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Dev Diary #70 - The Facts about Artifacts

Hello everyone! Shoes here, back to talk about what is genuinely my favorite feature of The Royal Court — Artifact generation! One of the goals we had for Artifacts in CK3 was to ensure that the artifacts your rulers acquire will feel truly distinct from another. No longer will you have a royal treasury filled with identical swords — now you will have a royal treasury filled with an assorted variety of different swords!

Artifact Features​

All Artifacts in the game can have a set of Features that determine both how they were created as well as what they were made from. For example, ‘Oak’, ‘Ash’, and ‘Pine’ are all features of the ‘Wood’ type, which is used to make wooden furniture, spear shafts, book covers, etc., while ‘Engraved’, ‘Filigreed’, and ‘Painted’ are ‘Decoration’-type features which skilled craftspeople can use to decorate artifacts to make them more suitable for royalty.

The main use of Features is to create immersive descriptions for the artifact. Whenever a new artifact is created (such as from an Inspiration), it will gain a set of appropriate Features based on various factors including culture, geography, craftsmanship quality, wealth of the capital city, and event decisions made during the creation process. These Features are then used by the artifact’s description to emphasize any distinctive characteristics that it has! Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.

ArtifactExamplesItalian2.png

A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

The thing I love about this system is not just that it will generate and display differences between two different axes your ruler commissions from a blacksmith — it is that those differences will be even more pronounced between Artifacts created in the different regions of the world. This means Artifacts that you loot from your defeated foes while on crusade or during overseas raids will be far more distinct from other Artifacts in your treasury, serving as a memento of the great distances you or your ancestors traveled on their journeys.

Of course, we have many types of Artifacts apart from weapons, and some of the material and craftsmanship differences become truly pronounced when you start looking at the type of Artifacts that are created explicitly for rulers to show off with! For example, a crown crafted in Afghanistan might feature pieces of its legendary lapis lazuli, while one made in the Baltic region could instead feature an impressive chunk of amber as a centerpiece. Different varieties of gemstones, cloth, lumber, shells, and animal horns… the range of possible combinations is truly vast!

ArtifactExamples2.png

A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

Artifact Modifiers​

As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no ‘slotless’ Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

One guiding principle we used while designing these Artifact Modifiers is the “no overtly supernatural effects” rule that guided us during the base game’s development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand. That same weapon boosting Advantage or Army Gold Maintenance is maybe less obvious, but can still be explained by serving as a symbol of hope and inspiration for the soldiers in an army and boosting their morale. Something like No Penalty For Crossing Rivers is nonsensical for an Artifact weapon though — we are not giving rulers access to the equivalent of a fully-functional Staff of Moses! Modders, of course, can add whatever modifiers they wish to an Artifact.

Historical Artifacts and Trinkets​


Of course, not all Artifacts will be artisanal masterpieces! The important thing for Artifacts is that they are meaningful to their owner in some way — this meaning doesn’t need to be purely economic or functional!

Instead, some Artifacts may have great historical value despite a plain appearance, such as Charlemage’s Throne. Other Artifacts might only hold sentimental value, such as a good-luck charm or a locket given to you by a lover which reduces Stress. Finally, some Artifacts may instead be relics of a rather… dubious provenance, yet still useful for those who believe in their power (or at least claim to).

bones3.png


Growing Pains​


Work on the Royal Court expansion is progressing, and it's looking better each day that passes. Now, we want to be upfront and say that it's going to take longer than many of us expect for the expansion to be released. There are many reasons for this; the expansion is very technically challenging and we're doing things we've never done before from the ground up. We want a Royal Court that looks as grand as the mechanics that support it.

We've also had the recent organizational changes that affect how we work, as many of you know we've split into three studios - and with change comes a period of adaptation. The team has grown significantly in recent times. A lot of time has been spent onboarding new members to the team, and we've onboarded more people than we ever have before. While it may have a negative short-term impact, it's definitely going to be a solid investment for the future of CK3, not only for the release of Royal Court, but also our future expansions, and beyond. Of course the extended period of working from home makes things take longer than expected. This is something we have touched on before due to how the working conditions have been recently.

Rest assured that we're still working as hard as we can and things are progressing nicely, and are aiming for a release later this year. We will of course have more exciting details to share in upcoming dev diaries.

For now we’ll leave you with this little extra teaser:
teaser.png
 
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At the risk of attracting the ire of one of the many other commenters in this thread, I've got to say I really don't get this fuss about the baseline being called simple. I see it as 'simple, for a noble' rather than actually being simple. I imagine if you didn't have your own personal sword, you'd have to use whatever the riff-raff use until you can commission your own.

Also, I think that some of the things picked up as weird bonuses are better though of as preventing mallas. E.g. having a goblet doesn't prevent hostile schemes, but not having a specific goblet for the king makes it easier to get to your cup. (I say this in the hope that the devs take it on board if they aren't already and reduce scheme resistance, stress loss, powess, prestige gain etc. To basically force you to get and maintain these items)

That said, I would echo comments about weapons not giving someone more prowess than a perfect martial education.
 
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Maybe it's only an "Italian Spear" if you aren't Italian yourself is what I'm thinking
No it means it was originally made in Italy, commissioned by a ruler who had their capital holding in Italy with the culture being Italian as well. Your case would only happen if you captured it off of someone who fit the prior criteria.
 

Viridianus

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How dare you. It’s Pizza Planet—don’t you remember Andy yelling, “Pizza Planet?! Oh cool!” back to his mom when she asks if he wants to get dinner there after packing?
I watched it in Russian, so... no, I don't?
But if you imagine the process they went through as just copying existing modifiers that are in the same category as the object (martial modifiers go on martial artifacts, etc.), then it's very clear how we ended up here.
Yet it is a reasonable process, generally, if you need to generate new artifacts not just pick them from a list (and it does not prevent having Martial-related books and stuff). The fact that "Controller Defender" is misapplied (it could be reasonable as a trait, for someone who can position defences, and obviously only in a controlled land, but as a sword it clearly should be replaced by "Owner Defender-in-war") does not mean that their entire process is wrong and supernatural.
That said, I would echo comments about weapons not giving someone more prowess than a perfect martial education.
Yeah, that sounds like an overkill even after correcting for CK2-CK3 difference.
 

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I wonder if some day we will be able to get sainthood for one of our ancestors and then sell his parts off as artifacts.

DLC looks really promising. Release date better be "too late" than "too soon". We had too many too soons in the past year.
 
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I wonder if some day we will be able to get sainthood for one of our ancestors and then sell his parts off as artifacts.
Playing as a viking, you turn an enemy skull into a drinking goblet. A few generations later, that enemy has been canonized, and your people have converted to Christianity. Fish that old goblet out of the back of the cupboard, wash it off a bit, and you've got a fresh new "Skull of a Saint" relic!
 
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Unpopular opinion: I don’t feel very interested in this expansion, like for example artifacts seems a big meh to me, it seems to have a good design and all but it’s something I really don’t care much about.

I would prefer more focus on new mechanics for trade, economy, politics, religion, etc.
 
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Unpopular opinion: I don’t feel very interested in this expansion, like for example artifacts seems a big meh to me, it seems to have a good design and all but it’s something I really don’t care much about.

I would prefer more focus on new mechanics for trade, economy, politics, religion, etc.
The artifacts aren't the main focus of the expansion. The new royal court mechanics are.
 
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Unpopular opinion: I don’t feel very interested in this expansion, like for example artifacts seems a big meh to me, it seems to have a good design and all but it’s something I really don’t care much about.

I would prefer more focus on new mechanics for trade, economy, politics, religion, etc.
Dynamic cultures are a huge new mechanic though.
 
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Dynamic cultures are a huge new mechanic though.
Are they that huge though? Yeah first couple runs it will be fun to create something funky, but in the end it will be just a creation of most suiting bonuses sets (like with religion reformation now) and some more culture-gore on cultures map thanks to the AI using hybrids.
In the end it boils down to "swap bonuses for your culture for prestige and pick new name for it"
 
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Are they that huge though? Yeah first couple runs it will be fun to create something funky, but in the end it will be just a creation of most suiting bonuses sets (like with religion reformation now) and some more culture-gore on cultures map thanks to the AI using hybrids.
In the end it boils down to "swap bonuses for your culture for prestige and pick new name for it"
Well that and relations between cultures due to hostile/friendly actions.
Way better than "oh no, you are not the same culture as me: -15 opinion", no matter how much you screwed those people over or how well you've coexisted.
 
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With them not being afraid to put in some significant bonuses, the culture system has the potential to make different starting areas feel more distinct gameplay-wise, addressing something that was a common complaint so far. Though that'll depend on how they distribute different traditions and how hard it is to get the most desirable ones when you branch off.
With artifacts I'm honestly mostly interested in how they'll be picked up by modders. Clearly they could work very nicely in fantasy total-conversion mods.
 
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boorkie

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The devs have specifically stated that there will be a limit on name length and dashes.
I wish there would be a game rule to use endochoronyms and even choronyms* (for either the region or the main county) instead of dashes for divergent and merged culture names since it would be more immersive
I realise that would be ahistorical but then again the entire point of the game and the feature itself is to create alternate history
 
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I wish there would be a game rule to use endochoronyms and even chromonyms (for either the region or the main county) instead of dashes for divergent and merged culture names since it would be more immersive
I realise that would be ahistorical but then again the entire point of the game and the feature itself is to create alternate history
How exactly would that work out? Choronyms are names for regions, named after the people - are you suggesting using existing choronyms and work backwards from them to name new cultures that form in those regions? That seems very counterintuitive to me.