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Hi everyone!

I’m Tobias Bodlund, Scripter on the Crusader Kings II team, and I’d like to wish you all welcome to the Way of Life dev diary.

With this being a rather small expansion compared to most and release being less than one week away now, we will only have this one dev diary for Way of Life. So sit back and enjoy!

The scope for this expansion is not about opening a new period in history or new areas to conquer - rather, it’s about going deeper into the characters’ personal pursuits and how they navigate (or manipulate) relationships with other characters.

When designing this expansion, we also wanted to allow the players to choose to some degree what direction their characters will take on a personal level, without therefore locking them into a certain area of the game.

The way we decided to do this is through a new concept called Focus. Focuses are the core concept of the Way of Life expansion. When you start your game, you will be able to choose a focus for your character, and this focus will affect the availability and frequency of certain types of events associated with that focus, as well as unlock certain decisions and actions that you can perform towards other characters.

carloman_the_hunter.png

There are also direct bonuses that apply to your character just from choosing a focus. Every focus is conceptually tied to a character attribute (two for each attribute), and the most common bonus is an increase in those attributes.

These are the focuses you can choose from:
  • Family - engage with your family and make sure that they get along.
  • Carousing - allows you to invite people to private parties, good for making new friends and generally having a good time.
  • War - taking an interest in war, it allows you to fight duels, among other things.
  • Hunting - opens up new hunting-related events, and is now a requirement for some hunting decisions.
  • Rulership - ruling your realm, dealing with administration.
  • Business - dealing with mayors, founding a trade route, building things.
  • Intrigue - allows you to spy on people, slander them, and liberate imprisoned or abducted family members.
  • Seduction - set your target and strive to make them yours.
  • Scholarship - pursue your chosen path of research.
  • Theology - required for pilgrimages, opens up various new religious events (including for pagans) as well as affecting the frequency of other religious events.
Some of the focuses have conditions that must be fulfilled before you can choose them. For example, you can’t choose the seduction focus if you are celibate, or the hunting focus if you are Jain.

finnish_theologian_2.png

Only rulers can have focuses (and AI rulers will of course also use them). After five years, you will be able to switch to another focus if you so wish. Note, however, that some of the longer event chains may interrupt if you choose to abandon that focus (effectively turning your back on whatever path you were pursuing).

We’ve also added a number of interesting things to the free patch that accompanies this expansion.

Firstly, diplomacy and other actions that directly affect other characters are now accessed through right-clicking the character portrait of the person you want to interact with. This places actions such as legitimizing bastards, straightening up your decadent relatives etc in the same place as diplomacy in the interface (and the new Way of Life actions involving things such as seduction, carousing and spying are also placed here, if you own the expansion).

Modders will be pleased at several powerful new scripting features that we’ve added. One is the new type of decision that we are introducing. They are scripted as “targetted_decision” and can be used to target another character, with fully scriptable triggers and effects. This has been used to create the new actions involving seduction etc in the expansion - but it also effectively allows modders to script almost any kind of character interaction that they need.

chaplain_puppy.png

Another new modding feature is the possibility to save event targets in a temporary custom scope. Any scope (character, province, title) can be saved in this way, only expiring with end of the current chain of events. This should simplify scripting of some more complex chains of events. Naturally, these custom scopes can also be used in the event texts.

Event texts, yes… it is now also possible to set several texts for any event, with triggers to select the appropriate one. This works very similarly to triggered event options. It works for both event titles and the event description. This means you can handle several alternate cases with only one event, where previously you’d need to create a different event for each case if you wanted the text to differ for different cultures, for example.

That's it about the major new modding features. As usual, the free patch will also contain a large number of minor bugfixes as well as improvements to performance and gameplay.

Full patch notes will be published this Friday, and the release date for Way of Life is December 16.

Check out all CK2: Way of Life live streaming videos here:
https://www.youtube.com/playlist?list=PLqRhPbyFDQWgpHHd9_whB9rMA8a42ozrp

[video=youtube;pntRkvu_aR0]https://www.youtube.com/watch?v=pntRkvu_aR0[/video]

PS. The expansion CK2: Way of Life has released, get it here: http://store.steampowered.com/app/329010/
 
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So, Gavelkind hasn't been touched.

Hrmgmhhgngn.

Bug fixes/balance issues would be addressed in the Patch, not the DLC. I'm assuming that many of the bug fixes from 2.2.1.1 are going to be in the 2.3 patch, but obviously those weren't listed here either.

That being said, Gavelkind is great as it is now, since they made it almost impossible for you to lose your capital county/duchy. Every once in a while I run into a bug, but it's been a huge improvement over the pre 2.2 days. I'm not sure what you're complaining about?
 
If it's possible to pull the content and the patch apart this will be a great DLC! Been asking for 'event packs' since ages. Not that optimistic for the patch though, but thats something us Paradox fans have to live with I guess ;) Thnx for the work Tobias.
 
Are focuses in general moddable?!

Focuses are defined in common/objectives/, with the vanilla ones in 00_focuses.txt, so yes they are moddable. It doesn't look like it'd be easy to add more though, since the focus selection interface isn't a list.
 
How lifestyles (poet, gardener etc.) would be tied into focuses? Maybe rename them to "hobbies" - more appropriate term.

Also I disagree very much with limiting "freeing people from prison" to one focus since it's a very important feature. I am not that sure about limits on pilgrimages and duels, but I can see sense in that, while freeing people should be available to all players - slander and spying are already powerful abilities. Separate plot for rescuing would be much more appropriate.
 
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Great work Paradox, it sounds amazing this new expansion...
Would be cool if the ambitions could kind of follow your focus, so if your focus is family, you could have ambitions to get boys and girls, get married, have so and so many children, and if you had focus on warfare as an example, your ambitions were about getting command traits, expanding your realm and so on... Just an idea, though it might be difficult to make.
 
Hi everyone!

I’m Tobias Bodlund, Scripter on the Crusader Kings II team,

Oh, so that's you. :D

When designing this expansion, we also wanted to allow the players to choose to some degree what direction their characters will take on a personal level, without therefore locking them into a certain area of the game.

Speaking of which, you know, I watched that EUIV/CK2 (WoL) presentation video last week and listen to you and Henrik Fåhraeus talk about how the foci basically make you specialize — though you didn't exactly say that, only that it's not like an RPG character class — and, well, I have this fear that there might be some locking-in, actually, if the specialization is too narrow. This ties in somewhat with another thing that I picked up re: freeing prisoners.

Basically, if you select War or Rulership (or anything, doesn't matter) now, and a couple of months later your relative or vassal or someone else like that is imprisoned and made into a concubine, you will need to wait some 4 years until you can change your focus to Intrigue and gain access to its features.

And that would look very artificial and feel quite arbitrary if you had to experience that kind of compulsory waiting period when hearing about your character's sister's or daughter's abduction. It would feel totally wrong to have to wait 4 years before being allowed to do something.

So how about enabling characters to ransom their relatives and vassals out of people's jails? Or a Casus Belli, spymaster mission or anything else really? Not necessarily something that you can set out to do immediately and succeed at it immediately, nothing like that — just the ability to react to the situation, start trying to do something about it.

Another example is pilgrimage, that is, limiting it to characters with the Theology focus only. (Whereas I tend to send my characters on a pilgrimage to the Holy Land practically upon succession, by default.) I'm a little afraid of existing things to do being limited in this way so that only specialized characters can do them. :( But I guess you could say that going on a pilgrimage is a sign of focusing on religion for a longer while, not a trip for bonuses.

There are also direct bonuses that apply to your character just from choosing a focus. Every focus is conceptually tied to a character attribute (two for each attribute), and the most common bonus is an increase in those attributes.

This is a really minor issue, but will the permanent bonuses be as good as the Improve Stat ambition group was? I could sometimes increase up to 3 different statistics from a very low level within one lifetime, even going from 0/1 to 8. And then taking the ambition again after gaining or losing (as appropriate) a trait that affected the stat (e.g. losing Diligent or something like that).

Some of the focuses have conditions that must be fulfilled before you can choose them. For example, you can’t choose the seduction focus if you are celibate

Out of curiosity, does Chaste limit what a character with the seduction focus can or will (AI) do?

We’ve also added a number of interesting things to the free patch that accompanies this expansion.

Can't wait. :)

Firstly, diplomacy and other actions that directly affect other characters are now accessed through right-clicking the character portrait of the person you want to interact with. This places actions such as legitimizing bastards, straightening up your decadent relatives etc in the same place as diplomacy in the interface (and the new Way of Life actions involving things such as seduction, carousing and spying are also placed here, if you own the expansion).

Yeah, that's really going to be convenient. I particularly like radial menus (or circles, whatever you call them) with icons popping up. Or a long line of icons like with ambitions.

Great work Paradox, it sounds amazing this new expansion...
Would be cool if the ambitions could kind of follow your focus, so if your focus is family, you could have ambitions to get boys and girls, get married, have so and so many children, and if you had focus on warfare as an example, your ambitions were about getting command traits, expanding your realm and so on... Just an idea, though it might be difficult to make.

Well, practically every ruler wants a son and heir, so I don't think it should be limited to the Family focus, but someone with a family focus could be trying very hard to conceive a child. (Including prayers, herbs, multiple attempts with the spouse.)

Speaking of which, I hope existing interaction with the spouse (earrings, buzzards, 'as if I were seeing her for the first time' etc.) won't be restricted only to characters with the Family focus. Could you please confirm this won't (or will, I guess) be the case, Tobias?
 
So I have to ask. Will this DLC and the 2.3 patch break any previous saves and require us to start over again?
 
I actually really like this. I felt it was kinda a non-decision to take a pilgrimage before, but now it requires some type of commitment instead of just "press button, get bonus".

All right, that's quite convincing.

Are you planning to incorporate fixes from http://forum.paradoxplaza.com/forum/showthread.php?810843-Let-s-compile-a-list-of-broken-unlinked-dynasties-for-the-devs thread into patch.

I had put one suggestion there: changing the name of Choscisko dynasty and ruler name in 769 start date (http://forum.paradoxplaza.com/forum/showthread.php?810843-Let-s-compile-a-list-of-broken-unlinked-dynasties-for-the-devs&p=18328361&viewfull=1#post18328361) to be inline with actual Polish chronicles, but the other person put tremendous effort in compiling this list.

Choscisko sounds like the name of the father of the legendary father of the eponymous founder of the Piast dynasty, the starting one in 1066. But that's before Piast was born, so I guess that's why it's 'Choscisko'. The problem is that in 769 AD the Piast dynasty probably shouldn't exist, not even Choscisko himself (i.e. Piast's father). In any case, in 867 AD the Piast dynasty should not coexist with the 'Lechowicz' dynasty, which was the legendary first dynasty before the Piasts (and according to legend Piast or his son overthrew them in connection with a popular revolt). Perhaps the last rulers of that dynasty should be ruling in 769 AD, but not in 867. And they should definitely not be first-generation descendants of Lech, themythical founder of Poles.

While at it, Poland is currently packed full of vassals that did not exist in real life, which is making things really bad because they sometimes (like the Poraj dynasty in d_GreaterPoland) hold the core areas of the kingdom historically, and also their demesne is stronger than the king's own and free of outside claims, unlike the king, whose 2 of 4 counties belong de iure to a created duchy held by one of those fictitious vassals (d_Silesia ruled by the Dunins). The country should have high Centralization laws but perhaps low crown authority to represent the absence of any big vassals without the king being too personally powerful himself, either.
 
Great little DLC, will make the character-based gameplay of CK2 even deeper. I really like the sound of those scripted event chains - that opens up a lot of potential for further developments along these lines down the track, and is mod-tastic :).
 
So I have to ask. Will this DLC and the 2.3 patch break any previous saves and require us to start over again?
It probably won't affect your save games. It mostly adds events. No map changes or drastic features.
I'm still playing a game that I started before Charlemagne and the accompanying patch. If that didn't break the save game, no way that this DLC will.
 
Outside of Rajas, where they explicitly said so, patches don't generally 'break' save games. That said, weirdness can happen (progressively as more patches are applied) and some features can affect your save game (the vassal limit and centralisation changes last time caused many tears), or need a new game to apply. Thus it is recommended you start a new game.
 
Paradox is good about being able to mod expansion features, so I'm going to assume you can mod focis' (not focuses, foci) graphics stats. My big questions are the following:
1. Will the buttons positions be modable? Having a mod that reworks foci as part of a overhaul like The Elder Kings would probably require a big explanation. being able to shift the buttons to a column leaves the rest for a explanation of the new foci abilities so people who don't read the documentation don't claim it doesn't work.
2. If so, will the number of foci be moddable? Going with my previous example, three foci per stat would probably be needed, since learning also governs magic. Thus learning's three foci would be along the lines of Theology, Scholarship, and Magic.
3. Since Foci have perks with them, like spy on target, will other options in the game be able to be changed into foci specific by mods like the new requirement for pilgrimages? Things like making the Muslim option to convince a decadent dynasty member to straighten up would be a cool ability for a new foci. It could even become a new overhaul mechanic if you renamed it to something else, like corruption. The new diplomatic options menu seems perfect for this.
4. Can AI rulers get restrictions or biases to Foci choice? And if so, what can trigger them?
5. Can foci by dynamically altered? For example, hunting goes against the Jain's tenants of not hurting living things. It makes no sense for Jain to ever use the Hunting foci, as they would be constantly losing piety. But preventing Jain from using hunting would give them less options. Can Foci be "switched out" or have their bonus/name change under certain conditions? If you could rename Hunting to something else as well as the bonus, and switch the events, Jain could use "Hunting" without losing piety, and still having ten foci that they can use. Alternatively, if the noble and benevolent Paradox development team made it possible to dynamically switch the perks, Jain could get a new Foci specific to them to represent their unique characteristics. This might not be possible with the engine, but it might so I thought I would ask.
And finally, while your looking, a small request for the patch after this one (I know you can't do it for this patch, the patch is already done). Currently raiding is hard-coded to not be able to raid the same religion, or the same nation as you, as well as blocking raiding if your ruler can't. Could you add a tag for each of these rules, disabling the checks for that religion/nation? Many pagans would raid their neighbors even if they were the same religion, and unstable realms would see the ruler's vassals raiding each other. And at least one pagan under a christian king would surely risk angering his king to loot the gold to hire mercenaries for a rebellion.
 
5. Can foci by dynamically altered? For example, hunting goes against the Jain's tenants of not hurting living things. It makes no sense for Jain to ever use the Hunting foci, as they would be constantly losing piety. But preventing Jain from using hunting would give them less options. Can Foci be "switched out" or have their bonus/name change under certain conditions? If you could rename Hunting to something else as well as the bonus, and switch the events, Jain could use "Hunting" without losing piety, and still having ten foci that they can use. Alternatively, if the noble and benevolent Paradox development team made it possible to dynamically switch the perks, Jain could get a new Foci specific to them to represent their unique characteristics. This might not be possible with the engine, but it might so I thought I would ask.
And finally, while your looking, a small request for the patch after this one (I know you can't do it for this patch, the patch is already done). Currently raiding is hard-coded to not be able to raid the same religion, or the same nation as you, as well as blocking raiding if your ruler can't. Could you add a tag for each of these rules, disabling the checks for that religion/nation? Many pagans would raid their neighbors even if they were the same religion, and unstable realms would see the ruler's vassals raiding each other. And at least one pagan under a christian king would surely risk angering his king to loot the gold to hire mercenaries for a rebellion.

IIRC the stream, Jains won't have access to the Hunting focus, so that's definitely a thing.