Crusader Kings 3 pre-order comes with a neat little pre-order bonus. If you purchase the game before its release you will also receive the Garments of the Holy Roman Empire Pack. Garments of the Holy Roman Empire Pack contains a selection of outfits for the commonders, warriors, and even rules. Crusader Kings II: Dark Ages is one of the most curious and developed strategies of our times. As it often happens with such productions variety of possibilities is very large. This guide helps in catching them up, because in such a full of details game you can get lost. This question is not narrow enough to please the interrogater. Are you having troubles w/expanding or maintaining your titles? Do you get bored after you get the achievement or the purpose of that saved game? Or does your personal computer gets sl. Crusader Kings 3 is a fantastic game because. Paradox has already included the ability for players to change their game rules and have a totally equal world, despite it being 1066, so it’s. Crusader Kings 3 is a big ol' sandbox that promises to let you slip into the shoes of all sorts of medieval rulers, and while history likes to emphasise the accomplishments of heterosexual men, it.
Hello everyone and welcome to the 43rd CK3 Dev Diary!
I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about my little baby from over the past while: the much anticipated Ruler Designer!
As promised during our lead up to release, the Ruler Designer will be a free feature so everyone can dive into creating their own wonderful (or monstrous) custom character!
To create a custom character you must select the play/customize any ruler option in the frontend and then pick the realm you want to replace the ruler of.
[picture of customize ruler button location]
So without further ado, here is what you’ll be greeted with when you open up the Ruler Designer:
[picture of the ruler designer when you open it]
I’ll go through it step by step as to how you can set up your custom ruler. The left hand side deals with your base choices: first of all on the top left side we’ve got being able to pick your sex and sexual orientation from the options that appear in game.
[picture of top left base info section]
From there you can pick a culture and a faith, they default to those of the character you are replacing but you can open up a collapsible list of the culture groups and religions which contain their related cultures and faiths.
[picture of the faith selection list and tooltip]
In the lower left side you can enter your first name and dynasty name, or randomise it based on your culture or, if religious names exist, your faith. You can also randomise your dynasty and realm coat of arms.
[picture of lower left with entered text and randomised coat of arms]
To ensure we could release the ruler designer in a timely fashion and offer a deep visual cosmetic system for your characters we took the decision to not spend time on a custom coat of arms designer.
I know this will be a disappointment to some of you, it is to us as well, but we wanted to prioritise giving you all a functional and fun Ruler Designer for the core aspects first.
We currently support randomising the coat of arms instead, the randomisation rules obey our normal coat of arms generation rules so it will be filled with emblems and designs fitting of your faith, culture, and title.
For the CK3 Ruler Designer we decided to move away from the restrictions imposed by the CK2 design as we felt it highly limited your ability to make that custom character that you wanted and wanted a free and open approach. This was something the community also felt as various “Ruler Designer Unlocked” mods for CK2 were consistently popular downloads.
To that end, the points themselves are not a hard limit to your customization and you can exceed them as you wish, but doing so will disallow getting achievements if you would otherwise be able to. But as long as you stay under, and obey the other requirements to get achievements, then you can play with your custom character in achievement runs.
[picture of point and breakdown]
Next you can choose your age and character weight, these not only affect the visuals of your character but also have mechanical impacts on the traits you can choose and the health of your character.
[picture of age and weight slider effects]
Of course we then move onto the ever important traits selection. Clicking on one of the trait slots opens up a menu showing the various traits in that category such as education or personality traits. Every trait has an associated cost in points, though again there is no hard limit on what you can pick except for mechanical limitations like no childhood traits on adults or picking two traits that are opposites of each other.
[picture of trait picker with various traits selected]
You can also modify your character’s base stats if you want that little extra boost in intrigue without wanting to compromise the personality you have built for your character. Increasing your prowess will also increase your physical muscle mass so you can show off your gym gains.
And finally in the bottom right we have the family section which lets you decide whether your created character should start married or with some children. If you do then your children will look like you, and your spouse if they exist, just like they would in normal gameplay.
[bottom section family picture]
Speaking of which, no custom character creator would be complete without the ability to customise the appearance of your new ruler!
When you click the change appearance button you are first presented with the ethnicity selection screen. Picking an ethnicity here will randomise within the predefined guidelines of that ethnicity, it doesn’t limit any further customization it just provides the basis.
[ethnicity select screen]
Customizing further gets you into the real meat of the portrait creation process, we’ve got over 90 individual genes spread over 7 anatomical groupings to customize your portrait. Ranging from height and skin colour, to your lip definition and profile, the nose tip detail, and the depth of the eye corner. So safe to say a lot of options to choose from when customizing your character!
[detail customization screen body section]
[detail customization screen facial structure section]
The various sliders allow for customising the “strength” of the gene, which ranges from meaning size to intensity depending on the gene. Some of these options come with specific templates as well, they do a modification in a more binary sense such as changing from having a straight nose profile or a hawked one.
[straight nose vs hawk nose]
One can also pick from a variety of hair, and beard if male, stylings as well. You can of course also pick your hair colour. Though we do have a limited palette as I was sad to find I couldn’t make my self-insert character quite as ginger as I am in real life, though to be fair nothing is quite that orange.
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[hair styles]
I think the easiest way to demonstrate it however is a clip of me creating doing a few edits to a character to demonstrate some of the types of changes you can do, you can morph the face to look very different from your randomised baseline if you want to but for this video I kept it to just a few edits.
You can also copy and paste character DNA so you can share it with your friends and the community if you make a particularly awesome, or absolutely cursed, looking character. As a fun tidibt this works even if you change the sex of your character.
[copy and paste dna buttons]
And once you are finally done with making your new ruler you hit Finalize and away we go! Into the game with our new custom ruler!
[picture of in game ruler made in the designer]
All of this is usable in multiplayer as well of course, so you and your friends can create custom rulers in multiplayer games together.
As I said at the beginning of this dev diary, the Ruler Designer will be a free feature in the upcoming 1.2 patch. We are not ready to give an exact release date at this time but the aim is for it to be out before the end of the year.
I hope this has got you excited for creating your own ruler!
Making the Sausage Feature
I thought it would be fun to detail a little bit the process I went through of making a full feature from scratch, to show the various things that go into it from our perspective because making games is an otherwise weirdly secretive process these days compared to the creation of other media like movies, television, or music.
To start off a lot of estimations and scoping of the feature were done by the team, very important work but also not particularly interesting screenshot wise so I’m gonna skip over it and get to when I started doing the implementation. Needless to say all of the images are of older versions with my beautiful placeholder art, thankfully our artists came in and prettied it all up in the current version!
First of all I just wanted a window that showed you some character and when you clicked a button it made that character, to start with everything being random like traits, name and portrait was fine.
[image of the initial portrait and button]
Once I had that going I could then start exposing more things to the interface to be modified, I did the left side of the screen first as it makes up the section that doesn’t cost points to change like name and culture selection.
[image of wip left side of screen]
From there I set up the layout of the right side of the screen, though I left that to fill out later as part of another task as I wanted to spend time getting the portrait customization working.
[image of wip right side of screen]
Adding in all the portrait editing was where a good chunk of time was spent, compared to CK2 our portraits were a lot more complex so just having a few options per category would not work, instead we wanted full sliders for controlling the exact intensity of various genes. Some genes were also mirror of each other, like ear size positive and ear size negative, to make sure they were not two separate sliders or buttons I added in logic so combine them into one slider with the midpoint being zero for both and then scaling the intensity from there.
[image of initial portrait editing]
This portrait editing led to some bugs to fix such as some vaguely skeleton looking characters missing most of their face from being rendered.
[image of horror show clipping face]
After getting all the portrait options setup and working it was then onto the final stage of being able to customise your age and traits and family generation. Thankfully our code was already set up nicely so every character is generated through the same code path, so changing these base values was already unified so it was mostly a matter of tying the UI into doing this in a neat way.
[image of right side more finished]
Which led to some fun issues when I used the wrong UI box type and the traits section could grow to be huge if you added to many.
[image of traits growing instead of overlapping]
The points now actually mattering meant I needed to fix up our achievement settings to check for that and make sure our characters were known if they came from the ruler designer or not.
With our portraits editable and traits pickable it was then time to make sure that picking a trait which changes the portrait would also show up in game, I had to re-work how the traits were handled for this because the base portrait modifier system wants a character and in the ruler designer we don’t actually have a real character we just have a bunch of raw components needed to make one when we finalize.
Adding this in gave me some absolutely cursed portraits when stacking all the visual illness traits, do not open unless you are ok with some gross looking portraits:
[all sickness trait image]
Finally it was a matter of tidying up some things, fixing a few bugs and adding the last bits of polish to the UI feel. Art had been going through once I had got the core features done and were making the UI look good and remove all my placeholders. After all of that and some QA testing for me to fix those last bugs, so much fun with fixing multiplayer issues, we were all done!
I hope this unveiled a bit about how making a feature happens, it was very high level and I avoided the nitty gritty details of it, but I think it can still be illuminating to see the work and various stages of development that go into making a brand new feature!
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Hello everyone! Today Virvatuli and I are bringing you a Development Diary about how we’re catering to different player fantasies in CK3. We will also showcase some of the content and gameplay you’ll encounter!
We are huge believers in allowing players as much freedom as possible to shape the game world in their image, which is reflected in the Paradox slogan “We make the games, you create the stories.” Of course, when trying to model history reasonably accurately as we do in CK3, your starting environment might be a far cry from the just and equal Realm you wish to rule, but determined players should be able to change the mores of their society over time – if that is their fantasy.
As you might suspect, the CK3 team consists of some very nerdy, passionate and compassionate people. Some of the things we’re outlining in this Dev Diary were part of the regular development process, and some have been passion projects. It has been very important for us to represent our players, the team behind the game, and the people who don’t feature heavily in most history books and media. We want everyone to feel welcome and to empower you to play your fantasy.
CK3 truly is a diverse game; it spans a map of nearly half the world and almost six centuries of history. This world is inhabited by a myriad of titles, cultures, faiths, and characters. It’s been our goal to represent all of these things with a great level of detail and accuracy to give you all a deeply immersive experience with more dynamic elements and player choice than ever before. Will you recreate history, build a brand new world, or something in between? It is all in your hands.
But we haven’t just added more diversity; that variety is also much more readily available than it was in CK2. For example, all Faiths and Cultures on the map are playable on release, and the dynamic Faith system will give you much greater power to change the world. We’ve also added many different Game Rules which allow you to tailor your CK3 experience. If you would rather play as a Queen than a King from day one, the Game Rules let you do that, without having to create a custom Faith during your campaign. There are other challenges out there to conquer and stories to explore!
We are incredibly proud of all the stuff we’ve made for you, so without any further ado, let’s jump into the juicy, juicy details!
Gender Options
All gender-related restrictions in CK3 are controlled by the Faiths, either directly or indirectly. As we have an awesome dynamic Faith system, all such restrictions can be changed during a playthrough. Our design philosophy for Faith Tenets related to gender has been to have the exact same options available for men and women. For example, the “View on Gender” Tenet has the settings “Male Dominated”, “Equal” and “Female Dominated”. All the restrictions for women in Male Dominated Faiths are applied to men instead in Female Dominated Faiths.
Even when men historically held the highest titles and womens’ rights were limited, women still had a vital impact on the world around them. In many parts of the medieval world, it was not uncommon for women to rule in their husbands’ absence, they were often advisors and took care of estates. We have chosen to represent this with the Spouse Council Position. Your Spouse’s skills have a direct impact on your realm and you will see events about your Spouse handling all sorts of duties, from negotiating with factions to raising additional troops.
Like in CK2, we have a Gender Equality Game Rule, but with some improvements and added variation. The “Equal” setting (corresponding to “All” in CK2) covers more areas and has fewer exceptions than it did in CK2, largely thanks to our dynamic Faith system and the design philosophy mentioned above. It also comes with an “Inverted” setting where the historical gender statuses are turned on their head and women become the dominant gender in most religions.
Women are also more visually present in Crusader Kings than ever before. We have some awesome loading screens with a diverse bunch of characters, for example, but the biggest impact comes from the new event window. In CK2 we had lovely event illustrations, but the drawback was the lack of variation when it came to characters. In CK3 we use our gorgeous character models to bring the events to life, which will showcase the rich diversity of the cast of your playthrough in the event windows.
Sexuality
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Sexuality provides added spice to character behavior and motivations, both in real life and in CK3, and it will also affect what is considered sinful or even criminal in a Faith in the game. It’s great for drama and intrigue, and in CK3 we’ve given sexualities more granularity. In addition to heterosexuality and homosexuality from CK2, characters can also be bisexual and asexual. Sexuality is no longer defined by a trait, but has its own system, which makes it easier to handle for us and more visible in the interface for you. It also means that we do not frame heterosexuality as the default in CK3, which was also important for us.
Children develop their sexualities around the age of 10 and once set, it will not change. It’s worth noting that we don’t model sexual and romantic attraction separately in the game, so a character’s sexuality sets both their sexual and romantic preferences.
We do however differentiate between sexual preference and sexual behavior in-game. A character’s sexuality in and of itself can never be criminal, but certain sexual acts can be. For example, if a Faith’s “View on Same-Sex Relations” is not set to “Accepted”, two men who have sex will get the “Sodomite” Secret (no matter their sexuality). While the AI doesn’t pursue romance or sex with someone they’re not attracted to, the player can sometimes choose to act against their sexual preference (albeit with a penalty, and it can never lead to a lover relationship). This means a player’s heterosexual male character could get the “Sodomite” Secret if they seduce a homosexual or bisexual man.
We have two Game Rules related to sexuality: “View on Same-Sex Relations” and “Sexuality Distribution”. The former is very similar to the “View on Gender” rule I mentioned above; it can change all Faith’s “View on Same-Sex Relations” from their historical defaults to “Accepted”. The latter can change how common each sexuality is. The settings are “Default” which means Heterosexuality is the most common sexuality, “Equal” which makes all four sexualities equally common, and one setting each for Homosexuality, Bisexuality, and Asexuality which makes them the most common sexuality instead of Heterosexuality.
Faiths
As the dev diaries of the last couple of weeks have shown we have given Faiths a lot of attention, and as you might already know, all Faiths will be unlocked at game start. The dynamic Faith system has allowed us to add plenty of variation at release; we hope you’ll find that each Faith has its own flavor and quirks.
Even better, we now have more distinctions between different non-Christian Faiths, especially in Africa and India! African Paganism from CK2 has been replaced with at least six new Faiths; Roog, Bori, Siguism, Akom, Waaqism, and Kushitism, all with their own Tenets and flavor. For example, the Bori have a long history of matriarchs and worship the spirits. As they believe in spirit possession and that spirits can be either feminine or masculine, they are accepting of same-sex relations. The Siguics, on the other hand, worship their ancestors and believe that twins are blessed.
Hinduism has been split into seven different Faiths. In addition to expanding upon and fleshing out the four main traditions of Hinduism (Vaishnavism, Shaivism, Shaktism and Smartism), CK3 also sees the addition of less well-known Hindu traditions such as Krishnaism and Advaitism. Buddhism has five Faiths, Jainism three, and many Religions across the map have received similar diversification. We have also added a Dualism Religion with seven different Faiths, for example Manicheanism, Mandeanism, and Sabianism.
And as you can create your own Faiths, you will be able to create the kind of society you want to play in. As I have mentioned, some things can be preset through Game Rules, but the challenge of changing the world to your liking can be a really satisfying experience.
For example, we have the Game Rules “Faith Acceptance” which makes religious wars and disagreements a thing of the past, and “Randomized Faiths” which gives everyone in the world a random Faith. For those of you who are sensitive to border gore, please proceed with caution as the following screenshot contains graphic imagery. For the rest, how many Faiths can you spot in the screenshot?
Ethnicities and Cultures
We have expanded the amount of portrait asset sets from the two in the CK2 base game to a grand total of seven in CK3! On release, there will be a visual distinction between Western Europe, Northern Pagans, the Middle East/North Africa, Byzantium, the Steppe, Sub-Saharan Africa, and India. We will also have an even greater number of ethnicities, so you will see variations within these seven groups.
Thanks to the new portrait system, ethnicities now blend seamlessly. When two characters of different ethnicities have a child, the children will look a bit like both parents. More on this in a later Development Diary!
The End
That’s all for this week, friends! Unfortunately, Virvatuli will not be around to answer your questions this time, as she has set out on a new adventure after four years at Paradox. But the rest of the team will be around, of course, so ask away!
Take care of yourselves and each other <3
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