After going back to vanilla CK 3, to see what was missing without mods obscuring the picture, this is my own personal suggestion list. Some of these are based on mods, so if they seem familiar, you should thank the modder that gave me the idea. A few are taken from other posts here, credit is given properly for them.
- Events:
-- More events in general. Examples (mostly based on CK 2): Reincarnation events about past lives, emulating a legend, antichrist/son of Shaytan (though maybe toned down in its supernatural elements), Self-Crowning, Hunt for rare/legendary beasts, Teenage Crush event, "forbidden love" event chain, Joan D'Arc, "Romeo and Juliet" and many more.
-- Events should involve relevant characters and take into account traits, cultural traditions, religious tenets and past relations more (though steps have been taken towards the latter, so I applaud that). I know it's a lot to keep track of, but it is absolutely essential for immersion. (partial thanks to @Audio-Man for this)
-- Make events better presented, easier to read and shorter. (thanks @Audio-Man for this suggestion as well)
-- Coronation event in court (or in the papal court if Catholic or with similar "papacy" mechanics and crowned by said Pope/religious head)
-- Marriage Celebrations in court
-- Feasts in court
- Religion:
-- Unique Papacy Mechanics
-- Unique Orthodox and Oriental Patriarchate Mechanics
-- Unique Muslim Mechanics
-- Unique Eastern Religion Mechanics
-- Greater Implications and restraints associated with religious tenets/doctrines, so that the difference is felt.
-- A Proselytization doctrine allowing/disallowing or encouraging/discouraging missionary work.
- Governance:
-- Separation between Feudal, Imperial Autocratic, Islamic Clan, Pagan Tribal/Nomad governments
-- Addition of Merchant Republics, or Republics in general. Same with Eastern Imperialism and Eastern Feudal Theocracy (or at least proper representation through a combination of laws and cultural traditions).
-- Meaningful distinction in the administration and function of these governments.
-- Proper law screen, not just two buttons for succession law and one for centralization (this was very clearly a complete afterthought and rather unacceptable).
-- Greater significance to ruler council and advisors, with possibility to make them more or less relevant through laws.
-- Loyalist factions, or a loyalist debuff to rebellious faction's ability to rebel.
- Culture:
-- Greater effects from cultural traditions, so that the Cultural differences are felt more as well.
-- Bring back Crimean Gothic and maybe even Coptic cultures.
- Character/Customization:
-- Culture packs are fine, but should provide more clothing options than they do. This would make the price rise more justifiable too.
-- Greater distinctions in Ethnicities.
-- A slight revamp of the stress mechanic. It is currently too easy to get stressed significantly by things that are ridiculously minor. My character should not feel the need to become alcoholic from butchering a language he just learned in front of a group of people, yeah its embarrassing, but not that much.
-- the new memories, grudges and feuds system has been a great step towards a more immersive game, but it should encompass and remember even more character information. (see thread for examples).
-- An honor/chivalry/valor attribute to complement dread. Some of the dread bonuses should be moved over to it or new bonuses found, so they can act as balanced but opposite ways of "building up a personal reputation", to suit different strategies. The Chivalry/Gallant military lifestyle tree should grant this new attribute.
-- Choose clothing colors/patterns in character customization, or in the barbershop maybe. (thanks @CaptainCashew )
- Miscellaneous/Cosmetic:
-- While it is good that we have unit tiers based on quality, these could also change with the eras/innovations. So there would be around 3 (Tribal doesn't need to be separate from Early) or 4 (if all are included) different sets of units which would still vary based on quality, but change with the era into 3 different model types. To bring a western European Example, Top tier in Early Medieval would be Norman Knight, in high medieval it would be the current top tier, then in late medieval it could be styled after 14th century plate armor with a bascinet for a helmet or something akin to that.
-- More unique men-at-arms types, tied to innovations, cultural traditions etc
-- Unique art for the special men-at-arms units
-- Generally, Cultures and Religions should shift the way you play just enough so you'll have a noticeably different experience and need to adapt to a different strategy, without needing to be constraining.
- Events:
-- More events in general. Examples (mostly based on CK 2): Reincarnation events about past lives, emulating a legend, antichrist/son of Shaytan (though maybe toned down in its supernatural elements), Self-Crowning, Hunt for rare/legendary beasts, Teenage Crush event, "forbidden love" event chain, Joan D'Arc, "Romeo and Juliet" and many more.
-- Events should involve relevant characters and take into account traits, cultural traditions, religious tenets and past relations more (though steps have been taken towards the latter, so I applaud that). I know it's a lot to keep track of, but it is absolutely essential for immersion. (partial thanks to @Audio-Man for this)
-- Make events better presented, easier to read and shorter. (thanks @Audio-Man for this suggestion as well)
-- Coronation event in court (or in the papal court if Catholic or with similar "papacy" mechanics and crowned by said Pope/religious head)
-- Marriage Celebrations in court
-- Feasts in court
- Religion:
-- Unique Papacy Mechanics
-- Unique Orthodox and Oriental Patriarchate Mechanics
-- Unique Muslim Mechanics
-- Unique Eastern Religion Mechanics
-- Greater Implications and restraints associated with religious tenets/doctrines, so that the difference is felt.
-- A Proselytization doctrine allowing/disallowing or encouraging/discouraging missionary work.
- Governance:
-- Separation between Feudal, Imperial Autocratic, Islamic Clan, Pagan Tribal/Nomad governments
-- Addition of Merchant Republics, or Republics in general. Same with Eastern Imperialism and Eastern Feudal Theocracy (or at least proper representation through a combination of laws and cultural traditions).
-- Meaningful distinction in the administration and function of these governments.
-- Proper law screen, not just two buttons for succession law and one for centralization (this was very clearly a complete afterthought and rather unacceptable).
-- Greater significance to ruler council and advisors, with possibility to make them more or less relevant through laws.
-- Loyalist factions, or a loyalist debuff to rebellious faction's ability to rebel.
- Culture:
-- Greater effects from cultural traditions, so that the Cultural differences are felt more as well.
-- Bring back Crimean Gothic and maybe even Coptic cultures.
- Character/Customization:
-- Culture packs are fine, but should provide more clothing options than they do. This would make the price rise more justifiable too.
-- Greater distinctions in Ethnicities.
-- A slight revamp of the stress mechanic. It is currently too easy to get stressed significantly by things that are ridiculously minor. My character should not feel the need to become alcoholic from butchering a language he just learned in front of a group of people, yeah its embarrassing, but not that much.
-- the new memories, grudges and feuds system has been a great step towards a more immersive game, but it should encompass and remember even more character information. (see thread for examples).
-- An honor/chivalry/valor attribute to complement dread. Some of the dread bonuses should be moved over to it or new bonuses found, so they can act as balanced but opposite ways of "building up a personal reputation", to suit different strategies. The Chivalry/Gallant military lifestyle tree should grant this new attribute.
-- Choose clothing colors/patterns in character customization, or in the barbershop maybe. (thanks @CaptainCashew )
- Miscellaneous/Cosmetic:
-- While it is good that we have unit tiers based on quality, these could also change with the eras/innovations. So there would be around 3 (Tribal doesn't need to be separate from Early) or 4 (if all are included) different sets of units which would still vary based on quality, but change with the era into 3 different model types. To bring a western European Example, Top tier in Early Medieval would be Norman Knight, in high medieval it would be the current top tier, then in late medieval it could be styled after 14th century plate armor with a bascinet for a helmet or something akin to that.
-- More unique men-at-arms types, tied to innovations, cultural traditions etc
-- Unique art for the special men-at-arms units
-- Generally, Cultures and Religions should shift the way you play just enough so you'll have a noticeably different experience and need to adapt to a different strategy, without needing to be constraining.
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