Dev Diary #146 - It Started With a Cough...

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blackninja9939

Former Senior Programmer - Crusader Kings 3
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Aug 28, 2013
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Hello and welcome to the 146th Dev Diary for Crusader Kings III! I’m Matthew, the Code Owner on Legends of the Dead. From the highly anticipated Epidemics feature to the Black Death itself—and what happens after your land is ravaged and your family taken to the grave—today we’re going to be covering all things Death!

As stated in the Vision Dev Diary, we’ve wanted to include Epidemics for a long time now—doing them bigger and better than CK2 ever did.
Plagues should be an impactful part of the game, ranging from a mild illness in a localized area to the sweeping spread of diseases across continents. Not only should they cause death in their wake, but those who survive should have their trust in your rulership tested.

Every barony with a holding is susceptible to an outbreak of disease, and many factors can influence the chance of an outbreak:
  • The development of the county
  • Terrain of the province
  • Number of buildings
  • Specific buildings such as trade posts and markets
  • Cultural era
  • If there is a nearby epidemic already
  • Game rules

When an outbreak occurs, it will be one of three intensities: Minor, Major, and Apocalyptic.
The intensity impacts how much the disease can spread, how likely it is to spread to an uninfected province, and how long an infection in a province lasts.

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Each disease will leave the infected with a specific associated trait, and any character located in an infected province is at risk of getting sick.

All outbreaks will get a dynamic name. Some will be named after the culture of the area, while others will claim the name of the region’s ruler…since if they were truly a legitimate ruler, the Gods would not punish them with such disease, right?

Every ongoing epidemic can be seen on the map too, both as an effect in normal map modes or in its own dedicated map mode.

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If you zoom in closer then we hide the epidemic pulsing blood and instead show the desolate gray land now haunted by death…

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When there is an epidemic nearby or in your realm, you will be notified by the new HUD widget, which if you open (or switch to the map mode manually) will show you more info about ongoing epidemics.

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If you click an epidemic on the map, or from the list, then you’ll be able to see an overview of the epidemic for every province in your domain it has infected, as well as the vassals in your realm and other independent rulers.

This also shows you which provinces are at risk of being infected by the epidemic and what the chance of it spreading is.

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The chance of spreading to a neighboring province, as well as across two sea provinces, is influenced by many factors, such as how developed the provinces are, their buildings, cultural traditions, if they have immunity from prior infection, and more!

Speaking of province infection, you can see here that every province tracks how infected it is as a percentage. Different infection thresholds will cause different modifiers to be applied to the province and its holder.

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The maximum infection rate is reduced by Plague Resistance, which can be increased through various means.
You can preemptively increase it by constructing buildings that raise it, such as the new Hospices building chain or the Burial Site duchy building.

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You can also increase it by having your Court Physician work to Control Plagues using the new Court Position Tasks, or by taking the decisions to isolate in your capital or close the gates.

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Legends of the Dead also features three new illnesses that can take the form of Plagues. Measles, the Bloody Flux (Dysentery), and Holy Fire (Ergotism).
As mentioned before, Measles is especially deadly to children, lowering their health even more than everyone else’s. This uses two new modifiers we’ve added for child and elderly health respectively, most diseases are more deadly to the elderly by default.

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Of course it wouldn’t be one of my dev diaries if I didn’t also point out that all of these things are very moddable: you can create custom epidemics, change how they spread, outbreak, infect characters, even how their blood splatter looks on the map!

Both Plagues and Legends come with a handful of game rules for controlling how they play, as well as specific rules for the Black Death.

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Speaking of which, the Black Death holds a special place amongst the rest of the pantheon of epidemics, and as such, has some extra bells and whistles to go along with it.




The Black Death​

Hello all, @PDS_Noodle here to ask the old question: “ʟᴏʀᴅ, ᴡʜᴀᴛ ᴄᴀɴ ᴛʜᴇ ʜᴀʀᴠᴇsᴛ ʜᴏᴘᴇ ꜰᴏʀ, ɪꜰ ɴᴏᴛ ꜰᴏʀ ᴛʜᴇ ᴄᴀʀᴇ ᴏꜰ ᴛʜᴇ ʀᴇᴀᴘᴇʀ ᴍᴀɴ?”

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No history of the medieval world is complete without reference to the Black Death.

Killing up to half of Europe’s population over the course of seven years, the Bubonic Plague that swept across Europe, North Africa, and the Middle East in the 14th century altered the very fabric of society. Everyone - man, woman, adult, child, noble, pauper - found themselves at the mercy of the merciless pestilence. From the outset of development, we knew the Black Death had to be done proper justice.

This naturally involves a bit of a balancing act. On one hand, the Black Death should behave within the confines of the mechanics we’ve built, so that reaction to it is natural and swift. Presenting you, the player, with an unfamiliar new set of ways to deal with this unique event would be complicating matters for no real gain. After all, the plague itself is simply the scariest amongst a whole host of potential pandemics that could occur. On the other hand… It's the Black Death. Anyone should feel the fear of God and be reaching for their rosaries when they see that seeping dark mass wend its way on to their screen.

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As such, the tack we took involved a deeper look at how the plague rolled out across the land. Like any good movie monster, half the fear is in the anticipation of the reveal rather than the monster itself, after all. It’s one thing to be dealing with the plague, but consider instead the stormy horizon: first come the missives of death and devastation, then the bedraggled and petrified refugees staggering to your borders, and then all of a sudden your armpit begins to swell…

That is the frame of mind we want the player to be in when the plague erupts. When the scythe starts swinging there’s not a whole lot anyone can do, but the precious moments before that wicked blade reaps its harvest are the ones worth investigating.

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To move on from setting such an overly-elaborate scene, then, the actual mechanics of the Black Death follow the pattern laid out by other very large epidemics in-game. The notable difference is that - unless you’re incredibly unlucky (or have a truly massive empire, in which case I allow you no sympathy) and happen to have it take hold within your own realm - you’ll be getting fair warning of the coming storm.

As the panic mounts, you’ll be able to at very least begin to make provisions for protecting your realm, aided or hindered by a set of unique Black Death events that will give you opportunities to stock up some counties beforehand. These vary from calming panicking crowds right through to instructing your physician to dissect infected bodies to try and glean some meager information.

I won’t spoil those events any further here, but between them and the advanced warning a player can get, the Black Death becomes less strictly about waiting for the inevitable and more about a race against time. You will have to utilize all your options to the fullest to even withstand it, let alone escape relatively unscathed.

As with any Apocalyptic-level disease, the damage wrought by the plague can be mighty. More developed areas of your realm will suffer harder in comparison, and the sickness can wipe out entire branches of families. The issue with the Black Death in that case is its violent effects. Its modifiers are brutal, and its cocktail of lethality and infectiousness makes for the single greatest consistent threat to a realm in the entire game.

This is already getting rather lengthy, so I’ll leave it there. Hopefully you all have as much fun battling the Black Death as I did making it!




Funerals​

Of course, with Plague comes Death, and with that comes a time to mourn your lost friends and family:

And with all this desolation there also comes the opportunity to remember the dead. With Legends of the Dead, we're introducing a new type of Activity: Funerals.

image-16.png

[Image: Decision to host a Funeral]

You can hold a Funeral for any deceased member of your family in the past 5 years, and a new specific intent "Mourn" is available as default, allowing you to lose some stress after going through the process of grief.

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[Image: Funeral planning]

The Activity Planner will suggest the best place in your realm to host a Funeral, prioritizing baronies with a temple, and high level temples within that; if you choose one of them you will get extra Piety as a reward.

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[Image: Selecting a place for your Funeral]

The different levels of the "Ceremonials" Activity Option also offer better final rewards for a higher gold cost, focused on Piety, Legitimacy and Stress loss.

The first phase of the Funeral is the Wake, the wait until the Burial, and it features all guests reminiscing about the life of the deceased, their memories together and their more characteristic traits. They may also interact with each other and even in these distressed times there will be someone waiting patiently just to get a hook… or increase the funeral numbers.

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The "Burial" phase has different descriptions and general flavor depending on your faith's tenets, and will reflect your religious traditions, not always being a burial per se.

All throughout the celebration, Active Pulse Actions (or APAs) will also inform you of what the other guests are doing meanwhile, bringing the activity to life (pun not intended).

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Funerals mainly reward your Piety and Legitimacy, as a moment to reflect on both the brevity of life and the legacy that we leave behind.




Disease Decals & How to Prevent Them​

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As part of this Core Expansion, we’ve also decided to implement more ways of showing the declining health of your ruler & their kin. Now, most of you might know the plague was already grotesquely displayed in the game prior to Legends of the Dead - and hopefully you’ll be excited to welcome two new diseases to the visual roster: Smallpox and Measles.


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[Image: Now might be a good time to remind the good player that this box can be un-ticked in the settings]

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And while we’ll mostly leave it up to you to figure out what to do with those diseases, as far as prevention and treatment is concerned, I think it’s safe to say you’ll definitely want to employ a court-physician. Fortunately, us from the character art team have been hard at work making that option as lucrative as possible - by adding some new sick physician clothes (along with a bunch of other new garments as well of course).




Achievements​

And last but not least we have the new achievements! As always, they are listed in order of difficulty.


Very Easy

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Legendary! - Complete a Legend

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You'll Never Take Me Alive! - Travel to a safe holding while your Capital is infected by a Epidemic


Easy

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Pay Respects - Host a Funeral for your Legend Protagonist

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Neverending Story - Complete your ancestor's Legend after their death


Medium

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Divine Right - Reach the maximum level of Legitimacy

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Canonized - Manage to make your Legend Protagonist a Saint

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Upward Mobility - Successfully claim your Liege's title while having a higher Legitimacy Level than them

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Local Legend - As a Count, complete a Mythical Legend


Hard

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Not Today - Contract, and recover from, the Bubonic Plague

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The Pharaoh Islands - As a Scottish character, complete a Legend claiming your descent from Ancient Egypt


Very Hard

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Can't Touch This - Have an infected Barony at the maximum Epidemic Resistance




Thank you all for reading! We hope you’re as excited as we are for the release of Legends of the Dead next Monday to kick off Chapter 3!
 
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Is there any alternative to the current epidemic mapmode graphics? The current graphics seem a bit too ... thematic for my stomach to handle for prolonged periods.

Also, what is a Code Owner? I don't think I've heard of that title for the CK3 dev team before.
There is a setting to turn off those graphics, in which case you only see epidemics in the map mode and they are shown just as plain colours.

We implemented some DLC team specific roles within the team, one of which was Code Owner who got to take responsibility for the estimates, team leadership, core tech for the features etc.
 
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GNU TERRY PRATCHETT

Also, is that -2 to -4 development per month??

GNU Pterry

It's not a flat rate like that! It _can_ be in certain cases, but don't expect every epidemic to chunk off 3 development per month. We have a new effect in Development Decline, so it'll be something you won't have experienced before as a player.
 
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I like what I hear, but one thing I have to grumble about is the hospices taking up a building slot.
I thought the approach in CK2 of having an additional separate thingy for hospitals was very neat and with building slots being as precious as they are I fear that hospices will very often lose out when compared to other buildings.
Especially it kind of defeats the reactive play of plagues: shouldn't I be able to establish hospitals in an emergency preparation without having to tear down my people's windmill?
On the flip side we want that to be part of the trade off, in CK2 you could just spam hospitals everywhere as long as you were rich, it wasn't a choice you would weight up like you have to do for literally all other buildings.

So it being something you conciouslly do to plan and protect from disease makes it a more interesting gameplay choice with wider impacts.
 
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Another Dev Diary with all the fluff and none of the specifics. Can we get at least a comparision on how many there are lords/their age/size of families before and after Black Death?

Also why limiting Funeral for every 5 years, rather than per closely related character death?
I'm not gonna copy paste every single number that impacts things to you that just is tedious for everyone involved.

Plenty of people die I can tell you that at least, I'll run a background black death if I get time and report some death tolls for you.
Do other old court positions get Court Position Tasks?
As it stands no, though they can be added by us and modders in the future.
 
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I wish there was a decision or an activity to travel somewhere and stay there, like have a summer retreat place, with a hospice and burial site.
So you could wait out the pandemic there, like your achievement suggests we can do.
Instead I guess we'll start going on far away pilgrimages or just making very meandering travel paths.
I think the hospices taking up an existing slot is good and adds challenge.

My only question is whether there is a way to prevent disease akin to closing the gates in CK2. Buildings are great but also enjoyed the sense of trying to hold onto supplies for as long as possible.
You can seclude yourself in your capital and lock the gates which provides some resistance in your capital
 
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Also, is that -2 to -4 development per month??
-2 to -4 development progress per month. Per barony it is applied to. If you have a county with 5 baronies within it and they're all infected, you're looking at -10 to -20 progress per month. That hard earned development is quickly going away.
Do the hospices buidling chain take up a building slot or will it be like CK2?
Building slots. Better do that cost/benefit analysis.
And I'm more excited about spreading mechanics. I hope it can be used for anything and not only for legends and epidemics.
I wanted to make a more generic spreading mechanic and did some research on this, but for now it is just legends and epidemics.
 
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Will a descendent of Pharoah be able to build a pyramid?
Unfortunately not, but there are other rewards to claiming the legacy of an ancient people ;)
Do we get a new doctrine and cultural traditions for the different types of funeral rites? If I am Norse pagan how will it know to make a burial mound vs setting a ship on fire?
Doctrine, yes! Each faith now has a funerary tradition doctrine which dictates what type of funeral is practiced in this particular faith and the rewards they get from their funerals. Though funerals and burial traditions did tend to vary a lot even within the same faith and culture and time, the doctrine is meant to represent what is typical for funerals here. The majority of the map practices either Stoic or Cremation funerals, but there are some more unique and flavorful methods of burying the dead available too :)
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I love this. three Questions:
1.) Will the Sky Burial Tenet be moved to a doctrine? if so how will zoroastrianism and Bon Religions be changed? :)
2.) Could cultures have overriding funeral customs? Mainly trying to figure out how Norse Pagans could have the Burial Mounds for in Scandinavia but the famous funeral ships in the lands of the Rus.
3.) will dying at a tournament deny you a Christian burial per the Second Council of the Lateran which denied Catholics the right to be buried.
1) Yes it has been converted into a doctrine, and each faith which previously had it as a core tenet now instead has something else (I don't remember the specifics right now)
2) Sadly there was not time to cover the nuances of every funeral tradition in the world since I wanted to make sure each funerary tradition provided different mechanical rewards and had its own flavor, and all of these are things which take time. For this reason, most of the funeral doctrines cover broad categories of funerary traditions and body treatment, so we don't have a unique "viking funeral" right now, but the system is fully moddable so specific cultural flavor like this could be added through mods, and there is of course always the chance that we find the time to add more content to base funerals too ;)
3) There are several factors which go into considering whether or not a body is considered "available" for a funeral. I did not really touch upon the idea of funerary traditions changing over time, so the restrictions on whether or not a body can be given a funeral will remain the same throughout the game, and I did not preclude tournament participants from being buried. It's a cool idea worth exploring though absolutely
 
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Classic question but have you found this increased lethality impacts performance?
Major and especially apocalyptic ones do a nice helping hand for a little while until the world repopulates through birth and character generation, but it won't be like if you run with max plagues you'll be three times as fast or anything.
The chance of spreading to a neighboring province, as well as across two sea provinces,

What does the 'two sea provinces' bit mean?
If the land is separated by one or two sea zones then the disease can spread across them as if they were direct neighbours, it's how we treat a lot of things in the game so that islands are not totally shut off from all mechanics given that there would have been minor travel between a lot of places.
To piggyback off of this question, my understanding of why more children don't die so often is because it slows down the game. Is that still true? Does the performance gains from all of the characters dying offset whatever loss there would be from all of the dead characters?


My second question is: can you voluntarily go into seclusion or close the capital for reasons other than an epidemic? Can I do it to make a murder plot less likely to succeed?
Its more that the children would take up a lot of extra memory, if a dead character has any ties to another living character of importance or can be found in the UI such as title history etc then they cannot be deleted and removed from saves (what we call pruning).

If people gave birth to more kids and they died very young like in history then those kids would not be valid pruning candidates, so instead we reduce fertility in comparison but make them live longer.

The pruning of characters is already done on a task in parallel with other parts of the daily update so they aren't a big performance issue.

Not sure for the second question I'm afraid
 
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I really hope you will add a "cannibalism" funerary tradition because otherwise it kinda defeats the point of the whole cannibalism tenet's description
This is true, just when I made the different funeral doctrines, I decided that it would be best to focus on representing the most broad funerary traditions from across the map. We don't actually have any faiths (to my knowledge) that use the ritual cannibalism tenet so it's only accessible via custom faiths and pagan reformation, so it was not considered a high priority. A unique funeral tradition would certainly add a lot of *ahem*- flavour- to the tenet though.
 
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They showed that. One of the new burial doctrine is mummification. Gives you gold and an artifact I believe.
Close! It costs gold and gives an artifact :)

I actually made a "mummy value" modifier which measures how good your corpse is for turning into a mummy haha. It checks a bunch of factors like how important you were, how much was spent at your funeral, etc and it affects the modifiers that the mummy yields and its rarity value.
 
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From a roleplaying point of view, I would like to be able to hold funerals more often. I understand that's a question of balance, but it feels weird I cannot yet honour my late wife because my father died only a year ago. Well, after I remarry and we have two children with the next one - that's the time!
Yeah there's a lot of factors to consider for stuff like this and roleplay certainly is a big one. At the same time though, funerals can give you some pretty potent rewards so there needed to be a balance between the desire to host funerals for anyone important to you, but also to not have funerals getting spammed across the map all the time and giving every player and AI bucketloads of rewards.

The retort to this would be to say well why not make funerals available all the time but lower the rewards? The main issue with that approach would be that then you'd be forced to spam the mechanic over and over in order to get rewards that are even vaguely worth it. So we decided on the balance of nice strong rewards at a reasonable frequency.

Funerals are modable and changing the cooldown is as trivial as opening the funeral file and changing a single number, so if you don't care as much about balance and really want to give all of your loved ones a proper sendoff, you are free to do it that way ;)
 
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Have you considered (and decided against) making Funerals available "at all times (as long as somebody died)" but only give rewards every 5 years? Something like giving Gold as gift where it only gives benefits up to a certain point/every X years?
I didn't consider that to be honest, and I think actually implementing it would be quite difficult and also this is an activity. It's not as simple as just pushing a button and burying a body; you gather guests, get a pool of random events each with their own rewards, and then finally at the end the body is committed in whatever way is typical for your religion.

The way I think of it (from a roleplay perspective) is your Funeral activity is a large royal event with lots of guests and feasting and ceremonials. Your loved ones would all get some form of implied funeral, but much like how not every dinner your character eats is a Feast, not every funeral is a capital F Funeral.
 
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What about the ability to host funerals for multiple members at once?
Involving one dead character in an activity was quite complex, unfortunately I think the game would collapse in on itself and drag us all into the resulting singularity if we tried to push the system any further.
 
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That's understandable

With funerals being per person is it possible for a family member to "steal" a funeral?

I might be thinking of an edge case but imagine your wife and heir passing away at the same time. If we need to pick a funeral just for one let's say we go with the heir. Can our other children in that case decide to hold a funeral for our wife, their mother? That would not only split the attendance for the funeral we're hosting but also I presume it would disallow us from holding one ourselves for her
They can, but you're very likely to be able to bury your own parents before the AI gets to them. Like every activity, only landed rulers can host a Funeral, so you shouldn't have too much competition outside of split succession. The AI also doesn't really check if it can host a funeral that often, so you should be able to get first dibs on the body.

The only restriction is a body may only be disposed of once. So if anyone hosts a funeral for a body, or if you do the old Sky Burials decision, the body is considered "disposed" and won't be taken on a funeral tour across the world lol.
 
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