Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown

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Sonmi

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If the amount of content in Northern Lords is indicative of what to expect from future flavour packs, I'm all in for flavour packs, baby!
 
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Thank you for clarifying this. Tying it to religion or longboats would make much more sense. :)

Currently, it is just norse though:

Code:
fp1_adventure_legacy_track = {
    is_shown = {
        has_fp1_dlc_trigger = yes
        dynasty = {
            OR = {
                dynast = {
                    has_culture = culture:norse
                }
                has_dynasty_perk = fp1_adventure_legacy_1
            }
        }
    }
}

fp1_pillage_legacy_track = {
    is_shown = {
        has_fp1_dlc_trigger = yes
        dynasty = {
            OR = {
                dynast = {
                    has_culture = culture:norse
                }
                has_dynasty_perk = fp1_pillage_legacy_1
            }
        }
    }
}

The Finnic cultures of Estonian/Finnish should definitely have access to the fp1_pillage_legacy_track as they were seafarers and raiders already before the Viking age but I'm not fully sure about the fp1_adventure_legacy_track, it should possibly reserved for the Norse but I am not fully certain in this. Also I'm going to mention that in the 9th century, Finnic Finns inhabited the coastal areas of Finland while the rest was still Sami + the population of Finland was so low that in reality they should rarely have enough levies to do any big raids. Meanwhile the Estonians had a substantial population comparable to Norway and them doing big raids is very realistic.

It seems that the Finnic people already had some sort of trade network using the rivers of Russia before Scandinavians arrived there based on artifacts originating from very far east close to the Ural mountains found in Estonia and other Finnic areas + artifacts from Scandinavia so there was some kind of trade predating the Viking age in which Finnics played a major role.

Talking about the Viking age, it is hard to tell if it were the Scandinavians or the Finnics who sailed the rivers and established some colonies because the weapons and jewellery of Finnic (Estonian, Finnish and coastal Latvian (who were Finnics not Balts)) warriors were indistinguishable from the ones found in eastern Sweden but most archaeologists automatically assume that the finds in Russia are Scandinavian.

We also know that the Finnic population/settlers played a big role in the "Scandinavian" colonies in North-Western Russia which was inhabited by Finnic people in the Viking age (Slavic areas are overstated by a lot in both start dates) because those Finnic settlers from the Baltic sea region could communicate with the ones in North-Western Russia + Finnics living around the Baltic sea definitely also spoke Norse very well because of many centuries of strong contacts with Scandinavia.
 
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Why cant i dislike the devs post? Anyway, was not a huge fan of the content pack or whatever it is called mainly because of nothern focus. But i am still fine with the amount of work you put in these packs.
 
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eagerly ive quickly read this dev diary, however what strikes me is the contradictions with reality..
So much efford put in this dev diary a longgggggggggg epistle, but plz do this first:

- fix existing bugs as mentioned by some people
- make raiding mechanic smarter for other factions as well
- do something to add a bit more economy flavour
- re research the sieging mechanic, i want this to be more realistic, i sincerely feel its not realistic enough at the moment, to my liking to small parties can siege down things, a good thing like in the dev diary is that dialogues can improve this by letting you to negotiate with the besieged party
- when being a larger nation there should be the ability to appoint a second person in each council function to enable more work to be done

than last but not least i also kindly ask here:
- rebalance and make hoi4 more realistic eg. manpower
- give stellaris more technologies, better ship combat and more different resources

thx prdx
 
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Why cant i dislike the devs post? Anyway, was not a huge fan of the content pack or whatever it is called mainly because of nothern focus. But i am still fine with the amount of work you put in these packs.
I expect this is just due to the fact that only the 3 most given emotes are shown, so a single respectfully disagree won't show up if it is outweighed by other emotes.
 
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The Scandinavian Adventurers system also includes various other minor mixed mechanics; there’s the attached decision for rulers to go native (though they’ll still count as vikings for the purposes of the system, at least till they die), special exceptions to ensure famous vikings get booted up the list if they lose their last county unexpectedly (looking at you, Haesteinn, you terrifying old man), and an auto-grabber that checks for Rollo & Ubbe after a certain period and, if they’re not tied down, throws them out in the world to go a-conquering.

If I'm not mistaken, I've created Norman culture, and been attacked by Scandinavian Adventurers not too long after. Methinks a Norse creating Norman culture could/should benefit for the same truce as a Norse adventurer embracing local culture - it's basically the same thing, but using a different decision =)

Other than that, having a blast with the new content, many thanks to everyone involved !
 
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It actually has three already - it takes after your primary kingdom, defaulting to Denmark if it's not England or Norway.
There's also one for Danelaw. I was mostly referring to how plain it looked compared to other CoA added in the pack and the lack of impact religion has on it rather than there being no variation to it at all.
 
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De_Dominator69

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What is this hidden major exception they are on about when they were talking about Mann?

Feel like I have seen more or less everything in the DLC, especially all the decisions and the like, so I dont get what they could be one about.
 
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Wokeg

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Thank you for clarifying this. Tying it to religion or longboats would make much more sense. :)

Currently, it is just norse though:
Now that's *definitely* a bug. If we don't have something for that internally, I'll file it. Thanks for alerting us!
The problem is right now is that it barely takes any work once you get to a certain size. Vassals wanting to put a rival claimant on your throne are a bigger challenge that trying to maintain a large empire. I love big empires but it would be nice if more friction was added in the larger you get. I'll usually get quit a game if I get large enough because there is no challenge and not enough to do other than conquer more.
:) I'd certainly love to see more mechanics around this in future! Sadly very much outside my remit to talk about here and now, but we do read the forums if'n ye have passionate preferences on what type of thing you'd like to see.
What about having the varangian adventurers mechanic applied to all tribes? It reminds me of the Migration Age, Slavs migrating into Balkan during Heraclian dynasty, Such tradition survives among nomads until as late as 1771, when Ubashi Khan led his Torghuts back to Dzungaria.
Sorry to say that we deliberately restricted it this DLC. It should, however, be fairly easy to mod to open it up to other cultures (though the event troops would take a bit more work).
Why cant i dislike the devs post? Anyway, was not a huge fan of the content pack or whatever it is called mainly because of nothern focus. But i am still fine with the amount of work you put in these packs.
Sorry to hear that, mate, hopefully we'll be more appealing to ye next DLC!
If I'm not mistaken, I've created Norman culture, and been attacked by Scandinavian Adventurers not too long after. Methinks a Norse creating Norman culture could/should benefit for the same truce as a Norse adventurer embracing local culture - it's basically the same thing, but using a different decision =)
Hmmmm, that does sound peculiar. I'll have a look into that and see if we've got some issues there!
 
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Made for an interesting read. I've enjoyed it so far.

Duels are nice, but they made me wonder when we'll get the battlefield implementation. And personal weapons, too.

We hope this has been an interesting dev diary for you, even after release, and don’t forget to drop a screenshot of your Varangian Adventure kingdom in the thread!

Ask and you shall receive! Icelandic shenanigans are what I'm messing around with every Norse patch.
57BC38C821DBCE4927FE940CBED9AE2873EF8D8B
 
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While more content looks nice my fear is that like in CK2 tribals are going to be overpowered to cater to viking fans.

Raiding already is too strong and now with that pack the tribes get even more troops out of nowhere (event troops) to crush anything in their path. Please tone down vikings and tribes in general.
 
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Ixal

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Why cant i dislike the devs post? Anyway, was not a huge fan of the content pack or whatever it is called mainly because of nothern focus. But i am still fine with the amount of work you put in these packs.
You can, but with the new forum software only 3 reactions are shown on a post and negative reactions are in slot 4 after the 3 different versions of positive reactions, which is of course pure coincidence....
 
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Doldod2

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While more content looks nice my fear is that like in CK2 tribals are going to be overpowered to cater to viking fans.

Raiding already is too strong and now with that pack the tribes get even more troops out of nowhere (event troops) to crush anything in their path. Please tone down vikings and tribes in general.
There are game rules to make the varangian adventures less frequent or, if I'm not mistaken, to turn them off.
 
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Kazanov

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I remember when design diaries were about something the teams were working on and not about an already released DLC. Anyways :rolleyes: .

I hope the next DLC is announced before PDXcon, a full year without new content for those who dont care about the Norse meme is far too much.
 
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InsidiousMage

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:) I'd certainly love to see more mechanics around this in future! Sadly very much outside my remit to talk about here and now, but we do read the forums if'n ye have passionate preferences on what type of thing you'd like to see.
I would like to say that I really appreciate that Paradox is actively seeking out and looking for player feedback.

Since you are here I've got two quick ideas. 1) A scaling increase for CB costs once you get a certain size as a king or emperor, particularly for non-de jure territory of your primary title that way you can still expand but you have to be smart about it or strengthen your vassals to allow them to do your dirty work, which obviously has the downside of making your vassals more of a threat. 2)Limit the number of kingdom and empire tier titles someone can hold and increase the desire for vassals to create and join independence factions. Particularly unhappy vassals will join even your are their de jure liege but the appropriate title is not your primary title, especially if they are of a different culture.
 
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Ixal

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There are game rules to make the varangian adventures less frequent or, if I'm not mistaken, to turn them off.
Game rules should not be used to balance content. Tribes need to be balanced on the default settings, both when you play against tribe or play a tribe yourself.
 
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Lambert Simnel

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Including Poet and One Eyed as virtues for Norse paganism is technically part of the free patch,
Boooooo!!!

I hope you are ashamed of yourself for writing that.
 
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b333

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Wow, I'd never seen that Shieldmaiden event, or any event relating to Shieldmaidens at that.

Shieldmaidens were a mechanic I really loved in CK2 because it creates so many cool stories, so I'd implore you to have another look at it here because I found two issues with it -

1. The 12 Prowess requirement is very harsh considering it's a stat that is entirely based on RNG until you've researched Knighthood, and also can't be improved in any way by female characters after they come of age unless they somehow ended up landed. Since it's not affected by education, you're entirely relying on rolling some (usually need more than one) of the few traits that buff prowess. I've had very few shieldmaidens myself in a North Sea game that's now in ~1100, and seen maybe one that the AI managed to produce.

2. You lose the ability to make Shieldmaidens after the Norse culture split! Which I'm assuming is a bug but was a bit of a bummer. You just end up being able to use the mechanic for a very short period of the game.
 
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I am having an absolute blast with this Flavor Pack, and really enjoy the look into the "behind the scenes" thoughts that go into developing new content.

Overall, I love what you guys have done. Would love another three hours of Norse music (seriously, that's good stuff), but I realize that's not a reasonable request!

One question I had, that this dev diary partially addressed, is why we are limited to shieldmaidens who are related to us? I see now that you were trying to make them more unique and rare, and that makes sense, but there are other relationships in game that would be fun to have as shieldmaidens. For example, I played the other day as ruler-designer child character, and one of my childhood friends ended up growing into a woman with serious prowess. Would have been fun to have her fight alongside me as an adult, too!

The one change I didn't love was the holy sites. I get that pagan reformation is counter-historical and so shouldn't be too easy, but the locations now just feel odd to me. Denmark, the land of the Danes, the home of a huge chunk of the Norse pagans that the rest of the world encountered, doesn't have a single holy site? Jórvík sort of makes sense to me, except that by most accounts, the Norse in England adopted Christianity pretty quick, and they certainly never succeeded in converting any of the Anglo-Saxon population. Honestly, a site in the Suðreyjar would make more sense to me, since Norse paganism took more root there and coast of Scotland and the Isles actually did need to undergo a period of re-Christianization. As for Norse holy sites in Russia, I don't find them terribly convincing (there's just very little historical evidence that specifically Norse paganism was practiced for any length of time there), but I guess I get it for a game balance move. Still, I think the locations, and maybe how pagan reformation works more generally, could still use some tweaking.

Looking forward to whatever comes next; as I have said elsewhere, if future flavor packs add as much love to their respective regions as this one, I am quite optimistic about them!
 
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Game rules should not be used to balance content. Tribes need to be balanced on the default settings, both when you play against tribe or play a tribe yourself.
I imagine it’s balanced against the default game rule. Whether that default is too harsh/too lenient I guess is up for discussion - I don’t find it to be too bad - but including games rules for people to adjust their personal games is a good thing.
 
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