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Dev Diary #119 - Tours and Travel

Dev Diary #119 – Tours and Travel


Hello! My name is Chad and this is my premiere here on the forums. We’re really excited to kick off a series of dev diaries showing off all the work we have put into Tours and Tournaments. To briefly reiterate a bit of what was covered in @rageair ’s last dev diary, the Tours & Tournaments Expansion will provide a comprehensive rework of the Activity system. Not only have we reworked Feasts, Hunts, and Pilgrimages, but we have added brand spanking new Grand Activities: Tours (also in this dev diary), Tournaments, and Grand Weddings! Along with this rework comes the new Travel System (which I’ll be talking about in more detail today) and the long-awaited Regencies feature–both free additions. You can expect to hear more about all these additions in subsequent dev diaries!

Please note the standard disclaimer that all images are of things currently in development and are subject to change before release.

Travel​


As we said in last week’s dev diary, we want to reinforce the connection between the character and the map. And what’s the best way to do that? Travel.

Every character in the game now has a bonafide Location. With the new Travel Mechanic in place, every character travels to activities that aren’t held in their current location (including the AI). Whenever you plan a Grand Tournament or accept an invitation to your vassal’s Feast, you now also have decisions to make about how you get there. Will you be daring and choose a dangerous route or play it safe? Who will you hire as your Caravan Master to ensure the journey goes smoothly?

The Basics: Speed, Safety, Danger​

Every Travel Plan has two basic stats: Speed and Safety. Speed is represented by a percentage, where 100% is standard (roughly similar to army movement speed). To no one’s surprise, this affects how fast a character moves from province to province. Safety is a value ranging from 1 to 100 and counteracts Danger.

You can expect to encounter a dazzling array of situations as you travel across the map. Perhaps you will encounter a hermit living among the wilderness…

Travel_1_Event_Hermit.png

[Image: Event where you encounter a hermit]

Or perhaps you’ll meet someone from a different culture who can speak your native tongue…
Travel_2_Event_Culture.png

[Image: Event where you encounter someone from faraway who can speak your native language]

Or maybe you will even chance upon a knight-errant and convince them to join your entourage?
Travel_3_Event_Knight_Errant.png

[Image: Event where you encounter a knight-errant]

Danger lurks in every corner of the map. Every province has a Danger score based on a variety of factors like terrain, county control, owner, et cetera. Traveling through the mountains might expose you to treacherous cliffs, while sailing the seas presents its own, unique hazards, for example.

Travel_4_Event_Danger_Mountains.png

[Image: Event where one of your entourage members falls from a cliff in mountainous terrain]

Travel_5_Event_Danger_Sea.png

[Image: Event where you encounter a squall destroys your sails while traveling at sea]

There are also several dynamic factors that affect how dangerous provinces are. For example, Holdings decrease Danger while any army activity (sieges, battle, raiding) greatly increase danger. While there is always a possibility of encountering Danger, a well-prepared traveler who invests in their Safety will encounter dangerous events far less frequently.

So how do I prepare to set out on the open road? Glad you asked, let’s take a look at the brand new Travel Planner.

Travel_6_Planner.png

[Image: Example of planning to travel for a Pilgrimage]

Caravan Master​

Along with the Travel System, we introduce the Caravan Master as a new Court Position. The Caravan Master is the face of your journey and handles all the banal, practical aspects to traveling. Hiring a skilled character will increase both your Speed and Safety while providing some passive bonuses to Army Movement Speed, Supply Limit, and Court Grandeur.

Travel_7_Caravan_Master.png

[Image: Selection window for choosing a Caravan Master court position]

Travel Options​

Every time you set out on a journey, you have the chance to pick 2 Travel Options. These additional features provide a range of possible bonuses when added to your travel.

Travel_8_Options.png

[Image: Selection screen for choosing Travel Options]

Most Travel Options have an associated cost for the benefits they provide. Hiring Experienced Sea Captains will add a salty sea dog to your Entourage, thus making your journey across open water safer. Some are unlocked by Buildings in your domain or your character’s Traits. To illustrate, if you have built Stables or Camelries up to level 4 or higher, you can unlock the Superior Mounts Travel Option and get a nice boost to Speed. It costs nothing, of course, since you own the Stables already.

Travel_9_Options_Mounts.png

[Image: Superior Mounts Travel Option]

Another example is the Train Knights Travel Option, which is unlocked by having Military Academies built in your domain. When selected, 3 of your least-skilled Knights are added to your Entourage. It increases your Safety and there is a chance for each Knight to increase their skills along the journey.

Travel_10_Options_Train_Knights.png

[Image: Train Knights Travel Option]

While it’s not required to select Travel Options (especially for short journeys), they can prove quite useful when setting out on a longer journey, such as a Pilgrimage. This is also a way to affect which characters join your Entourage, the group of characters who travel at your side. Some characters, such as your Court Physician and Bodyguard, will automatically join your Entourage if you employ those Court Positions. Otherwise, your Entourage is primarily composed of characters relevant to the Activity to which you are traveling. Your Knights will join you for Tournaments, for example.

Custom Route Editor​

When planning a journey, you will always be presented with the shortest path towards your destination. But perhaps you really don’t want to travel through your Rival’s lands or maybe you’ve always wanted to see the splendor of Rome? Well fear not, for we have included a Custom Route Editor!

Travel_11_Custom_Route_Editor.png

[Image: Example of adding waypoints to a journey via the Custom Route Editor]

We allow you to customize your route by adding waypoints along your path. If employed cunningly, you may be able to avoid assassins hired by your Nemesis or gaze up at Caesar’s Needle from the hallowed streets of Rome.

Additional Notes​

Since Travel inevitably touches nearly every aspect of the game, I figured I’d spend some time here at the end attempting to answer a few questions that are sure to arise.

The focus for this expansion has been to create a Travel System that will specifically work for getting characters to and from Activities. With that said, we’ve endeavored to make this system as flexible as possible for future work and iterations–which is why it’s a free feature. The Travel Mechanic has also been integrated into smaller activities such as Meet Peers, Grand Blot, and Grand Rite. We are currently working on integrating the mechanic into more game systems.

Some Schemes are still completable while you or your Target is traveling. For example, you can still sway a character or attempt to learn their language while either of you are traveling. You cannot, however, attempt to seduce someone who is not in your location. (The power of letters only goes so far…) These Schemes will be frozen until both characters are no longer traveling.

I know you’re all eager for things like trade routes–so are we! That won’t be coming in this expansion, but it is something we have our eye on for the future.

Tours​

Hello hello hello, I am Meka66 and it has been a while since I was last able to write a dev diary, way back in my Hearts of Iron days. Today I'm here to talk to you about Grand Tours!

What is a tour? Well, more broadly a Grand Tour is your opportunity to use the travel system to hold royal visits across your realm; bringing you closer to your direct vassals and giving you the opportunity to get closer to sub-realms usually in your periphery, yielding powerful rewards to help you manage your unruly subjects; both noble and lowborn.
placeholder-art.png

The art in this screen is placeholder until we get our more complete gorgeous art.

Primarily, you will be visiting vassals, choosing from one of three things to do on your visit: Tour the Grounds, Attend a Dinner, or Attend a Cultural Festival. Each of these will yield different rewards both for the realm you're visiting and for yourself personally. Let's start with Tour the Grounds.
route-planning.png

Here you can plan your route around your kingdom

Stops​

Tour the Grounds​

tour-arrival.png

Arrival at a Tour of the Grounds, the layout of this window is still being worked on.

When Touring the Grounds of your vassal's holding, you're having a look around at daily life in your vassal's capital; visiting the village, hanging around their holding, and exploring their hunting grounds. Overall this results in a boost in Control in counties within your vassal's realm, since it is difficult to ignore the authority of the King when he's right on your doorstep.
vassal-control.png

One of many opportunities to raise control in your vassal's holdings

You'll also have opportunities to boost your prestige and renown, by flexing your hunting skills on your dear vassals.
hunting-skills.png

An opportunity here to show off your hunting skills

Hosted Dinner​

dinner-arrival.png

Arriving at a dinner

Next up we have the Hosted Dinner. The dinner is much like a feast, but far more intimate. The dinner will give you opportunities to not only share some time with your vassal and form friendships and gain hooks, but it is also an opportunity to interfere with their court; offering their courtiers a better life in the capital, becoming the guardian for your vassal's heir, and discovering secrets at your vassal's court.
hook-opportunity.png

One of many opportunities you have to make friends, learn secrets, and gain hooks.

Cultural Festival​

culture-festival.png

Arriving at a Cultural Festival in Sweden. A true oxymoron if ever there was one.

Lastly we have my personal favorite, the Cultural Festival. A realm is typically made up of all sorts of people belonging to different faiths and cultures, and what better way to demonstrate the magnanimousness of your rule than to experience the strange traditions of your subjects? If you're a highly diverse realm like Khazaria or a stranger in a strange land like a Norman invader, this is an excellent opportunity to get some powerful bonuses to cultural acceptance.
cultural-acceptance.png

Spreading cultural acceptance around your realm by showing your subjects you embrace their traditions. Here we have the Emperor visiting a Bulgarian nativity play.

But no culture is a monolith of course, and Cultural Festivals can still yield powerful rewards even if you're visiting a county of your own culture. Showing your respect for the customs of folks outside of the capital will result in potent popular opinion gains, allowing you to bring your unruly subjects in line.
culture-festival-rewards.png

Same-culture festivals still yield powerful rewards.

The Tour Planner​

Your tour consists of several stops across your realm, with one of the above activities taking place at each location. Here we have our beloved Byzantine Emperor planning a tour of his realm; having dinners with his powerful vassals, touring the grounds of his distant subjects, and observing the local culture of his Armenian and Bulgarian subjects.
byzantine-route.png

A roundabout route of the Byzantine Empire

A Travelling Court​

But visiting nobles isn't the only thing you're doing on your tour, of course. You are traveling with your court! On your journey, you'll get a chance to meet with your lowliest of subjects, and what you do with them exactly is up to you! You may encounter drunkards muttering of rebellion in a tavern, or be accosted by highwaymen on the road. While most travel events are just about things that happen on your journey, a tour travel event is an opportunity to remind the commoners that their liege is ever present.

To this effect, we have several Intents. Intents in Tours determine what exactly it is you hope to do with commoners while on the road; do you want to show charity, assert your authority, or just drink and visit brothels on your merry way across your realm?
intent-selection.png

Here we have the intent selection screen, which can be changed at any time before or during your tour!

We'll start with the more stone-faced intents: Altruism and Justice.

The Altruism intent is inspired much by the concept of both charity and the Royal Touch; the belief that Kings had the power to heal the sick just with their touch. On an Altruistic route across your realm, you will show your piousness and generosity to your realm; giving piety, popular opinion, and stress loss with the right traits (compassionate, zealous, etc).
altruistic-opportunity.png

An altruistic opportunity to show you are not disgusted by your subjects… or not

Justice is your chance to remind commoners that the crown is ever-present, and you can show justice, whatever it may mean to you. This can include judging local trials, meeting with peasant leaders, and sending in your men to clear out bandits. Justice results in stress loss for the appropriate traits, and some chances to fill your dungeon and increase control along your route.
crowns-justice.png

A chance to bring the Crown's justice to the countryside

Lustful characters can also benefit from the Lechery intent, giving them the opportunity to seek out new paramours on the road and pay visits to local brothels to reduce their stress and find new lovers. If you're a player who enjoys lustful content, this intent is for you; otherwise, the lechery intent is entirely opt-in. What you want to get out of your tour is up to you!
violet-woods.png

This intent can be particularly useful if your spouse is unable to give you an heir

Lastly we have the Relax intent, which is the default. In this intent, you just want to use your time on the road to visit taverns and take it easy on your tour, giving you large gains in stress reduction.
sin-den.png

There are all manner of ways to reduce stress on your Tour.

Tour Type​

But there is more! What primarily motivates your tour is determined by your Tour Type, of which we have three: Majesty, Taxation, and Intimidation. These options will determine what exactly it is you demand from your vassals when you stop by for a visit, is it just to show how much of a great ruler you are? Or is it to extract taxes? To strike fear into your unruly subjects?

A Majesty Tour is all about vassal opinion and prestige. During your visits, you will show your grace and magnificence to all.
majesty.png


A Taxation Tour is all about finding those little loopholes and oversights your vassals have been taking advantage of and tying them up, and taking what is rightfully yours. You may cause some upset, but it's all worth it to fill the treasury, right?
taxation.png


Intimidation Tours are all about showing how much your vassals should fear you. You'll get chances to do all manner of things to unsettle your subject. Direct confrontation can be a powerful tool, and can even motivate some vassals to leave their hostile factions against you.
intimidation.png


Which Tour type are you most interested in trying first? We would love to hear your thoughts!

Each time you perform an action which corresponds with your selected tour type, it will increase this tour success bar here. The rewards you get at the end of your tour will scale and change depending on just how successful you've been in achieving your goals, and if done right, it can be a powerful tool for strengthening and stabilizing your realm.
majesty-success.png

Here we have the Majesty success bar

Tours are a big investment in both time and money, but they also yield powerful and long lasting rewards; everything from cultural acceptance to control to dread to prestige, a tour is an all-encompassing realm management tool, taking your court on the road and bringing the presence of the crown wherever it is needed.

That's all for now, we'll be around to answer questions as always. See you next week where we'll talk about some of the smaller-but-broader systemic changes we've made to vassals, buildings, men-at-arms, and more!
 
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Niall9

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This seems to address the main concern I had from Royal Court.

In RC I never had any intrinsic motivation to hold court beyond 'this feels like the thing a king should do'. It just was an events lottery.

With the Tour it feels like there is motivation behind it: I may do the tour to raise funds, quell vassals or raise control. Admittedly my plans may go awry but there is a reason for my character to embark on the activity.

Now very curious about the tournaments side.
 
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MirrorMonkey2

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Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
This is a great DD, but you see, this makes me worry a bit, not gonna lie. The number one issue of the game is that it is too easy. If these new options you get with the DLC aren‘t accompanied by the game getting harder in some other way and if the benefits of these new options outweigh their costs, then the DLC could end up making the game easier than it would be without it.
The game DESPERATELY needs to be more challenging. Please don‘t make it easier than it already is.
Make factions more potent. Make vassals more likely to join factions the longer they haven‘t personally met you in some way. This countermeasure could be applied to both players with and without the DLC. Maybe the option of tours could slightly increase this tendency to make up for the additional options for occasions to meet your vassals.
Royal Court and Fate of Iberia have almost exculsively given you more tools and positive modifiers, with no negative modifiers or restrictions to counteract them. Please don‘t give us any more positive options without counterweighing them with new challenges.
In this spirit I implore you: Make travel costly. Make it dangerous.
I wish you good luck in making this a fun and challenging DLC:)
 
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Remember that while you're on a tour, you will probably have a regency back at home. So while you might be able to maintain full control of your realm from going on a lot of tours, it also leads to a question of who is actually in control back at court.
I fear that at some point you could think that you have already enough bonuses and hold over your realm and touring is not worthy at all considering the regency risk. So the whole mechanic would be not used at all.
This is of course not considering the pure will of just going on a tour around your kingdom, which is what we are going to do anyway.
 
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Valentin the II

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Amazing! This looks to be the most promising feature in CK3 yet!
It also raises so many questions:

1) What happens if your character's path crosses with a hostile army? Can you get captured?
2) Are armed pilgrimages going to be a thing? Will we be able to use the services of the holy orders created explicitly to increase the safety of pilgrims on their way to the ME.
3) Are there any treaties or agreements that can increase your safety or reduce the travel time through a character's land?
4) Does the rework also touch events? For instance, one of the rivalry events from "friends and foes", where you can find your rival from across the channel in a random local market. There are many more of course, will they also check for relative location?
5) Does this interact with royal courts? Does the position of your courtiers on the map reflect in the 3d court?
6) Are you introducing maluses to counteract the additional bonuses/tools you give characters here?
 
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Also, please please please give early access to the creator of RICE.
This mod is a must-have for many players and it has a massive amount of small activities that could benefit greatly from the travel system.
 
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Majesty Tour: Diplomacy
Taxation Tour: Stewardship
Intimidation Tour: Martial

So is it fair of me to guess there might have been (or will one day be) two more tour types - one for Intrigue, another for Learning?
 
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Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)

Is that not half the reason Royal Court is pointless though and so many people say they never click it.... If I as a ruler do not A) travel the circuit court dispensing justice or B) allow my subjects to bring their grievances to me in court...... there should at the very least be slowly rising hits to my opinion with the nobility and the peasantry.

Need to make people engage with systems or they are not really relevant.
 
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pbw-410

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Majesty Tour: Diplomacy
Taxation Tour: Stewardship
Intimidation Tour: Martial

So is it fair of me to guess there might have been (or will one day be) two more tour types - one for Intrigue, another for Learning?

Now that's an interesting concept.

Intimidation sounds a bit more intrigue-y to me - a martial tour might involve things like inspecting fortifications, updating muster rolls (ie increasing levies), friendly sparring with vassals, improved chances of recruiting talented knights*, discussing war plans and border threats, etc.

Also I quite like the idea of playing as a learning-focussed character who is primarily interested in travelling around collecting rare books and discussing the arcane

*very much looking forward to the inevitable encounter with a Black Knight guarding a river crossing insisting on fighting all those who wish to pass...

EDIT: Because I'm a horrible person, I've just thought of a potential synergy between an 'inspect castle walls with vassal/liege' event and a 'vassal/liege tragically and mysteriously falls to death from castle walls' event...
 
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johnty5

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The more I think about it, the more I think that I might have got the balance implications of this wrong.

I think I might have been too focussed on the "pay gold to go on tour and collect bonuses (which may be a sum of gold higher than your outlay)" and assumed this would inevitably lead of a large inflow of gold and other character bonuses into the game, making it easier - similar to artifacts.

On a second look, the various tour types look more like trade-offs rather than free bonuses. The taxation tour, for example, seems to be about trading some up-front gold and some character-risk in exchange for a higher amount of gold and a bunch of pissed off vassals.

In that regard, it would be "optional" in the same way that taking the Intrigue lifestyle or the using the "Extort Subjects" decision are optional - i.e. actions that give certain benefits in exchange for certain downsides or opportunity costs. A choice you make because it suits your purposes in a given situation and rather than something that the game has a need to force you into.

The tour differs from "Hold Court" (which, I agree would likely benefit from something that forced the player to use it every so often) in that tours are a known strategic trade-off that you would rationally choose to take or not take based on your situation - whereas "Hold Court" is essentially a random selection of good and bad curveballs. A tour is a strategic decision whereas Holding Court is rolling a dice.
 
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Niall9

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Is that not half the reason Royal Court is pointless though and so many people say they never click it.... If I as a ruler do not A) travel the circuit court dispensing justice or B) allow my subjects to bring their grievances to me in court...... there should at the very least be slowly rising hits to my opinion with the nobility and the peasantry.

Need to make people engage with systems or they are not really relevant.

Not sure I agree. I don't need to assassinate people, seduce people or do many other things in CK but I still do.

If the main motivation is because you're forced to engage with the system then players will hate it. I think it is about having sufficient incentive to want to go on tour.
 
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Flockingbird

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Shouldn't the CM's attributes modify Travel Speed?
If you look closely at the wheels-with-winds and the shield-like icons (edit: on the ‘Appoint Caravan Master’ screen) and compare them with the possible caravan masters’ traits, you’ll see they do!
...’brave’ appeared to boost a potential caravan master’s speed while ‘lazy’ decreased it; ‘trusting’ decreased safety while ‘craven’ increased it, just as one would hope. ‘Circumspect’ appears to be a trait bonus for the character planning the tour/travel.
Edit: Princess Jutta has 16 cartwheels and is brave, compassionate, and trusting. Princess Adela has 3 wheels and is lazy, arrogant, and forgiving. I think we can safely conclude that their traits affect their speed (and their ability to keep you safe, too).

...though come to think of it, could ‘brave’ be what decreased safety? Since opposite effects are usually paired with opposite traits. Guess we’ll find out! - but I do believe that screen image is showing us some of the effects that character traits have on speed and safety, even if the details aren’t entirely clear.
 
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fourworlds

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Love the sound of this. Love that it seems there's a lot of room for this to be used for mods as well, and that it gives me more reasons to upgrade my buildings for more things than just "bigger numbers". And that this gives more ways for me to control the realm in times of peace. Very excited for this expansion!!
 
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Cèsar de Quart

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A merchant could be taking an interest. Someone who may be traveling between great trade centers, which are, almost by definition, a hotspot for a multitude of different cultures and languages. Why would a Hungarian person want to learn Spanish? Well, maybe he/she is part of a merchant caravan that traveled from Pest to Venice. Maybe he/she had interacted with Spanish merchants, learned a thing or two, and eventually managed to hold a basic conversation in Spanish?
If you read the event, that's not what he says, he says he admires the culture and has taught himself the language. We all know CK events get repetitive, how often will you enconter random people who speak your language? As if learning languages was a hobby back then that anyone could take up.

This event could have been written so as to not be goofy, but it is goofy and will give rise to goofy situations like someone teaching themselves a language without a script or a very minor language, like Mordvin, Estonian or Okani, or Basque or Catalan... Are you really going to encounter random sailors on your way to Jerusalem who admire Basque culture and who will have learnt Basque? It's so ridiculous. Though, not as ridiculous as the çò és or, xata! event.

This brings me to another concern. Many of these events introduce random nobodies to your party or court, and instead, I'd like most events to deal with how you and people from your party react to what happens in the trip. I hope there'll be plenty of events to showcase how relations change, evolve, or sour, within your court, and less chaff like random Hungarians with access to Duolingo.
 
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Anonymous01

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You cannot visit barons on a tour at all, and counts cannot tour.

You can visit direct vassals of count or higher. There is also some age requirement but I don't remember the exact age.
Is this fully moddable (visit barons, count tours, direct vassals only)? (please say yes)

If we have intrigue going against a character (murder, seduction, etc), will we be able to help it along by visiting? (please say yes)

If an emperor visits a king vassal, will there be any events inside the king's throne room? (please say yes)
 
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sreckom92

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Hey @cybrxkhan, imagine traveling to visit your vassal in Rhodes, but instead of getting generic events from this DLC, you get events from RICE Rhodes?
wink wink
 
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davidproxy

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I’m wondering exactly how dangerous travel will end up being. How often will we lose family to bandit attacks and wild animals? I’m excited though and very pleased by this dev diary.
 
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Haze88

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Curious, can you send missionaries or take missionaries to speed up or just start county conversions? This includes visiting foreign realms too.
 
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