CK3 Dev Diary #1 - Dynasties & Houses

CK3 Dev Diary #1 - Dynasties & Houses

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LukeCreed13

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I'm loving all of this. Taking care of your dynasty will be as important and fruitful as taking care of your realm. Absolutely excited for this!
 

Resursator

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Will there be a way to found a new dynasty? If you want to separate your cadet branch completely.
 

rageair

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How do Legacies work in terms of mixing-and-matching? That is, when I accumulate enough Renown for a Legacy pick, can I take any that's available for me, or when I start down a track am I locked in until I finish it?
You can take any, but you're going to want to progress down an entire track before starting a new one. The Legacies at the end are much more powerful than the ones at the start.

Very interesting! I assume AI characters are motivated to create houses of their own so we get to see some glorious sprawling dynasties duking it out (pun very much intended) in most games?
Oh, very much so. :)

Not sure how I feel about national ideas-esque legacies that enforce certain outcomes. Some complained might-be-magic in CK2 was too silly, might feel the same about "family renowned enough that everyone is born an attractive, genius, 5'7 giant" :p

HOWEVER, the houses and dynast stuff does sound exciting. A strategy game of tiered rulers is a strategy game of tiered rulers and always fun, but this added level of perpendicular politics looks like fun. And those juicy possibilities to splinter? Count me in!
Oh, you don't have to worry about the legacies enforcing outcomes like that. They just nudge the probabilities, they do not guarantee anything. We don't want everyone in a dynasty to be clones of each other, but we want them to reinforce different types of gameplay. I.e., a dynasty of lawmakers would probably make very good vassals, etc.

If I found a house, can I choose the name, coat of arms and motto?
Of course!
 

Sigrak

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I like what I'm reading quite a bit. However, could some light be shed on what determines how powerful a House Head is for the purposes of succeeding the Dynast?
 

PDX-Nicou

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Very interesting! I assume AI characters are motivated to create houses of their own so we get to see some glorious sprawling dynasties duking it out (pun very much intended) in most games?
You won't be the only ruler creating long lasting (or short?) dynasties :)
AI can create Cadet Branches (Houses), and depending on their decisions... dynasties could then be created.
 

klingonadmiral

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I wonder if that means that partial duchies could be put into the game, like they could be found in late medieval Germany.
 

Chlodio

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Renown itself is a spendable currency, representing the clout your Dynasty holds over itself. Its use is twofold; firstly it can be used for the most powerful Dynast interactions (getting claims, disinheriting, etc.) and secondly for unlocking Dynasty Legacies (more on this below).
Mana... I'm okay for it being used to unlock Dynasty Legacies, but for interactions? Please, no. I'd rather receive a massive opinion penalty for obtaining a claim, and fight a civil war to disinherit an incompetent son rather than do that with mana.
 

mpsdevil

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I have a few questions about when you said that you get renown for marrying a member of your dynasty into other influential houses:
- Does that mean literally anyone of your dynasty marrying into another house increases renown, or just house / close family members (for example in ck2 only close relatives could be used to form a non aggression pact, not your brothers' grandson for example)
- Do you have to arrange the marriage or does any marriage involving your dynasty count
- Do you get negative renown in the same way as you get negative prestige for marrying nobles of a much lower status
- Is it a lump sum of renown for when the marriage happens or a passive gain for as long as it is maintained
- Do divorces negatively impact renown
 

Less2

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Very impressed with this DD. It exactly addresses a core feature of CK2 that could use improvement in a way that deserves a new engine/game to properly flesh out.

Its a number bars which you use to achieve things like claims, and so on. Its a mana bar. That is what a mana bar is. Its a feature we despised in imperator rome, and yet despite the backlash, paradox still implemented them in grand scale in imperator rome, until that stubborness almost killed the game.

How paradox didnt learn anything from that fiasco is beyond me.
CK2's concept of immaterial resources are entirely different from EU4 and Imperator's concept of Mana and I've heard virtually no complaints about the former compared to the latter. Resources like Prestige and Piety serve a very valid and non-immersion breaking purpose, the opposite of what "mana" is criticized for, and are generated based on the direct actions and circumstances of the player rather than an arbitrary RNG roll that serves as a no-fun timeout (or "accidental crash") when you get a 0/0/0 or suffer a hunting accident as a 6/6/6.
 

Kazanov

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I dont know if this is the exact same team that gave us Holy Fury (best dev team ever).

But i hope you guys are being payed enough, best dev team of the entire company! everything showed in this dev diary is good fanservice for us, rpers!.

Please, dont use mana again... Imperator sucked because of it.
 

guinea prince

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...this looks really bad. Spending what is essentially mana to gain perks which define characters generationally is exactly what I need to not feel involved in the game because it's simply too mechanic. Also, the "Blood" path described is exactly the worst offender, going as far as essentially railroading genetics. These traits could be interesting if tied to accomplishments instead of perks selected with a currency, like impressive administration feats, grand conquests, generational incests, with the possibility of it ticking down an reducing the "bonus tiers" if these feats are not repeated or upheld by enough Houses/House heads, so that the more the Dynasty expands, the more difficult it will be to make it known for something, as many members will not be able to or simply will not continue the familial traditions.
This reminds me of the bloodlines in late-lifetime CK2, being obtained by the accomplishments of the character to provide bonus to future generations for those of the blood; and inherited based on its own rules.

You're right, "select perks to affect everyone in dynasty" does feel rather artificial, especially in comparison to the organic methods of expression in CK2. Right now, that sort of stuff is what keeps me merely cautiously optimistic about CK3.
 

C.N.

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With this focus on houses and dynasties, can you keep playing as another house member even if you have no direct heir on death? This was a thing that annoyed me about CK2, and I hope that we will be able to play in CK 3 as long as we have landed house members.
 
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LordofLight

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Some people here be like:
*sees number*
"NOOOOO! MANAAAAA!"
It's odd because CK2 has mana as well but no one complains because it's done well.

Mana is fine if done well, sliders and actions/achievements are better but it's all situational.

It's extremely silly for folk to complain about mana without actually... seeing the context and gameplay behind it? You are right with some folk just freaking out at the mere thought but they're being silly.
 

LasseEjl

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so in the dairy, he says that in order to found a cadet branch it is required that it is that you do not stand to inherit your House Head’s titles how far down the line of succession does that go?. And if he means that you just can't be the first in line to inherit, then what will happen if you are second in line and then create a cadet branch and the person first in line dies?
 

LukeCreed13

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With this focus on houses and dynasties, can you keep playing as another house member even if you have no direct heir on death? This was a thing that annoyed me about CK2, and I hope that we will be able to play in CK 3 as long as we have landed house members.
I imagine that, if your character dies heirless, and there's no more people for your house, you'd probably switch to another house of your dynasty.
 

ramblymanguthri

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Will Dynasty Legacies be moddable? Can, say, a Mod of Ice and Fire create entries for members of a dynasty being black of hair?

Similarly, will AI dynasties purchase Legacies? Will old Dynasties already have Legacies purchased? Can the Karlings get a special Legacy called "We Are Charlegion" that gives them a +50 fertility bonus?
 

durbal

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The Houses part of the DD sounds nice, especially if it is accompanied by a good deal of customizability in terms of CoA, name, etc. However...



...this looks really bad. Spending what is essentially mana to gain perks which define characters generationally is exactly what I need to not feel involved in the game because it's simply too mechanic. Also, the "Blood" path described is exactly the worst offender, going as far as essentially railroading genetics. These traits could be interesting if tied to accomplishments instead of perks selected with a currency, like impressive administration feats, grand conquests, generational incests, with the possibility of it ticking down an reducing the "bonus tiers" if these feats are not repeated or upheld by enough Houses/House heads, so that the more the Dynasty expands, the more difficult it will be to make it known for something, as many members will not be able to or simply will not continue the familial traditions.
Agreed. I also have a fear that this will become a 'win more' mechanic because it inherently makes you better for being better.

Cadet branches and proper dynastic gameplay finally though.
 
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