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CK3 Dev Diary #2- The Medieval Map

Hello everyone!

I would like to take a moment to talk about the map of Crusader Kings 3, what the vision for the map is, and how it is different from Crusader Kings 2.

Let’s start with our ambitions. CK2 had several parts of the map that was outdated, and to be frank, a bit underdeveloped. When we started to update the map for CK3, we knew that we wanted to take a pass at everything, do additional research, and update the different areas accordingly. This goes for the entire De Jure title hierarchy, so there are several new kingdoms and duchies present. In terms of scope, the map will roughly match that of CK2. I know I will disappoint those of you hoping for China, but, sadly, it will not be on the map. We will however, have a few new additions: the entirety of Tibet will be present, unlike CK2 where the most eastern parts were excluded, and sub-Saharan Africa is also extended, where we’ve gone all the way to the Nigerian coast.

When setting the map visuals, province layout, rivers, and more, the focus has always been on clarity. The map should be easy to read and get information from. For example, you should be able to read most of the terrain simply by looking at the map, without the need to click on the province, or tooltip it, in order to find that out, while rivers should be easy to see and let you know if you will cross one when moving armies around.

We represent the map on three different zoom levels. When zoomed far out, the map will turn into an actual paper map, allowing for an easy overview and stylish screenshots. Zoom in a bit and you will have the 3D map, with the typical political overlay, great for interacting with your vassals and other realms. Zoom in even further and you’ll see the names of all the counties along with the terrain, as we strip away the realm colors. Perfect for moving armies around and knowing where to pick your battles, without the need to switch around to different map modes (but don’t worry, we still have several map modes for easily accessing different information).

One of the most notable changes is how we handle Baronies. In CK2, Counties were the smallest entity we had on the map, a province if you will, with several Baronies represented through the interface of the County view. In CK3, we took the next logical step and made Baronies into their own provinces. We have been able to create a map with much more granularity and better accuracy. Most Counties will normally consist of two to five Baronies, with some exceptions. The amount of provinces will be noticeable when waging war, as it offers a larger degree of movement for you armies (more on that in the future).

dd_02_baronies.png


To give you a good idea of the increased province density, here is a comparison of the British Islands in CK2 and CK3, being on the left and right side, respectively:

dd_02_ck2_ck3_comparison.png


Before you all go nuts about playable baronies: No. You cannot play as a Baron. The lowest playable rank will still be that of a Count. The emphasis will therefore be on the Counties rather than the individual Baronies. As such, Baronies exist with a few things in mind. For example, they can never leave a county. This means Counties stay the same over time, avoiding weird splits where a single barony goes independent or to another realm (reducing that hideous border-gore ever-so-slightly). The number of Baronies within a County is one factor that represents its wealth and how “good” it is. Another important factor is the terrain. A County with a lot of Desert will not be as beneficial as one with a lot of Farmlands for example.

Speaking of terrain, we have several different terrain types spread out across the map. Instead of having a single terrain spread out across large areas of the map, we differentiate between similar terrain types by separating them, such as Forest and Taiga, or Plains and Drylands. Not only does it make the map look and feel distinct in different parts of the world, they also have a different impact on gameplay.

dd_02_england.png


dd_02_maghreb.png


Then we have Impassable Terrain. These are far more frequent, and in many cases much larger, than you will be used to from CK2. We’ve essentially used these for any area that we consider uninhabited enough to warrant it not being part of an existing County. Some areas have plenty of smaller impassable provinces, such as the mountains surrounding Bohemia, while others have fewer and far larger pieces of inhospitable land, such as the deserts of Arabia and Syria. Impassable Terrain cannot be traversed by armies, often creating bottlenecks that you’ll have to pass through or perhaps even choose to go around, should it be heavily fortified.

dd_02_impassable.png


That’s it for now. I hope you enjoyed this early sneak peak of the map and I'll be sure to show more to you in the future!
 
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Am I correct in thinking I see empty baronies where we will be able to construct additional cities/temples/castles? Same as empty holding slots in CK2?
 
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So you add all of these new and detailed provinces, and then spect us not being able to play with them?. Really disappointed by that decision. I hope is at least not hardcoded so modders can fix this stupid decision
It's not the focus of the game, so while iirc it will be possible to play as barons with a bit of modding it'll be much more boring and uneventful than playing as a count.
 
  • Can I zoom in enough to display barony names on the maps?
  • Is there a political map mode for when I'm zoomed in to handle troop movements?
  • Does this use similar map modding tools to Imperator?
 
Am I correct in thinking I see empty baronies where we will be able to construct additional cities/temples/castles? Same as empty holding slots in CK2?
Correct. Not all holdings will be constructed at game start, so you'll have to build them later on in the game.

Aw, I was hoping we'd be able to see the Mediterranean, though ;~; Not disappointed though! This map is beautiful and stunning. I love it; great job! I'm also happy with the expansion for all of Tibet. Does that mean we're getting more of Mongolia, too?
Ah yes. I seem to have forgotten to mentioned that in the DD. We are also extending the map to include more of Mongolia as well!
 
It's beautiful
 
It's not the focus of the game, so while iirc it will be possible to play as barons with a bit of modding it'll be much more boring and uneventful than playing as a count.

One of my favourite parts of ck2 is playing as the underdog and turn him into the topdog. The whole idea of starting as a baron and then climb the ladder to imperator. Baronies being unplayable seems like nonsense due to the number of new provinces that ck3 would add (Before anyone mentions churches and towns, yes I'm fine with these remaining unplayable) and the fact that they are represented on the map
 
I don't see the real issue why barons are unplayable. They weren't in CK2 and neither will they be in CK3
 
Thank you! I believe we manage to settle on a font that not only looks good, but feel very medieval as well.


Sadly not, no.


That is indeed the case. Major rivers have designated fords that allow for crossing.

With designated fords and choke points via impassable terrain, game will become much more strategic. Amazing!
 
One of my favourite parts of ck2 is playing as the underdog and turn him into the topdog. The whole idea of starting as a baron and then climb the ladder to imperator. Baronies being unplayable seems like nonsense due to the number of new provinces that ck3 would add (Before anyone mentions churches and towns, yes I'm fine with these remaining unplayable) and the fact that they are represented on the map
That's great, but playable barons still aren't part of the game focus
 
The terrain being immutable sucks really. That's one of the long-standing issues with all Clausewitz games and it's an engine-level one, so to perpetuate it for another decade is rather criminal.
 
I look forward to seeing more detailed areas of the map as time goes on, but for now thank you for the informative diary and good luck with everything!
 
When you say baronies will always be part of a county, does this mean we can't transfer baron level vassals to other vassals anymore? Or just that baronies will always be dejure to a specific county.
 
Please don't make smaller de-jure kingdoms like CK2 started to have like Trebizond and Epirius.

And please can we re-evaluate the entire need for de-jure empires, really there should only be a few like Rome, Persia, Tibet maybe one in India. I just never saw "players wanted more empires to create" as a valid reason for having such a-historical empires as the Wendish Empire.

I think de-jure empires should only be limited to those that exist or have existed within a milennia of the game's start date.

So things like Abbasids, Umayyad, ERE (Empire of the Romans/Byzantium), WRE (should be its own empire you can reform imho) do get a pass, but ahistorical stuff or things like Babylon don't. Also, if you hold the titles of ERE and WRE both, you should be able to take a decision to combine them into a unified de-jure Roman Empire.

As for newly-emergent empires, imho when a country grows large enough, it should unlock a decision for its ruler to crown him/herself as emperor/empress and in doing so form a titular empire, and that empire could then become de-jure through kingdom drift over time, which depending on the game rules would likely happen over 50-150 years of its continued, stable existence.

The decision could require, say:

- Holds at least 1 Kingdom-tier title
- Realm size is at least x many counties
- Dynasty is at least <this> prestigous
- OR = { { has_religious_head_approval } {prestige >= 5000} }

Empire-tier titles without any de-jure titles underneath would be destroyed if not held by anyone for over 50 years.
 
Please don't make smaller de-jure kingdoms like CK2 started to have like Trebizond and Epirius.

And please can we re-evaluate the entire need for de-jure empires, really there should only be a few like Rome, Persia, Tibet maybe one in India. I just never saw "players wanted more empires to create" as a valid reason for having such a-historical empires as the Wendish Empire.
1. Why not?

2. The AI never formed these de jure empires anyway, I don't see the need to be bothered about them. They're for the players.
 
Am i correct in seeing that the big light blue tile is the "Atlantic Ocean" tile that will probably be not navigable by ships? Also, I like the striped lines between the borders, easy to see in terrain map mod.