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Dev Diary #109 - Floor Plan for the Future

Greetings!

A long time in the making, this diary is dedicated to plans, and what we have in store for CK3. From more present matters to musings and thoughts ranging into the far future. Crusader Kings is a unique game series, and one that has been close to my heart for a long time - the focus on characters as the driving force, emergent narratives, and player freedom make it truly stand out.

Ever since I took the reins of the project I’ve continued to follow the original vision, which some of you might remember from the very first Dev Diary: Character Focus, Player Freedom and Progression, Player Stories, and Approachability. As you can see, the points correspond fairly well with my initial sentiment, and I do not intend to deviate too far from these points - that said there are always things we can do better or differently within them, and I think that we could do even more to, for example, improve the cohesion of player stories or the sense of progression. I am a firm believer in that everything in the game should help you in making stories (while not necessarily being explicitly connected).

Internally we’ve always worked with the premise “Live the life of a Medieval Ruler”, which means that we want the game to be uniquely true to how life was during the period. We want to attribute more than just ‘death, suffering, and war’ to the era we portray. Highlighting things that you might not see elsewhere, such as family, or the challenges of rulership, is important to us. Going forward this will remain a priority, though it is important to note that we do exaggerate and romanticize a lot - it is a game after all!

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This all leads me to the next point; what are we doing?

As a project, we aspire to have a cadence of roughly four releases per year, not including post-release support in the form of patches or hotfixes. During this year we’ve released Royal Court, Fate of Iberia, Friends & Foes, and as mentioned previously we’re aiming to have a free update out before the year is over. We want to have a steady stream of new content, while also maintaining the game by acting on feedback. For next year, our ambition is to have somewhere around four updates (barring unforeseen circumstances).

Going even further (long-term) we have the ambition to shorten our cycles, so we can get more content and updates out. The project is (by Paradox Development Studio standards) still young, and has a long future ahead of it. There’s so much to do, and so many ideas still to explore. Though as I mentioned this is an ambition and not a promise - it might be complicated to get everything in place, but rest assured that we’re always evaluating what we can do to achieve this.

Of course, we’re also watching initiatives that other studios are driving, such as the Stellaris Custodian Initiative, with interest. While we’re not organized in a way where we could adopt a similar structure today, it’s something that’s worth investigating - again, this is a long-term thing, and it’s very possible that we would find another setup that works better for Crusader Kings.

For next year we want to do something similar to Royal Edition again, an Expansion Pass with a bundle of intriguing content. One drawback of the Royal Edition was the fact that the main beat, the Major Expansion, came later in the cycle. For the next one, we want to either start off the cycle with the Major Expansion, or make it obvious what the theme is going to be from the start. This should make it much clearer what you’re actually getting in the package as a whole. We’re also exploring what formats and formulas of expansions could make up a future Expansion Pass, as the ‘1 Expansion, 2 Flavor Pack’ formula is not set in stone.

In addition to this, we also aim to do experiments now and then. For this year, the experiment was Friends & Foes; a smaller content format that was born out of the minds of the team. We’re looking into a few different experiments for the future, which I can unfortunately not share right now. Though something we can share is that we’re looking into more community involvement.

But what are we doing? What’s the next Expansion about?

As I’ve mentioned before, it’s too early to reveal the theme. However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we’re focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we’re not doing trade, imperial/byzantine mechanics, nomads, or similar this time.

That said, I know that many of you are also hungry for more systemic expansions, and that’s understandable! Of course, the next Expansion isn’t devoid of systemic changes or mechanics just because it’s leaning heavily towards roleplaying. CK, like all GSGs, requires systemic content to remain true to what they are. There will be plenty of systems, both as part of the Expansion and the free update that comes along with it. For Flavor Packs we’re also going to aim to have systemic content as part of the formula - Fate of Iberia proved that a combination of flavor (events, clothes, illustrations, etc.) and a central systemic feature (the struggle) served to elevate the experience as a whole.

As of now, we have a team of designers that is unlike anything we’ve had before - it’s not only a large team, but they’re also highly skilled and competent. This, in part, is why we’ve chosen to do an Expansion focusing on the roleplaying side of things, and it’s also the reason why we had the capacity to do the Friends & Foes experiment.

My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I’m of the opinion that there must be balance, and as we’ll have had two roleplay-focused expansions in a row, by then it’ll be time for the scales to shift towards the systemic side. We’ve expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…

Looking toward the future, what will we be doing over the coming years?

Now, there are a lot of areas that I want to explore in the future! Please note that anything I write or list here is not in any way chronological, and they’re not explicit promises. Great ideas come along at any moment, from any direction, and we want to stay flexible with our plans.

The current formats of Major Expansions, Flavor Packs, and Event Packs I believe let us cover every style of content we want to do, and we intend to keep these formats (while maybe tweaking the formulas a little bit here and there!).

Flavor Themes
Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it’s possible that we’ll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there’s a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.

A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.

Of course, in due time we also want to explore regions within Europe that are very popular for players, some examples including Britain, France, and the West/East Slavic lands. It’s likely that we’ll alternate a bit, especially if someone on the team is extra passionate about a theme. Also one final thing; a lot of you are asking for a Byzantine Flavor Pack, but I know for a fact that the scope of a Flavor Pack wouldn’t sate your ravenous hunger for East Roman content… when we eventually get to them, it’d more than likely be as the part of a Major Expansion!

As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we’d be able to make systems that don’t fit the larger theme of a Major Expansion, but that we still feel would be great for the game.

Just to reiterate; don’t take anything I say here as a statement that we’re doing one of these themes right now!

Ambitions for Expansions
There are already years worth of ideas for what we could do for Expansions. I’ll go through a handful of the areas I’d like to explore in the future, focusing on some of the topics commonly seen around the community. Note that these are not necessarily standalone Expansion themes, some might be combined, others divided. While there are some themes that I think are more important than others, there’s really no saying what we’ll look at first or in what order.
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Trade & Merchant Republics is something I hear a lot about - and it’s something that I really want to get to in time. However, I found the CK2 implementation in The Republic to be incredibly lackluster; in a game with thousands of interesting starts, it added only a handful more, and it didn’t actually have that much to do with trade. For CK3 my vision would be different - medieval rulers didn’t trade, per se, and noble rulers didn’t regularly barter resources with each other, so while that’s not a thing I’d want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren’t as limited as the ones in CK2…

Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there’s an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I’d want to get a lot of differences in there - no two empires were ever really the same, after all.

Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I’d like to revise at some point, too) there’s room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.

Religion in CK3 took a great step up from previous iterations, but there’s always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone’s lives by this point in history, it’s hardly surprising. It’s hard to nail down exactly what I’d like to do here as there’s just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There’s also a lot of potential around crusades, and all the happenings before, during, and after them. I’d also really like to get faith to play a larger part in the everyday lives of rulers, as it’s much too easy to ignore as it stands.

Nomads are just one part of the whole; the Steppe. This region is unique, and we’ve never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I’d like to make the Steppe as a region stand out with mechanics of its own, and I’d like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.

The Late Game is another area that I’m very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you’re able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.

I think it’s quite obvious that I eventually want to Expand the Map, to include the rest of the Old World. If we’d do it all at once or in segments is still up in the air, but regardless of what approach we take, it’s imperative that the area feels different to play in from the western half. While it’s obvious that the area would require a lot of unique art, I’d also want it to work differently from a mechanical standpoint - governments, faiths, etc. It’s an ambitious goal, but one I wish to tackle eventually.

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An incredibly rough floor plan for the future.

General Areas
Of course, there are also areas of the game that I want to revisit, rework, rebalance, or expand in general - it’s not all about expansions or flavor, existing systems, and core loops must be revisited now and then to keep the game in a good state. Of course, this would be done in free updates, either free-standing or as part of a bigger release. Here are some of the things that I’d like to get to within a reasonable timeline, some more important than others. This is not an exhaustive list.

Alliances
are too binary as they stand, while it’s true that it’s easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you’ve no interest in (or you have to take a big prestige hit…) - at the same time, it’s much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I’d like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can’t. Exactly how/what we’d do is still in the works, but it’s high up on my list.

Clans do not feel unique enough, while they have some mechanics that simulate the sphere’s tendency for spectacular rises & falls, there’s more we can do to show the differences from Feudal. I’d like to explore what made Clan realms so different historically and draw upon that for a more flavorful set of differing mechanics. I definitely also want to make the Clan, as in the group of people, matter more in the government bearing its namesake.

Warfare is not and never will be a primary focus for CK3, that said it’s not as character-driven as it could be, outside of commander advantage and the occasional great knight. There’s also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn’t interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I’d also like to rework the major annoyances of warfare, such as supply.

Modifier Stacking is becoming an issue in some places, especially for Men-at-Arms modifiers (primarily from buildings) and Building Cost Reduction modifiers. While some issues can be solved by tweaking numbers (we’ve for example reduced prestige sources in the past) others require a redesign/revisit of the underlying problem. For example, I’d like to take a long, hard look at MaA modifiers, seeing as the player can very easily destroy AI armies with little work. I’d like to not only rebalance the sources of MaA boons but potentially also create new options for fun management.

AI is an enigmatic beast, with aspects that are incredibly diverse. One of them is warfare AI, where Crusades stand out as an area in need of improvement - on one hand, historical crusades were incredibly disorganized, but on the other, we don’t want the player to feel like they’re hopeless endeavors. No matter what we decide to do, we’ll have to strike a balance - if the AI played perfectly optimally, crusades would steamroll everything, and I don’t want that. There are of course other aspects of the AI where I want to see improvements, such as the marriage AI, but we’ve at least made some good strides with the economical AI over the last few updates, so that’s not a priority. We eventually want personalities to shine through every aspect of the AI, and we have some plans for that, which will likely come in steps.

Community & History
As I touched upon earlier, we’d like to invite you in the community to take part in some of the things we’re doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it’d have something to do with the content we’ll be making…

While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we’ll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you’ll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.

For those of you playing on console there will be a post later this week, answering some of the questions you have.

That’s it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!
 
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TLDR; simple suggestions to fix warfare with a patch.

re: warfare.

I understand it's not the focus of the game, however, it is a part of the game that many of us enjoy and do focus on. That said, would you ever consider implementing some warfare mechanics from CK2?

Specifically:
1) In CK2, armies are raised at their respective castles and then had to march to join together. This system is more realistic, and adds an additional strategic and tactical layer; one must consider how near an enemy army is when deciding to raise your own, or conversely, you might try destroy your enemy's armies piecemeal before they can gather.
2) In CK2, your vassals always go to war with you. This drains their coffers, and they become increasingly unhappy the longer the war goes on. This system, again, feels more realistic and adds a character level to warfare. One must take into consideration the impacts on the relationship when choosing whether or not to raise a vassal's army.

Other things which would make a great addition to warfare in CK3:
1) AI army decision making should be linked to the commander martial skill. So, an army lead by an outstanding commander will not attack across a river, and will seek advantage and favorable ground for all battles; while an army lead by an inept commander will blunder across the river, and make tactically horrible decisions.
2) Regarding army colors/insignia: I think it would be great if armies wore the colors and insignia of the barony they were raised from. When merged, the army will appear in the colors of whichever sub-army has the highest rank (i.e. Kingdom > Duchy > Barony), and we should always have the option to have our armies display the custom colors and insignia of our dynasty.
3) A knight, when raised, should not be able to command an army, unless he is in that army.

If you just did these things, I think warfare in CK3 would be perfect! Thank you so much for reading!
 
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1) In CK2, armies are raised at their respective castles and then had to march to join together.
This was mostly an incentive to build up your retinues as fast as possible to reduce your dependency on levies.

In CK3, where levies consist of nothing but unenhanced light infantry, it would make levies is even more annoying than they already are.
In CK2, your vassals always go to war with you.
Raising vassal levies in CK2 was very much optional (and only upset them during offensive wars).

Indeed, thanks to the Retinue mechanics, some people went out of their way to have mostly money-contributing vassals rather than levy-contributing vassals.
 
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This was mostly an incentive to build up your retinues as fast as possible to reduce your dependency on levies.
It worked like that even before retinues were introduced into the game. :)
 
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:D Thank you for a very informative and well-positioned post! I'm afraid I don't have a hugely substantive reply for you, but this type of feedback is very much appreciated.

Sorry for the thread necro but this interaction has been stuck in my head for a few weeks and I just wanted to throw my two cents in that I really feel the lack of East Asia in the current game and would love an eastern map extension at some point in the future. I was super disappointed by Jade Dragon and felt it really didn't do justice to the region, and while obviously a map expansion would require a lot of work as existing mechanics don't fit well with the region and its history, I do feel like the benefits of getting it actually on the map would be enormous both in its own right and for the better experience it would provide for playing in Central Asia and India.

Again sorry for the necro I just hadn't seen anyone enthusiastically defend the idea of an East Asian map expansion in the thread and felt I had to :)
 
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Sorry for the thread necro but this interaction has been stuck in my head for a few weeks and I just wanted to throw my two cents in that I really feel the lack of East Asia in the current game and would love an eastern map extension at some point in the future. I was super disappointed by Jade Dragon and felt it really didn't do justice to the region, and while obviously a map expansion would require a lot of work as existing mechanics don't fit well with the region and its history, I do feel like the benefits of getting it actually on the map would be enormous both in its own right and for the better experience it would provide for playing in Central Asia and India.

Again sorry for the necro I just hadn't seen anyone enthusiastically defend the idea of an East Asian map expansion in the thread and felt I had to :)
I'm all for an eastern expansion, though I'd like for it to wait until what's already on the map has been fleshed out. Right now the majority of the map is done less justice than the eastern part was under Jade Dragon. :(
 
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Sorry for the thread necro but this interaction has been stuck in my head for a few weeks and I just wanted to throw my two cents in that I really feel the lack of East Asia in the current game and would love an eastern map extension at some point in the future. I was super disappointed by Jade Dragon and felt it really didn't do justice to the region, and while obviously a map expansion would require a lot of work as existing mechanics don't fit well with the region and its history, I do feel like the benefits of getting it actually on the map would be enormous both in its own right and for the better experience it would provide for playing in Central Asia and India.

Again sorry for the necro I just hadn't seen anyone enthusiastically defend the idea of an East Asian map expansion in the thread and felt I had to :)
This thread is our Floor Plan for the Future, and I think it should be immune from any normal necromancy bans ;)
 
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Where does Tours and Tournaments fall in your plan? As far as I can see, we’ve spent nearly a year devoid of content other than a $5 cash grab and now we got told eventually a DLC will come out that has nothing to do with the stated plan. I know you said warfare doesn’t seem to be first and foremost on your to do list, but why is also everything else not a priority?
 
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Where does Tours and Tournaments fall in your plan? As far as I can see, we’ve spent nearly a year devoid of content other than a $5 cash grab and now we got told eventually a DLC will come out that has nothing to do with the stated plan. I know you said warfare doesn’t seem to be first and foremost on your to do list, but why is also everything else not a priority?
It seems there was an error with the development "manor" posted last year. The image was too zoomed in. Please see the below for what the dev team actually meant.

 
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Where does Tours and Tournaments fall in your plan? As far as I can see, we’ve spent nearly a year devoid of content other than a $5 cash grab and now we got told eventually a DLC will come out that has nothing to do with the stated plan. I know you said warfare doesn’t seem to be first and foremost on your to do list, but why is also everything else not a priority?
Regardless of how much one likes it, I fail to see how the theme of this expansion is remotely suprising:
However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we’re focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we’re not doing trade, imperial/byzantine mechanics, nomads, or similar this time.
 
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See, maybe it’s just me, but when I look at the supposed floor plan, I saw Byzantines and Merchant Republics, and no where did I see “Go to Weddings.”
The bit I quoted is under the heading "But what are we doing? What’s the next Expansion about?" The next heading after that, under which you can find the floor plan, is "Looking toward the future, what will we be doing over the coming years?"

This may be a bold suggestion, but methinks the former is where one ought to look for information on the next expansion specifically, while the latter is bound to cover long-term plans that will come to fruition "over the coming years."
 
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The bit I quoted is under the heading "But what are we doing? What’s the next Expansion about?" The next heading after that, under which you can find the floor plan, is "Looking toward the future, what will we be doing over the coming years?"

This may be a bold suggestion, but methinks the former is where one ought to look for information on the next expansion specifically, while the latter is bound to cover long-term plans that will come to fruition "over the coming years."
This may be a bold suggestion, but methinks if it takes a more than a year to make a DLC since the last one (or last flavor pack for that instance) and you make a chart for how you plan to improve the game, maybe don’t make the year + developed DLC going to weddings. They had a year since Royal Court and you’re telling me that it’s acceptable for them to have not even accurate rp to show for it (spoilers, they didn’t actually murder at weddings; that one Scottish one in the 15th century being an exception). By the time it’s released, it’ll have been more than a year since Fate of Iberia, which isn’t even a DLC.
 
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Well, you can find "late game" there as well as "laws" depending on how the mechanics of this dlc works it could kind of fit those. There will be laws etc added in the new dlc at least for Regents, there will also be goverment,vassal changes. Such as having to travel with entourage to actually get your rightful taxes from faraway vassals which could change late-game / empire management difficulty = effects late game. Im not sure if Tourney's will be locked by date or not as it was a "high/late medieval" accurance.
"A tournament, or tourney (from Old French torneiement, tornei), was a chivalrous competition or mock fight in the Middle Ages and Renaissance (12th to 16th centuries) and is one type of hastilude."

And so far, this whole DLC is perfect for france. Tournement, all the new fashion/armor. There is also a mine shown in france from the previous DD. So im guessing france might get work or it could possibly be a frankic/Franks- Carolingian Empire Flavour pack up next. Thats my guess, not my wish. They could add a lot of stuff to france in part of the free update too, just like they looked over india and since so much of this dlc fits france they might consider it "enough" , im almost certain they will revamp Chanson-de-geste / Chivalry to fit into the tournement part of the dlc. - France is part of the floor plan as well.
 
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This may be a bold suggestion, but methinks if it takes a more than a year to make a DLC since the last one (or last flavor pack for that instance) and you make a chart for how you plan to improve the game, maybe don’t make the year + developed DLC going to weddings.
I fail to see what this has to do with anything. You claimed this DLC has nothing to do with the stated plan, which is patently untrue. It fits precisely with what they said the next DLC would be back in this thread's opening post. That is all I was addressing; whether you like the theme or not, whether I like it or not, is besides the point.
 
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I fail to see what this has to do with anything. You claimed this DLC has nothing to do with the stated plan, which is patently untrue. It fits precisely with what they said the next DLC would be back in this thread's opening post. That is all I was addressing; whether you like the theme or not, whether I like it or not, is besides the point.
FIr enough I suppose. They also said they plan to do four releases per year, which is “patently untrue” even including the pitiful event pack Friend and Foes they still failed to do and are now on track to be at least three months behind last year with their first release. They also claim that they want ti make better and more unique RP experience while simultaneously basing RP more off Game of Thrones than the Middle Ages in which the game actually simulates. So, still a pretty crap product all in all
 
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FIr enough I suppose. They also said they plan to do four releases per year, which is “patently untrue” even including the pitiful event pack Friend and Foes they still failed to do and are now on track to be at least three months behind last year with their first release. They also claim that they want ti make better and more unique RP experience while simultaneously basing RP more off Game of Thrones than the Middle Ages in which the game actually simulates. So, still a pretty crap product all in all
This Dlc still fit within the floor map, but it didnt even have to as it would be a bit weird to add that to the floor itself as it was a map of what they wanted to do in the future.
on the 4 releases a year. i completely agree, unless they have two teams working on flavour packs at once. I cant recall if they said releases or updates if it was 4 big updates a year then you could argue 3 dlcs & a big update (like the one at the end of the year)
 
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