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CK3 Dev Diary #31 - A Stressful Situation

Dev Diary #31 - A Stressful Situation
Hello everyone! I come to you today with the long-awaited Dev Diary on how Stress works in Crusader Kings III! While the system is relatively straightforward, it does have some rather far-reaching ramifications for how characters choose to behave, so let us dive right in!

Stress
Stress is a representation of a character’s mental well-being. As characters accumulate Stress, they will increase up their Stress Level, with each level causing increasing penalties to their health and fertility values. The penalties at Stress Level 1 are fairly minor, but the penalties at Stress Level 3 can lead your character to an early grave!

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[A screenshot showing the player character with nearly-maxed out Stress]

The primary way that characters gain Stress is when the demands of the realm force them to take actions which go against their nature. For example, a Compassionate character will gain Stress for executing prisoners in the dungeon, even if those prisoners were traitorous rebels or, ahem… inconveniently positioned in the line of succession.

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[A screenshot showing a Compassionate character gaining 42 Stress for executing a prisoner]

There are other sources of Stress too, though. Being locked up in the dungeon of another character will gradually increase Stress over time, as the isolation and neglect take their toll on your psyche. Other causes include overwork or the death of a loved one. Regardless of the source, once a character accumulates enough Stress to pass a certain threshold and gain a Stress Level, they will suffer from a Mental Break.

Mental Breaks

Mental Breaks are a special kind of event which occurs when Stress overwhelms a character and compels them to do something — anything — to gain relief. Exactly what type of Mental Break a character has depends heavily on their personality traits, and each one gives the character several options for dealing with the situation they have found themselves in.

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[A screenshot showing the player character suffering from overwhelming guilt and shame as part of a Mental Break]

Not all Mental Breaks are equal, and the severity of the Mental Break will depend on your Stress Level when the event occurs. A Level 1 Mental Break may cause a Wrathful character to yell at one of their vassals in front of the whole court, insulting them and wounding their pride… but a Tier 3 Mental Break may instead drive that same character to murder their chosen heir in a fit of rage!

In addition to differing by Stress Level, some Mental Breaks are influenced by the situation you find yourself in. As an example, characters who are locked up in a dungeon cell will suffering from completely different Mental Breaks (often of greater severity), some of which can radically change their personality.

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[A screenshot showing the player character swearing vengeance on their enemies from prison]

Regardless of what kind of Mental Break they suffer from, all Mental Breaks give the afflicted character the opportunity to lose a large amount of Stress. Many of these options will also grant the afflicted character a Coping Mechanism trait, which will help them relieve stress in the future and thus reduce the likelihood of having additional Mental Breaks.

Coping Mechanisms
Coping Mechanisms are traits that represent the long-term methods characters have developed to deal with the Stress of their life. Most of them impose some form of minor penalty on a character’s skills, but in exchange they will enhance the potency of all forms of stress loss.

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[A screenshot showing a selection of 4 Coping Mechanism traits: Rakish, Drunkard, Flagellant, and Comfort Eater]

In addition to the passive effects of each trait, each one also enables a unique Decision characters can take to indulge in their vice and relieve a portion of their accumulated stress.

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[A screenshot showing the Decision to visit a brothel and lose stress]

Regardless of the form it takes, all Coping Mechanisms are useful in one form or another. Having the ability to make Stressful decisions at-will is often more useful than a few extra points of Diplomacy or Stewardship, and each Coping Mechanism a character acquires makes it progressively easier for them to manage their Stress. It is expected that most rulers will acquire 1 or 2 Coping Mechanisms during their lifetime, though in some rare circumstances a character may end up with more.

Strategic Considerations
As developers, our goal with the Stress system is not to prohibit or punish players for taking certain actions, but rather to make them think twice about otherwise no-brainer decisions. Is it really worth it to execute that foreign claimant when doing so will give you 42 Stress? Maybe, but maybe not! That is a decision you will need to make when the time comes.

In this way, Stress also gives us another tool we can use to balance the various personality traits against each other. Some traits like Ambitious and Compassionate may have higher numerical bonuses, but they cause you to acquire Stress more frequently or in larger amounts. Others like Sadistic may make your vassals loathe you, but your character won’t be bothered by pesky concerns like morality when they have to do what needs to be done. Who knows... they might even enjoy it!

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[A screenshot showing showing the Skill and Stress differences between the Lazy and Diligent Personality Traits]

Regardless of what personality traits your character has, the optimal strategy with Stress is often not to avoid acquiring Stress at all costs, but rather to strategically acquire certain Coping Mechanisms and leverage them intelligently to keep your character’s Stress at ideal levels. Managing your character’s Stress well will ensure you are always able to take advantage of any opportunities that come your way, while behaving recklessly may leave you Stressed to the point of insanity during a crucial moment of your reign…

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[A screenshot showing a stressed ruler having their very own Nero moment]

Anyway, that is all I have for you this week. I hope this has given you some insight into how the Stress system works in Crusader Kings III, and that this has inspired everyone to think of new and creative ways to leverage the system to its full potential! Feel free to ask any questions you have in the comments, as I will be sticking around for a few hours to explain and elaborate on the Stress system.
 
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I like this a lot. Using stress in this way should encourage players towards character-based decisions.
 
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3 years cooldown for brothel... no wonder they are THIS stressed.
From what I understand of what the devs have said, it's not really a single decision to go to the brothel once every 3 years, but rather a sort of "lifestyle" decision, like "I now decide that I will regularly visit the brothel for the next 3 years".

And at the end of the 3 years, you can decide to continue in this coping way of life for the next 3 years by taking the decision again, or to stop living this sort of life, by not taking it.
 
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Seriously. What if I wanted to go every night.
Do so.
I've made the same joke, but this event is a representation event that you are choosing to cope with your stress the next three years by gaining frequent user status in the local Brothel :)
After those years you can work on your status or instead start raiding the local bakery for sweet pies
 
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this event is a representation event that you are choosing to cope with your stress the next three years by gaining frequent user status in the local Brothel
That also explains why the brothel is being paid enough to fund a very small army of a thousand soldiers or so for 10 months.
 
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Lunatic Kings III
 
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So you want to punish the Player for expanding their realm and elevating their status?! (AKA one of the primary enjoyments of CK).

I want to enhance the role-playing aspect of CK3.

The problem with CK2 was that traits were not as meaningful as they should have been, and we could go on collecting a dozen or more traits, especially if you lived long enough. Because of that, every character's play through felt roughly the same. You declare war, vassalize or annex counties, usurp or create titles, and so on. There was rarely any incentive to change your play style to match the character that you were playing. What mattered was the skills themselves, and traits were meaningful only so far as they improved or reduced the skills, and thereby impacted only certain tasks like raising a larger army or squeezing more money out of the peasants. The traits themselves did not have a meaningful enough effect on gameplay, except perhaps in those few places where you might get a couple of decisions about being a lunatic, or when certain options in a decision might open up (drunkard option to cheat Death in the game of chess, for example). So while individual players did role-play in CK2, it was a kind of self-restraint that could be frustrating, since there are no real gameplay mechanics around traits that can enhance that kind of role-play experience.

The devs state quite explicitly that the goal of CK3 is to enhance role-play aspects of the game, and one of the best decisions in light of that is to restrict core personality traits to just three (or four, in some cases). What that does is that it makes the traits far more relevant in choosing your play style to suit the character you're playing as. It doesn't quite railroad the player—you can always choose to go against the character's personality at the cost of stress. One way of doing that is by upgrading tier while playing a content character, or staying in the same tier for a very long time without any appreciable increase in power as an ambitious character. These seem to be relevant considerations that could cause a medieval ruler to gain or lose stress. Similarly, owning too many titles is likely to put a great amount of stress in handling the day-to-day tasks of administering them. Ruling one kingdom is stressful enough. Ruling four different kingdoms is likely to stress out any character... A weak and content ruler is likely to breakdown under the stress, whereas a strong and ambitious is likely to manage to hold on.

What this does is improve the role-playing aspect of the gameplay as it steers you towards evaluating the pros and cons of taking decisions that were otherwise no-brainers in CK2. And in a role-playing strategy game, no decision must be a no-brainer.
 
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Balancing on Coping Mechanisms seems a little off to me. And there are degrees to being a drunkard for example. Drinking a little or a lot. Drinking a lot will kill you eventually.

I could see Stress becoming potentially annoying though if not handled well.
 
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Awesome DD. I can see a lot of potential in mental breaks.

So we have two types of mental breaks: 1) based on character traits (being kind) and 2) based in game incidents (being imprisoned).

I cant wait to see how this will work. Will there be a mental break for each character trait (cynical, kind, zealous, etc)? Or one for each type major stressful event (losing friends and loved ones, losing titles, etc)?
 
Balancing on Coping Mechanisms seems a little off to me. And there are degrees to being a drunkard for example. Drinking a little or a lot. Drinking a lot will kill you eventually.

I could see Stress becoming potentially annoying though if not handled well.

Probably it would be more realistic to have some sort of escalation to coping mechanims, specially those that are adictive:

1) 100 stress: you start to drink a lot;
2) 200 stress: you drink every day
3) 300 stress: you are a pathological drunk, you drink when you wake up and before you go to sleep, you drink before council meetings, before and after going to work, it is actually impossible to find you sober. You are always drunk.

I can see it being funny to lustful characters:
1) 100 stress: you keep a lover in court
2) 200 stress: you start visiting brothels
3) 300 stress: normal sex doenst satisfy you anymore, you must have orgies with a lot of people, you must have sex in public places or extreme fetishes
 
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Certain herbal products you say?

View attachment 590580
Will it be like this for all characters or only to middle eastern and special cases like it was in ck2? I don't think it's a good think to distort history only to match today reality or because it sounds cool. I thibk it would be more accurate to have a drunkard slavic king that a stoner one imho. English being not my mother language but I do not know if it's clear what I mean't ahah
 
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Probably it would be more realistic to have some sort of escalation to coping mechanims, specially those that are adictive:

1) 100 stress: you start to drink a lot;
2) 200 stress: you drink every day
3) 300 stress: you are a pathological drunk, you drink when you wake up and before you go to sleep, you drink before council meetings, before and after going to work, it is actually impossible to find you sober. You are always drunk.

I can see it being funny to lustful characters:
1) 100 stress: you keep a lover in court
2) 200 stress: you start visiting brothels
3) 300 stress: normal sex doenst satisfy you anymore, you must have orgies with a lot of people, you must have sex in public places or extreme fetishes


Vlad the Impaler's coping mechanism :

1) 100 stress: Order a criminal on a pole, once in a while
2) 200 stress: Impale an entire village, and hold a feast in the middle.
3) 300 stress: Forest of the dead
 
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So it's official... Darkest Dungeons crossover confirmed! :p
 
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Will it be like this for all characters or only to middle eastern and special cases like it was in ck2? I don't think it's a good think to distort history only to match today reality or because it sounds cool. I thibk it would be more accurate to have a drunkard slavic king that a stoner one imho. English being not my mother language but I do not know if it's clear what I mean't ahah
I suppose that the coping mechanism will depend on your character's religion and culture.
Flagellants would probably not make much sense for most religions
 
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Just make sure this feature can be toggled off (i.e. like supernatural events can be in CK2).
If a player doesn't love it, this feature could easily break the game for them.
 
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Just make sure this feature can be toggled off (i.e. like supernatural events can be in CK2).
If a player doesn't love it, this feature could easily break the game for them.
Stress is a core mechanic though, meant to guide people to play broadly in line with their character's personality, and to reflect the problems a ruler can have when forced to make decisions that go against their own principles. Nothing in it stops you from acting as you will, it just gives consequences for a kind, just ruler who throws everyone in prison or executes people on the slightest suspicion.
 
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Well. This looks solid. I could get more out of this DD than the last one (well I am not the best modder)

So the best would be going after their personality to get low stress levels. Even if that is sometimes not the best decision for Min-Maxing. I love that.
 
Stress is a core mechanic though, meant to guide people to play broadly in line with their character's personality, and to reflect the problems a ruler can have when forced to make decisions that go against their own principles. Nothing in it stops you from acting as you will, it just gives consequences for a kind, just ruler who throws everyone in prison or executes people on the slightest suspicion.
The problem is that there will be occasions were a Just Ruler will have to execute a wrong doer. My favorite example from CK2, from years back, when the HRE started out on either Gavelkind or Primo, was when this AI Count went on this murder-plot rampage, and had all five of the AI Kaiser's sons killed, one right after the other, over roughly a five year period. Thing is, that Count was caught red-handed each and every time, and the Kaiser was powerless to do anything because even arresting the Count would have been tyranny. So forget about executing the runt, if merely arresting a Known Murderer would've been a tyrannical act.

So, for CK3, a Ruler arresting someone like that Count should not only cause no Tyranny Malus. If the Just Ruler decides to execute the bugger, there should also be no stress for executing him because that would have been a Just Act.

So, let's be just a little careful about when, where, and why we hand out our Game Maluses and penalties, okay?

Not all crimes are equal, and maluses/penalties need to recognize that...
 
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