Every reply to every developer diary: 245 threads, 48,866 posts, 3,143k analysed words, captured live and read with the same eight steps used on the diaries themselves. The developers' opening posts are excluded — this is the audience, in full.
Captured via Claude-in-Chrome DOM extraction, one rt_*.md per diary, quoted text split into artifact:quote spans and excluded, authors anonymised. At 3.15M words the reply corpus is roughly five times the size of the developer-diary corpus it answers — the players wrote far more than the developers did.
Below is the complete bag of words — all 56,162 distinct tokens across the 3,143,498-token reply corpus, ranked by raw frequency, before any cleaning. The head is the usual English function words, but the community register breaks through fast: i ranks 6th and my, would, think, like all crowd the top — the first-person, speculative voice of players reacting, in sharp contrast to the diaries' instructional you / your. Page into the long tail for tens of thousands of hapax legomena (typos, proper nouns, one-off coinages). This is why Step 2 strips function words.
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Four stopword waves, each an independent wordset. Toggle any combination on or off — and both tables update to the union of the active waves. Salter: “keep refining until you are happy with your results.” These toggles let you run the refinement yourself, over all 3.15M reply tokens.
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“Removed” lists corpus tokens caught by the union of active waves; the wave(s) tag shows which active waves contain each term. With Group plurals on, regular plural and possessive forms are folded into a singular base that exists in the vocabulary (counts summed, every merged variant listed in the token cell); ≤2-character tokens are dropped by a separate length rule.
Rendered in your browser from the same #s2bag vocabulary as Step 2. Grey words belong to no thematic cluster. The default (all four waves removed, plurals separate) reproduces the cleaned cloud; toggle waves off to watch function words and dev-diary register flood back in.
Across 3.15M words the community voice is unmistakable: first-person and evaluative (“I think…”, “I’d love…”, “my realm”), comparative (CK2 / EU4 / Imperator as constant yardsticks), and historically opinionated. Where the diaries define systems, the replies appraise, request, correct and compare.
character · trait · stress · education · lifestyle · martial · prowess
The atomic obsession persists from the diaries into the replies: players dissect traits, the lifestyle/education trees, stress, and prowess — the RPG layer they care most about.
faith · holy · church · rite · piety · crusade · christian
Religion draws sustained, often historically-pointed debate — holy sites and orders, tenets, piety, and the realism of medieval Christianity.
realm · vassal · title · domain · empire · feudal · hre
The political skeleton: domain limits, vassals, succession, the Holy Roman Empire, and the administrative government of Roads to Power.
culture · tradition · china · asia · iberia · byzantine
Culture, traditions and the map's edges — the China/Japan/Asia of All Under Heaven, the Iberian struggle, Byzantium — are a major axis of discussion.
“However in the case of the Iberian Peninsula, which is a major battleground between faiths, borders would be decided over the lines of these major rivers (mainly Douro and Tagus).”
army · siege · knight · levy · cavalry · commander · supply
Even across the whole corpus, warfare is a dense cluster — armies, sieges, men-at-arms, supply, commanders, and the tactics players want back from CK2.
“Able to set up units in formation (Example Calvary or Light Infantry(You might not be cavalry Culture) in the Flanks .”
court · dynasty · prestige · grandeur · feast · tournament · scheme
The Royal Court (the single most-replied era) dominates here — throne rooms, grandeur, court positions, artifacts — alongside feasts, tournaments and schemes.
“Over the top court physicians come to mind, whereas medieval medicine was pretty interesting and not always as primitive as leeches.”
trade · merchant · goods · market · silk · tax · gold
Long thin, then thick: the Silk & Silver trade systems — merchants, routes, markets, the silk road — light up a whole economic vocabulary.
game · player · dlc · mod · ck2 · eu4 · imperator · feedback
The reflex of a sequel audience: constant benchmarking against CK2 / EU4 / Imperator, requests, bug reports, modding, and DLC-value debate.
“We'll be disappointed for as long as we remember the lack of nomads or merchant republics; no doubt the moment we forget, they'll be included in a new DLC.”
Most distinctive reply vocabulary per expansion era (mean TF-IDF). The community's focus tracks each release.
| Expansion era | Distinctive reply vocabulary |
|---|---|
| Base game | imperator, ckii, portraits, ckiii, tree, lifestyle, perk |
| Console Edition | xbox, console, consoles, lab, corrupted, radial, edition |
| Silk & Silver | merchants, goods, merchant, slavery, markets, traders, market |
| By God Alone | rite, rites, archbishop, chalcedonian, ecclesiastical, secular, ecumenical |
| Post-release patches | fixes, restart, designer, fixing, border, multiplayer, matrilineal |
| Northern Lords | azure, maa, siege, improvements, troops, raise, qol |
| Royal Court | grandeur, languages, artifacts, courts, room, traditions, hybrid |
| Fate of Iberia | iberia, struggle, dissolution, asturias, iberian, al-andalus, guanche |
| Friends and Foes | howdy, bastion, feud, avx, foes, iberia, reports |
| Tours and Tournaments | tournaments, wardens, travel, wards, weddings, regent, regencies |
| Wards and Wardens | eccentric, hostages, nurse, hostage, wet, wards, congenital |
| Legacy of Persia | persia, persian, iran, clan, iranian, seljuk, clans |
| Legends of the Dead | legitimacy, legends, plagues, legend, diseases, plague, disease |
| Roads to Power | landless, adventurers, adventurer, admin, administrative, estate, byzantium |
| Wandering Nobles | brewing, cloaks, inspection, rtp, visiting, beer, exp |
| Khans of the Steppe | nomadic, steppe, khans, turkic, nomad, nomads, tributaries |
The whole-game structure emerges from the crowd: an economy arm (trade · routes · merchant · silk · market), a war arm (army · siege · supply · commander · cavalry · infantry), a lifestyle/character core (martial · diplomacy · stewardship · intrigue · learning → trait · stress · education), and a culture bridge to Asia (silk → china · japan). The tightest edge, routes–trade (PMI 4.02), shows how completely Silk & Silver's economy captured the community's attention.
A glossary of what players discuss: royal court, holy roman empire, silk road, middle ages, byzantine empire, holy sites, throne room, domain limit, flavor pack — and the tells of the register itself: real life, love the idea, behind the scenes.
The top content term, the strongest concept edge, and the top phrase, each grounded in a representative reply. All supported.
Stance caveat. A high count of culture or royal court means the community discussed them most — driven by which diaries drew the biggest threads (Royal Court, All Under Heaven) — not that these are the game's most important systems. Frequency measures attention, weighted by release cadence and controversy.
The quantified contrast. Run against the developer-diary corpus with log-likelihood keyness, the two registers separate cleanly. The developers over-use the language of specification — the team's we/our and the instructional your/you, plus patch-note verbs (fixed, added). The community over-uses the language of reception — first-person my/I, modal speculation would/could, and evaluation think/like/seems.
| term | com/10k | dev/10k | G² |
|---|---|---|---|
| would | 52.99 | 11.64 | 2155 |
| like | 51.85 | 16.58 | 1476 |
| think | 21.75 | 2.96 | 1181 |
| be | 116.59 | 66.35 | 1140 |
| it | 132.26 | 78.7 | 1126 |
| my | 29.68 | 7.53 | 1072 |
| could | 26.59 | 6.93 | 936 |
| but | 70.63 | 36.1 | 917 |
| really | 21.34 | 4.57 | 885 |
| just | 36.37 | 13.42 | 860 |
| that | 141.79 | 95.12 | 767 |
| dlc | 11.43 | 1.47 | 637 |
| me | 17.09 | 4.39 | 610 |
| seems | 8.27 | 0.52 | 584 |
| term | com/10k | dev/10k | G² |
|---|---|---|---|
| we | 34.93 | 97.4 | 3048 |
| our | 5.8 | 27.15 | 1597 |
| now | 18.13 | 49.13 | 1468 |
| your | 36.87 | 75.12 | 1269 |
| fixed | 4.17 | 19.1 | 1101 |
| longer | 3.0 | 12.37 | 641 |
| of | 217.63 | 274.89 | 596 |
| you | 102.09 | 141.21 | 571 |
| activity | 1.25 | 6.61 | 435 |
| their | 26.97 | 44.84 | 416 |
| interaction | 1.41 | 6.24 | 348 |
| kb | 0.0 | 1.65 | 318 |
| tooltip | 0.8 | 4.49 | 310 |
| event | 7.1 | 15.51 | 308 |
What to be suspicious of. Reply volume is dominated by a few huge threads (Royal Court, the early base-game diaries, All Under Heaven), so the corpus over-represents the systems that happened to generate controversy. Forum repliers are also the most invested slice of the audience; the silent majority leaves no text.
What it cannot see. Tone — sarcasm, excitement, anger — is invisible to word counts, yet the constant CK2/EU4/Imperator comparisons clearly carry an affect (nostalgia, anxiety about change) the frequencies only hint at. Reactions and up-votes were deliberately excluded to isolate the written voice.
These findings describe the reply threads to the CK3 developer diaries — 245 threads, 48,866 posts — not the CK3 player base, and not players at large. A corpus of Steam reviews or Reddit would surface a different community vocabulary. This is the forum's most engaged room, read in full.