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CK3 Dev Diary #1 - Dynasties & Houses

Greetings, and welcome to the first CK3 Feature Dev Diary!

As this is the first DD we want it to be extra juicy, and showcase something that we’re excited about - namely what we’re doing with Dynasties! Dynasties are immaterial yet fundamentally important things that make Crusader Kings what it is - your line must follow an unbroken line of members from your Dynasty; if your Dynasty ends, so does your game.

Now, the representation of Dynasties in CK2 was limited. A character belonged to a Dynasty, and that was that - you got a minor opinion boost with characters that were of the same one, and nothing more. In CK3, we really want to emphasize the power that Dynasties held, and their impact on the medieval world! We want you as the player to feel a bond with your Dynasty, and care for it. To achieve this, we’ve done a multitude of things!

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Firstly something that we know will especially please CK2 players, we’ve redefined what a Dynasty actually is - not a monolithic entity, but a collection of Houses. No longer will Dynasties have just one name, one Coat of Arms, and one identity - instead several Houses (aka Cadet Branches!) will be collected under the umbrella that is the Dynasty, working together (theoretically…) towards bringing renown upon the Dynasty!

So, what is a House?
Each Dynasty will have a Founding House (usually of the same name as the Dynasty), which is the first House of that Dynasty. As the game progresses, ruling Dynasty members that are distant by blood to the current House Head (more on this below) may choose to create a Cadet Branch - effectively creating a new House under the Dynasty. Creating a Cadet Branch makes the character creating it House Head (with the most powerful House Head becoming Dynast), and by extension free from the direct influence of their old House Head.

Making your own Cadet Branch requires quite a bit of prestige, that you do not stand to inherit your House Head’s titles, and that all of your Dynastic ancestors are dead (your father can’t be alive, for example). Cadet Branches/Houses come with a lot of flavor: their own names, Coat of Arms and Mottos, usually inspired by the location in which they are founded, and the founding character. For example, if a ruler of the Jimena Dynasty would create a Cadet Branch in southern France, they might be called the Toulouse-Jimenas, and so on.

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Now, what is a House Head or a Dynast?
Within a House there is always a leader, a House Head, that wields power over the rest of the members. A House Head has the power to legitimize bastards, call House members to war, and demand that they adhere to their Faith (refusal to convert will result in them creating a new Cadet Branch). The House Head also has inherent leverage on all House members born after they were made head, by virtue of getting a Hook on them (more on Hooks in another DD). They also gain passive prestige based upon the number of members in their House. House leadership follows the succession of the House Head, so that if you’re the leader of your House you will most likely keep that title on succession.

The Dynast, on the other hand, wields significantly more power than a House Head - with their power encompassing the members of all Houses of the entire Dynasty! The Dynast is always the most powerful House Head of a Dynasty, with leadership being updated on the death of the old Dynast. In addition to everything the House Head can do, the Dynast can also Disinherit/Restore Inheritance, Denounce/Forgive members of the Dynasty (which affects opinion in a major way), personally Claim titles held by Dynasty members, and make Dynasty members end wars they have against each other. All of these powers work against every member of the Dynasty, not just the House they’re a part of. The Dynast also gains prestige for every living member of the Dynasty. Being the Dynast is very powerful indeed, but you have to carefully weigh the powers against other benefits, as they cost Renown.

So what is Renown?
Renown is a resource accumulated by a Dynasty, and is used for several things. Firstly, all renown earned by a Dynasty counts towards its Level of Splendor. The Level of Splendor is the outward perception of the Dynasty, how well it is perceived in the eyes of the world, and affects the prestige you get on birth, the prestige when marrying into it, and the maximum long reign opinion you can get. Having a high level also makes it much easier to arrange marriages, especially with Dynasties below your level. Regardless of if Renown is spent or not, the Level of Splendor won’t decrease. The higher your Dynasty’s Level of Splendor, the more impressive its Coat of Arms frame will look. Peasant Dynasties will start at a negative Splendor level, which means that you’ll actually lose prestige for marrying them.

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).

The way you get Renown encourages you to mimic a ‘playstyle’ that was common in reality, but that wasn’t very practical in CK2 - spreading your Dynasty far and wide! You will gain renown for every ruler of your Dynasty that isn’t a subject under another member of your Dynasty. This is based on tier, which means that a King will give more Renown than a Duke, and so on. Marrying in such a way that your Dynasty ends up on the throne of a foreign realm is therefore useful for other reasons than to just murder them until you inherit their lands. Having your Dynasty spread out will give you more Renown, and thus a more powerful Dynasty overall. For example, if you’re playing as the King of England you will NOT gain renown from your landed vassal brother, but you WILL gain renown from your Dynastic cousin ruling a Duchy in the Holy Roman Empire. You will also gain renown from marrying away your dynasty to be spouses of powerful rulers, symbolizing your newfound influence in their realms. This gives you a reason to carefully plan the marriages of your kinsmen, even if you are not in need of an alliance!

So, what are Dynasty Legacies?
We all know that the playing field in Crusader Kings is a very volatile one, you might be Emperor of the World as one character, while being reduced to Count of Norfolk as the next. Dynasty Legacies offer some permanence in this otherwise very wild world, in the form of modifiers and unlocks that affect every member of your Dynasty. Essentially, by using Renown you get to shape what your Dynasty is known for. There’s a myriad of Legacies to choose from, all divided into tracks with an appropriately thematic name, such as ‘Kin’, ‘Guile’ or ‘Blood’. These aim to represent notions the world had (or has) about certain dynasties, i.e., that the Seljuks are warriors, the Abbasids lawmakers, the Habsburgs diplomats (and, ahem, prone to marrying their own kin), etc. Each Legacy track contains five unlocks, each costing a progressively higher amount of Renown to unlock.

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In this Dev Diary we will go into details on one of these tracks, “Blood” (which also happens to be my favorite). This track is designed for those of you who enjoy breeding traits into your family line, with the first few unlocks all focusing on increasing the chance of inheritance, emergence, and reinforcement of genetic traits (more on genetic traits in another DD). The last few unlocks will reduce the chance of negative traits appearing (essentially allowing for more.. ‘risky’ marriages), give you the chance to choose a genetic trait to be more common among your kin (i.e. beautiful, intelligent and strong… but also giant or dwarf. No matter how much I pleaded with art I couldn’t get a ‘Habsburg chin’ trait, though!), and finally rounding off with an increase to your Dynasty members Life Expectancy (which increases both their average age, and average fertility - this even means that women of your dynasty remain able to bear children for longer!).

Legacies take a long time to unlock, and you will have to work hard toward unlocking even one full track - though their power more than makes up for the wait. Legacies are chosen and unlocked by the Dynast, so make sure that you’re in control of your Dynasty.

That’s all for this time! We won’t spoil any more of the Legacy tracks for now, but rest assured that they all offer very interesting opportunities for you to shape your dynasty as you would like it! Next up we have a sneak preview of the map, stay tuned for the next DD.
 
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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!
 
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!
 
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?
 
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.
 
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.
 
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
 
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.
 
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.
 
...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.
 
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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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.
 
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?
 
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.
 
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?
 
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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