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

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.

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[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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The enitre building system needs a redo. As it makes no sense for why a spectacularly wealthy Emperor would have to demoslish the city walls, barracks or smiths just to build a hospice, instead of finding a suitable unused location to build a hospice to care for his subjetcs. It just feels tacky.
I agree on that, a cap on places like hospices an other high development building should use another kind of mechanics, I don't think lack of real estate should have been a problem back then for an emperor. While I agree there should be a tradeoff of some kind, losing a building slot is a bit too severe, especially early game in a capital. Unless of course a kingdom or empire capital could be given a couple of building slots to represent its administrative role.
 
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The enitre building system needs a redo. As it makes no sense for why a spectacularly wealthy Emperor would have to demolish the city walls, barracks or smithies just to build a hospice, instead of finding a suitable unused location to build a hospice to care for his subjetcs. It just feels tacky.
Maybe something like the number of (free) building slots is tied to a development, but you can go above it - at the cost of increased cost (of building or building upkeep) and reduced outputs to represent that there is not enough population to work all of that.
 
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I agree on that, a cap on places like hospices an other high development building should use another kind of mechanics, I don't thing lack of real estate should have been a problem back then for an emperor. While I agree there should be a tradeoff of some kind losing a building slot is a bit too severe, especially early game in a capital.
The fact that you can't actively increase the amount of building slots by developing your holdings, only by researching technoligies is hampering the game.
 
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Looks interesting especially that now we can get minus development and overall harder game with plagues. And a bit disappointing that Hospices is following ck3 building update pattern when you only have some levels and you pay to go to the next one, while in ck2 hospital was a whole separate thing with many different costly updates
 
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Good to see theres things taken into account for plague spreading. I am hoping tradeports do effect the score for it jumping over ocean tiles. Can travel characters also spread plagues if they are infected? Can i just run to the middle of the desert and that will hopefully save me?
 
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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 really like this idea. You could build up a holding specifically for avoiding plagues.

Only practical issue is how would the activity come to an end? Currently seems they have a set time but what if that doesn't match the end of plague.

It could be that set time is how long supplies last so duration of trip is set at start.
 
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I agree on that, a cap on places like hospices an other high development building should use another kind of mechanics, I don't thing lack of real estate should have been a problem back then for an emperor. While I agree there should be a tradeoff of some kind losing a building slot is a bit too severe, especially early game in a capital.

Tying building slots to development level seems to me like an intuitive way to mitigate this problem, with increased maximum number of slots at very high development levels. Would make the development game a lot more strategic and interesting, and allow for something like hospices to make the cut in your high-development counties where they are especially needed.
 
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Very cool, looking forward to killing multitudes with my general incompetence.

Is the Black Death the only apocalyptic disease, or can, for example, consumption also be apocalyptic in its intensity?
 
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Query to devs: Can you visit and stay in another location when plague occurs? As in, is "closing the gates"/isolation from plagues also a location based activity?

Imagine my capital has high development, whilst one of my low development demesne counties in another corner of my realm is situated safe in the mountains. Can I build a hospice there where to retreat to, and close the gates while I wait out the plague in the mountains? :D
 
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Nice DD. I personally like the hospice's taking a building slot. As devs and others have said, adds something to your decision on where and what to build things. Also glad that there will be an option to disable the plague visuals on the default map. I don't really care for it thematically.

One item I don't see directly stated is how travel impacts plague spreads. I see there is an achievement for fleeing your infected capital for a not (yet) infected holding, based on the initial section where plague spread relates to the intensity, can your party bring the plague with you as you travel?

And most importantly, can I shut the gates and then throw out anyone who so much as sneezes again :)
 
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Query to devs: Can you visit and stay in another location when plague occurs? As in, is "closing the gates"/isolation from plagues also a location based activity?

Imagine my capital has high development, whilst one of my low development demesne counties in another corner of my realm is situated safe in the mountains. Can I build a hospice there where to retreat to, and close the gates while I wait out the plague in the mountains? :D
I would love this to better reflect itenerent courts in general . Or winter and summer palace to enjoy/handle the different weather.
 
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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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Looking good. Can't wait to have all my progress ruined and my heirs killed by disease in addition to war now:)

On another note I sure hope Burials won't turn out to be too powerfull for boosting ones legitimacy.
 
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I was wondering, does Legends of the Dead come with the infamous plague doctor outfit? The cool crow humanoid?
I sure hope not, as it was after the medieval era and likely quite rare.
 
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I’m a bit worried about balance (nothing in the DD looks to be particularly difficult to deal with), but hopefully I’m wrong.

Love that there are special modifiers for children and the elderly though - infant mortality being low is a huge problem for the game currently.

Somewhat strange that movement of characters and armies isn’t highlighted as being part of the spread, I was quite interested to hear more about that in detail.

Also what’s the deal with the icons in the top left of the funeral event popup? New UI or just a dev tool?
 
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The entire building system needs a redo. As it makes no sense for why a spectacularly wealthy Emperor would have to demolish the city walls, barracks or smithies just to build a hospice, instead of finding a suitable unused location to build a hospice to care for his subjetcs. It just feels tacky.
Exactly, instead of limited building slots, there should be a maintenance monthly cost for each building, which would increase per each level, and maybe a high limit of building slots per domain, like 10 or so.
 
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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.
Do we also see visual traits such as "pockmark(ed)" to those that is fortunate to survive the plague(s)?
 
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