and which focus do I need to spend my time neglecting my realm and playing with my virtual dog?

Hunting. And yes, there is a chain of events tied to it.

Can we reform the faith without selecting the theology focus?

Yes.

Will the Intrigue focus provide us with a better assassination plot system?

Some of the new events will affect plots.
 
What the assassination plot system needs is a way to only invite quality people to the plot - no drunkards for instance. Having to go through each character's traits one by one is the most tedious part of this game.