All those courtiers sitting around, useless. Some of them with halfway alright stats.
I should be able to put them as agents under my councillors.
Let's say I want to improve relations or sow dissent. Rather than sending my chancellor there (although I can, if I want) I'd pick a courtier with high diplo, assign him as a diplomat, and send him. I would be able to have anywhere from two to five agents under each councillor, depending on his skill. Something like:
- 0-10: 2 agents per Councillor
- 11-15: 3 agents per Councillor (Req'd Duke rank or above)
- 15-20: 4 agents per Councillor (Req'd King rank or above)
- 20+: 5 agents per Councillor (Req'd Emperor rank)
Agents would be able to do two of the three councillor actions, with the third one being councillor-only. The Councillor himself would be able to do any of the three.
- Diplomat (Chancellor Agent): Sow Dissent and Improve Relations
Chancellor only: Fabricate Claim
- Captain (Marshal Agent): Train Troops and Suppress Revolts
Marshal only: Research Tech
- Clerk (Steward Agent): Collect Taxes and Oversee Construction
Steward Only: Research Tech
- Spy (Spymaster Agent): Establish Spy Network and Scheme
Spymaster Only: Study Technology
- Priest/Imam/Holy Man (Court Chaplain Agent): Proselytize and Improve Religious Relations
Court Chaplain Only: Research Tech and Improve Religious Relations with Religious Head
In addition, agents (and not councillors) should unlock a plot action on any character in the same county where they are.
- Diplomat: *Influence* - Choose to target a specific character to increase their opinion of you, or decrease their opinion of either their direct liege or another character in the same county. Failure will result in a -25 to -50 with that character (or their liege) for 5 years.
- Captain: *Oppress* - Only works on people inside your lands. Choose a character with a negative opinion of you to have your Captain show him or her who's boss, giving you a +10 fear opinion modifier and removing them from factions and/or known plots for 48 months, and expelling them if they are a known foreign agent or councillor. This will make other characters of the same kind (noble, burgher, temple); rank (lowborn, highborn, temple); and dynasty; within their home de jure Kingdom dislike you by 5, stacking, persistent for 5 years. Doing it to lowborn characters will have a chance of raising the Revolt Risk by 1-5%.
- Clerk: *Audit* - Only works on vassals and courtiers. Check for unpaid taxes. If found, collect them. Success results in money, failure in -50 opinion (and -10 opinion with target's peers) and the possibility that the target will flee to another court if a courtier or rebel if a landed vassal.
- Spy: *Assassinate/Counterspy* - The only agent that gets two. Assassinate is what you think. A 1.5% base chance of success per point of personal Intrigue, buffed or debuffed by Councillor stats and State attribute. No cumbersome plotting required. Consequences of failure, if caught, same as in the game now. Counterspy does not require a target, but decreases the success chances of hostile plots or assassination attempts in the county where the Spy is located. No other actions can be performed while counterspying. Any plot that manages to get a counterspy onboard, however, will get an automatic +75% plot power. So make sure you only use trustworthy people.
- Priest/Imam/Holy Man: *Denounce* - Only works on people who are your vassals or courtiers. Denounces a person as a heretic, and attempts to give you a reason to arrest them. Successful denouncement results in righteous imprisonment and the option of a tyranny-free execution or banishment. Works most of the time against actual heretics, but *very* low chance of success against non-heretics especially if they have 500 or more piety. Failure results in -100 opinion, religion-wide -25 temple character opinion, and the possibility of that person fleeing to another court, or rebelling if a landed vassal.
Chance of success would be dictated by the personal skill of the agent, modified by 50% of the Councillor's skill and 25% of the relevant State Attribute (i.e. State Diplo, State Intrigue, etc.), and could be compounded by placing two agents in the same county, provided they like each other enough to cooperate.
I realized that I neglected technology. I think that each type of agent would have a tech requirement for getting more than 2 as well. Having up to two would have no tech requirement, but having three would require level 2 in the relevant tech; having four, level 4; and having five, level 6.*
Diplomats: Noble Customs
Captains: Military Organization
Clerks: Trade Practices
Spies: Popular Customs
Priests, et al.: Religious Customs
I think that this would add a needed layer a depth to the game. I'd love to hear the community's thoughts.
I should be able to put them as agents under my councillors.
Let's say I want to improve relations or sow dissent. Rather than sending my chancellor there (although I can, if I want) I'd pick a courtier with high diplo, assign him as a diplomat, and send him. I would be able to have anywhere from two to five agents under each councillor, depending on his skill. Something like:
- 0-10: 2 agents per Councillor
- 11-15: 3 agents per Councillor (Req'd Duke rank or above)
- 15-20: 4 agents per Councillor (Req'd King rank or above)
- 20+: 5 agents per Councillor (Req'd Emperor rank)
Agents would be able to do two of the three councillor actions, with the third one being councillor-only. The Councillor himself would be able to do any of the three.
- Diplomat (Chancellor Agent): Sow Dissent and Improve Relations
Chancellor only: Fabricate Claim
- Captain (Marshal Agent): Train Troops and Suppress Revolts
Marshal only: Research Tech
- Clerk (Steward Agent): Collect Taxes and Oversee Construction
Steward Only: Research Tech
- Spy (Spymaster Agent): Establish Spy Network and Scheme
Spymaster Only: Study Technology
- Priest/Imam/Holy Man (Court Chaplain Agent): Proselytize and Improve Religious Relations
Court Chaplain Only: Research Tech and Improve Religious Relations with Religious Head
In addition, agents (and not councillors) should unlock a plot action on any character in the same county where they are.
- Diplomat: *Influence* - Choose to target a specific character to increase their opinion of you, or decrease their opinion of either their direct liege or another character in the same county. Failure will result in a -25 to -50 with that character (or their liege) for 5 years.
- Captain: *Oppress* - Only works on people inside your lands. Choose a character with a negative opinion of you to have your Captain show him or her who's boss, giving you a +10 fear opinion modifier and removing them from factions and/or known plots for 48 months, and expelling them if they are a known foreign agent or councillor. This will make other characters of the same kind (noble, burgher, temple); rank (lowborn, highborn, temple); and dynasty; within their home de jure Kingdom dislike you by 5, stacking, persistent for 5 years. Doing it to lowborn characters will have a chance of raising the Revolt Risk by 1-5%.
- Clerk: *Audit* - Only works on vassals and courtiers. Check for unpaid taxes. If found, collect them. Success results in money, failure in -50 opinion (and -10 opinion with target's peers) and the possibility that the target will flee to another court if a courtier or rebel if a landed vassal.
- Spy: *Assassinate/Counterspy* - The only agent that gets two. Assassinate is what you think. A 1.5% base chance of success per point of personal Intrigue, buffed or debuffed by Councillor stats and State attribute. No cumbersome plotting required. Consequences of failure, if caught, same as in the game now. Counterspy does not require a target, but decreases the success chances of hostile plots or assassination attempts in the county where the Spy is located. No other actions can be performed while counterspying. Any plot that manages to get a counterspy onboard, however, will get an automatic +75% plot power. So make sure you only use trustworthy people.
- Priest/Imam/Holy Man: *Denounce* - Only works on people who are your vassals or courtiers. Denounces a person as a heretic, and attempts to give you a reason to arrest them. Successful denouncement results in righteous imprisonment and the option of a tyranny-free execution or banishment. Works most of the time against actual heretics, but *very* low chance of success against non-heretics especially if they have 500 or more piety. Failure results in -100 opinion, religion-wide -25 temple character opinion, and the possibility of that person fleeing to another court, or rebelling if a landed vassal.
Chance of success would be dictated by the personal skill of the agent, modified by 50% of the Councillor's skill and 25% of the relevant State Attribute (i.e. State Diplo, State Intrigue, etc.), and could be compounded by placing two agents in the same county, provided they like each other enough to cooperate.
I realized that I neglected technology. I think that each type of agent would have a tech requirement for getting more than 2 as well. Having up to two would have no tech requirement, but having three would require level 2 in the relevant tech; having four, level 4; and having five, level 6.*
Diplomats: Noble Customs
Captains: Military Organization
Clerks: Trade Practices
Spies: Popular Customs
Priests, et al.: Religious Customs
I think that this would add a needed layer a depth to the game. I'd love to hear the community's thoughts.
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