Misc Rules
... and other questions.
I am a great fan of game rules changing how the game works, making both base game and mods more dynamic, so hopefully the game rules system would be available with CKIII at launch too.
Of course, I would be merely repeating the opinions of others if I don't get specific on which rules would imho greatly increase QoL for players. Here's to hoping that people would be able to chime in and make this list more comprehensive for the best at-launch experience!
Map related:
1. Game rules to "blot out" certain regions of the game are most welcome. For me, the working mantra with this is "sans the sub-Saharan coast, sans Tibet, sans India and everything east of the Ferghana". Just a concise Crusading experience with Europe, North Africa, West and Central Asia would fit most people and is more friendly for new players. I understand some people may want to (re)create the Great Tibetan Empire that drew the line on the Ganges, but I would like the fact that if I don't plan on including them in my game, I can just carve off the map.
2. The ability to toggle realm colors in-game. Some people can sit with their realm being some assigned color, but the option to change it should be open for those who choose to.
2.1 Following up from here, it would add a lot more variety to have borders and the interior being two different colors.
(Many thanks to the inspiring thread on this topic https://forum.paradoxplaza.com/foru...litical-map-new-kingdom-colour-wishes.1321605)
3. Dynamic map units (caravans going on the roads etc.) can be activated for better immersion, or switched off for performance reasons.
Warfare related:
1. In the dd there was a mention of "civilized" realms having to put up with not having raids, but I personally believe that this hard limit is immersion-breaking. I call for a game rule that allows all realms to raid, because all realms can and did in this time period (Even the Tang raided its northern neighbors periodically for slaves to use in mining) with perhaps the humble bonus of not deactivating achievements. At the very least, raiding should be deactivated only after an increase in bureaucratic power to represent that (finally) rulers have a firm control over their troops and have ways to manage their discipline that exclude killing five percent of them.
2. Though not really a game rule, I hope an exotic man-at-arms slot would be available for future modders to create custom men-at-arms, if the entire thing is hardcoded that is. If it is as moddable as religion, please kindly ignore this suggestion.
3. An optional rule to deactivate the emergence of gunpowder on the battlefield for players who wish to enjoy warfare without gunpowder ad infinitum, if the emergence of gunpowder is part of the game already; conversely, allow gunpowder to be researched &/or bought by rulers that fulfil certain requirements and rewrite the history of siege warfare!
Something like "Gunpowder Research: Allowed" would suffice.
4. Enable unjust wars. Optional game rules for allowing unjust wars to seize land or not, but enabling them is a good start. Sometimes a war is actually about that nubile genius courtier, and I truely mean no harm to her host.
Succession related:
One thing that bugged me about CK2 succession was that it happened instantly, as if people in the 11th century already have telephones and stuff. I know this may be hardcoded but if interregnums could occur, where a title exists without a holder, thus preventing vassals from splintering into a dozen states, game play would be drastically more exciting.
There is no fun ascending after your grandfather to the throne of Otto the Great when you were supposed to be away on campaign. It is fun if you have to abandon your war to stop another duke buying his way onto your grandfather's vacant throne. All the while the King of Bohemia watches and plots, not breaking away from the HRE but virtually independent.
But I digress. If titles cannot exist without a holder, and if it is hardcoded, then there wouldn't be anything that could be done. The way PDX handles titles is oddly remniciesnt of Mazdayasnians trying to make sure every bit of property has a known owner to (hopefully) stop Muslims from confisticating it.
Onto the real rules then!
1. "Status of Women" law set and game rules controlling its availability is somthing I hope would be ported over from CK2. Perhaps with more nuance than a simple yes/no according to culture and religion.
2. Can Realm laws and Religious Laws regarding inheritance conflict? If so, game rules tolerating the conflict (thus triggering events) and abolishing the conflict would hopefully be available.
Localization related:
1. A rule that allows for personal name change at any age. If I feel like calling myself Michael then I don't care my father called me Constantine! I want to change it after I am an adult!
(↑The above demonstrative of in-game petulant man-child behavior)
Or make it better and implement a regnal name dynamic, where characters can choose a regnal name, granting various buffs and debuffs, sort of like the Emulating A Legend event.
2. Various rules regarding title names so that people can see titles the way they like, hopefully defusing the Byzantine/Roman/Rhomanion controversy once and for all.
De jure related:
1. Please include game rules that weaken the de jure system's effects, ranging from disabling plots based on de jure (revoke etc.) to disabling CBs based on de jure. This encourages the marriage game.
2. And please consider, down the road, a more flexible system in place of de jure.
Cash, costs and related:
1. Optional game rule to increase costs of building holdings &/or maintaining buildings you have already built the further the barony is from your capital, representing inefficient communication and embezzlement. This is a good way to counter blobs via the law of diminishing returns.
Realm Laws and Vassal Contracts:
The way I understand Realm Laws in CK2 is that they are essentially abstractions of vassal contracts, and putting more things under the blanket of Realm Laws means that less micromanagement is required. So,
1. Game rules that decide what powers (banishment, imprisonment) have to be contracted separately and what can be implemented on a realm-wide basis, obviously would be a necessity after vassal contracts are better fleshed out.
This would be all I can think of for now. Hopefully more voices would be added to the mix soon!
I am a great fan of game rules changing how the game works, making both base game and mods more dynamic, so hopefully the game rules system would be available with CKIII at launch too.
Of course, I would be merely repeating the opinions of others if I don't get specific on which rules would imho greatly increase QoL for players. Here's to hoping that people would be able to chime in and make this list more comprehensive for the best at-launch experience!
Map related:
1. Game rules to "blot out" certain regions of the game are most welcome. For me, the working mantra with this is "sans the sub-Saharan coast, sans Tibet, sans India and everything east of the Ferghana". Just a concise Crusading experience with Europe, North Africa, West and Central Asia would fit most people and is more friendly for new players. I understand some people may want to (re)create the Great Tibetan Empire that drew the line on the Ganges, but I would like the fact that if I don't plan on including them in my game, I can just carve off the map.
2. The ability to toggle realm colors in-game. Some people can sit with their realm being some assigned color, but the option to change it should be open for those who choose to.
2.1 Following up from here, it would add a lot more variety to have borders and the interior being two different colors.
(Many thanks to the inspiring thread on this topic https://forum.paradoxplaza.com/foru...litical-map-new-kingdom-colour-wishes.1321605)
3. Dynamic map units (caravans going on the roads etc.) can be activated for better immersion, or switched off for performance reasons.
Warfare related:
1. In the dd there was a mention of "civilized" realms having to put up with not having raids, but I personally believe that this hard limit is immersion-breaking. I call for a game rule that allows all realms to raid, because all realms can and did in this time period (Even the Tang raided its northern neighbors periodically for slaves to use in mining) with perhaps the humble bonus of not deactivating achievements. At the very least, raiding should be deactivated only after an increase in bureaucratic power to represent that (finally) rulers have a firm control over their troops and have ways to manage their discipline that exclude killing five percent of them.
2. Though not really a game rule, I hope an exotic man-at-arms slot would be available for future modders to create custom men-at-arms, if the entire thing is hardcoded that is. If it is as moddable as religion, please kindly ignore this suggestion.
3. An optional rule to deactivate the emergence of gunpowder on the battlefield for players who wish to enjoy warfare without gunpowder ad infinitum, if the emergence of gunpowder is part of the game already; conversely, allow gunpowder to be researched &/or bought by rulers that fulfil certain requirements and rewrite the history of siege warfare!
Something like "Gunpowder Research: Allowed" would suffice.
4. Enable unjust wars. Optional game rules for allowing unjust wars to seize land or not, but enabling them is a good start. Sometimes a war is actually about that nubile genius courtier, and I truely mean no harm to her host.
Succession related:
One thing that bugged me about CK2 succession was that it happened instantly, as if people in the 11th century already have telephones and stuff. I know this may be hardcoded but if interregnums could occur, where a title exists without a holder, thus preventing vassals from splintering into a dozen states, game play would be drastically more exciting.
There is no fun ascending after your grandfather to the throne of Otto the Great when you were supposed to be away on campaign. It is fun if you have to abandon your war to stop another duke buying his way onto your grandfather's vacant throne. All the while the King of Bohemia watches and plots, not breaking away from the HRE but virtually independent.
But I digress. If titles cannot exist without a holder, and if it is hardcoded, then there wouldn't be anything that could be done. The way PDX handles titles is oddly remniciesnt of Mazdayasnians trying to make sure every bit of property has a known owner to (hopefully) stop Muslims from confisticating it.
Onto the real rules then!
1. "Status of Women" law set and game rules controlling its availability is somthing I hope would be ported over from CK2. Perhaps with more nuance than a simple yes/no according to culture and religion.
2. Can Realm laws and Religious Laws regarding inheritance conflict? If so, game rules tolerating the conflict (thus triggering events) and abolishing the conflict would hopefully be available.
Localization related:
1. A rule that allows for personal name change at any age. If I feel like calling myself Michael then I don't care my father called me Constantine! I want to change it after I am an adult!
(↑The above demonstrative of in-game petulant man-child behavior)
Or make it better and implement a regnal name dynamic, where characters can choose a regnal name, granting various buffs and debuffs, sort of like the Emulating A Legend event.
2. Various rules regarding title names so that people can see titles the way they like, hopefully defusing the Byzantine/Roman/Rhomanion controversy once and for all.
De jure related:
1. Please include game rules that weaken the de jure system's effects, ranging from disabling plots based on de jure (revoke etc.) to disabling CBs based on de jure. This encourages the marriage game.
2. And please consider, down the road, a more flexible system in place of de jure.
Cash, costs and related:
1. Optional game rule to increase costs of building holdings &/or maintaining buildings you have already built the further the barony is from your capital, representing inefficient communication and embezzlement. This is a good way to counter blobs via the law of diminishing returns.
Realm Laws and Vassal Contracts:
The way I understand Realm Laws in CK2 is that they are essentially abstractions of vassal contracts, and putting more things under the blanket of Realm Laws means that less micromanagement is required. So,
1. Game rules that decide what powers (banishment, imprisonment) have to be contracted separately and what can be implemented on a realm-wide basis, obviously would be a necessity after vassal contracts are better fleshed out.
This would be all I can think of for now. Hopefully more voices would be added to the mix soon!
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