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Dev Diary #115 - Monumental Foundations

Hello and welcome to this dev diary where we will be looking into some new map visuals that’ll be added in the future. As the team grows, we’ve had the opportunity for our new artists to warm up by sprucing up the map a little. Among the things we’ll show off today, chief is the Canterbury Cathedral and its evolution over time: made by our new Environment artist Joel, who’s written about his process and the research involved.

Building a Monument – Canterbury Cathedral​

The Original Church - Tier 1​

When creating the first tier of the Canterbury Cathedral, which references the Anglo-Saxon church extant in the 867 & 1066 start dates, it was important to acknowledge the lack of available visual reference material. Historically speaking, the Anglo-Saxon church was burnt down in 1067, but we do have some conceptual renditions and blueprints of the estimated building layout to work from, courtesy of the archeologists (our heroes).

blueprint1.png
blueprint2.png

Sometimes luck strikes and blueprints or estimated ones can be found.

From this, I created a fairly basic interpretation of the church that serves well as the first/starting stage for the Canterbury Cathedral. Additional geometry, like pillars and an external house, was added to the building to create a more compelling in-game silhouette.

tier1.png

The original Anglo-Saxon church - Tier 1

The Norman Cathedral - Tier 2​

After the first fire, a second church was built in its place, distinctively making use of the Romanesque style. As we move forward in history, more references become available, and fortunately the church foundations are described as rather similar to the church of today. The more significant differences to modern Canterbury Cathedral are, for example, the front and main towers: they are still Romanesque.

tier2.png

Canterbury Cathedral - Tier 2

Romanesque and Gothic
If this happens to be your first time coming across these terms, some explaining might be in order. Romanesque and Gothic are two styles of architecture which defined buildings and churches throughout the Medieval era. Romanesque, the older of the two, emerged sometime around the year 1000 and lasted until around 1150. It’s a style arising from and defined by Germanic, Byzantine and old Roman influences, favoring circular Roman arches and a more solid-looking facade compared to later churches.

lessay.png

Romanesque Abbaye de Lessay

From the Romanesque emerged the Gothic in the 12th-13th centuries. In Gothic architecture, Roman arches find themselves replaced by Gothic ones; we also see elaborate ribbed vaults, towering flying buttresses, and church interiors brightened by large stained glass windows.

chartres.png

Chartres Gothic Cathedral

Modeling
I technically started with the third tier of the structure of the Canterbury Cathedral, rather than the second tier. Because we work with modular pieces and texture atlases, I find it easier to work from the complete cathedral, then remove any additional geometry. It also meant that the last tier would have most of the same layout as the modern cathedral, minus some of the later additions.

modular.png

Modular pieces used for building the Cathedral

With the modular pieces ready, it was then just a question of assembling the cathedral.


The Gothic Cathedral - Tier 3​

We could see in the final version of the Cathedral that a lot of areas had been raised since the time of the second, so I simply made minor tweaks to the height of some walls and roofs, while preserving the original UV. The back of the cathedral had also been extended and rebuilt, with the addition of two new structures. The south-west tower was rebuilt, but not the north-west tower as of yet: that happened later historically.


cathedral.jpg

The cathedral with the towers in the front. The main tower however was a new construction past CK3’s timeline.

tier3.png

Canterbury Cathedral - Tier 3

The third tier takes on a Gothic style, with flying buttresses along the length of the cathedral, and it also puts a golden angel on the pinnacle of the main tower.


Basing and Decal
In order for us to be certain that our holdings will be placed correctly on the map, we extend the ‘basement’ of the mesh into the ground to accommodate for the map’s height differences.
This ensures we have no areas free flying in the air. Usually this is a bigger issue for holdings than monuments, as monuments have a single specific place on the map where they exist.

decal-texture.png

Decal texture in Substance Painter

We also create decals that show a more interesting ground variation around the structure. In my case, I painted out some roads to give life to the area. Some color variation to the grass to better blend in with the rest of the map, and darker areas where the cathedral would be located. The decal plane is on average twice the size of our building.

tiers1-3.png

Anglo-Saxon church , Romanesque Cathedral, Gothic Cathedral T1 - T2 - T3

After all the buildings were done and I was happy with the progression from tier 1 to tier 2 and tier 3, I could finalize the UV’s. We use two UV maps to layout the textures: one is for the ambient occlusion that we bake in, and the other for the texture atlas. The texture atlas lets us reuse textures to save on performance. I did the baking in marmoset with a low poly to low poly set up. Normally you have a high poly to bake down to the low poly mesh, but I was only after the ambient occlusion.

Bonus Bridge Update​

A new set of cultural stone bridges will be added over the world, replacing some of the old wooden bridges and overall making it a bit clearer where the safer river crossings are. We will be adding a total of four standard bridge types, for Western Europe, the Mediterranean, the Middle East, and Indian regions.


bridges.png

These bridges have been based on historical examples sampled from these regions. The Western and Mediterranean bridges are based on arched bridges from Europe, with the appropriate local flairs. The Middle Eastern bridge is based upon Sassanid designs like the Marnan and Kohneh bridge, among others, and are mostly found in the regions around modern Iran and Iraq. The Indian bridges take their inspiration from the Athernala bridge in eastern India.
 
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What DLC's do you believe make EU4 worse? The only bad example I can think of is Leviathan, but that wasn't really the Expansion's fault but the fact they released the update with literally no playtesting.
From what I remember, the issue wasn't so much any specific DLC as a lot of people thought the DLC policy at the time was prioritizing quantity over quality, leading to buggy releases and mounting tech debt.
Also I remember the focus of the free updates at the time was also somewhat divisive, with many feeling that the devs were too focused on finding ways to block obscure powergaming tactics at the expense of fun gameplay.
 
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From what I remember, the issue wasn't so much any specific DLC as a lot of people thought the DLC policy at the time was prioritizing quantity over quality, leading to buggy releases and mounting tech debt.
Also I remember the focus of the free updates at the time was also somewhat divisive, with many feeling that the devs were too focused on finding ways to block obscure powergaming tactics at the expense of fun gameplay.
Also some people really did not like mission trees.
 
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Tbh I thought the "roadmap" and the community choice event pack dev dairies [sic!] were quite substantial.
Yes, I totally agree. We were invited to choose the topic of a DLC; I can't fathom how you can get a more substantial dev diary than that! And regarding the roadmap: I shouldn't need to convince strategy games players saying that strategy is important. If we know what our ally's strategy is, we can work out how to align our own actions.

Assuming you mean dev diaries of course. I am not qualified to comment on the size of the devs' milk production facilities. :p

Absolutely agree. There were no gameplay updates for a very long time. And once again, apparently, there will be nothing to refresh the gameplay.
I much prefer bugfix and AI updates over anything else, otherwise you end up with a buggy mess that isn't any fun.

What DLC's do you believe make EU4 worse? The only bad example I can think of is Leviathan, but that wasn't really the Expansion's fault but the fact they released the update with literally no playtesting.
Common Sense locked development behind the DLC, which made the game very unbalanced without it. PDX usually do a good job of making sure that DLC features are truly optional, but they got it wrong in that case (though the decision was later reversed, which I think vindicates my take here).
 
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Good to see something new!
If it really is a holysite/monument/pilgrimage-esque DLC i really hope it manages to balance local flavour and general mechanics well.
While i loved the mechanics 'Fate of Ibera' brought with it, i was sad to see the great struggle mechanic get lost in a place i wont revisit more often.
(I've Haestinned to Iberia, i invaded it as some greek guy, did the whole muslim conquest thingy) It's just sad that this mechanic is so abstract from everything else.
Though the main criticism of 'Royal Court' i've heard - that it feels the same everywhere - is valid aswell.
It's difficult to balance the two, but i think the last expansions have been a great foundation.

What i personally hope for is a good building overhaul in general.
It could both create local flavour through special buildings, like wonders or special capital-buidlings, and also create more mechanical depth overall.
Maybe it could be tied to ethos, which could allow for different upgrade paths for buildings. Right now buildings are mostly grey pictures with modifiers,
which will surely change in the future. I just think buildings, and wonders in that regard, have to go beyond being modifiers.
If i build a military academy i expect strategists there. Why shouldn't a fed-up zealous scholar come to my court seeking the imprisonment of some upstart philosopher when i've built a university? This would also go hand in hand with the upcoming 'Wards & Wardens' Pack, why shouldn't my son be begging me to let him go to university when i tell him he's moving to his drunkard uncle?

If we simply get flashed out monuments i wont have contact with them as some duke in poland.
Since the dev's care for the dukes of poland they will add interaction between buildings and characters,
which they already hinted at, and i hope not only through pilgrimages.
Can't wait to p(l)ay! <3
 
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I much prefer bugfix and AI updates over anything else, otherwise you end up with a buggy mess that isn't any fun.
I think bug fixes and AI improvements should be the default in micropatches once the expansion is released. Instead of delaying bug fixes and AI for a long time to see "technical" updates later. Otherwise, we just get a bad product: bugs and AI that does not know how to work with new mechanics.
I don’t understand at all why it has become normal in the gaming industry lately to release a product with bugs, and then fix them for a long time. It shouldn't be like that.
 
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I think bug fixes and AI improvements should be the default in micropatches once the expansion is released. Instead of delaying bug fixes and AI for a long time to see "technical" updates later. Otherwise, we just get a bad product: bugs and AI that does not know how to work with new mechanics.
I don’t understand at all why it has become normal in the gaming industry lately to release a product with bugs, and then fix them for a long time. It shouldn't be like that.
There's a few reasons.

The most direct issue is that games have become much bigger. There's more resources out there, in many senses. The program doesn't have to run as cleanly since users have better hardware, and there's loads of libraries and languages and standards and all kinds of different stuff, and there's more money in games so there are bigger teams. Game development is no longer limited to a small cadre of hardcore code savants, and that means there's a lot more avenues for error to enter the codebase — and a lot more content that isn't code, where mistakes can also reside.

The second reason is simply because they can. The infrastructure now exists that if a bug makes it through, it can be fixed. That being the case, it equation of diminishing returns shifts. The game still needs to basically work, but instead of paying huge QA teams to ferret out every minor oddity, it makes more sense to invest in core functionality and content instead. After all, obscure bugs will be noticed by the playerbase and can easily be rolled out without the typical user even noticing it — neither the problem nor the fix. Hell, there are loads of gamers these days who consider it a privilege to play the game early and report bugs, rather than a job they ought to be getting paid for.

The final reason, though, is one that your initial phrasing isn't quite right for. Because, are there really more bugs in the first place? That's actually a questionable premise. Certainly, they get noticed more. But a lot of that is because people talk about them more, and display them on YouTube of Twitch. If those bugs are rare, this is likely the only place that most users see them. If we look back at older games, a lot of them actually did have bugs, sometimes very significant ones that impacted many or all players. Even just within Paradox games, I remember CK2's release being lauded as the first really good one, because the standards had already shifted at that point. These days though, I imagine even that would be looked at as jank, and people would call it a failed release even while playing it for hundreds of hours.

The standard for how bug-free a release needs to be simply keeps rising, and the difficulties in removing bugs do too, while the consequences of doing so — at least for games with long support cycles — are evaporating.
 
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Good to see something new!
If it really is a holysite/monument/pilgrimage-esque DLC i really hope it manages to balance local flavour and general mechanics well.
While i loved the mechanics 'Fate of Ibera' brought with it, i was sad to see the great struggle mechanic get lost in a place i wont revisit more often.
(I've Haestinned to Iberia, i invaded it as some greek guy, did the whole muslim conquest thingy) It's just sad that this mechanic is so abstract from everything else.
Though the main criticism of 'Royal Court' i've heard - that it feels the same everywhere - is valid aswell.
It's difficult to balance the two, but i think the last expansions have been a great foundation.

What i personally hope for is a good building overhaul in general.
It could both create local flavour through special buildings, like wonders or special capital-buidlings, and also create more mechanical depth overall.
Maybe it could be tied to ethos, which could allow for different upgrade paths for buildings. Right now buildings are mostly grey pictures with modifiers,
which will surely change in the future. I just think buildings, and wonders in that regard, have to go beyond being modifiers.
If i build a military academy i expect strategists there. Why shouldn't a fed-up zealous scholar come to my court seeking the imprisonment of some upstart philosopher when i've built a university? This would also go hand in hand with the upcoming 'Wards & Wardens' Pack, why shouldn't my son be begging me to let him go to university when i tell him he's moving to his drunkard uncle?

If we simply get flashed out monuments i wont have contact with them as some duke in poland.
Since the dev's care for the dukes of poland they will add interaction between buildings and characters,
which they already hinted at, and i hope not only through pilgrimages.
Can't wait to p(l)ay! <3
Branching upgrade paths for buildings would be amazing.
For example, when upgrading fields you'd have to decide if you want to emphasize production of staple foods like grain or of cash crops like grapes and olives.
 
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I'm the odd man out because a construction/monument focused DLC is exactly what I would have been interested in!

That being said it's nice to see some minor projects at work in conjunction with the larger soon to be revealed picture!
 
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Damn, this update + just finishing The Pillars of the Earth makes me REALLY want gameplay around building your own cathedral. Would be an amazing content pack or mod. I'm jealous of Imperator's custom monuments...
 
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I like this.
If no information on DLCs or expansions, then give us more of this type of ongoing updates that usually go unnoticed - but there may be some moments where I notice it and pause the game to admire the beauty.
 
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GeorgieBest

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There was a whole thread with people complaining about no dev diary last week (hey, I get it, I too was disappointed and want to know where the game is heading). The devs said filler dev diaries had been poorly received by the CK community in the past, hence why they were wary of doing any. Posters said filler dev diaries are fine, actually, just give us something. And of course, most early responses to this thread are people complaining that this dev diary doesn't have more information.

I'm really glad I don't work on this game right now, is what I'm saying.
It's impossible to please everyone. This is true of everything in life, not just game development.

I'm just glad to see any news at all.
 
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Angrum877

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I always like to stack modifiers - find a way to get to -100% mercenary cost, -100% men-at-arms maintenance etc. Monuments are usually very interesting to my style of play and therefore very interesting to me personally.

Apart from that, I'm interested in architecture to a degree, I love gothic architecture especially, and while art dev diaries are usually less interesting to me, that angle was something I really enjoyed! Thank you for your work, I very much look forward to the next DLC.
 
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Please add:

- Al masjid Al nabawi "The prophet Mosque" in Medina.
- Al Hegra "Mada’in Salih" Al-'Ula / Hejaz.
- Throne of Queen Sheba / Yemen.
I think the first one is already in the game.
 
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Thanks for your constructive contribution.
I am sure responses like this will motivate the devs to engage more with the community and spend time on the forums to listen to their ideas.
You can go on praising them, but I'm not going to praise everyone like a kindergarten teacher, and I don't think they are sensitive children either. I want a journal with substance, not a comforting pretend communication. When I enter a restaurant, I need a menu instead of a guest book. stellaris and eu4 are both showing the main content, while ck3 is still playing puzzle piece.
 
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You can go on praising them, but I'm not going to praise everyone like a kindergarten teacher, and I don't think they are sensitive children either. I want a journal with substance, not a comforting pretend communication. When I enter a restaurant, I need a menu instead of a guest book. stellaris and eu4 are both showing the main content, while ck3 is still playing puzzle piece.
You don't need to praise them. Just don't be disrespectful. It's basic decency.
 
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