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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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Ah, a new mechanic gated behind DLC and not in the free patch is likely to be a problem for the devs as it goes against their ‘mechanics in the free patches’ philosophy, surely?

I understand what you want, and for me it has an appeal, and at the same time I can see why the devs went a different route.

Or can you see a way to have tax enforcement work well for people who don’t buy T&T?— so that such a mechanic could be added to the base game without disadvantaging people who don’t have T&T.
I don't see how it is possible to put things that give bonuses in DLCs while putting things that create costs in the free patch without breaking the game.
 
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I don't see how it is possible to put things that give bonuses in DLCs while putting things that create costs in the free patch without breaking the game.
I agree, and I suspect that’s why the devs are balancing the new mechanics in other, as-yet unspecified ways, rather than what’s been proposed in this thread.

They’re sticking to their principles.
 
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I'm not sure what you mean by "sticking to their principles".
You’ve proposed a new mechanic that’s solely for T&T, while the devs have stated repeatedly that they want new mechanics to be in the free patches, so they can be built upon later.

Thus, they’re doing their balancing in other ways. Adding mechanics exclusive to one DLC would be contrary to their philosophy/principles— philosophy is the better word.
 
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You’ve proposed a new mechanic that’s solely for T&T, while the devs have stated repeatedly that they want new mechanics to be in the free patches, so they can be built upon later.

Thus, they’re doing their balancing in other ways. Adding mechanics exclusive to one DLC would be contrary to their philosophy/principles— philosophy is the better word.
I don't understand. You called Tours a mechanic - are they not keeping that mechanic exclusive to the DLC? Sure, the underlying travel system is in the base game, so that it can be used elsewhere. And similarly support for Struggles is in the base game, even though the only available one is in a DLC. I don't see why a tax authority system wouldn't be the same. Only actually doing anything if you're using T&T, but available for modding or future use in the base game if needed.
 
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I think it's much healthier for all of us in the forums to petition the modders your vision for how the travel system should work. If we are this heated, the devs will quite rightfully start ignoring us.

Feel free to disagree with me on this one.
 
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Tiax said:
I don't see how it is possible to put things that give bonuses in DLCs while putting things that create costs in the free patch without breaking the game.
I don't understand. You called Tours a mechanic - are they not keeping that mechanic exclusive to the DLC? Sure, the underlying travel system is in the base game, so that it can be used elsewhere. And similarly support for Struggles is in the base game, even though the only available one is in a DLC. I don't see why a tax authority system wouldn't be the same. Only actually doing anything if you're using T&T, but available for modding or future use in the base game if needed.
I believe the devs have said traveling is the new mechanic, while tours add-on to that mechanic.

A new taxation enforcement mechanic exclusive to T&T could complicate or prevent future mechanics concerning taxation. They’ve often explained that this kind of development pattern caused problems with CK2.

I’ve enjoyed discussing this with you. I expect by the time I return tomorrow, y’all will have moved on, though.

Edit: I understood you to have said you knew no way to add the taxation enforcement mechanic to the base game without disadvantaging those who only played the base game—I added in the quote I am referring to.
 
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I believe the devs have said traveling is the new mechanic, while tours add-on to that mechanic.

A new taxation enforcement mechanic exclusive to T&T could complicate or prevent future mechanics concerning taxation. They’ve often explained that this kind of development pattern caused problems with CK2.

I’ve enjoyed discussing this with you. I expect by the time I return tomorrow, y’all will have moved on, though.
I'm totally lost here, I'm afraid.
 
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so, this has been a problem since the court positions were introduced. theres not really a whole lot of transparency about what affects competence in the position. you have to trial and error, or google it. from a game design perspective thats pretty bad right

do you reckon a bit more clarity on this is within the scope of this dlc? just bc we got a row of poor to terrible competency guys here in this screenshot and not a whole lot of indication of what we ought to keep an eye out for to make it better. logic can only take you so far, and what makes sense to one person might not translate to someone else, so its better to be clear about this
Huh? In game just hover over "poor" and it'll tell you what stat is being looked for as well as how it's calculated
 
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Huh? In game just hover over "poor" and it'll tell you what stat is being looked for as well as how it's calculated
yeah. theres no indication for what traits to look for or how to get it up to excellent, just a breakdown for why its poor. most positions will have the primary stat only ever bring the competence up to good or average, and if youd like to know which traits would bump it up higher, your options are get lucky or google it

again, some logic can be applied for working it out, but logic doesnt always translate 1 to 1 between people. what makes sense to one person might never occur to someone else. i find this unnecessarily obtuse, especially for newer players - i now know all the traits to look out for bc ive got something like 6000 hours in this game, god help me, but someone who just picked it up for the first time isnt going to have that luxury. this obviously runs counter to the ck3 ethos of trying to be less inscrutable to newcomers and could use some improvement i think
 
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yeah. theres no indication for what traits to look for or how to get it up to excellent, just a breakdown for why its poor. most positions will have the primary stat only ever bring the competence up to good or average, and if youd like to know which traits would bump it up higher, your options are get lucky or google it

again, some logic can be applied for working it out, but logic doesnt always translate 1 to 1 between people. what makes sense to one person might never occur to someone else. i find this unnecessarily obtuse, especially for newer players - i now know all the traits to look out for bc ive got something like 6000 hours in this game, god help me, but someone who just picked it up for the first time isnt going to have that luxury. this obviously runs counter to the ck3 ethos of trying to be less inscrutable to newcomers and could use some improvement i think
Exactly!

What should I look for in a good Antiquarian given this information?

1678938512961.png


Somehow I'm supposed to guess all of this:

Code:
aptitude = {
        value = 1
        add = {
            value = learning
            multiply = 2.5
            max = 60
            desc = court_position_skill_learning
        }
        if = { # Characters with a completed inspiration are very good Antiquarians
            limit = {
                has_completed_inspiration = yes
            }
            add = {
                value = 30
                desc = court_position_completed_inspiration
            }
        }
        if = { # Shy characters are likely to spend more time with the artifacts than other people
            limit = {
                has_trait = shy
            }
            add = {
                value = 10
                desc = court_position_shy_trait
            }
        }
        if = {
            limit = {
                has_trait = administrator
            }
            add = {
                value = 10
                desc = court_position_administrator_trait
            }
        }
        if = {
            limit = {
                has_variable = fund_inspiration_6508_architect_improvement
            }
            add = {
                value = 5
                desc = court_position_architect_study_experience
            }
        }
        add = court_position_aptitude_family_business_value
        add = court_position_aptitude_low_penalty_value
    }
 
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Atossa

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What concern? This is better than most proposals I saw from both forum and reddit. War dlc, government type dlc, also don't address any supposed concerns if there is any.
I feel like a lot of the mechanics really don't show how the story progresses. CK3 covers a period where at the start of the game, nation-states don't really exist in the same way they do in EU4, but CK3 directly flows into EU4. CK2 due to having more laws, and centralization influencing how much your advisors/vassals could directly impact you, made you feel as though you were centralizing your realm into more of a nation. CK3 has nothing like that. I also feel combat needs to be redone, since currently, it's a matter of stacking buffs and creating units of space marines. In fact, one of the most optimal way to play is to get rid of your levies, and just use incredibly buffed knights. Which is silly, and I'd really like that to change. Diplomacy needs upgrading, but hopefully this helps that. Religion needs to be fleshed out, particularly for Catholics and Muslims. I feel like any bit of content that is added, someone should ask, "Where's Tibet?" Development currently is nearly pointless, and in it's current incarnation leads you to putting your steward in the capital, to leave them there until the end of the game. There is a lack of feeling that you are improving your holdings. Upgrades are infrequent, and you are basically just changing the buffs you are selecting for your demense. Stackable buffs probably should be generally moved away from. There is a lack of government types in general. The technology system is currently entirely passive, and if you just put your steward in your capital, fills completely with hundreds of years left in the game.
 
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Vindahl

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Sound like a fun new DLC - a couple of questions though.
- Will there be any negative consequences in the capital depending on the lenght of your tour, so we dont get a Richard the Lionheart-effect, where our evil brother takes the throne in our absense?
- What if war suddenly breaks out in the middle of our tour, can we then rush back to the capital and end the tour before time (would seem logical that way) and can we at least change the planned tour, so if something bad occurs, we can alter the route or the reason for visiting a certain province?
 
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Zmieczemiogniem

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Wow some great content and surprising yet welcome depth to buildings :D, highly encouraging to see more interactions between systems. Free patching to future proof as much as possible is a great sign- appreciated too! I know this was decided very early on in the design that Barons would be unplayable, but I would raise the thought if its more viable to allow this based on the changes with Tours and Travel?

Quick Tangent
I am once again asking for your suppor consideration on a possible Buildings and Bounty, a pack designed around the administration/development/cultivation of the land which you entrusted as a lord of the realm. Could include a deeper development system that could release along this (the Bounty part). It skirts very similar in scope to the steward lifestyle events but I'd argue most of these smaller packs are expanding on a facet of the lifestyles anyway soooo I'll never give up on my dream!!

Sometimes you just wanna watch your impoverished little territory turn into an impressive track of land like OG CK1 days :/
 
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Will there be any negative consequences in the capital depending on the lenght of your tour
That depends, in significant part, on whether you can trust your regent...
 
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Wow some great content and surprising yet welcome depth to buildings :D, highly encouraging to see more interactions between systems. Free patching to future proof as much as possible is a great sign- appreciated too! I know this was decided very early on in the design that Barons would be unplayable, but I would raise the thought if its more viable to allow this based on the changes with Tours and Travel?

Quick Tangent
I am once again asking for your suppor consideration on a possible Buildings and Bounty, a pack designed around the administration/development/cultivation of the land which you entrusted as a lord of the realm. Could include a deeper development system that could release along this (the Bounty part). It skirts very similar in scope to the steward lifestyle events but I'd argue most of these smaller packs are expanding on a facet of the lifestyles anyway soooo I'll never give up on my dream!!

Sometimes you just wanna watch your impoverished little territory turn into an impressive track of land like OG CK1 days :/
This is something I would love to see (and do) aswell! I don't want to just conquer a great domain. I want to build up my domain.
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
Does it mean you going to make a balance change to accommodate a DLC feature regardless if I have the DLC active or not?
 

Cooleatack

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It is very rare that more requirements for me to keep track of is easier than less requirements, so yes, I’m pretty confident.

In general, personally constructed restrictions and obligations make the game more challenging and/or enjoyable for me.
If your brain is seriously impacted that much by having another option added for you to do, then don’t buy the damn DLC. Don’t buy any DLC for that matter, because guess what? They all add extra options for you to play with.

This argument is so moot; you don’t need to buy anything. Go play the game with mechanics that are already in. Go play on older patches without duels, struggles, and feuds. It’s all possible. There is no need to make the game more complex if you do not want to; you can just play the game you bought. Let us who do want progress have it, it doesn’t hurt you in the slightest.
 
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And you don't seem to get that nobody has given a satisfactory answer of how to do that. All people have suggested is a general make the game harder ask, which would in fact affect people who don't have the DLC, or an arbitrary and gamey "you haven't used this mechanic in a while" penalty, which is just bad design,
Someone pitched a very good “Neglect” mechanic a few pages back (quoting is a little difficult on mobile, can anyone point it out, please?). That would be perfect for simulating all kinds of vassal and realm neglect by a ruler who is focussing on warfare/external diplomacy/building only his own realm/his own studies/cucking the World/etc.

Not touring, and not holding court (e.g. Not receiving or visiting vassals) would be some of the options. Not investing/helping with quarrels/improving control/etc could be other factors. A bunch of the opinion modifiers cluttering the screen could go to Neglect, and it could heavily play into Factions, Culture/Religion, and Popular Opinion as well. You would also have multiple ways of solving (Vassal) Neglect, so touring would not be forced on you. It would be encouraged, however. Right now, it is proposed that the only encouragement is: “iT’S fUn tO dO, sO tHaT’s WhY yOu Do It”
 
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Jayvee94

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I think someone mentioned that some options would have a net negative. But that would probably based on your character's stats and personality. (Some options are "duels")

If we're afraid of this Free Update and DLC making the game too easy, (in addition to choosing difficult game rules) we could lean towards roleplaying and away from mechanically optimal play.
 
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