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Crusader Kings 3 Dev Diary #50 - Poetry to my Ears

Crusader Kings 3 Dev Diary #50 - Poetry to my Ears​

Welcome, comrades, to the latest dev diary, and let’s all give an especially warm welcome to the poet trait! This venerable little piece of content is making a triumphant return from the annals of CK2 as part of the 1.3 free patch.

This ain’t just your CK2 poet trait, though, this is the all new poet trait: reworked stats, a character interaction, and (for which I am so very, very sorry) randomised poetry generation.

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Oh yeah, we’re doing this.

Writing a Poem​

First, a little detour into how poetry works. Every poem has a theme, and, at present, we have five themes to choose from:
  1. Romance - in which the poet expresses affection and desire for the subject.
  2. Legacy - in which the poet muses on the nature of death and power, and the subject’s impact on the world.
  3. Mourning - in which the poet discusses the death and lingering emotions left behind after the subject, or a relative of theirs, passes away.
  4. Strife - where the poet expounds on the necessity of seizing power, life, and opportunity when it appears, and on glories yet to be won.
  5. Incompetence - wherein the poet slams the subject for their weakness, incompetence, and method of eating asparagus.

v16SFREuLVjvYnq0rMrI4sMxbYpcJdh7F0-Cebt0HveUu91V6mlsMImgLsGpXKqG2aOQmhtl865uK5if1C7teqV3wyfsdYmfyLPkdKaTo9NWNooGKpl6PdRiuoM8W1QpByvu7DmM


Once we know the theme and subject (if any), we can feed that into custom localisation functions that randomise a couplet. At present, we have both intro and outro functions for each theme, as well as title generation, allowing us to generate ditties between two and four lines in length plus title, though I hope to expand on these in future.

Since these are just ordinary custom locs, they can be dropped into any event or event chain fairly easily, meaning we can auto-generate bad poetry anywhere in future.

Let’s have some examples. Here’s a love poem to the woman that Lord Elisedd ap Tewdwr never quite met:
Kocl7xWoncPloG33_qfFvhH4PnF9hnzY0SUIvmatCDvPopnszEqgLXqcMQbYnsa9gipCKWt_FxXEadCZ2YyU2shPDLAV3dlc5Ub0k034OFC0dMlgBtsMDno5gQRi6757MDD_qfWM


And another, as he ruminates on the problems of succession:
0eBBV5BM_cMKqLyCqQRFowOTlqz_W7ColX09Q1CRQVEQagzvRsKLzq-7JKuW7ZpIusw055ToQbssdi4oC-5ikTN6laNnuTtCC6Yf_J393vdrCz0FjJLQ_ynBt0Jf3J9m3OTlAiyw


And a third, where the lord laments the success of Prince Rhodri ap Merfyn in northern Wales:
swutZdgi9XHijMQqywuSIuXTIq4Qf0tJFe9VLX-wyAfkXLA6oqUcgO1Cl7Fk8le7GEaquLFU8RbQlXmcOkQt0f6FrQ3r6yqSt85wjd3DFiDKiq741BmjCCxOo3Qnpd1Y-DXlK-JJ


Use​

So, that’s all well and good (or, y’know, utterly horrible if you have any command of basic rhyming), but how do we actually use poems in-game? A few ways!

Firstly, we have the triumphant return of the V-completelyoriginal tortuous poetry interaction variant:
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Characters who are poets and elect to torture their prisoners will, frequently, spend hours declaiming their very worst poetry to them. As with any use of the torture interaction, this can cause a hideous amount of stress.

More than this, though, poets can also send poems to most characters within diplomatic range. In all instances, sending a poem costs a little prestige, but the effects available depend on the theme selected, and the themes available depend on who you’re writing to.

A romantic poem makes the subject like you, a poem about their legacy makes them like you and gives them a little piety, a poem about strife makes them like you and gives them a little prestige, and a poem about mourning makes them like you and gives them a little stress loss. Unless, of course, they dislike the poem and publicly mock you for it...

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Some poems are quite flattering to receive, and may well be accepted without question:
wLEWk1UlrkHGFtic_G3qOdoGNUs57NwsKlOd3Kd-Fq7tGT0yV-mmgzQA90cROWPV5mWdrCljgMXQ7ab7rYcVE2dy5dK2kj2t5LtAip7gGXLLONtaAKo9qixUDldsC2V75P4a0G7f


Whilst others are… less polite.

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And yes, these are all useable in MP.

Just for fun, let’s have a few out-of-context poems.

7Gl3NKTXOHmYSXg0sp9ouEUF2D-Gv2VJGxGCB9j9Y2XswJAJom2ruVm6qp9MDdwK6VLrmufmgDbpHLG3c6IyY3MkNoN2FpV8MbK5La6L1K1GAsDhOLgN02UiAOcb1OTcEaE1k25W

YSlOzkqxFYl9PpotmjNc_YTBssvyRRvN1YgxhJtJkzH3FGge6yJw-yBkf_5ib0zYlVOs3nxclEL58rr8bjCEG0T2oik6g65XcNfKmLH9JYo791XSC8A2THCBwvyhVNiWBidoqcO0

Yuuvl-h3gL8XxJ3mcnmZLNLrHKMC5SPNQ1wwcSgI7-yvGklYL5rFo6WuYFQ5g6GbWmEVbp9LEcozcI-x2XnPNb2i5e7qtZaUaOjt4FMsY1MEgfL41EVRBjWDCTrlyGa_9eYQsKwg

Bbdl2e3ccG1Lq9hvV0NqWUR_oa8Y52I4AvI_tK6VO_80YxUFXn2-FkBy1W2ghSGLInO3I51lI-nVoWA8uhnsidA5UMB_7wULfVqu3vDSGpvr4QxzUvjFncLT--FFPM0ySl-o7w2Z

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To round off this DD, we'd like to give you a sneak peek at some of the upcoming fixes & changes in the 1.3 patch. These aren't the full patch notes! More will come in upcoming DDs.
###################
# Balance
###################
- Men-at-Arms, Special Troops and Mercenaries now have travel time and, like Levies, have a penalty to disband/re-raise during wars. Travel time is based on the distance to the realm capital. This should effectively stop being able to ‘teleport’ MaA across the map
- The renown cost of acquiring Dynasty Legacies has been overhauled. Instead a linear progression (1000, 2000, 3000… etc.) the cost is now dynamic. It should be much easier to unlock your first few Legacy perks, but significantly harder to unlock all Legacies in the game.
- All Dynasty Legacy perks have been rebalanced. Their effects should now be much more tangible and interesting.
- The Yearly Event pools have been restructured, and a lot of triggers loosened or removed outright. In practice this means that you’ll see more events when playing (roughly one random event from this pool every 4 years rather than every 5-6 years). This also means that some extremely rare events will now appear more frequently.
- The Infirm trait events have been moved from the Yearly pulse to the Health pulse. What this means is that all characters can now become infirm, not only rulers. It is also much more likely for elderly characters to actually get the trait.
- Grandchildren and Great-Grandchildren should no longer wander off, following the same rules as Children
- Married characters will no longer wander off if they are in a realm where they are subservient to the other part of the marriage, and their spouse is in the same court
- You can now Disinherit people outside your diplomatic range
- AI rulers who form an alliance in the middle of a war now wait 1 month before calling their new ally to arms.
- Feudalizing as a Tribe no longer requires all Tribal-Era innovations, now you only need 70% (9) of all Civic & Military Innovations
- You will no longer get stress from Parents or Siblings dying of old age when they're 65 or older (if they're friends or lovers you might still get stress, though)
... and many more [will be posted in future DDs]

###################
# Interface
###################
- Hovering over the unit plate of a friendly unit now shows its full path. Great for seeing where your allies are going
- Players now receive a warning when their enemy in a war forms a new alliance
- Updated the Current Situation widget with a fresh new coat of paint. It’s now darker with more muted colors, and some flavorful decor.
- Current Situation entries now only show ‘X’ to close when hovered
- Added a Current Situation item for hooks about to expire; it'll tell you when a hook expires in less than 3 months
- Added a message that lets the employer know if their councilors leave because of marriage or title inheritance
- Building a new holding will now in the Domain view say you're building the holding type (E.G., "Castle") rather than the name of the main building (E.G., "Motte")
- Ensured scheme success and secrecy modifiers show up as percentages in all cases
... and many more [will be posted in future DDs]

###################
# Game Content
###################
- All formerly inaccessible Religious Clothes/Headgear are now accessible in the Barbershop. You want to wear the Pope’s hat and Steppe Pagan robes? Go right ahead!
- Added a small interaction to pardon a subject’s crimes in exchange for opinion.
- A guardian might now get a hook on their ward, should they be of a greedy/deceitful persuasion
- You can now offer concubines and consorts to other characters!
- When Offering Vassalization to a feudal ruler, you may now offer a more lenient Contract to improve their chance of accepting.
- Added a narrative event for converting to a new Faith, as well as a notification for when your liege converts to a new Faith.
... and many more [will be posted in future DDs]

Well, that’s all from me for this week, but stay tuned for next week’s diary, where we’ll be getting into something a little less passive aggressive.
 
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it seems like an odd thing to take the time to change.
It seems like a step to address one of the more excessive stress-cascade mass fatality scenarios.

(And in the early game its impact will be limited, because it's quite common to die before 65.)
 
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It seems like a step to address one of the more excessive stress-cascade mass fatality scenarios.

(And in the early game its impact will be limited, because it's quite common to die before 65.)
Fair enough, but I figured some sort of stress cap from that single source at a time would have been the solution.
 
- When Offering Vassalization to a feudal ruler, you may now offer a more lenient Contract to improve their chance of accepting.
Will there also be a variation on this when requesting to swear fealty, maybe something along the lines to a single free change if your a Duke and two free changes if you're a King.

Swearing fealty to a neighbour for protection only to have them revoke everything because you're the wrong religion seems a little harsh to me. It only stands to reason that if you are joining another realm of your own will that you would get a few benefits for expanding them, possibly quite a bit if you are a king.
 
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- Feudalizing as a Tribe no longer requires all Tribal-Era innovations, now you only need 70% (9) of all Civic & Military Innovations
This! It effectively locked out certain cultures (especially in the earlier start date) because getting all the innovations is taking forever.
- Married characters will no longer wander off if they are in a realm where they are subservient to the other part of the marriage, and their spouse is in the same court
Oh, great! The wandering married people were quite... annoying.

Most of the rest is cool, too.
- You will no longer get stress from Parents or Siblings dying of old age when they're 65 or older (if they're friends or lovers you might still get stress, though)
This, however, I'm not sure of. I'm guessing this only applies if the reason is "old age" (but how is it computed? If it's about health going under 0, are illnesses counted in?), but still - no stress at all?
Would it be possible to add a map feature that breaks down the map into regions?
And this I heartily agree with, but if they haven't done it yet it's probably too late for 1.3 with their testing standards. And, if it is added, it should be checked against provinces with no regions assigned (if this causes CTD modders might riot).
 
Very nice poems, nice job devs, but you made one fatal error.
Champagne wasn't invented until 1696.
My immersion...o_O
Wine has been produced in the Champagne region since Roman times.

Where did he mention it was sparkling?

On the other hand, if he was any kind of snob, he'd probably be sipping Burgundy... far better regarded than the second rate Champagne stuff.
 
Will we see a change/fix in which those who you add to your court or when you marry a character don't stay at their prior location and actually travel to your court? I've had games where some characters for whatever reason stay at their current location and in an ironman game I can't really do much about it.
 
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To go along with the stricter rules about army raising and dismissing, and everyone's concern that we don't have enough control over it right now, I suggest adding a concept of "unraised armies" that can be customized while unraised. So, while paused and with your troops unraised, you could organize regiments, knights, and levies into two or three or more armies, give the armies names and commanders, perhaps assign them to rally points, etc. Then, when you actually raise them at a rally point, they are ready to go, and there is no need to split or dismiss them to get the desired result.
 
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When we can expect 1.3 patch?
 
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When we can expect 1.3 patch?
Since Paradox insider is March 13, the first DLC and content pack will most likely be announced then, which means the 1.3 patch that the DLC comes with certainly be released after that. I‘m assuming mid to late March, but it may as well be released in early April.
 
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Wait are you catalonian?
That was old French, or maybe a northern Provençal dialect.

Wine has been produced in the Champagne region since Roman times.

Where did he mention it was sparkling?

On the other hand, if he was any kind of snob, he'd probably be sipping Burgundy... far better regarded than the second rate Champagne stuff.
I'm not sure the wine varieties were the same before the 19th Century, when all European vine stems were killed by the Phylloxera pest.
We will never know the flavour of pre-Modern wines...
 
Since Paradox insider is March 13, the first DLC and content pack will most likely be announced then, which means the 1.3 patch that the DLC comes with certainly be released after that. I‘m assuming mid to late March, but it may as well be released in early April.
We wait long for other dlcs, after annoucement, like in stellaris now.
I don't think we will get it in march. I think more mid/ late april. But yes, annoucment would be on march 13.
 
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Like the idea that every character can have this trait. I wonder could we have a court poet from whom we can commission eulogies, elegies, satires and the like. Certainly would be appropriate for Irish, Scottish and Welsh cultures, but also troubadours in France and Northern Iberia.

In Ireland there was a tradition by which poets were almost expected to be demanding. Arriving unannounced at a lord or king's dwelling and expecting their every demand to be met. Kings who failed to do so were satirised and deemed stingy and unfit for rule, while those who fufilled their needs were deemed to be paragons of generosity and extolled for their virtue. There's a legend that one poet, Athairne, even demanded his host's eye and the host not wanting to refuse his guest complied.
 
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Wine has been produced in the Champagne region since Roman times.

Where did he mention it was sparkling?

On the other hand, if he was any kind of snob, he'd probably be sipping Burgundy... far better regarded than the second rate Champagne stuff.
Not to mention, as you know, that Chardonnay vines (allegedly) were brought with Theobald I of Navarre and Count of Champagne (another acclaimed troubadour and poet; we stan) from a Crusade in the 13th century. And as we are all men and women of culture here, we know that Chardonnay is very important to Champagne production.

It's good that you mention Burgundy, it truly had the Champagne reputation of its time in France.
 
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