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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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Why does stress reduce fertility?
Fertility in Crusader Kings 3 isn't just a representation of biological fertility, but an abstracted representation of your chances of either getting pregnant or getting someone else pregnant. Characters who are too stressed out are may not be 'in the mood' very often, and as for feeling pressured to conceive a male heir well... performance anxiety is a thing.
 
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One of this screenshots is not making sense. The one with woman going to brothel. Nonsensical gender symmetry (outside ahistorical gender settings) should be avoided.

Rather that randomly use [get.HimHer.Root] for everything, change the localisation so it makes at least a little bit of sense. Slutty queen would probably go for knights, squires, guards, valets, stable boys. Not for non-existant gender reversed brothels. Not in medieval Europe. Maybe in India?
 
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Nice, but I would love that Mental Breaks (all events, in fact) could have a (changing) chance to trigger at all times. Likewise, that you could, for instance, go to the brothel more often, but the risks increase exponentially.
 
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This honestly sounds like one of those 'masterstrokes of game design' mechanics, if this is properly balanced (who am I kidding, this is PDX)....the potentials are...limitless...
Tbh, it's very similar to how stress works in the Sims.
Depending on the character's personality, certains actions and interactions will make a character uneasy or sad, or on the contrary confident and happy. Eventually, too much stress can break a character.
The funny thing is that it's more detailed in CK3 in several ways.
But it's not really new and I think the implications are well known. It means that you aren't encouraged to minmax your character with as many traits as possible why doing the most profitable stuff. Instead, you're invited to take care of a character so it can be effective at what it's doing best, but without any hard limitations (so even a kind character may be cruel sometimes, because that's how life works).

It's a really good system for RPGs that feature daily life (and not just epic quests). Of course the big difference with the sims is that instead of getting angry at your neighbor for making noise at night, you will get angry with a powerful duke who can raise the entire kingdom against you.
 
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Fertility in Crusader Kings 3 isn't just a representation of biological fertility, but an abstracted representation of your chances of either getting pregnant or getting someone else pregnant. Characters who are too stressed out are may not be 'in the mood' very often, and as for feeling pressured to conceive a male heir well... performance anxiety is a thing.
I see, maybe some comedic/euphemistic events about performance anxiety would go some way to clearing that up lol

How would the team feel about having characters visibly age faster if they're stressed? (if that's even technically feasible with how the game's been programmed)
 
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And finally: will there be degrees in coping mechanism? A light drinker and a heavy drinker should not be treated as the same thing (gameplay-wise, event-wise, and graphically)

I totally support this idea. Coping mechanisms should have different levels and have the potential to become a real handicap to your character. Indulging in occasional visits to the brothel or in a drink or two should not have major consequences, but having frequent recourse to coping mechanisms because of a stressful life should have turn these coping mechanisms into problematic habits that end up bringing more harm than good.

In particular, I would love it if there was a way to represent addiction: too much whoring around, drinking, smoking ganja or anything like this should have a chance to lead to addictive behaviour. If addict characters do not get their fix, this would incur even more stress, while posing risks to their normal activities and damaging their reputation.

Otherwise, hats off for coming up with the stress feature, I think it brings a lot of exciting possibilities for role play!
 
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How many coping mechanisms are there? More than just the 4 (5? If regional) pictured?
It says under the picture
[A screenshot showing a selection of 4 Coping Mechanism traits: Rakish, Drunkard, Flagellant, and Comfort Eater]
 
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Fertility in Crusader Kings 3 isn't just a representation of biological fertility, but an abstracted representation of your chances of either getting pregnant or getting someone else pregnant. Characters who are too stressed out are may not be 'in the mood' very often, and as for feeling pressured to conceive a male heir well... performance anxiety is a thing.
I don't mean to say something particularly offensive or sound horrible (and I am no doctor)...but why would it also reduce female fertility if stress is this. (god I almost vomited writing that, can bearly bring my self to post it...going to need some eyebleach)
 
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Speaking of which, I'm curious. How is the event structured in regards to the character's sexual preferences? Would it be different if Matilda was homosexual? And if so, how would it work if she was bi instead? Would there be a random chance of featuring either male, female or Blorg lovers, or would it just always default to one?
It's actually quite dynamic, and based on attraction.

If Mathilda was homosexual, she would indeed be spending her time with other women.
If she were bisexual, she could spend her time with either women or men. However, due to practical concerns, if her religion shunned homosexuality she would more often spend time with men instead of women.
 
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Will there be a cap on coping mechanisms?
 
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Are all the coping mechanisms based on addictive forms of 'debauchery'? Or are there more innocent forms of escapism as well, such as frequently going on hunts or writing poetry? IIRC Louis XVI of France is sometimes portrayed as ignoring the matters of state in favour of tinkering with clocks, which eventually ended in the French revolution.
 
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Will there be a cap on coping mechanisms?
No hard cap, but in practice rulers tend to acquire no more than 3. Once you have a Coping Mechanism you're more likely to get Mental Breaks that let you indulge it instead of gaining new ones, so for each one you acquire getting new ones becomes less and less likely.

Are all the coping mechanisms based on addictive forms of 'debauchery'? Or are there more innocent forms of escapism as well, such as frequently going on hunts or writing poetry? IIRC Louis XVI of France is sometimes portrayed as ignoring the matters of state in favour of tinkering with clocks, which eventually ended in the French revolution.
There are more innocent forms as well! While not every ruler will find themselves predisposed to them, other Coping Mechanisms include journaling and exercise.
 
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Of course the big difference with the sims is that instead of getting angry at your neighbor for making noise at night, you will get angry with a powerful duke who can raise the entire kingdom against you.
Then it is your job as a sentient being to be able to redirect your anger towards some small insignificant count, by burning down his castle abducting the family into your dungeon and making his son your mistress.
 
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I actually like the introduction of opportunity cost for decisions through stress, every decision should have a cost, or else it is not really a decision, something I feel has been lost in EU4; so I am glad its making a comeback in crusader kings, and making sure personality traits count!.
 
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