Hi all,
So I just started playing recently and was loving the experience until I got my first empire and hit the brick wall of defensive pacts and near permanent 100% threat. I love the idea in theory and I understand wanting to have some limitations to late game blobbing, but as it's currently implemented the mechanic is just not fun. So I tried a new game with it turned off, and it ended up being far too easy to just exploit the Holy War CB. But you all know this already and I'm not here to start another defensive pact complaint thread. Instead, I'd like to pick your more experienced brains for ideas on how to retool the system to turn it into a fun, challenging restraint to blobbing, while not turning the late game into a stagnant cycle of waiting, inheritance shenanigans, and blitzing down small territories. Some suggestions to get the ball rolling:
1) Defensive pacts should be initially cultural in nature. This should then upgrade with increasing threat to include cultural groups, then religion, and finally max at religious group including related holy orders. So if you're messing with Sicily and Tunisia, you first run into a Berber defensive pact, which upgrades to Arabic, then Sunni, and finally once you're way outta control, the pan Islamic defensive pact (which after having just barely survived a double jihad as crusader Jerusalem seems plenty challenging and potentially crippling). At no point should you ever have to face the medieval UN. This also means you can get into some interesting intermediate territory, where you're fighting a converted Greek Catholic as well as other Catholics and also Greek Orthodox realms, but not all Orthodox realms...yet. I'm not sure how this would translate to the 'pagan' section of the map as I haven't played up there yet, but keeping it at least initially in culture groups seems to make more historical sense. Given that cultural groups and spread are already in the game, I have no idea why this wasn't the default implementation for defensive pacts.
2) Threat should decay independently for each cultural or religious pact. Ideally this would be indexed to decay differentially for pacts within and outside of the corresponding max potential pact. So if you've recently attacked a Sunni caliphate, threat decays slowest for any Sunni pacts, then slightly faster for any Shia pacts, and finally far faster for any existing Christian and Pagan pacts. Ideally this could be implemented all the way down to cultural levels but barring that religious at least. I think this might make the mid-late game more dynamic by forcing you to switch your focus between regions and CB types, and by giving your recent victims a chance to regroup and counterattack you in between. Which leads to...
3) All members of a recently attacked pact should get a time limited CB to 'reconquer' any recently lost territory for their pact bros. This would function like a mini crusade or jihad (or full-on if you've pushed your threat levels high enough), and only apply to the counties that were taken in the recent conquests. Participants can include new members who were not in the pact when the territory was taken, however they are expected to hand any captured titles back to their original owners (kind of like crusade beneficiary), and receive gold, prestige and piety in return. They can also chose to keep any captured titles for themselves, but are immediately ejected from the pact, lose a lump sum of prestige, suffer a diplomatic penalty with pact members, and are banned from re-entering for a substantial length of time (10 or 20 years). Once the reconquest war has been resolved (win lose or draw), the CB is dissolved. I'm the least sure of this one as I haven't played enough to anticipate how this would inevitably be exploited, but it seems like an interesting and dynamic limit to late game blobbing, while not giving a player infinite leeway to just rotate their region of conquest until their threat levels had decayed elsewhere. At the least you'd have to balance new conquests with defense of recent ones. It also gives smaller sneaky ambitious players a new means of acquiring territory within their cultural sphere, albeit with significant penalties and risk.
4) Entering into a pact should cost a lump sum of prestige, and incur a montly prestige cost to maintain that scales with your prestige generation and titles. This doesn't need to be crippling, but it should act to noticeably slow down prestige generation for players or AIs that rely too heavily on external powers for their own defense. At the least, it should be balanced to make entering a pact a strategic decision, rather than just an auto-click.
So, what do you all think? Obviously some re-balancing would be required with threat generation and decay rates. I'm by no means an expert, but this is pretty much my ideal system based on my current experience with the game. I'm sure I'm missing something, what other suggestions or tweaks do you all have? More importantly, is this moddable, or is there some reason it can't work that I'm not thinking of? Cheers!
So I just started playing recently and was loving the experience until I got my first empire and hit the brick wall of defensive pacts and near permanent 100% threat. I love the idea in theory and I understand wanting to have some limitations to late game blobbing, but as it's currently implemented the mechanic is just not fun. So I tried a new game with it turned off, and it ended up being far too easy to just exploit the Holy War CB. But you all know this already and I'm not here to start another defensive pact complaint thread. Instead, I'd like to pick your more experienced brains for ideas on how to retool the system to turn it into a fun, challenging restraint to blobbing, while not turning the late game into a stagnant cycle of waiting, inheritance shenanigans, and blitzing down small territories. Some suggestions to get the ball rolling:
1) Defensive pacts should be initially cultural in nature. This should then upgrade with increasing threat to include cultural groups, then religion, and finally max at religious group including related holy orders. So if you're messing with Sicily and Tunisia, you first run into a Berber defensive pact, which upgrades to Arabic, then Sunni, and finally once you're way outta control, the pan Islamic defensive pact (which after having just barely survived a double jihad as crusader Jerusalem seems plenty challenging and potentially crippling). At no point should you ever have to face the medieval UN. This also means you can get into some interesting intermediate territory, where you're fighting a converted Greek Catholic as well as other Catholics and also Greek Orthodox realms, but not all Orthodox realms...yet. I'm not sure how this would translate to the 'pagan' section of the map as I haven't played up there yet, but keeping it at least initially in culture groups seems to make more historical sense. Given that cultural groups and spread are already in the game, I have no idea why this wasn't the default implementation for defensive pacts.
2) Threat should decay independently for each cultural or religious pact. Ideally this would be indexed to decay differentially for pacts within and outside of the corresponding max potential pact. So if you've recently attacked a Sunni caliphate, threat decays slowest for any Sunni pacts, then slightly faster for any Shia pacts, and finally far faster for any existing Christian and Pagan pacts. Ideally this could be implemented all the way down to cultural levels but barring that religious at least. I think this might make the mid-late game more dynamic by forcing you to switch your focus between regions and CB types, and by giving your recent victims a chance to regroup and counterattack you in between. Which leads to...
3) All members of a recently attacked pact should get a time limited CB to 'reconquer' any recently lost territory for their pact bros. This would function like a mini crusade or jihad (or full-on if you've pushed your threat levels high enough), and only apply to the counties that were taken in the recent conquests. Participants can include new members who were not in the pact when the territory was taken, however they are expected to hand any captured titles back to their original owners (kind of like crusade beneficiary), and receive gold, prestige and piety in return. They can also chose to keep any captured titles for themselves, but are immediately ejected from the pact, lose a lump sum of prestige, suffer a diplomatic penalty with pact members, and are banned from re-entering for a substantial length of time (10 or 20 years). Once the reconquest war has been resolved (win lose or draw), the CB is dissolved. I'm the least sure of this one as I haven't played enough to anticipate how this would inevitably be exploited, but it seems like an interesting and dynamic limit to late game blobbing, while not giving a player infinite leeway to just rotate their region of conquest until their threat levels had decayed elsewhere. At the least you'd have to balance new conquests with defense of recent ones. It also gives smaller sneaky ambitious players a new means of acquiring territory within their cultural sphere, albeit with significant penalties and risk.
4) Entering into a pact should cost a lump sum of prestige, and incur a montly prestige cost to maintain that scales with your prestige generation and titles. This doesn't need to be crippling, but it should act to noticeably slow down prestige generation for players or AIs that rely too heavily on external powers for their own defense. At the least, it should be balanced to make entering a pact a strategic decision, rather than just an auto-click.
So, what do you all think? Obviously some re-balancing would be required with threat generation and decay rates. I'm by no means an expert, but this is pretty much my ideal system based on my current experience with the game. I'm sure I'm missing something, what other suggestions or tweaks do you all have? More importantly, is this moddable, or is there some reason it can't work that I'm not thinking of? Cheers!
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