Last week, we got a glimpse of what we are adding to the Wandering Nobles DLC. Today, we are back to discuss the new Wandering lifestyle and the new activities it unlocks in more depth.
As mentioned last week, it is set up like all the other lifestyles in the game, with 27 perks spread across 3 lifestyle trees, 3 new traits, and 3 attached focuses. Unlike our other lifestyles in the game, it is not connected to an education trait but to the Traveler trait. Now, you will gain a 10% monthly gain from the base Traveler trait and an additional 20% for every level in the Wanderer trait path.
The way we see this lifestyle is that for some characters, it might be something to go for right away to use some of its bonuses. For many others, however, it would rather be a natural step after finishing a tree in another lifestyle and having had time to travel around to build up their Traveler trait.
Last week, we looked at the whole tree to see what it looked like for a landed character, whereas this time, I will show what it looks like for a landless character. The two rightmost trees have minor variations, whereas the Inspection tree had to be almost entirely recreated for the new play style.
As we start looking through each perk, I will show variations of each perk, if any, and talk a bit about each. That said, it’s only natural to start with the first tree we made for the new lifestyle.
Wayfarer
When explaining the fantasy of the tree to people, I often used my father as an example. This is not the person who goes out in the forest for the sake of going anywhere, but rather someone who enjoys the journey itself. They enjoy traveling, and exactly where they end up is less important.
Before we start, one last thing to say is a bit about lifestyle philosophy when we created these new lifestyle trees:
We wanted each tree's first perk (intro perk) to be generally suitable for anyone, so it is easy to dip into any of them and still feel like you get some kind of bonus worth taking. We believe it is easier to entice people to go further down the tree if they have invested some points.
Then, we have a midpoint where we unlock the activity, which we wanted to be a halfway-capstone trait—it is supposed to define the tree.
We also included one capstone perk right before the trait so you would feel it is worth finishing up the rest of the tree.
Every tree should have at least two themes that will synergize throughout the tree.
You should be active to gain the tree's bonuses. You engage with this lifestyle; the lifestyle does not engage with you.
So, with that in mind, what were the themes for the Wayfarer tree? We attached it to Fame (Prestige Experience) and Stress Loss. Attaching it to fame, rather than Prestige, enables us to give out some more sources without worrying about giving out an abundance of Prestige to the player. We also wanted to include a bit of a “friendly ruler traveling through their domain” kind of feel to it, so we have some perks trying to enable that fantasy.
Now, let’s have a look at the perks for Wayfarer.
Well Prepared
This perk was supposed to give you a simple way to make traveling safer. If you want to travel around a fair bit, which is the point of this tree, we want it to be less costly and dangerous. We also included a supply boon because it fits the name of the perk.
Far and Wide
This is the first perk dipping into the fame synergy we wanted for the tree. By letting you travel around more safely (from the first perk) and now giving you a fame gain, you can start racking up fame while participating in activities or traveling to distant lands.
Just One More Hill
This is inspired by the two educational perks in the game: the Pedagogy perk in the Scholar (Learning) tree and the Groomed To Rule perk in the Family Hierarch (Diplomacy) tree. I wanted a way to enable the player to prepare their heir for the tree if they wanted to dip into it with their next character and give them a solid way to pass on the Traveler trait from one character to another.
As a fun little side note, the name is inspired by my father, who would always respond with a “Just one more hill and we’re home!” or “It’s just around the corner now!” whenever my sister or I would ask if we would be home soon when we were out walking as kids. Of course, that was a lie; it was not just one more hill or just around the corner.
Storyteller
The first capstone perk of the tree enables both the fame and the stress loss synergy. It gives you fame from hikes and random travel events (particularly danger-related ones), and the activity is intended to be a very effective way of removing Stress (similar to feasts).
Of the People
The first perk in this tree has two different variations, one playing into the friendly ruler fantasy and the other into the fame theme. In both cases, we wanted to inspire the character to move around often.
Local Hero
For the Wayfarer tree specifically, we made the perk of both lines leading up to the trait a bit of a capstone perk. In this case, the Local Hero one is intended to be a great boon for those grabbing all that fame, giving them a decent Diplomacy boost. It also gives you access to two new travel options, one of which provides you with another way to play into fame and stress loss:
Travel Companion
This is just a simple perk that increases the opinion of everyone traveling with you at any given time and improves the Caravan Master aptitude of anyone currently serving that role for you.
The Home Away from Home
This is the capstone perk for stress loss. You can increase your stress while traveling and open up a new activity option: expanding the time spent on a hike. This should give you more options to lose stress or gain fame.
Wayfarer Trait
Finally, for Wayfarer, the trait tries to tie together the two synergies that we have played into throughout the tree. It gives you higher stress loss the more fame you have, as well as giving you the Prowess fame bonus. It does mean, at the end of the day, that how many boons you get from these last perks matter how much fame you have managed to scrounge together, but we felt that was fine and played into one of our philosophies from earlier; you have to (most likely) be active to get fame, which in turn will give you a good boon at the end here.
Voyager
So, on to our second tree, the Voyager tree. If the Wayfarer tree was about the one who enjoyed the journey but didn’t care about the destination, then the Voyager tree is the opposite. They don’t care about their journey but about where they are going. When explaining their fantasy, I have often described them as the tourist tree.
The themes we have explored for this tree focus on Points of Interest and Languages. The points of interest theme was an obvious fit for it, whereas the language theme just happened as we played around with themes that might fit the tree. Of course, the tree isn’t limited to just those two things.
Power at Home/Organized Camp
When we originally made the perk for landed gameplay, being able to handle your regent at home would help someone who would regularly travel abroad to see things. If the idea was that you should be able to travel to distant places, we didn’t want you to get punished too hard immediately.
That idea did not easily reflect into a landless variation, so we instead tried to dip more into our idea of having “something that is just generally good to dip into” for landless play, and that was an across-the-board boon to provisions and travel speed.
Mercenary Contacts
We wanted to give the Voyager an easy, cheap option to provide general boosts to their travels, but taking a travel option spot. This means you can travel far with fewer dangers, presumably, but you are giving up other opportunities. Due to the name, we attached a bonus to hiring regular mercenaries.
Journey Planner
Looking into opportunities to go to distant locations, we figured a boon to diplomatic range would be an exciting option. One thing to note is that it is not an easily obtainable modifier in many places in the game, giving another reason for dipping into the tree. Another thing to note is that the tree unlocks diplomatic range matters for the Monument Expedition activity, so increasing it slightly means you will have access to more locations for that activity if you so wish.
Finally There
We wanted to empower the player when they finally reach their destination in a journey, to play into the core idea of the tree. Initially, we simply gave the player a prestige and stress bonus every time they reached their destination in a journey.
However, this didn’t quite work when we looked at the tree for landless characters, as… Well… They could reach a destination every other day if they kept moving their camp about. Instead, we attached the same idea directly to Points of Interest, which synergizes surprisingly well with another perk further down the tree. We initially kept the original idea for landed gameplay, but after seeing the synergy and how much cleaner it looked, we changed it to be the same as the landless one.
Journey
The mid-way capstone perk of the tree, where you unlock the Monument Expedition. The activity was strong enough that we did not need to attach many other effects to this one. The first perk that plays into the language theme, making it slightly easier to learn new languages.
Souvenirs Aplenty
As part of this tree, we wanted to include at least one perk where you could effectively “bring home development,” but we wanted to ensure it couldn’t be stacked infinitely. In that sense, we figured it might be fun if you, as a, for example, slightly backward Scandinavian, traveled to Constantinople to see the sights and were inspired to improve your homeland.
This is another one that didn’t reflect well as a landless one. We tried different variations, some decreasing building costs for a period, etc. But in the end, none of them felt quite right, so we simplified it and reimagined it as a perk where going to new places would give a (non-stacking) opinion boon with your camp.
Gracious Host, Impeccable Guest
We imagined this perk as someone who has often been traveling to other cities and knows the etiquette and manners expected of you no matter where you are. Someone who can equally serve up an impressive feast for strangers on one side and attend one in an exotic court on the other.
This is the primary payoff perk for the language theme, as you get a neat bonus for all your court positions. It’s not grand or super impactful, but it can add up if you have a lot of active court positions.
Been There, Done That
This is the other perk I mentioned in the ‘Finally There’ perk. It increases almost all rewards you gain from Points of Interest by 30% (with a few exceptions, like events triggering or gaining traits). This is the absolute capstone perk of the tree, and it enables a playstyle mostly traveling around and seeing Points of Interest with Monument Expeditions and Pilgrimages while still racking up lifestyle experience points, a lot of prestige, and reducing stress.
Voyager Trait
Unlike its Wayfarer equivalent, we wanted this trait to play less into the synergies of the tree but more be a composite of the tree. It bumps up the diplomatic range gain even further and increases your travel speed, giving you access to even more points of interest previously out of range.
Inspector - Landed
The final tree of the lifestyle is the Inspector tree, and as you might notice, we will split this into two different sections altogether, rather than simply showing the variations of the perks. This was the one tree that saw a significant rework for landless gameplay due to how the tree was initially structured for landed gameplay.
When we started making this tree, we wanted a tree that was very much built up around a managerial figure who would travel the realm regularly to make sure everything was up to scratch—the one who periodically shows up unannounced in a vassal’s domain to ensure they are doing their job correctly.
The themes for this tree are fuzzier, and it is more playing into a specific idea of having to travel to holdings around the realm to give them a temporary boon. You go somewhere, host an activity, or make a decision somewhere, and that place is improved for a while.
Mustering
The first one is a simple boon as you travel through holdings of your realm, improving any Stationed Men-at-Arms there by about 5-10% for 15 years. In other words, consider preparing before going to war, making sure to do the rounds and inspire your men so they get that fighting boon.
Know Your Land, Know Your People
This is a mouthful but less impactful than it first seems. The parochial and minor landholder vassal bonuses should be negligible, and the importance lies in the marriage acceptance boon. It means that within your realm, you have a significantly higher chance of being able to grab any marriage you may wish, both for yourself and your extended family. Want to ally with a pesky vassal who keeps being an issue to your rule? This could push up the acceptance level enough to make it happen.
I understand that certain players will read this as marriage acceptance with close and extended family, and technically speaking, that would also be true as long as they are within the realm.
No Stone Unturned
As part of our work on this lifestyle tree, we wanted to give the player more active tools for gaining control and development, of which this perk is a key part. By hosting feasts, hunts, inspections, or other activities, you can now focus on where you want to improve something.
Need to hold a feast, and you recently had a popular revolt ruin the control in your domain? Now, you can handle both of those at once.
Travel Logs
We often noticed that many players ensured that they only traveled relatively safely, so the Seasoned Trait Track had little time to shine. As a ruler who was actively trying to make sure their realm was safe and well taken care of, it felt natural that you would be able to increase this trait track even if you didn’t directly experience the danger, simply because you were so directly working against it.
Inspection
The first capstone perk of the tree opens up the inspection activity. This should open up the fantasy of traveling around your realm more appropriately, as we will see later when discussing the activity. We also attached some tax bonuses,
Arbitration
This unlocks a new decision where you can stop a journey to manage the domain for a while. Effectively, you will trade some prestige and travel time to gain legitimacy and either remove corruption in that domain or gain a temporary modifier that will increase levy size, holding taxes, or development. This plays into the same logic as with ‘No Stone Unturned,’ where you can more directly manage one holding and take care of any issue it might have.
Charts & Itineraries
This unlocks a new decision: You can write a book about your travels somewhere. This is a leftover from when the tree was focused more on surveying the land rather than inspecting it when we focused more on mapping out your realm, etc. We like how the decision turned out, so we kept it as is, even if things around it have changed slightly.
Personal Touch
This is the proper capstone perk of this tree, binding together ‘No Stone Unturned,’ ‘Inspection,’ and ‘Arbitration’ in one, either giving you them for free or improving them. This should be a noticeable boon for those who want to simply do realm gardening and ensure their little realm runs smoothly.
Inspector Trait
With a similar logic to the Voyager trait, this is supposed to, at a glance, tell a player what kind of fantasy this tree is supposed to provide to you as a player. It’s about realm management and gardening and ensuring all the little bits and bobs work as they should.
Inspector - Landless
As we approached making a landless variant of the Inspector tree, we asked ourselves if we could keep the same logic as we did for the landed tree. After all, it was a tree focused on improving your realm, which is hard to simulate with a character that does not hold land.
In the end, we decided to do away with the central theme of the tree and look for something that might work better for the landless playstyle instead. We landed (see what I did there?) on a theme around improving your understanding of a specific terrain. Simply put, you can become the master of a particular field or area.
Finding Your Way
So, the very first perk of this tree is critical to setting up the rest of the tree. We unlock a new decision for you where you choose a designate a type of terrain that you would like to focus on:
Woodlands - Forests/Jungles/Taiga/Wetlands
Highlands - Mountains/Hills/Desert Mountains
Lowlands - Plains/Steppe/Farmlands/Floodplains
Drylands - Deserts/Drylands/Oasis
For many perks following this, you will then enable bonuses to the Designated Terrain.
Knowing the Land
As we looked at changing the “Knowing Your Land” perk, we still wanted to try and keep some of the same fantasy. But rather than knowing your land or its people, you know the terrain you specialize in and how you keep yourself alive as you travel through it. As a significant boon to the Gather Provisions decision, it is an even more helpful tool in getting extra provisions, particularly if you spend most of your time in your Designated Terrain.
Navigating the Wilds
We knew we wanted to put a battle bonus to this one. After all, as we started playing around with the idea of specializing in a terrain, one of our first ideas was to be a renowned bandit group holed up in a mountain pass. We want you to feel like when you are fighting in your terrain, you are truly in your element.
Earth’s Bounty
Replacing the Inspection trait wasn’t easy, as it was vital to the original tree. What we looked at was to continue the logic from the ‘Knowing the Land’ perk, where provisions are less of a problem as you travel through your Designated Terrain. Opening up the Quartermaster and Head Porter positions irrelevant to your buildings means you will always have effective ways of handling provisions.
Right-Hand Man
After making Earth’s Bounty, we felt we had a tiny sub-theme of Officers in the tree, so we thought we could play further into that with this trait. The Second officer is the most crucial position you can have as a landless character, and this is a way to ensure they are doing their utmost for you.
The second part of the perk was my experimentation to see if it would be interesting for the player to gain skill bonuses based on their current Camp Purpose, slightly inspired by other perks such as ‘Friendly Counsel’ in the Family Hierarch (Diplomacy) tree or ‘Learn on the Job’ in the Scholar (Learning) tree. As you might imagine, the exact skills will change depending on your camp purpose, such as Martial and Prowess for Swords-for-Hire or Learning and Stewardship for Scholars.
King of the Wilds
This is the capstone perk of this lifestyle, unlocking a decision to hyper-focus on a specific terrain from the ones in your Designated Terrain. For example, if you chose Highlands the first time, you can now select between Mountains, Hills, or Desert Mountains as your terrain to master.
The idea was that since you specialize in a particular terrain, you are likely to be often forced to take action outside of that terrain and then get 0 bonuses from this perk, so in turn, they should be extra strong when you finally get the chance to shine.
New Activities
As we started working on the DLC, we knew we wanted to add activities so the player could open up more travel options. We already have many options across base-game activities (see Hunts, Pilgrimages, and Feasts) and DLC-locked ones (see grand activities), but we wanted to make something symbolic of each tree.
In the end, though we had many different potential options, we ended up with three activities we wanted to go for:
Hikes for the Wayfarer tree, so you can travel just for the sake of traveling
Monument Expedition for the Voyager tree so that you can get to the points of interest you want to see
Inspection for the Inspector tree so you can improve the specific counties you want to improve
It was vital for us that each activity gave you more of what the lifestyle tree already gave you, but usually with minor tweaks or twists from the regular lifestyle. For example, the hike will give you stress loss and fame, but you might also get wise man trait XP.
Hikes
Speaking of hikes, it is the first activity we will talk about.
You can set out with your guards and up to 1 special companion to leave life at court for a short bit. If you bring a companion, the events will change slightly based on that, and you will have opportunities to build a bond with them. Or torment them if they aren’t built for hiking.
You will set out towards a location, usually quite remote from anything. As you reach the area, the activity will start, and you will take a short hike before you start the return journey back home. You will go through several events detailing your experience in the wilderness, some rarer than others.
Some examples:
The “systemic” events of the activity—the start, mid-activity, and end events—don’t have options, but any randomized events in between those will. You will meet people, see sights, or experience nature's good and bad sides.
Monument Expeditions
The Monument Expedition is the only one of the three that lets you travel outside your borders, which felt fitting considering the lifestyle trees and how they have been set up. You can go to any barony in the world with a special building, so it’s not just for any point of interest, but it will let you visit most of them.
When you arrive at the activity's location, you can choose one skill to focus your efforts on as you explore the local sights. The alternatives will be based on the building and its type, and then throughout the activity, you will have opportunities to increase or decrease the chance of getting skill boons.
Most events related to the activity will either increase your chance of getting extra skill boons or give you options for good court position holders.
Finally, at the end of your journey, you will gain a slight skill improvement, with the possibility of a second one based on how things turned out.
Inspections
Now then, to the final activity, Inspection. Similar to the hikes, this can only be done within your borders, giving you a few options based on where it is and what you want to do. One thing to note is that numbers might be higher than they should be in the following pictures (success chance and gold gain).
As you arrive, you will have three options to choose from (the first one is only available in border counties). They are:
Claims/Vassalization Acceptance
Taxes/County Control/Development
Levies/Opinion/Popular Opinion
We made all the information easily accessible in the event, so you do not have to comb through menus to find it. In the picture, you can see that you have 325 levies from the county, 1.64 in taxes, 9 development, 10 popular opinion, and the local ruler has an opinion of 100 of you.
The option chosen will affect the rest of the inspection and how things will turn out, and this will be the goal of the inspection. Based on your options here, many events in the rest of their activity might act slightly differently. For example, an option that would increase the chances of success for someone aiming to increase Levies/Opinion/Popular Opinion might decrease the chance of success for someone aiming to increase Taxes/Control/Development.
Halfway through the activity, you will get a second option to specialize:
Here, you get to choose even further. In this case, we decided on Taxes/County Control (which is invisible due to already being at a 100)/Development as our first option, and here, we get to choose between Taxes and Development to hyper-focus on. This lets us decide which will have the strongest effect in the case of a successful Inspection.
Throughout the inspection, you will encounter a fair number of events that give you opportunities to affect the county in some way. Most of these will have opportunities to increase or decrease the chance of success, which is at the heart of the activity.
And if things work out, you will get the rewards you sought.
Conclusion
And that’s all for this time. Hopefully, you all enjoyed this glance at the new lifestyle and new activities. With winter soon upon us up here in the north, I figured I’d give you one last art piece to look at before I jump out. Look at it and freeze, like I do.
Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!
Good day everyone! We're releasing an update today to tackle some balance, bugfixes and interface issues affecting Roads to Power and the associated 1.13x "Basileus" Update.
Notable changes include the addition of a game rule to limit the amount of adventurers in game and Administrative governments having a new "Realm" interface. See the changelog below for a full list of changes.
PC Update 1.13.2 Changelog
Expansion Features
Administrative government now has access to a new tab in the “Realm” interface, listing additional laws that can be changed independently of imperial bureaucracy to allow an administrative top liege to have greater agency and control over their realm.
Added a new law for administrative to prevent governors from using the boundary dispute and subsume governorship schemes, ensuring that your internal borders stay somewhat more constant over time.
Added a new law for administrative, which allows the top liege to prevent governors from declaring external wars.
Free Features
Added a new game rule to limit the amount of adventurers in a game.
Added a new game rule to adjust the amount of damage gained by point of advantage in battles.
Options include 1, 2, 5, 7, and 10.
Game Balance
Default damage adjustment is now 5% per advantage in battles, down from 10%.
The martial lifestyle perk “Strict Organization” now provides increased governor efficiency for administrative rulers.
Increased the cost of refilling MAA with provisions by 68.75% for adventurers.
Rebalanced cost and bonuses of the great tower of silence.
The stewardship lifestyle perk “Detailed ledgers” now provides some additional administrative vassal tax obligation for administrative rulers.
Increased the base levy obligation for administrative to 30%, up from 10%. While admin has less levies in general, there is no need for the governors to keep that many levies for themselves.
Civilian themes no longer provide less levies to the liege. They are meant to generate income and provide development, which means that they have less reason to keep their levies than other administration types.
When a populist faction sends their demands to a ruler with a state faith, the ruler can only choose to change the state faith if the faction’s faith is of the same religion as they are, or if the faith covers a majority of their realm (60% or more of the realm’s counties).
Enabled raiding for governors of frontier themes, allowing them to raid neighboring realms.
Governors will now spend a higher portion of their income on men-at-arms. This should prevent governors from disbanding their troops too easily when their governor efficiency changes, or when they are replaced by a new governor with a lower efficiency.
The emperor now has 0 candidate score for appointment, making sure to avoid inheriting titles needlessly if there are others in the line of succession with low scores.
Significantly reduced the likelihood and frequency of the AI asking for a council position (not accounting for when they force themselves onto the council).
The “Men-at-Arms” innovation in the high medieval era now increases the size of title MAAs by 1.
Reduced the amount of gold you receive from dividends when you found a holding as a landless adventurer.
Added a grace period after you take the “Stand with Us” contract. No longer will you be called out as an “Oathbreaker” if the war immediately ends and you have no time to join it.
Increased the chance of a vassal governor to accept, and to accept without making any demands, when you ask them to end their war.
Asking a vassal to end their war now takes the Loyal and Disloyal traits into account, increasing and decreasing acceptance respectively.
Higher levels of imperial bureaucracy now increases republican tax obligation in addition to administrative tax obligation.
Level 3 provides a base +5%, while level 4 provides a base +10%, bringing the total obligation to +30% at maximum bureaucracy.
In an effort to make sure that titles are created at a rate we want them to within an administrative realm, administrative government now has an innate -50% title creation cost bonus.
AI vassals will no longer adopt a state faith if their top liege follows the same faith as they do. If the emperor can have it, then so can we!
Non-admin vassals will only consider to adopt a state faith if their faith hostility is low enough, and will not adopt it by themselves if they consider the state faith hostile or evil.
Enabled the “Demand Administrative Governance” interaction towards republics, allowing you to convert mayors into admin.
Lowered the defensive advantage the vassal gains from frontier administration to 6, down from 8.
Lowered the coastal advantage the vassal gains from naval administration to 10, down from 15.
Updated acclamation succession to take the palace politics cultural tradition into account for reducing candidate score based on disfigurement. Not having this tradition will no longer reduce a candidate’s score if they are blind, disfigured, infertile, etc.
Increased the penalty to a candidate's score for appointment succession when of the non-preferred gender to -80%, up from -66%.
Made it a bit easier for vassals to convert with you when creating a new faith when you also have a state faith.
If you hold a lot of sway within the realm (i.e. you have high diplomacy, learning, legitimacy, influence level, is part of a powerful family, etc.) vassal acceptance will increase.
Additionally, having the Prophet lifestyle perk will increase acceptance based on your diplomacy and learning.
The “Influence candidacy” interaction no longer requires the target character to belong to a noble family. This allows you to promote lowborn and nobles who have yet to become a noble family to governorships, without having to resort to revoking a governorship and using “Grant Appointment.”
The AI will no longer force others to join their faction if they themselves were forced to join.
The influence option in the “Force to join faction” interaction can no longer be used on characters who actually like their liege.
Administrative can now adopt the cultural tradition “City Keepers”.
Administrative vassals who are not a part of your de-jure can now be granted independence.
Administrative rulers can now grant independence to tribal vassals who are a part of their de jure.
Made it more expensive for administrative to convert tribal holdings, increasing the base cost by 25%. Admin should not want to conquer tribal land, but rather wait until someone else does it first and make it more civilized.
Moved 1 MAA limit from the Roaring campfire building to the Swords-for-Hire and Legitimist camp purposes directly in order to promote specialization.
Moved one MAA max size from the Proving Grounds to the Lockwagon building (unlocked by Freebooters, Swords-for-Hire, and Legitimists) in order to promote specialization.
Reduced knight limit from Roaring Campfire significantly.
Reduced adventurer government knight limit by 8 (10 -> 2), added 8 knight limit to Swords-for-Hire and Legitimists, added 3 knight limit to Freebooters.
Moved knight efficiency from Proving grounds to Roaring Campfire.
The base acceptance for the “Make a Request” interaction has been reduced to 0 (down from +30).
AIs are now less willing to give adventurers gold using the “Make a Request” interaction just because the adventurer is poor.
AIs now give less gold when adventurers use the “Make a Request” interaction.
AIs will no longer give adventurers using the “Make a Request” interaction more gold if they have 25+ opinion of them. It now only counts being friends/lovers.
Best friends/soulmates will give adventurers more gold when using the “Make a Request” interaction.
Requesting a new contract now only reduces opinion by -5, and the AI gets +30 acceptance for the request.
AIs are now less willing to give adventurers gold using the “Make a Request” interaction if they themselves are poor (from -10 to -30).
AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is powerful (-25 at 400 max strength, -50 at 800 max strength).
AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is stronger than themselves (using max troops count).
Reduced the acceptance bonus for the “Make a Request” interaction based on your prestige level (from 10, 20, 30, 40 to -> 5, 10, 20, 30).
Lowered opinion malus from demanding artifacts.
Rebalanced options in stewardship_wealth.1051.
Significantly lowered gold costs in travel_events.2013.
Removed stress from opting out of buying a trinket in travel_events.4036.
“Gather Provisions” now has a chance of critical success and critical failure: critical success awards more provisions, and failure can result in wounds, illness, or frostbite (depending on terrain).
Removed the MAA max size modifiers from excellent aptitude camp officers.
Reduced the piety gained from “Proselytize to Locals” by 50%.
Reduced the “Max MAA regiment limit” that you could get from your adventurer camp by 4 (across multiple buildings).
Reduced the “Max MAA regiment size” that you could get from your adventurer camp by 5 (across multiple buildings).
Reduced the individual MAA max size modifiers from the Baggage Train camp building by 2 (3 -> 1).
Updated the AI acceptance in “Contest Appointment”. Spending influence now takes your influence level into account, and instead of comparing direct influence with the target governor, we now compare influence level instead.
The AI will now avoid calling players to war if the player is in debt.
Increased difficulty for adventurers attempting to chain church-robberies.
Added an upper limit to gold reward from the “Stand with Us” contract of 1 yearly income of the employer and their current gold.
Bugfixes
Eliminate performance degradation when zooming in and out close to terrain - map icons should now be much more efficient.
Added missing localization and formatting to the administrative_government_vassal_opinion modifier.
Fixed issue causing religion and culture to not show up for characters in the Arrange Marriage list of potential spouses.
Fixed elope.1003 being broken.
When restoring Rome and converting to Hellenic it will now destroy all head of faith titles you hold.
Fixed a softlock in the “Conduct census” contract when the first destination was the same as your camp location.
Allowed Turfida to start the game inside her husband Hereward's camp.
Enabled Adventurers to complete betrothals without having to use another request for marriage.
Fixed an exploit where you could keep reducing your stress when using the petition liege decision. By canceling the travel planner before you start to travel, you would lose stress, despite not having gained any stress yet.
Fixed the effects of granting prestige and influence without gaining experience in their corresponding levels having no text.
Fixed the petition liege decision not refunding your influence if you decided to cancel it before reaching your liege's capital.
Fixed the Caravan Master and Wet Nurse court positions not being affected by the family business cultural tradition.
Updated the script for when an estate is damaged, as it would deal much more damage than intended by removing entire buildings. An estate building should instead typically lose a level (or several) instead.
Locked DLC only dynasty legacies for AI too.
All cultural traditions lifting terrain restrictions on buildings will now properly check for the county culture instead of the holder's culture.
Fixed an issue where you could use the “Force to Join Faction” interaction without having enough influence.
Fixed the faction join-chance modifier “Liege was preferred heir” being applied twice.
Fixed a previous change to the holding triggers which prevented you from constructing holdings in most baronies with desert or desert mountain terrain in the areas in and surrounding the Sahara. Only the corridors across the Sahara will remain empty.
Updated the logic for the transferring of titles in the “Force to Step Down” interaction. Titles and vassals should behave more consistently as a result.
Added missing petition type names in the “Petition Liege” invalidation event.
Fixed a crash that occurred when hovering on a rally point icon that is moving with your adventurer camp, or on a province you've just lost in a war.
The Varangian Guards men-at-arms and the Akolouthos court position are no longer strictly locked to the Byzantine Empire. All emperors who have the cultural tradition unlocking these have the option to use the decision to found the Varangian Guard for their primary title.
When restoring the Roman Empire with the Varangian Guard founded, you get to keep access to the Varangian Guard MaA and the Akolouthos court position.
Restoring the Roman Empire will now transfer your title Men-at-Arms to your new title, making sure they won't get lost as the old title gets destroyed.
In order to befriend an ally you are helping at war you now have to actually contribute something to the war score.
Blocked the decision to form Portugal if Portugal already exists.
Changed the lone clan Portuguese vassal into feudal.
Made it easier for landed rulers to become a legitimist landless adventurer by ensuring you get claims to all of your former titles on transition.
Fixed an issue preventing the top liege of an administrative realm from granting the duchy containing your de jure capital to a vassal. It now checks de facto capital instead.
You can no longer renounce personal ambition using the decision “Renounce Imperial Aspirations” if you are a diarch.
The "Formation Fighting" cultural tradition now provides bonuses to the Strategist trait, providing a higher combat roll and reduces enemy defensive advantage.
Removed the warning telling you that you have less than expected court grandeur, if you do not own the 'Royal Court' expansion.
Fixed the domicile outline element being broken if you switched from admin to feudal.
Fixed charnel grounds being missing from the duchy building list.
Fixed the displaying of gold from mercenary contracts in the war overview.
Fixed occurrences where adventurers may get stuck in contracts that became invalid while traveling.
It's no longer possible as a landless adventurer to kidnap people and wait for their liege to offer you a contract to prison break them.
Fixed tutor child contract to invalidate properly if the child or the employer is dead.
Fixed hold_court.6080 to no longer target provinces with holdings and changing their holding types, instead target only empty provinces.
You can no longer use the "contest appointment" interaction if you are invalid to be a governor for the requested title.
Fixed the "Commission Artifact" decision cost reduction from estates not being applied correctly.
As a head of faith, you can no longer use the “Adopt State Faith” decision. It wouldn't change your faith anyway.
Artifacts you are wearing will now be correctly shown in your portraits and in the barbershop.
Fixed characters that lost all titles, due to their liege losing a war, not having a chance to become landless adventurers.
The “Discovered Secret Schemes” tab will now correctly display all known schemes.
Administrative heads of faith will no longer lose their family head titles when their administrative titles are revoked.
Moved the "Summon to War" interaction to the expanded section of the interaction list, and it is no longer shown on governors who don't have frontier or naval administration.
Fixed becoming a wanderer instead of landed when getting promised land from support a faction contract.
Fixed becoming a wanderer instead of either losing the game or becoming an adventurer when your last title is revoked.
Discovering agents in hostile schemes against you will no longer expose agents that you were forced to remove from the scheme. Added a weak hook on the agent if you decide to not remove them.
Fixed convert to witchcraft odds prediction to be more precise.
Added missing localisation for the court gardener trigger.
Fixed the court gardener court position requiring the employee to have, or have finished, an inspiration. It no longer does so.
State faith will no longer change when the title gets inherited by landless rulers.
Fixed an issue where granting an appointment as a vassal would give the new sub-vassal a noble family, even though they shouldn't get one.
Added missing text for the heavy infantry pursuit and screen multiplicative modifiers.
Added some text explaining that a governance issue is unavailable while you have an active issue already.
Fixed the reception hall upgrade for the estate providing additional legitimacy for every title the emperor would get, including when revoking titles. The bonus is now only applied for the primary title.
Fixed the reception hall not resetting the stored legitimacy upon being gained.
Fixed global_culture.0015 being empty with an inappropriate background.
The “Scholars of Baghdad” event can now only happen if you own and are located in baghdad.
Fixed background of fp1_jomsvikings.1001.
You can no longer start the depose scheme if you are disfigured, blind, etc. and the top liege has a culture that frowns upon these traits in regards to succession (e.g. the palace politics tradition). The scheme implies that you will take the title yourself, but due to your low score for having either of these traits, this will rarely happen.
Fixed the description not always showing for the depose scheme interaction.
Custom appearances in the ruler creator will no longer be automatically overwritten when changing culture.
Removed options from the “Have child study language” interaction - you're already paying a tutor for that.
Fixed the liege regency tutorial not progressing when it should.
Bp1_yearly.5720 can now only happen if the rival is in the same location as you.
Shortened the text and fixed animations of bp1_yearly.5720.
Fixed an issue where you could accidentally enable Roman Empire hard-mode even if you never chose that option.
Changed odds predictions in romance schemes to be more accurate.
Fixed an issue when attempting to release a prisoner in exchange of becoming your executioner, where they would not end up becoming your executioner as expected.
Fixed the secrecy grace period for the “Challenge status” scheme.
The “Save preset” window in “Game rules” view will now be fully visible on 1080p resolution.
Make sure the “Refill MAA with gold” option for adventurers states the correct numbers in the tooltip.
Fixed the “Offer eunuch” interaction not allowing you to replace the selected character, should you have multiple eunuchs available.
Clarified in the localization that you only have access to runestones before the High Medieval era.
The “Offer eunuch” interaction now requires the target to be a ruler and have a court.
The “Roaming, raving” event now correctly states it has a 25% chance of spreading the modifier, rather than the incorrect 15%.
Fixed a small history issue with the County of Coburg being a prince-bishopric in 867.
Your bishop will check a bit closer before claiming your marriage is consanguineous in nature.
The “Warrior culture” cultural tradition will not properly explain that you need a tribal government to choose it.
Fixed an issue where in some rare cases, when replacing a bodyguard in events, you would fire the best one instead of the worst one.
Fixed a minor issue with the event “Ruin rumbling” where one of the characters wouldn't be assigned a proper nickname.
Blind and maimed people will no longer take part in archery contests.
Fixed an issue with the “Guest of honor” APA in camp parties, where they would occasionally not be able to find the host properly.
Fixed an issue in the “Another lover” event where a character would check if they were attracted to themselves. Narcissus is before our time.
Fixed an error in the event “Another lover” where you kept a best friend lover even if you broke up with them.
The friendly language learning letter should be less likely to call you a mud-eater, even if you might deserve it.
Added an event reason for some camp officers which were missing.
Fixed an issue with cooldowns in the wedding event “Oath in moment.”
Updated the text when attempting to change a tribal vassal into administrative. It will now say that only settled governments can change directly to admin.
Fixed the “Do you know who I am” perk to actually give +20% acceptance instead of 50%.
Fixed the reason not being shown when attempting to pick the cultural tradition city keepers without having an eligible government type.
Set_designated_heir effect can now only be applied to direct children. Prevent some crashes when this becomes circular.
Made a fix for Designate Heir to line up with recent code changes. The recipient now has to be your child to be eligible for being designated. (This should only affect administrative, who could designate close family members.)
The “Request co-emperor” interaction will only designate the co-emperor as heir if they are a child of the current emperor.
Added missing text for when you have a hook available in the 'Summon to War' interaction.
Fixed a bunch of animations not working in a large number of events.
Removed duplicate war score values in the adventurer raid contract CB.
Art
Added the correct grudge icon to the game concept.
Added struggle trait background for modders.
History
Saxon culture now starts in the high medieval era when starting a game in 1178.
Corrected dynasty house for Robert de Dreux.
Game Content
Added an event for adventurers where a follower wants to get married to a local.
Added a new interaction named “Aid Tribal Development”, allowing lieges to support their non-tribal vassals in converting their tribal holdings into castles.
Enabled the decision to restore the Roman Empire for administrative. You can now adopt the administrative government first and still restore Rome, instead of having to do it in a particular order.
The Byzantine cultural traditions “Roman ceremonies” and “Palace politics” can now be adopted if you restore the Roman Empire and don't have the traditions already.
Interface
Removed mentions of antiquarians being needed to repair artifacts from tooltips and court position description.
Fixed “Music player” not being localized.
Hid the commission legend artifact decisions unless you’ve completed a legend, and made the decision major.
The breakdown tooltip for candidate score in appointment now explains the gender penalty in a better way by showing the % penalty, and not just the value.
Fixed cut off text on “Fight Corruption” contracts.
Added advanced features to the Ruler Designer: you will now be able to generate random appearances based on the selected Culture, only load Traits or Appearance from a saved Ruler, and decide whether to regenerate the Appearance when changing Culture.
Added potential gold gained from mercenary contracts/interactions in the war overview for all participating landless adventurers.
While today's update should be fully compatible with existing save files, we encourage you to disable any mods and start a new campaign if you encounter any issue. If the issue persists afterward, then please submit a report via the bug report board on our official forums!
It’s been a while since I wrote one of these, so I figured I could give a short presentation of myself. I’m Joachim, one of the two Design Leads on CK3, and I have been around at Paradox on different projects since CK2’s Holy Fury (my first DLC). It’s my pleasure to present our last entry in Chapter 3, namely, the Wandering Nobles DLC.
As we set out to create this piece of content, our primary goal was to see if we could spend more time with the traveling system from Tours & Tournament. It was a system that was generally well-liked internally and externally, and we knew we would most likely be used a fair bit by adventurers (though exactly how that game loop would turn out was unclear at the time). We wanted to continue experimenting with it and see if we could add more content to it in different ways.
Since I have seen some confusion about this, one thing to clarify is that the Wandering Nobles is not a Landless Adventurer DLC. It was made primarily for landed gameplay, and though much of it is also available to landless characters, they are not the pack's focus. In other words, this DLC will not have unique landless features, new contracts, or anything locked to the adventurer playstyle.
Even though I will not go into detail about events, a plethora of new events are spread throughout the different features that will be detailed here, as well as a slew of new travel events. In this event pack, we tied them all into things the player will choose to engage with, see activities, lifestyle, and travel, rather than having them appear seemingly at random.
Lifestyle
Besides the traveling focus, what you can find in the pack is our first new lifestyle since the game's release. This avenue of content has remained almost untouched since the game was first released, except for adventurer-specific perks in Roads to Power, which we wanted to try and experiment with. It is set up like all other lifestyles in the game, with 27 perks split across 3 lifestyle trees, 3 focuses, 3 traits, and landless perk variants where needed.
One essential philosophy of the new lifestyle tree is that we wanted it to be a tree where you had to engage with it rather than having it simply engage with you. In other words, there are fewer passive bonuses, and most bonuses are gained by engaging in travel or activities. In that sense, we tried to go for impactful effects and bonuses from the perks, but at an opportunity and gold cost. We will talk at length about the lifestyle trees and perks next week, but I wanted to give you a small look at what it looks like.
Activities
In the DLC, we have included three activities, each associated with (and unlocked by) one of the new lifestyle trees. They are intended to be about the size of the University Visit we introduced in Wards & Wardens, giving landed rulers more opportunities to travel through your realm or abroad. Two of the new activities are set in your realm, whereas one takes you outside your borders.
When we created these new activities, one of our philosophies was that we wanted them to be deeply tied to each of the lifestyle trees, synergizing in different ways and playing into the strengths of the lifestyle tree. That way, investing in the lifestyle tree opens up an activity that lets you continue to build down that route.
The first activity we will examine is Inspection, where you can choose to travel to a specific part of your realm to ensure that it is well-run. You will be able to decide what parts of realm management you would like to focus on, and if you travel to a border county, you might even get vassalization acceptance from neighboring rulers or claims on their lands.
Our second activity, the Monument Expedition, involves traveling to a distant city to see its sights. This allows you to visit specific places with Points of Interest, which you’d previously have to drop by as you pilgrimage elsewhere.
The final activity, the Hike, is one where you can temporarily leave behind the stress of court life and seek the calm of nature. Shy characters, you poor souls who would desperately try to lose stress through feasts, I see you.
Battle Points of Interest
As a travel-focused pack, we wanted to include something new for the players to see as they traveled around the map. One I had wanted to include for a while was points of interest focused on battles. These new points of interest will come in two forms: dynamically created ones as particular battles happen on the map and historical ones set up from the start of the game.
For the historical ones, we have some that can be seen in all our bookmarks and others that can only be seen in later bookmarks, like two related to the fight over England in 1066.
A Toast for Your Travels
One minor addition to this patch is a new building and court position, primarily for Catholics but accessible by anyone with a new cultural tradition. The building can only be built in Catholic churches by default, but in any city for those who choose to get the cultural tradition. It is intentionally made to have a fair number of county-wide bonuses rather than holding specific ones and opening the new Court Brewmaster Court Position for whoever is in charge of the county.
Until Next Time
That was all for this week. I hope you enjoyed this first look at Wandering Nobles. We will look in-depth at the activities and lifestyle perks next week. Until then, I figured I’d show some of the new art we have in the DLC to tide you over.
Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!
Today we are happy to announce the release date and final part of Chapter 3, Wandering Nobles! Building on the travel system introduced in Tours and Tournaments as a ruler, wander both your realm and beyond with the new lifestyle! Wandering Nobles will be released on Steam November 4th!
Choose to set out for exotic cities and distant lands, or travel through your realm to ensure the prosperity and loyalty of your lands and vassals.
Wandering Nobles Features include:
- New Wandering Lifestyle with three new branches: - Inspector: Landed characters can survey and improve their realm, Landless characters can seek environmental specialization. - Wayfarer: Travel to reduce stress and pursue fame for your exploits. - Voyager: Improve linguistic skills and live the life of a tourist and sightseer. - New Activities designed for the new Lifestyle branches: - Inspection: Inspectors can examine their realm and pursue improvements - Hike: Wayfarers can reduce stress with a walk in the wilderness. - Monument Expedition: Voyagers can set forth to see special buildings in other realms - New Events connected to travel, the new lifestyles and the associated activities.
Be sure to check back tomorrow, October 22nd, for our first diary on Wandering Nobles!
Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!
Hello everyone! We're releasing a hotfix today to tackle a couple of issues reported since Update 1.13.1's release on Tuesday. Please check the changelog below.
Update 1.13.1.2 Changelog
Bugfixes
Fixed an issue where certain religions couldn't properly appoint a Court Chaplain.
Repairing artifacts as an adventurer should now work properly.
While we don't anticipate this update will break compatibility with existing saves or mods, we encourage you to disable all mods and start a new save if you encounter any issues after today's update. If the issue persists, then please post a thread on our bug report board.
We are happy to announce that our Crusader Kings 3 merch is finally being replenished! Now you can show your love for map painting, vassal arresting, and child banishing to all. Who among us wouldn't want to be readily identified as an ardent fan of the most vaunted of Grand Strategy RPGs?
T-shirt? Hoodie? Both? Whatever weather the map brings, you will be ready.
Visit our shop here, and let all of the realm know that you are a member of the Crusader Kings family*.
May your realms prosper and your garments be the most fashionable across all of the land.
*Warning, being part of our family might come with schemes, stabbings, and occasional poisonings.
Hello everyone! We're releasing a sizeable update today to tackle some balance and interface issues affecting Roads to Power and the associated 1.13x "Basileus" Update.
Notable changes include reducing the maintenance cost of Akritai men-at-arms, ensuring that factions have at least one member who actually wants to be there, and a myriad of bug fixes. See the changelog below for a full list of changes.
PC Update 1.13.1 Changelog
Balance
Significantly reduced the maintenance cost of Akritai. Due to a math error, the cost was way higher than intended. Math is hard.
Increased the AI weights for estate buildings slightly. The AI should hopefully construct new buildings more evenly between holdings and estate compared to before.
Landless administrative characters can no longer use the “Request governorship” interaction on titles held by non-admin rulers.
Changed the AI slightly for how likely it is to use the “Adopt state faith” decision.
Reduced the base chance and made zealous characters never wanting to do it, but added a few additional modifiers which increases the overall chance.
Updated the “Adopt state faith” decision to be available to all vassals, regardless of government type, when the top liege has a state faith.
Adjusted the AI acceptance for requesting a council position in exchange for influence to make it a bit more difficult to become a councilor.
The AI is now more reluctant to accept if your skill is significantly lower than the target councilor's, but is in return more likely to accept if you belong to a powerful family while the councilor does not.
Instead of making it more likely for the AI to adopt administrative government if they have the hereditary hierarchy cultural tradition, the tradition will instead slightly reduce the AI's willingness to become administrative.
Updated several cases of when administrative rulers are forced to change government in order to better transition into a government type you would expect. The government a character gets should be more consistent across the board as a result.
Updated the cost logic in the Depose Governor interaction and how it uses Governor Efficiency to influence the cost.
Bugfixes
Fixed the AI not upgrading more than one internal slot in their Domiciles.
Fixed game lobby so you can create landless adventurers in theocratic or republic realms.
Made sure that not every single member of a faction could have been forced to be there. You figure at some point someone would ask the awkward question if everybody actually wants to start a rebellion.
Fix locked domicile building slot tooltip.
Clarified “The X path — ascension” tooltip to inform the player that the holy site used must also worship your faith.
We now display how many marriageable characters a ruler has when using “Make a request,” including filtering out anyone they'd be unlikely to offer in marriage.
“Become an adventurer” decision will now list all cultural traditions and faith tenets that unlock the decision, and not just the really cool ones.
Fixed an issue where a diarch could become independent and be called co-co-co-co-co... and so on. This should hopefully no longer happen.
Fixed the selected amount of influence in the request imperial expedition interaction not matching the threshold at which you can force your liege to accept. Now, if the liege doesn't have enough influence compared to how much you are spending, the liege will always say yes.
The imperial expedition cb is now only visible in the list of cbs when you are the co-emperor.
Corrected a niche issue where the increase county control contract could get into an infinite rewards loop if only one county was valid.
Made sure the right ship models were used while traveling, instead of always falling back to the default ship model.
The governance issue "Public Land" should no longer target dead characters. They've earned their final rest.
Added a tooltip for the mandatory admittance fee to the chariot races.
The “Confirm governor” decision now tells you what you'll get if your audience is accepted.
Added a missing loc key label to the tooltip for offering a eunuch to someone you have a hook on.
Corrected an issue where historically defined adventurers would sometimes be treated slightly differently in inheritance logic than dynamically created adventurers.
“For a bit of gold” event will no longer offer you discounted upgrades only to fail to deliver them if your domicile could not build them.
Corrected a minor temporal anomaly in the event loc for “A bit of gold” event.
Corrected some minor issues in the populist faction copy for administrative realms.
Added missing event option reasons for the head groom, kenneler, and chief engineer camp officers.
Corrected an issue where the faith ascension events could refer to your own faith as flawed (which, naturally, it definitely, definitely couldn't be).
Fixed a minor typo in the “Abundant initiative” eunuch event.
Ransom cages now correctly unlock the abduct scheme for adventurers regardless of whether they have the appropriate perk or not.
In administrative realms the most powerful noble family heads are now considered as ‘powerful vassals’
Landed guardians will no longer travel to wards that are landless administrative rulers.
Added reduce stress as a valid intent for attending chariot races, so that everyone can attend medieval nascar for something other than politics.
Adjusted clan succession. Friendly and harmonious gave the player heir a smaller portion of your titles than intended (33% and 66% respectively). Values have been increased to 50% and 75%.
Made the grant title blocker loc for giving governors a second title of their highest held tier a little more precise.
The marriage window now informs you if you have vassals that would be upset by you marrying that attractive genius lowborn.
Adventurers can no longer attempt to earn influence whilst attending chariot races.
Added legitimacy-specific loc to whispers in the wind.
Using adopt faith on your spouse/liege will now, if appropriate, open the cheaper & more beneficial adopt state faith decision window instead.
Moved Hasan story cycle decision triggers to be visible at all times and grouped them into a new category.
Enabled event on caliph death in the hasan story cycle to be able to progress the story on the assassins path even if the caliphate had no heir.
Put in some extra exception logic to help stop co-emperors from occasionally silently invalidating out of their positions.
Appointing someone your co-ruler now moves them to your court/retracts their sub-vassal status, if appropriate.
Fixed an edge case where great conquerors who had either not killed anyone or killed someone not on the battlefield would have an inaccurate recollection of their first kill.
Court positions that cost no upkeep for adventurers now correctly tooltip the reason they're free in their salary breakdown.
Made it possible for bookmakers to be terrible by lowering their base aptitude slightly.
Forced the bookmaker to stop tricking their employer. The chariot race cost reduction provided by said court position now correctly scales with their level of aptitude, as stated by the description.
Now prevents war leaders from disbanding their armies, instantly losing the war. Secondary war participants are always allowed to disband their armies in their domicile location.
The “Adopt State Faith” decision will now correctly tell you that the decision is unavailable when you are involved in an activity.
Fixed a case of AI reasoning related to being a powerful vassal not showing the value of how much it affected the acceptance.
Fixed the administrative "request council position" interaction to not refund any of the spent influence. It will now refund half the cost if the liege declines. Updated the description in the interaction to reflect it.
Succeeding at impersonating as a tax collector as part of a landless adventurer contract will now properly grant the critical success reward.
Fixed the explanatory loc string in the rustle animals contract to correctly refer to the actual event chain challenge it creates, rather than saying it'd offer a prowess scheme.
Fixed a case of dead people being selected as heirs, which could cause various glitches on ruler death.
Added the icon for governor efficiency to a number of places that were missing it, such as a number of character modifiers.
Added a missing description for the "restored theme" character modifier.
Fixed a grammar issue when attempting to change the administration of a theme when you don't have one.
Added new text for the influence gained of being a co-emperor.
When a scheme target is ambitious, the text will now specify that it is, in fact, the target that has the trait.
Target's learning impact in the challenge status scheme now clearly indicates that it's the target's learning skill we are looking at.
Fixed the cost of archery and duel tournaments if you have the militia camps or blacksmiths building, so it properly provides a 50% cost reduction rather than 10%.
The encyclopedia entry about accolade attributes is now clearer and has no duplicate entries.
Changed the amount of buildings at startup for estates, so they no longer grab locked slots in certain bookmarks.
The barony window will no longer open for water tiles.
Knight regiments will no longer be counted incorrectly in some tooltips.
The expose secret window will now show the correct view.
Displayed decision description in the first step of the recruit for a court position decision.
Ensured that you can choose your own chaplain, instead of it being auto-filled, if you have ruler clerical appointment.
Ensured you can use the "retire from governorship" decision in admin kingdoms.
Fixed primogeniture succession for byzantium, if played by someone who does not have the roads to power dlc.
Fixed a loc issue with a house feud event, when the last remaining member of the feuding house dies in your prison.
Implicit claims from admin rulers have been disabled.
Long reign opinion bonus now correctly scales on the ruler's dynasty's splendor instead of the vassal's.
Made it more likely to show other loading screens besides the latest one.
Tweaked medi study event scene illustration.
Blocked characters from requesting a character to support themselves for an appointment.
Baronies now have zero loot after a siege and will get the appropriate modifier applied.
Included liege's noble family title in noble_family script lists if they have one.
Fixed travel option tooltip data when they're shown outside of the travel planning UI.
Fixed tooltip names for MaA belonging to mercenaries and holy orders.
Clarified effect localization for adding and removing house modifiers.
Barred the AI from marriage for the defined time period only if their liege or top liege is the player.
On_end effects for court position tasks are now run if the court position is revoked or the holder dies.
Added clarifying text to travel speed and safety game concepts explaining that a character's contribution can never be below 0.
Fixed empty state text for imperial armies tab.
Added error logging when trying to check prowess with highest_skill trigger which isn't supported.
Fixed guardian being referred to as parent in smuggling sweets event.
Fixed wrong legacy requirement in legendary watchtower build condition.
Fixed broken text if your dog saves you in a murder scheme.
Fixed potential for ludicrously large county list tooltip in a romantic revenant event.
Trampled baker in maunds of wheat now added to kill list.
Improved current situation log entry for debt when landless.
Jizya status feudal vassal contract can now be used by lieges with the jizya or tax non-believer tenets once again.
Fixed missing text in mentor in governance events if target was not a governor.
Fixed capitalization in rites of passage: hair-shaving event.
Added missing tooltip for cooldown for chief eunuch recruitment.
Fixed empty random outcomes in “I could do better!” event.
Fixed broken text in “Admires Legitimacy” message.
Fixed broken text in the event “Prisoner Escaped!”.
Fixed overflowing description in event to belong somewhere.
Fixed a devoted follower camp temperament event option not adding agent to scheme.
Fixed close-zoom map icon offsets.
Fixed Message Settings correctly saving or discarding changes.
Expanded trigger to make sure the AI only stops supporting a character's candidacy for the top title when they don't want it, instead of doing it for all titles.
The Governor trait is now called Governess for women.
Raiding armies will no longer count as defenders when being attacked in settlements without forts by the owner of the settlement.
Fixed issue where some agent slots would show up as empty in schemes for rulers.
Fixed issue where landless adventurers wouldn’t be able to raise armies in provinces they had occupied.
You can no longer ask a candidate to support themself when using the Request Appointment Support interaction.
Loyalty or Fear Event no longer assumes landless rulers have vassals.
Fixed the issue of the AI literally ALWAYS auto accepting wars. They have been convinced that they have something worth fighting for after all.
Fixed the tournament cooldown loc for Make a Request.
Fixed the issue of eyelashes brightening by decreasing specular light.
Added audio stinger when creating a legend.
Added cultural context to the message when losing Culture Head title.
Fixed knight regiments count in the top-right counter.
Prowess is no longer included in the "Sum of skills" used for sorting.
Fixed court position appointment tooltip for camp officers.
Clarified that only personal artifact claims are lost on losing a duel.
Fixed text issues in murder event "En Route" referring to terrain, which wouldn't refer to the terrain of the target's capital as expected, and instead use the target's location.
Updated the description of a couple of triggers for Grant Appointment to improve clarity.
Fixed an OOS where domicile buildings could get mixed up.
Fixed some edge cases where Commanders could be raised as Knights and still keep commanding their armies, potentially making them appear in two different locations at once.
Improved several game concepts and messages related to the Harrying.
Fixed crash to desktop from travels when stars aligned with the moon while the moon is in a waxing phase. That is to say: fixed CTD when a travel plan is created from the on_action of an ending travel plan during the daily update while the list of active travel plans is at its exact capacity.
Fixed a crash when holding trying to calculate the number of free building slots.
Fixed rare crash from vassal contracts when attempting to load older save games.
Fixed various issues related to the usurpation of admin titles.
Petition liege no longer always results in gold and renown for feudal characters.
Non-Temujin Genghis Khans no longer get a secondary education trait upon becoming Great Khan, which could happen if they had a non-martial education trait.
You will now actually return the reclaimed artifact to the contract giver in the Reclaim Artifact contract.
Reduced frequency of spectacles for Scholar camp characters by 75%.
Byzantium should now give in to same-culture populist demands to change the state faith much less often, and never at all if the populists demand a change to another religion (such as from Orthodox -> Ashari).
Fixed an issue where you could get stuck if you tried to travel whilst doing a contract.
Fixed an issue where you could get stuck if you were imprisoned while petitioning your liege.
Fixed an issue where same-sex characters could end up married in specific circumstances, despite the game rules saying otherwise.
Fixed an issue where you could not get prisoners from sieges in wars.
Fixed some issues with the history files around Byzantine lands for those who don't own Roads to Power.
Added rain VFX to the event 'Shelter from the Storm'
The 'A Worthy Chief Eunuch' event is now more likely to have one alternative of your culture and faith.
Fixed Byzantine Throne Room being lost when forming Rome
Fixed Roman capital being in Rome even if you formed Rome as Byzantium
Nobles holding only their Family Title will no longer join factions due to the Byzantine Emperor not being their De Jure Liege.
Filters in the Courtiers window now correctly affect both hired positions and empty positions.
Fixed a ‘Modifiers’ OOS on hotjoin
We will now return your gold and prestige if you choose to postpone the "Travels of " decision when you get the follow-up event.
Fixed an issue where the contract "Eager Explorers" could get stuck if the contract employer died while you were doing it.
Removed duplicate script for scaling modifiers using influence levels. These modifiers should be using nothing but influence levels now.
Fixed numerous issues with the Duchy Expansion CB. Rather than always attempting to take the title, it will primarily vassalize the target if possible, and only usurp the title when applicable. This fixes issues where you would not always get all of the targeted land. The duchy title will also be created if it isn't already, and you take enough land to have more than 50% of its de jure.
The Naval Duchy Expansion CB didn't match one-to-one in functionality with its land based equivalent. This has been fixed and the Naval variant now behaves as intended.
Solved a "Secrets" hotjoin OOS.
Leaving or switching sides in a war that you'd contracted yourself to assist in no longer blocks you from contracting again
Fixed a bug that would sometimes add a helmet crest without a helmet to court physicians who are also knights.
Fixed OOS where domicile buildings would be mixed up.
Fixed inappropriate artifacts sometimes being made for aniconic faiths.
Interface
When traveling with a Domicile (such as a Camp) a 3D model of cart and horses are shown on the map
We now show if a character has been forced to take part in a faction in the faction commitment screen, so it is clearer who wants to be there versus those who have been forced to be there.
Added tooltips to a couple of buttons that didn't have any in the imperial armies ui.
Fix collapsible groups for the domicile buildings overview.
Added an option to write a custom message to yourself.
Added a shortcut from messages to their settings.
Add foldable groups to message setting filters
Added an accepted task contract HUD icon.
Revamped Duel Event window.
Fixed bug with background in Activity Event Window shifting in size and not scaling properly.
Added improvements to window header art textures and various general improvements.
Added a dead icon next to jousting portraits if the character died.
Added Domicile information to the outliner, allowing you to see ongoing constructions, income, etc. at a glance.
Updated the name of the overview tab in the domicile window to include the name of the domicile type.
Added a max width to the Diarchy label in the Relationships tab, in order to keep it from colliding with the Lovers label.
Added a sorting option for Candidate Score, available as a sorting for characters in applicable interactions and list when playing as administrative.
Fixed text issues in event health.3103 referring to chambers and not tents for adventurers.
History, Claimants, and other windows anchored to the Title Window will now open further to the right as to not overlap their parent window
Fixed the Grant Title to Vassal list entries being misaligned and having information outside the screen
The landless mapmode now only shows the CoA instead of the full portrait when zoomed out.
History
Added some extra landless adventurers in 1066 & 867.
The universities of Bologna and Oxford are now constructed if you start a game in 1178.
Game Content
Added a new map cart model for when you are moving your camp.
Added a new game concept for provincial/thematic armies, to better explain some of their mechanics. for example when they are returned. Added links to it where appropriate.
Added new events when you as an administrative ruler change government, to better explain why and when your government changes.
Added a new effect to the mortal adoration perk in the intrigue lifestyle for admin, allowing rulers to request provincial troops from lovers.
Added a new effect to the friendly counsel perk in the diplomacy lifestyle for admin, allowing rulers to request provincial troops from friends.
Added a new decision for administrative government, allowing characters to renounce any and all efforts to gain the throne, preventing the ai from supporting you and significantly reducing your candidate score. this should make it vastly easier to avoid becoming the emperor when you don't want to, yet be valid to compete for governorships.
Setting a new culture for a character now looks for a culturally appropriate name equivalent from the name equivalency scripted lists.
Made it possible to override the background on interactions via script.
Added rival relation to realm conquered adventurers.
Updated the county trigger in the Adopt Centralized Administrative decision to show how many counties you currently have, to make it easier to know how close, or far away, you are from completing the requirement.
User Modding
Added two new flavourization rules.
Adds ability to define custom character sorting options per interaction in script.
Add has_domicile_construction trigger to domiciles.
Updated the info file for character interactions to include additional information.
Removed old save game optimization in regiment chunks where if a regiment's current soldier count and max soldier count were the same, it would instead write it as size. Normally this would not be in change logs, but we know some mods rely on this information, so here you go.
Added add_supply effect to army scope.
Added subtract_supply effect to army scope.
Added clear_supply effect to army scope.
Added refill_supply effect to army scope.
Added army_supply trigger to army scopes.
Changed gui structure in the court positions window by combining the empty and filled court positions into the same list.
Added defines for default fallback sounds for messages with one for each type
While today's update should be fully compatible with existing save files, we encourage you to disable any mods and start a new campaign if you encounter any issue. If the issue persists afterward, then please submit a report via the bug report board on our official forums!
Hello everyone! We're releasing a small update today to address some issues reported to us by the community. Notably, this update improves performance when rendering character portraits, as well as adding an easier way to check the status of your current contracts as an Adventurer.
The game will now run expensive portrait script every few frames instead of every frame, to improve FPS.
Fixed several triggers erroneously including Adventurers in the ending decisions for the Iberian Struggle, making them near impossible to succeed.
Fixed recreating Byzantium via the Decision not setting the correct State Faith
Fixed not being able to use interactions on Wanderers as an Adventurer.
Removed unnecessary blockers for owning expansions on achievements that didn't warrant them.
Fixed 'A Legacy to Last the Ages' Achievement not unlocking with newer legacy tracks.
Balance
Adventurers can no longer use a hook to force faith conversion of landed rulers (that option was supposed to be restricted to lieges)
Interface
Added a task contract icon to the bottom-right of the HUD, next to Schemes. It should be easier now to find and access your currently active contracts, to check their status or to abandon them.
Hello everybody! We’re releasing a small hotfix today to address some of the issues reported to us by the community since the release of Roads to Power and the 1.13.0 “Basileus” Update on Tuesday. Most notably, Adventurers have received a few balance adjustments to their military strength and income.
Fixed an issue that would frequently cause adventurers using the Refill Men-at-Arms interaction to be told they were going to be charged significantly more gold or provisions than they were; this has meant removing scaling provision costs based on maximum army size, so the overall cost of refilling with provisions has been boosted by about 25% to compensate
Rebalanced buffs to Adventurer MaA from officers and Buildings; they should now be much more consistent between unit types (moved additive bonuses to be multiplicative by-and-large) and on average lower. Adventurers will still be very powerful (esp. early on) but should not crush enemy armies into a fine powder with just a handful of upgrades.
General contract gold rewards decreased by about ~30%
Travel contract gold rewards decreased by about ~25%
Crime contract gold rewards decreased by about ~16%
The “Settle Boundary Dispute” contract had its gold rewards significantly decreased (~50%), due to it being so much easier than most other contracts
Provision contract rewards decreased by approximately 1 tier:
500 -> 250
750 -> 500
1250 -> 1000
2000 -> 1500
"Free Provisions" in the Visit Settlement decision has been nerfed
Halved the amount you would gain from trying to charm the salesmen
Halved the amount you would gain from trying to steal provisions
The refund for aborting your Rite of Passage now matches the initial cost. Changing your mind should not conjure up gold and prestige from thin air.
Nerfed the "Reinstated the Theodosian Borders" modifier gained from the decision to re-establish said borders. The Renown gain has been removed. It was, frankly, quite insane to give everyone in your dynasty a 10% boost. You'll gain a flat amount of Renown by taking the decision instead.
Significantly reduced the amount of AI's willing to leave their realms behind to become adventurers, as it became almost impossible to manage a realm under some scenarios because your vassals kept packing their stuff up and leaving
Bugfixes
Fixed an issue where loading an old save into 1.13 would cause armies to number in the billions
Fixed an instance where the player’s Adventurer camp could get ‘cleaned up’ because their heir wasn’t cool enough, this should no longer happen and the player should be able to continue on their merry way!
Fixed an issue where Bookmark adventurers wouldn’t inherit from landed rulers properly (they would break free from realms rather than stay subjects as intended)
Fixed an issue where your vassals would gain Strong Blackmail Hooks on you without you having a say in it
Fixed some Administrative-specific events firing for non-Administrative rulers
Fixed the issue with the lingering Eunuch story cycle, even after the Eunuch left court.
Made sure you couldn't inherit any titles with the Gallivanter trait.
Adventurers who win Crusades should now adopt a more logical government (more often Feudal instead of Clan)
Fixed the 'Not Content to Serve' achievement not triggering when playing as Alexios (if you’ve already started a game as him before the update you need to restart unfortunately)
Fixed a crash that occurs when loading old saves with mismatching provinces.
Fixed guests showing up as blank agent spaces in the Agent selection window for Hostile Schemes.
The estate/domicile window will now close rather than crash when the estate ceases to exist due to the character dying.
Fixed the issue where you would occasionally try to settle down peacefully as the Champion of a Culture, and fail to receive any land.
Ensured that you aren't petitioning your liege repeatedly in an infinite loop.
You can no longer recruit a hooded figure infinitely from the tavern.
You can no longer create Custom Rulers as Landless Administrative Vassals, as that would cause the game to crash.
Fixed the issue where you could be asked if you wanted land in an Administrative realm, but not receive anything besides a Duchy title (and not transferring Counties), leaving you as a non-ruler
Ensured that there is only one estate per Noble Family. This should also fix the issue where Estates could reset on inheritance.
Fixed a crash when trying to calculate the number of free building slots in holdings.
Fixed a crash in vassal contracts that could occur when loading an older save
Fixed an OOS that could occur when Hotjoining
Fixed the LotD soundtrack not showing in the Music Player
Interface
The decision menu will now close itself when taking certain decisions; Visit Settlement, Gather Provisions, etc. This should make the flow smoother.
The Relationship Reason icons will now be visible for other characters again in the relationships tab, so you can see the reason why two characters are friends, rivals, etc
Hello everybody! Today we're releasing our Major Expansion for the year and the centerpiece of Chapter 3: Roads to Power. We're also releasing Update 1.13.0 "Basileus" alongside this expansion.
Check out the release trailer below, and then a partial changelog under that. The full changelog is well beyond the limits of what we can fit into a Steam announcement, so check out our forums for a more comprehensive list of changes coming in today's update!
Added Administrative Government: A new government heavily inspired by the Byzantine Empire which introduces a completely new playstyle focused around the bureaucracy of a large realm.
Noble Families: Families are ranked and put into three categories depending on their overarching rating; Noble Families, Powerful Families, and Dominant Families, unlocking actions and various benefits as your family increases in importance.
Family Attribute: Set an attribute for your Noble Family, giving you a small bonus to all members of your house.
Influence: A new resource representing your political capital.
Earn it by scheming, landing your family members, being a successful governor, and, most importantly, constructing buildings in your estate.
Spend it on making your family members governors, or asking the emperor for various favors.
New Succession Law: Appointment - Spend your influence to put yourself and the members of your family first in the line of succession of the many provinces throughout the realm.
New Succession Law: Acclamation - Vie for control of the throne and become emperor. While skills, suitability, and family status is important, influence is the deciding factor in whether you will succeed in putting yourself, or someone else, on the throne.
Has access to Estates: A domicile type owned and controlled by the head of a noble family.
Upgrades and buildings provide valuable gold and influence income, and can be tailored to suit your own needs and playstyle.
Governors: Administrative vassals act as governors, making use of several new features:
Governor Efficiency: Based on a governor’s skill, they may increase or decrease the amount of taxes holdings provide, and the effectiveness of their Imperial Armies.
Governance Issues: On-map interactive pieces on content, issues appear for governors to solve or somehow address, gaining valuable resources and Governor Trait experience.
Governor Trait: A trait that represents a governor’s overall skill at governing. Experience is primarily gained by successfully solving Governance Issues, but older content has also been updated to provide experience whenever it makes sense, such as successfully reducing the impact of Plague outbreaks.
14 Political Schemes: A new category of schemes custom tailored to Administrative gameplay - Such as teaching others to become better governors, or raiding the Estate of another family.
Imperial Armies: Recruit and maintain Men-at-Arms for titles.
All governors can maintain a provincial army by recruiting any available Men-at-Arms for their provincial title.
The liege has a unique access to armies, and can freely seize control of any available provincial army by spending influence.
Other governors may request provincial armies from their fellow vassals, assuming they have a valid reason and enough influence.
The efficiency of Men-at-Arms is affected by the respective governors Governor Efficiency.
New obligation types: Have your vassals govern their provinces in the way you want with six new obligation types, Balanced, Civilian, Military, Frontier, Navy, and Imperial.
Imperial Bureaucracy: A new law that replaces crown authority - Instead of individual levels of crown authority, the top liege of an Administrative realm sets the law level and all Administrative vassals will follow suit.
State Faith: Decoupled from the ruler, a state faith is the primary faith of a given realm, making it easier to convert vassals to the state faith, but more difficult to convert them away from it.
Reactive event content to the current state of the empire, the status of the emperor, and the nature of your governorate.
Confirm Governorship: An Administrative version of Pay Homage sees the Emperor bestow his grace upon Appointments.
Petition Emperor: Administrative vassals have new options for Petitions, including Gold, Family Governorship Appointments, and a bonus to House succession score.
New Byzantine Throne Room - A spectacular throne room is made available for the Byzantine Empire (or any would-be conquerors of Constantinople!), including:
Marble floors and walls.
Stunning mosaics.
Mechanical roaring lions with slamming tails.
Added historical artifacts for Byzantium: hydraulic organ, (half of the) statue of the four tetrarchs, and statue of a Roman woman.
New Dynasty Legacy: Bureaucracy - A new legacy with a focus on Administrative gameplay, unlocking new buildings for the Estate, improving Governor Efficiency, improving political schemes, and more.
Added new Chariot Race activity.
Host a Chariot Race to gain Legitimacy and Popular Opinion.
Place bets on your favorite team, and favored charioteer, in an attempt to win large amounts of wealth.
Interact with other nobles and governors, gaining influence, opinion, and more.
Make skilled individuals compete for you by appointing them to the Champion Charioteer Court Position, providing you with influence.
Added an exclusive Map Table, that reflects the marbled luxury of Byzantium.
New Men-at-Arms:
Ayrudzi - Light cavalry unit available to Armenians.
Conrois - Heavy cavalry unit available to Normans.
Akritai - Skirmisher unit available to Greeks.
Ballistrai - Archer unit available to Greeks.
Skoutatoi - Spearmen unit available to Greeks.
Varangian Guards - Heavy infantry uniquely available as special Men-at-Arms recruitable only as title troops for the Byzantine Empire.
New Greek Cultural Traditions: These have a heavy focus on Greek flavor, adding new Men-at-Arms, decisions, Court Positions, and more, as well as having several tie-ins with the new Administrative government type.
Imperial Tagmata
Roman Ceremonies
Palace Politics
Cultivated Sophistication
New Norman Cultural Tradition: Audacious Cadets.
New Armenian Cultural Tradition: Indomitable Azatani.
Flavor Content: a stable of misc events, mainly for Greeks but some available also for neighboring cultures. Traits like Beardless Eunuch (with genuine hairlessness!) and Despoiler of Byzantium. New interactions and decisions such as:
Castrate Kin
Offer Eunuch
Prepare Greek Fire
Found the Varangian Guard
Re-Establish the Theodosian Borders
Refound the Pandidakterion
Hold a Triumph
Reinstate the Grain Dole
Restore Greece
Ask for Support - seek military aid from the Catholics of Western Europe.
Evangelize the Pagans
Restore the Byzantine Empire
Establish Silk Production
Commission Icon
Commission Silk Regalia
Splintered Crusade/Frankokratia: Catholic rulers can break their Crusade in two and redirect attackers in an assault against Byzantium. This unique war can destroy the Byzantine Empire, and begin a turbulent era as the new Latin Empire fights with Byzantine successor kingdoms.
Crusader and Byzantine flavor events.
Dynamic story cycle has multiple semi-historical outcomes and provides choices for both Byzantine vassals and victorious Crusaders.
New decisions for Latins and Greeks to switch de jure kingdom ownership back and forth.
Seize Imperial Duchy casus belli available to all rulers in former Byzantine lands: it provides special troops on attacker victory.
Many new character assets to give the Byzantine Empire a distinct look:
26 unique new variants of byzantine clothing for both male and female characters
8 unique new variants of byzantine cloaks for both male and female characters
22 unique new variants of byzantine headgears for both male and female characters
12 unique new hairstyles for both male and female characters
4 new beards for male characters
Added 7 New Artifacts:
Statue of the Four Tetrarchs
Statue of Constantine
Statue of A Roman Woman
Tree Automata
Hydraulic Organ
Byzantine Icons
Throne of Solomon (Byzantine)
Added 11 new music tracks
01 – Roads to Power - Main Theme
02 – Easter Prayers
03 – Knowledge from the Past
04 – Divine Mercy
05 – Greek Fire
06 – Ectenia
07 – Constantinople at Sunrise
08 – In the Name of the Lord
09 – A Journey to Adventure
10 – Awaiting Nightfall
11 – The Winds of Fortune
Added Co-Emperors
Sufficiently powerful entrenched regents can, if their liege's title or culture would allow a co-emperor, forcibly appoint themselves as co-emperor.
Co-emperors and their senior emperors can now publicly scapegoat each other to the rest of the realm, sacrificing their relationship for influence.
Co-emperors may request (or coerce) a private despotate out of their senior emperor at a certain scales of power level.
Co-emperors may be blinded, castrated, disfigured, maimed, or killed to remove them from office — they may likewise do this to their senior emperor to steal control of the empire.
Rulers able to have co-emperors can now (generally) dissolve powerful factions against them by appointing the faction leader as their co-emperor.
Administrative emperors with Roman Ceremonies may now raise one of their children as a nominal co-emperor, graduating to a full co-emperor on their majority.
Added Request Imperial Expedition interaction for co-emperors, allowing them access to a powerful cb to expand the realm's borders (_if_ their senior emperor is willing to risk it).
Added Landless Adventurers, a new government focused on informal groups of characters (from small bands of scholars to large mercenary companies), allowing players to traverse the map and use the medieval world as a backdrop for smaller, character-focused roleplay.
Contracts: adventurers cannot easily obtain significant fixed incomes, so they have to earn their gold and prestige from serving landed rulers via contracts. These can consist of mercenary work, decisions, event chains, and one-off events.
Added 26 basic contracts.
Added 4 dedicated warfare contracts for starting different types of wars + the mechanics for getting hired as a mercenary in an on-going war.
Added 8 types of transport contracts.
Added 11 misc/reactive contracts.
Provisions: a new resource that adventurers require to travel across the map. As they travel, they deplete provisions (with the amount going up for some terrain types, as well as with the amount of Men-at-Arms they have).
Has access to Camps: a domicile type owned by the leader of each adventuring party. Buildings and upgrades focus on the culture and specialities of the group you’ve gathered, providing powerful bonuses representing your position as a powerful (yet scorned) outsider.
Several bespoke buildings are made available by your Camp Purpose
Switch between six Camp Purposes representing different types of adventurers, each with different unlocks and a little added flavor:
Travel the world as a Wanderer
Kill for money as a Sword-for-Hire
Teach as a Scholar
Sojourn to far-off lands as an Explorer
Commit many crimes as a Freebooter
Regain a lost throne as a Legitimist
Gallowsbait: adventurers that indulge in criminal acts will find that society no longer affords them the same respect a landed ruler would get. Petty crimes level up their gallowsbait trait, slowly making the world hate them.
All landed-specific lifestyle perks have been redesigned for adventurers, effectively giving them a (mostly) entirely new set of lifestyle perks to choose from.
The functionality for changing perk bonuses according to government is available for future vanilla use cases, as well as modding.
Many ways to become an adventurer:
A selection of historical adventurers can be picked from the ruler selection screen.
Adventurers can be custom made in the ruler designer.
Rulers that would otherwise game over due to losing all their land may become adventurers.
Various ways for minor rulers or unlanded characters to spontaneously become adventurers during gameplay.
Historical characters may appear in gameplay and become adventurers that players can switch to.
Many new interactions for adventurers to interact with the world around them, from requesting support to buying land to leaving wars.
Unlocked Iberian Struggle ‘Offer Contract Assistance’ interaction for landless adventurers.
Added adventurer-specific Casus Bellis, unlocked by reaching higher Prestige Levels.
Added the Seize Realm scheme unlocked when reaching a very high level of Prestige, allowing you to seize an entire realm (while significantly destabilizing it).
A new micro-activity, the camp revel, that replaces feasting for adventurers.
Added special Men-at-Arms refill mechanics for adventurers.
They pay no maintenance on their armies, but do not refill them naturally. Instead, they have a brace of interactions that they can take to refill them in exchange for currency costs.
Successfully sieging holdings also returns a small amount of troops, enough for their armies to recoup most siege losses (and maybe a little extra) most of the time.
Added 28 camp officers, the adventurer equivalent of court positions (which they generally replace), most of which are unlocked by different domicile upgrades.
Added Visit Settlement decision, allowing adventurers to explore the holdings they pass through.
Added 7 new major decisions for landless adventurers:
Become a Great Conqueror
The [Your Faith Here] Path
The Travels of [Your Name]
Found a Holding
The Knight of the Swan
Champion Your Culture
Levy the Outcasts
Added various minor decisions alongside, including a small one for going fishing.
Added story content for:
Hereward the Wake
Hassan Sabbah
Wallada bint al-Mustakfi
El Cid
Added an interaction for expelling adventurers from your realm.
Free Features
Added new game rules
Name of Byzantium - Don’t like the name of the Byzantine Empire? Pick the name you like the most with several options available!
Added game rule for giving the historic ruler of Munster, Toirdelbach Mac Tadg, his rightful fiefdom (including becoming the player character if Murchad was selected; with credit to maniacal inc's thorough video on the subject for the switcharoo).
Added a game rule allowing manual determination of the Conquest of England's victor in 1066. If left to default, this will be overridden if Hereward is a player and no one else is playing a key belligerent.
Added a small slew of game rules for turning various arguably-administrative historical empires (plus the Carolingians, who only recently transitioned out of being administrative) into administrative empires, even if these realms aren't best suited to the mechanics of the government or already have their own distinct government flavors.
Added game rules to turn off the Iberian Struggle and/or Iranian Intermezzo mechanics, should you wish to play without them.
Added an optional game rule for restricting the creation of new empire titles neighboring/sharing a de jure with existing empires unless you have a stronger military, are married to their close family, or have a strong hook on them.
Added a new start date, 1178, featuring two bookmarks: Call of the Empire and Swords of Faith.
Added a grand city style event for visiting Constantinople while traveling.
Added the ‘Conqueror’ feature - rulers across the world can now be designated as a great conqueror, giving them special bonuses, content, and altering their AI behavior.
Conquerors switch over to a hyper-aggressive version of the AI, which is much faster to declare wars, can declare multiple wars at once, and invests all of their resources into warfare, Men at Arms, and means with which to declare more and better wars (such as hunt activities if they’re low on prestige and you’ve disabled their special bonuses via game rules, or taxation tours if they’re low on gold, etc.). They switch to the objectively best lifestyle focuses, use schemes in a very realpolitik way, etc.
Frequency, inheritance, and extra bonuses are fully customizable via Game Rules.
Added Message Settings: customize notifications to your own liking to have them appear in the message feed, as toasts, or pop-ups.
Added the Vassal Directives feature - You will now be able to give Directives to your vassals, presuming that they respect you!
Directives are either given from the character interaction menu, or via the ‘Vassals’ tab in My Realm, the latter having the benefit of showing you the current directive. All government types can issue directives to their vassals - if you fulfill the triggers!
Administrative realms can give directives without the Vassal being able to refuse.
Historical Characters can now appear across the map!
Historical Characters such as Hildegard von Bingen or Ibn Battuta will appear in their historical birthplaces and seek employment with the local ruler. Recruit them, or set them on their own path throughout the world!
Customize how you’re notified of their appearance via a new Game Rule.
If you own Roads to Power, you can set out as an Adventurer as one of these characters should they spawn in your realm.
Choose a New Destiny
When you die, you now get the opportunity to switch to another character of your Dynasty that is not necessarily your direct Heir. Our game is a dynastic simulator, and we want to unlock playing through more branches of your Dynasty!
Players will be offered up to three categories of Destiny characters: An Interesting Destiny, a Challenging Destiny, and an Adventurous Destiny. Each category aims to offer a different flavor. The last category specifically will allow you to go Adventuring, if you own Roads to Power!
You can also select a Favorite Child (direct child or grand-child), who will then always appear as a New Destiny character. They will not get any extra titles or gold - in fact their siblings might get a bit jealous of their ‘favorite’ status.
For those who like to roll the Die of Fate - we have a special “Random Destiny” option with several random variants, to continue as any Dynasty character. It might still be your Heir, if that is what Fate determines.
You only get to Choose a New Destiny if you have a valid heir when you die. Securing your succession is an important part of CK3, and we want everyone to keep respecting that goal.
Character of the Week: Each week a new character will be highlighted when you start the game, giving you information about them and a suggestion for goals to achieve!
Music Player: Pick the track you want to listen to and customize which tracks to play
Reworked the Scheme System
Schemes have been reworked to include several new parameters, affecting the overall success and progression of any given scheme
Success Chance: The current success chance of a scheme
Potential: The maximum potential success chance a scheme may get
Phases: Schemes have phases, where the length can vary between different types, which increases success chance and provides advantages with each completed phase
Secrecy: How likely it is a scheme is discovered over time and when the scheme is executed
Breaches: The number of time a scheme is discovered - Gain enough breaches and the scheme will fail
Advantages: Spend these to recruit agents and increase the success chance when the scheme is executed
Schemes utilizing agents now have dedicated agent slots - Each agent boosts the scheme in different ways
Basic schemes only have a success chance and a single phase - Usually with a longer duration - Sway is an example of a basic scheme
Updated character’s portrait animations in older scheme events
Added 19 new Special Buildings
Etchmiadzin Cathedral
Cattolica di Stilo
Cilician Gates
Church of Saint Lazarus
Church of Saint Sophia
Despot’s Palace
Hagios Demetrios
Hosios Loukas
Jvari Monastery
Kassiopi Castle
Maiden’s Tower
Meteora
Mount Athos
Patras Castle
Saint Catherine's Monastery
Sant'Apollinare Nuovo
Sumela Monastery
Temple of the Theotokos
Troglodytic Settlement
Added co-monarchies for king+ feudal rulers, a permanent diarchy type that allows early access to designate heir in exchange for opting into one
Added new Achievements:
The Old Man of the Mountain
Band of Brothers
Mio Cid
Birthright
Historically Inaccurate
Quantum Leap
Regnum Dei
New Management, same as the Old Management
Rags to Riches to Rags to Riches
Tamar Mepe
Despoiler of Byzantium
Chaos is a Ladder
Epic Paperwork
Against the Odds
In Good Estate
It's OK, I Got a Permit
Despotic
Byzywork
Not Content to Serve
Started from the Bottom now we're ERE
Plus much, much, MUCH more. Check our official forums for the full changelog!
Roads to Power is the culmination of more than a year of development, and we sincerely hope you enjoy playing it. If you encounter any issues after today’s update, please disable all mods and ensure you’re playing on a fresh save file. If the issue persists, then please submit a bug report either via our Community Support board here on Steam or via the Bug Report board on our official forums.