The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
I don't think 1.6 will tackle war (or famine?), I think "the season of war" will be 1.7, as @Arheo has hinted before that this season is soon but "not quite yet". so I'm thinking 1.6 is focused around this new DLC and maybe some features that didn't make it into 1.5 (like the vassal rework)I wonder if hte top picture is related to displacemetn from war and famine.
I believe it's about as large as one of the major patches. They have a quarter of the team size, but had 3 times the time and were free from bugfixing and other tedious tasks.I'm really disappointed with this dev diary and it's making me worried that this DLC will be really small. Couldn't you at least tell us what the DLC *intends* to do? I understand if it's not ready to show video or screenshots, but at least share your plans.
I've had wet dreams with that idea, no shame on it.Its a merging of Cities and Skylines and Imperator Rome.
So... Imperator will be a game about Japanese adult videos now?Hello,
First of all, I must address how much I love to see all the appetite for upcoming updates here. Merging in as a new team, it means the world to us knowing that we are working on content for a game that people are enthusiastic and care about. As some of you have pointed out, we’ve been at it for about 9 months, so obviously we got something cooking for you that we think will add a new and interesting dimension to I:R. As a matter of fact, what we have in store for you is so far unprecedented in any of our other GSGs, and we think it will be a perfect addition to the I:R setting.
However, we can’t uncover this piece of work just yet, but we’re getting close. What I can reveal though, is that 1.6 Vitruvius will come as an update together with a DLC pack, and that it will come soon. Obviously not soon enough, but soon.
We know you wonder what we are working on, there’s been a few rocks in our path, but we feel confident that it’ll be a great update worth waiting for.
So, with that taken off the agenda, what should we do today then?
What I can take you through is something about the process of working with a parallel development stream to what the team in Stockholm have been doing.
As we showed in the team intro DD last Thursday, our Thalassic team has grown, with 3 new people coming in just the last couple of weeks (and oh boy, those additions are both welcome and needed) but for the main part of this project, we’ve been two coders, one 3D artist, one 2D artist, one content designer, one game designer and one coffee maker.. or producer I mean. We’ve also been supported by our in-house technical artist from time to time, but for the bulk of the project we’ve been 6 people in the production + 1 producer.
The project started with Jamor and Arheo visiting us down in Malmö. This was before Corona times, and people could carelessly travel around the world in trains or airplanes without a second thought about it. It’s not even been a year since, still those times feel so ancient and distant already. Stockholm and Malmö are roughly 4-5 hours apart by train including transfers, or 1-2 hours by plane, so when needed it was really easy for us to meet up in person. In this case, this gave us a great kick off as none of us had worked closely with each other on previous projects before this. We had some pea soup and pancakes, as is tradition in Sweden on Thursdays, then we bounced around ideas on what a suitable project would be for us, that would fit all of the criterias we had set up.
It had to be something that could be worked on in parallel with what the team in Stockholm would be working on, without having us interfering too much with each other's areas. It had to be something that facilitated the skillset we had down in Malmö, making use of both 2D and 3D art, as well as code and design. It had to be possible to complete within a year, given the small team-size we had available, which in comparison was about a quarter of the size of the Stockholm team. Last, but also most importantly, it had to be something that expanded on I:R in a natural way, something that would fit seamlessly into the existing game. There’s also been an external criteria of utilizing more of the developer competences that can be found in Sweden, and as Malmö have grown into a game dev mecca over the last few years, we saw this as a great opportunity for trying out a new way of bringing more content to I:R without going through some of the hassle required to expand the team in Stockholm.
Soon also on your computer
Given those criteria, we discarded a couple of the more exotic ideas before zooming in on the strongest candidate, one that we in the Thalassic team immediately felt a huge appetite for. The idea itself came from Arheos backlog of features and improvements he would like to have added to the game. While the rest of the team familiarized themselves with the code base and art pipeline, Mårten and I drew up some design fundamentals that I later made a functional prototype out of in Unity. This helped us to efficiently communicate how the feature would work as everyone could see it and fiddle around with it, which gave us a clear and aligned idea of how this feature should be constructed. Arheo could give us the go ahead very early on, as he could see that we headed off in a direction that he was comfortable with.
From that point forward it was business as usual with a steady sprint pacing for us in the Thalassic dev team, each sprint is a two week segment where we break out a number of functions that we add to the feature. Me and Arheo started to have alignments whenever we saw the need for it, sometimes several times a week, but usually at least on a weekly basis. We also got great support from the Stockholm team that answered any of our questions and helped us out as much as needed to get through the initial learning curve for getting up and running independently with working on I:R.
There were a few hiccups on the way of course, which is normal in all types of development. In larger teams there is usually both bandwidth and expertise to tackle these types of challenges in a straightforward way. For our 6 person crew we had to solve it by going outside of our regular proficiencies and comfort zones sometimes. Our 3D artist has worked closely with coders to figure out our specific needs on the rendering pipeline and similar technical requirements on our art setups, which have given her a solid insight into the tech art department. My co-designer who is usually on the game design side of things, has delved into scripting and writing which have evolved him immensely in these areas. The 2D artist who is normally doing concept art and drawings, doubled up with a large amount of UI work to compensate for our lack of an in-house UX/UI artist. Coders have been trucking on like machines through this whole process and have had to juggle both the normal implementation of functions, while also supporting the rest of us with tech issues, script functions support, creating builds and a number of similar details that can normally be spread out on a number of people in larger teams.
We’re currently working hard on carving out the final building blocks of this monumental update
I think these are the kind of things I feel proudest about from working with this team on this project. Having people stepping up, going above and beyond themselves to deliver, taking on challenges that may not always be within their comfort zone. It’s been pretty cool to see each member grow with each and all of these challenges; in many aspects we’re a whole different kind of team now than when we started working on this. I can also say that we’ve been able to achieve all of this without going too crazy on overtime. Maybe we’ve been close to overworking our coders a few times, but Lars has already added two programmers to our team which will be a great relief to spread out some of the responsibilities over. Work-life balance is something we take very seriously at Paradox, and we also have to abide to Swedish law about regulated extra hours. Sometimes this means that we’ll push a deadline forward, but it also makes it possible for us to continue doing this in the long run. I’m probably quite biased of course, but in my opinion it shows so well in the final result how much effort, passion and sheer will my teammates have put into this delivery, now we’re just anxiously looking forward to placing it all in your hands.
A selection of new event images
I know I joked about Lars just making coffee for us in the beginning of this post, but it’s probably worth mentioning that besides driving the producer role, which on its own is a rather large undertaking, he’s also doubling up as studio manager, and as part of that looking at the long term strategy for Paradox Thalassic. During the last couple of months, that strategy has mainly been about scaling us up to a reasonable size, so that we don’t have to go too crazy on any of the work we have ahead of us. This means that he’s been in an insane amount of recruitment interviews for him, to find the right candidates that we want to add to our team. There’s still a couple of open positions you can find on Paradox’s recruitment site, especially for content designers that want to nerd out in the classical era.
Next week we’ll give you a full feature breakdown, going through all the juicy information you’ve been waiting for, we just got a few more details that we need to iron out before pushing the big reveal button.
Good catch!So there is one new button on the top right? (2nd from right side? What could it be? Looks like a woman, but what else? (...)
Yeah, after letting it stew a bit I'm leaning towards it being some fancy monuments / great works thing and the unprecedented thing is in the implementation. The thing you said aboutt the trade goods might be true as we've seen missions that kind of do something similar but I hope that if we get this as a DLC that it comes with a trade rework to make that more interesting but I dunno.Interesting, I was hoping for, and expecting a reveal. Guess we'll have to wait another week.
So much to unpack in this post. It contains a suprising amount of information really, if you read carefully.
If I were to guess, this update is about building monuments.The core aspect seems to be that these monuments are displayed in 3D on the campaign map, but there is also a new building screen which seems to imply there are different phases to construction. So it isn't simply a matter of clicking a botton and the building magicly appears after X amount of time. You might even be able to determine yourself what the end appearence of the monument could be. You might also be able to view your monuments in 3D in the new interface. There might also be a limit to the amount of monuments per city (1 for a settlement, 2 for a city, 3 for a metropolis, like with relics).
It might be interesting if trade good were incorporated into this system, and you'd need certain trade goods for certain buildings. As a result, and this might be asking a bit much, it would be great if the trade goods of marble and stone would be more split up, having access to porphyry could allow you to build purple hued elements, while marmor numidicum would allow yellow coloured elements. Stuff like that would be great, but we'll see.
I got the answer that the other one is mercs, which is not there because i use better UI.
Yeah, whatever they have planned, it better be good. With the hype they have been building up and the complete lack of information this new DLC has to be the truly revolutionary, otherwise it’ll be the biggest PR disaster since sunset invasion.This is so cryptic that it might make people end up disappointed from letting their imagination get ahead of them before anything is actually announced.
As for my own imagination, I think these pictures and their descriptions are ripe with hints toward some kind of monuments /wonder system. Likely with some kind of connections to wider notions of nation-building and characters/families.
searched for wonders and monuments and found this post of mine from February. felt cute, might delete later.