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Hm, there's probably lots of room for debate on the point of AI, but I had considered that an argument for hiding information. The AI, after all, needs every advantage it can get in such a complicated game. It would noticeably increase the difficulty level of what right now is a rather easy game.
The AI could always be told to ignore this info if it came to that, though, like a lot of games do with info about areas hidden behind the fog of war.
1 Clerk............................................. ........................1 Angestellte
Nationality/Culture: Yankee / North German...............Nationalität/Kultur: Yankee-Amerikanisch / Norddeutsch
Religion: Orthodox.......................................... ..........Religion: Orthodox
Ideology: Reactionary....................................... ........Ideologie: Reaktionär
Issues: Protectionism (Mercantilism), Pluralism.............Probleme: Protektionismus (Merkantilismus), Pluralismus
Current Work: Student (Germanistik / Linguistics)......Arbeit: Student (Germanistik / Allgemeine Sprachwissenschaft)
Cash Reserves: Low, but steady..................................Geldreserv en: Niedrig
Revolt Risk: 7.5%.............................................. ........Revoltenrisiko: 7,5%
Militancy: 3.00 (-.01).............................................. ....Militanz: 3,00 (-,01)
Consciousness: 7.00 (+.02).........................................Bew ußtsein: 7,00 (+,02)




I also have to disagree with the OP (although if it were an option then everyone wins). Games are about making interesting (hopefully informed) choices. Otherwise it is just a guessing game and has nothing to do with strategy. Maybe for people who just like to role play this would be a good option, but hiding information in a strategy game is a bad idea.
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I played around with the files. This example is from the "character_selection.gui" file in the interfact folder. You can hide a field by setting its position to off screen (see position):
instantTextBoxType = {
name = "character_diplomacy"
position = { x = 9999 y = 7 } <-------------- I changed the value to 9999 so it isn't rendered on the screen. Now the diplomacy rating isn't displayed on the screen where you appoint council members.
textureFile = ""
font = "vic_18_black"
borderSize = {x = 0 y = 0}
text = "0"
maxWidth = 30
maxHeight = 20
format = centre
Orientation = "UPPER_LEFT"
}
people tend to scream "realism!" without considering what makes a game and what makes a hardcore simulation. CKII is meant to be a game. Because it's based on a real historical period, some people take that to mean it should be as close to 100% authentic as can be. do they ever stop to consider the price you pay in enjoyableness (lol if that's a word, sorry)? it's too easy to say "well I like realism so yes I would enjoy it being like that" but you really can't say that for sure as that is just not how the game is designed.
and let me tell you something about sales and marketing: even a game as masterful as CKII must be tailored to the lowest common denominator. even among the PDox crowd, where we value depth and intricacies, there still must be a certain level of "ease" for PDox to meet to keep their sales. I really don't like to use that argument, but fact of the matter is, that's half the reason right there. even among our group, those who like a little more thought and care and development, there still is a certain threshold between what is accurate, and what is just plain frustrating. and PDox takes that seriously. in the end, they are still a company, and they have a bottom line.
and another thing; CKII is an extension of a certain type of game model that PDox has continued to use, in varying forms, based on success in the past. if this was not the best way to keep the most players entertained, and if history has not proven that the majority prefer this model (and thus sales continue to generate...) rest assured PDox would have gone back to the drawing board.
now as for my personal opinion, I believe CKII for the most part is a good example of PDox applying "lessons learned" and for any of its faults, it has delivered from day one and continues to deliver.









You could argue that those out of your court might have more vague information, but given that we can't personally meet with/get to know our court and such, such things would need their own abstractions. A number is as good as any other choice for such abstracted details.
Personally, I don't see anything gained from a gameplay standpoint from hiding the numbers, and as well causing a bit of a slippery slope problem. Notably, one could figure out the skill via the modifiers they provide, do we hide those as well? If you hid the modifiers, I could tell the skill on i.e. a steward by seeing how my income changes, hide that too? Some mechanics are based on those numbers (i.e. Diplomacy 15 being the check point for falsifying duchy titles), having no idea if you've met the requirements for something would be a bit frustrating and people would go out of their way to find out if they meet the requirements anyways by some means.
If the goal is simply to increase difficulty, there are probably better ways to go about that than obscuring game mechanics.
I see nothing fun or entertaining in the notion of having hidden numbers. Picking people at random is not fun. It becomes a boring crapshoot. There are already considerations beyond base stats that impact your decisions. For example, I've found a guy who would make a better chancellor than my current one. But my current one is also a powerful duke. Do I really want to hack him off by firing him? Also, this argument that you wouldn't know anything about people is silly. You can talk to a person and assess whether they're any good with money, whether they have a diplomatic temperament, if they've shown any promise leading troops or fighting at all, etc. Real rulers wouldn't just pick someone at random because they like their haircut. Yes, they would have had to take political concerns into consideration, but we already have to do that, anyway.
Numbers or generic sentences, it's all an abstraction. The numbers are just more precise, is all. Not sure why some people act like hiding the numbers makes them smarter or more serious or somesuch.
In the first Crusader Kings, Paradox attempted to hide the amount of BB a player had. This design decision would go on to spawn innumerable 'how do I see the amount of BB I have?' threads, much confusion and scratching of heads, and frustration for many players.
Since then, Paradox has displayed BB as a numerical value in their games.
Needless to say, those who prefer less numbers and more vague values are in the minority.
A nice way to solve this would be "scouting" characters, just like in the football manager games. Stats should be hidden, but if you have interest in some character you could send your "scout" to find out more about him\her.
Why not introduce something from the world of Football Manager (never thought I'd be talking about FM on the Paradox Forum!!) and have a "fog of war" stats. YOu can see all the stats from people in your court and within your Kingdom but outside that some of the stats are obscured. If you want to find out more information on them then send your spy master out to "scout" them although the slight disadvantage to this is the person being spied on has a small chance to developing the paranoid stat.
People who talk about opponents in a debate "screaming" tend not to be giving enough credit.
Sadly, here we're agreed.even a game as masterful as CKII must be tailored to the lowest common denominator.
Nonetheless, insofar as the game isn't perfect we should do what we can to change that.
Who said anything about "more entertaining," "smarter" or "serious?" The question is how to make the game more realistic and immersive. Say you're a medieval ruler interviewing someone for the job of marshall. Do you say to yourself, "Hm, this guy has a MIL of 10" or "Hm, this guy seems a decent commander?" Numbers make the game, well, "gamey" in that you feel like you're sitting in front of a numbers-based computer programme. Technically you are, but it breaks immersion to be reminded of that every time you look at a character screen.
Besides, in replacing numbers with evaluative sentences we're only asking for an option. Anyone who dislikes realism and/or immersion is welcome to turn it off.
Never played Football Manager, but that's an excellent idea.
1 Clerk............................................. ........................1 Angestellte
Nationality/Culture: Yankee / North German...............Nationalität/Kultur: Yankee-Amerikanisch / Norddeutsch
Religion: Orthodox.......................................... ..........Religion: Orthodox
Ideology: Reactionary....................................... ........Ideologie: Reaktionär
Issues: Protectionism (Mercantilism), Pluralism.............Probleme: Protektionismus (Merkantilismus), Pluralismus
Current Work: Student (Germanistik / Linguistics)......Arbeit: Student (Germanistik / Allgemeine Sprachwissenschaft)
Cash Reserves: Low, but steady..................................Geldreserv en: Niedrig
Revolt Risk: 7.5%.............................................. ........Revoltenrisiko: 7,5%
Militancy: 3.00 (-.01).............................................. ....Militanz: 3,00 (-,01)
Consciousness: 7.00 (+.02).........................................Bew ußtsein: 7,00 (+,02)
I would not find this enjoyable in the least, I bought a paradox game, and expect it to stay one.
That's pretty much the crux of the matter right there IMHO.
I actually only had 1 person in mind, I just refrained from calling out by name is all. No offense to anyone making clear and thoughtful statements on the matter. Which I'm glad to see is the majority of those in this thread.
Now THIS idea I like much, much more. Makes total sense I think.
While I have no intrinsic problem with hiding numbers, the number will have to be replaced by something else. In real life there are ways of determining if someone is skilled at something. The numbers merely reflect a character's proven value in a particular field.
If you want 100% blindless before appointing someone with zero track record then I will have to disagree. That is hardly realistic. Yes, maybe the penalty for changing advisors should be higher which will simulate a king having to keep certain advisors for political reasons. In addition the King's diplomacy skill should determine the penalty, maybe with a random factor that occurs as a pop-up event. Thus a "content" character is more likely to accept your decision whereas an "ambitious" character is more likely to be angry.
If you do this however then I want an option to reshuffle my council without penalty. Sometimes you want your Steward to become your Chancellor but to do that you have to take the rep penalty which is silly as you are not really firing him.
I totally agree with that. Lateral transfers, especially when they fit a character's skillset, should have no penalty. It would need its own interface however, to circumvent the penalty you speak. A seperate screen where you can only move a council member from one position to another, no penalty, but no other option either as to not exploit it for a "free fire."