Crusader Kings 3 - Downton Abbey for the 12th Century

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-08-courts-guests-and-wanderers.1297711/

Courtiers are mostly non-permanent and will move around courts every so often looking for a more permanent station. Wonder what they’re doing to keep the population in check.

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-09-lifestyles.1308005/

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-10-lifestyle-events.1312112/

I know this will be a game like CK2: one that hits every positive button on me, one that should be an obsession for me, one I will buy immediately…

then bounce off of after struggling with “form your begotsekaine” and “how do you want to lobspoke your pecmaine?” etc.

This is me down to a t.

You just need to keep with it… once you successfully form begotsekaine and lobspoke a few times it becomes second nature and then you have a sandbox you can play happily in for hundreds of hours!

Heaven forbid you lobspoke prior to forming begotsekaine though. Every one knows that’s DUMB and your dynasty will be over by 1314AD.

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-11-seduction-torture-and-the-intrigue-perk-trees.1316277/

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-12-the-stewardship-lifestyle.1320994/

And another week

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-13-the-learning-lifestyle.1326963/

I think fdsaion get tired of speaking alone, but this is a good one.
Tutorials and tooltips and wikiencyclopedias

Yeah the last 5ish diaries being essentially context-less lists of things (without knowing their real game impact) was very boring.

Also have I mentioned I still don’t like the skill tree?

Ingame wiki seems good though, I presume it also automatically updates based on the underlying data files as well?

That’s what he said, yes, although I imagine it has some limits. Cool for mods, though.

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-17-governments-vassal-management-laws-and-raiding.1352640/

A new gavelkind type, and how governments draw their taxes/levies (contracts for feudal, opinion for clans, prestige for tribal)

Men-at-Arms, Mercenaries and CBs

All very nice changes, not entirely detailed yet - no surprise at this point.

https://forum.paradoxplaza.com/forum/index.php?threads/ck3-dev-diary-19-factions-and-civil-wars.1363951/

Factions will be more visible with basically a timer bar. Also no more temporary realms from revolters (which was kind of hacky in CK2)

Also peasant and independence revolts will also be based on a similar timer bar. And they get stronger as they take more land, so a small revolt can snowball if the realm is distracted.

They seem to really like fill the bar mechanics at the moment.

On the one hand, it’s a natural replacement for random rolls. On the other, filling bars tend to convey oversimplification. What should really be modeled is a struggle between multiple factions of society, with you keeping power by keeping the majority of the factions happy. Instead, it’s just turned into a one-dimensional affair.

I kind of want these sorts of mechanics for Stellaris. Before the game came out, I imagined that the primary break on large empires would be keeping them together.

https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-20-religion-and-faith.1368714/

Religions. Much more modular than in CK2. Religion hostility calculations are stated to be reworked (but not discussed in depth) and based on the modular components of the religion. This presumably allows for potentially harmonious religious play I guess (i.e. “heresies” in the old language will not necessarily be hostile to the main religion)?