[CK3] Ideas about game rules available at launch ...

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Misc Rules
Apr 8, 2020
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... 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!
 
Last edited:

Pancakelord

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Apr 8, 2020
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Now I am wondering about game rules for appanage.
I hope people realize the technical debt that is inevitable with the "just add rules for everything" attitude a lot of people have here.
Well ... I'm not saying I won't buy the game on release without all these game rules, but game rules is part of what makes things fun in ck2, and I certainly believe this stands for ck3.
It is not a hard limit as you need to consider the character's Stewardship which is somewhat open ended. But the "hard limit" already exists, independently of the rule. The rule only makes it lower.
I'm actually hoping for something like this can tie into a bureaucracy system for ck3 - Bureaucratic Efficiency or something like that. The system itself, by the way, should not be a game rule. Of course powerful enough rulers should always, always try to make more of the land their demense.
 

chelvo

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Maybe having a Terra Incognita system would be fun.
 

Krajzen

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The setting for unjust wars is an excellent idea

My personal idea is setting for the speed of religious and cultural conversion.

I don't think the one with disabling parts of the map would be ever implemented, it's just strange for a player to artificially limit his open world map.
1) If I'm playing in the obscure region I don't know how far will I expand.
2) You don't know what fun possibilities are you missing by excluding "obviously too far to be impactful" areas. The medieval India was heavily impacted by the medieval Central Asia, for example. Crusades are an obvious one. Vikings and Normans were travelling all over the world. Byzantine agency basically stretches across half the world and Islam could be felt damn in every part of ck3 map within ck3 timeframe except Scandinavia (even rulers of England, Germany and Poland were attending crusades :D and latter two fought Ottomans). Subsaharan Africa was conntected to and impacted by North Africa and Arabian Peninsula. And so on.
3) I'm not sure it would be technically simple thing to do, you'd have to disable or mess with some scripts such as steppe invaders, epidemics, spread of gunpowder etc
4) When I am playing Paradox games in some remote part of the world I do very much wanna see what happens elsewhere!
 
Apr 8, 2020
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The setting for unjust wars is an excellent idea
4) When I am playing Paradox games in some remote part of the world I do very much wanna see what happens elsewhere!
I concur, but some people do not own computers that let them have fun with the whole map.
 
Religious game rules
Apr 8, 2020
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From https://forum.paradoxplaza.com/foru...gan-reformation.1372700/page-11#post-26458278
Custom religions:
  • Disabled - custom religions and pagan reformation are completely disabled.
  • Pagan reformation - Pagan reformation is permitted, but no custom religions can be made.
  • Organized reformations - Custom religions may be made off of organized religions.
  • Both - Enable both.
AI custom religions:
  • Player only - The AI will not start a custom religion or reform pagan faiths.
  • Historical only - The AI will only establish historical religions and has fixed choices in pagan reformations.
  • Plausible - The AI will make limited changes to their custom religions, partially directed by their personality traits. Core beliefs will be maintained, several high level doctrines will not be used.
  • Free - The AI can make any custom religions they wish, directed by their personality traits.
Religious revival:
  • Disabled - Dead religions cannot be adopted by any characters.
  • Player only, no ancient religions - AI characters will never adopt a dead religion. Player characters can adopt religions that die after the game starts under strict circumstances.
  • Player only - The AI will never adopt a dead religion. Player characters can adopt any dead religion under strict circumstances.
  • Enabled, No ancient religions - Any character can adopt a religion that dies after the game starts under strict circumstances.
  • Enabled, Ancient religions are player only - The AI can adopt religions that die after the game starts under strict circumstances. Player characters can adopt any dead religion under strict circumstances.
  • Enabled - Any character can adopt any dead religion under strict circumstances.
 
Last edited:

Heiliges Thüringens Reich

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I love game rules, but the first one is simply impratical. PDX would never reduce game experience.

Would you care to extrapolate?
If you have ever played EU4, it would be exactly like that. Why should a nomad playing in Central Asia know whatever happens in Mauritania or Iceland?
A fog of war would cover the unkown parts of the world, and it would slowly dissipate as you expand or improve technology.
 
Apr 8, 2020
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@FondMemberofSociety
Of all the game rules, you forgot the one game rule that is guaranteed to be in CK3:

Ironman Mode
I don't need to consider the game rule that makes achievements unlockable, because, as you said, it is guaranteed to exist.
 

Blackwhitecavias

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You mean development time to implement a new rule? That is something really trivial. 10 or 15 minutes per rule, maximum.

I believe the issue with game rules is not the time it takes to implement them, but the exponentially increasing amount of combinations possible. Putting game rules in will make people feel entitled to have the game work fully with all of them, meaning a lot of combinations have to be tested which increases testing time by a lot (especially if rules come from different versions of the code).
 

Zhetone

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also making sure updates then do not impact how certain rules work, making sure things stay compatible, looking for bugs all over the place with different combinations of rules, etc.

It isn't "I take 10 minutes to set variables and the rule is in," it's taking 10 minutes to make the rule, then maintaining the combinations of all the rules not in the immediate moment of adding them, but all through game development. This is also why other games have not added rules from Paradox despite it sounding like a great idea, CK2 team made the decision to add rules but other dev teams didn't like the sound of the development time required to both implement and maintain such a system
 

STABBY5

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Most major changes to gameplay are best left with mods. Half of what you're suggesting is keeping multiple games balanced at once and is impractical. Game rules should be very simple.