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Krankengedanken

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Now before y’all start hating me for such an insolent title, let me preface this post by saying that I love the game. One does not simply play a game over 450 hours without enjoying it thoroughly. That being said, after playing many sessions I've come to regard CKII as exactly that: not a Douglas DC-3, but a Sikorsky Ilya Muromets, a proof that such games are viable, riveting and have a huge potential, but far, far from the plateau. Now feel free to respectfully disagree.

What’s a CKII?

So what’s a CKII? A grand strategy you say. And you’re 50% correct. CKII fuses grand strategy layer with character management/RPG/Sims-like simulation layer. And to my mind, this fusion creates a genre of its own. I do not have a good name for it, unfortunately. Something like grand character management simulator (GCMS). Oy vey, sounds awful. If anyone has a better name, please, share it.

The character layer

In this fusion the character layer is the primary one, what drives the gameplay and makes the game so great. The grand strategy layer (the map, countries, wars, epidemics etc.) does not serve the player directly by providing a map which you can paint in the most beautiful colour (that you can do in any other PDX game).

Rather it supplements the character layer by providing a grand simulation of the living, breathing world with a lot of things going on at the same time. This is a crucial distinction between CKII and the Sims series (I understand the comparison is a bit silly, but IMO it applies): in the former being just one of many medieval rulers gives the necessary grandness of scope (hence the G in GCMS).

In CKII (unlike the Sims) you can travel half the world to China stealing artefacts in Beijing and making friends along the way, you can send your son to serve the Byzantine emperor as his personal guard, you can watch the world tremble from the wrath of both Mongols and Aztecs, you can try to steal from a rival's alchemic laboratory, get captured and thrown in prison, seduce his wife and break free with her help. And most importantly, all of this is going to happen not only to you but to hundreds (if not thousands) of people around you. Whereas in the Sims you can redecorate your house or something.

So what’s wrong?

So far I mostly extolled the virtues of CKII without mentioning the problems that make it “just a proof of concept”. I think there are 6 main issues with the game:
  1. The initial focus of the game wasn't entirely right;
  2. World simulation is imperfect (to put it mildly);
  3. Game systems are poorly integrated;
  4. A scarcity of content (believe it or not);
  5. The game is too easy to exploit (partly because of the power creep) which makes it too easy;
  6. No incentives to roleplay and lack of attachment to characters.
Initial focus

As the devs are always ready to remind us when replying to requests for more ambitious features, CKII is a game about playing a medieval dynasty. But I think the real focus of players’ attention is not exactly there. Don’t get me wrong, the dynastic power-games could be an excellent part of a GCMS, but as it stands you can’t play them in CKII.

Your relatives do not present any real threat (and best use for them is to ship them to China), there are no cliques in a dynasty, they have no say in what you do and how the country is governed, there are no consolidated policies between different rulers in a dynasty, and most importantly there is no “feeling” of making your family grow strong (*shouts from the back row* and where are cadet branches?).

However, the main point is that a game doesn't have to be about dynasties to be a good GCSM. And the fact that suggestions about making holy orders and adventurers playable or giving more love to merchant republics are relentlessly appearing in this forum means that for the player base it’s not about dynasties, it’s about playing the character game.

World simulation

The better the simulation, the better the GCMS is going to be. I think it’s fair to say that. And of course one could find many flaws in the current model: there are no logistics in the game, map is divided arbitrarily into provinces, there is no simulation for the actual peasants in provinces or popolo minuto of cities, trade is simulated poorly with static trade routes and no real Mediterranean trade to speak of.

At the same time, we have to concede that making a good simulation is a Sisyphean task limited both by coding man-hours and by the power of today's computers. And the devs are trying to make it better. An example of that is the rework of the trade system in JD and addition of African trade routes in the upcoming HF.

All in all, I'm not going to expand on this topic too much, because I think it's important enough to deserve a separate post.

Game systems integration

I think any CKII player with a hundred hours of playtime can name at least a dozen examples of that off the top of their head. My favourite is the inability to go hunting if you are one-eyed or one-handed (poor, poor Jaime Lannister can never hunt again apparently). A close second place is the inability to land women even with the Full Status of Women. And if all of these complaints were to be listed together, there would be hundreds of small little improvements that would make the game much more immersive and enjoyable.

This problem stems from the same obstacle as the previous one: it just requires too many man-hours to properly go through all the events and script them anew integrating everything nicely (not to mention that you have to think it through first). That being said I wish the devs were to take a bigger interest in fixing it. Ideally, there should be a paid DLC focused entirely not on anything new, but on tying together what's already in the game. We are unlikely to see it, however (financial considerations I suppose).

Scarcity of content

Now that's a very important one. You might say that I'm talking out of my hat on this one. In the previous paragraph, I said the exact opposite thing. But both these things can simultaneously be true. For a game to be truly a grand CMS it needs an abundance of content. That's because the game we have now can be exhausted relatively easily.

You play a couple of sessions and you got 80% of the game figured out: all the main events, all foci, all the societies etc. There will still be left some specific mechanics (for instance what’s it’s like to play Suomenusko), but the bulk will be known. But an essential component of GCMS (IMO) is the constant sense of wonder and exploration: the world around you is teeming with possibilities and you never know what you might encounter next.

To give an example, right now the Scholarship focus consists only of the event chain for an observatory (which you can do as tribal or nomadic even, speaking of poor integration). It lasts for about 4.5 years (give or take); you get your tech points and then switch to some other focus never to return again until the next character.

Now imagine instead a focus with ten, twenty times more content to it: different types of research you can do, branching event chains, nice integration with the Hermetics, different playstyles depending on whether you’re a scholar or a mystic and so on. You could take that focus for twenty years and only explore 5% of what the focus has to offer. Now imagine this principle being applied to the game at large (and with proper integration). That’s what I’m talking about.

The game is too easy

Now, this is going to be subjective, so I’m going to make a few clarifications:
  1. The game can be very hard early on if you have an unfavourable start, but if manage to survive, it becomes just as easy as starting as an emperor;
  2. Tedious does not mean hard. It just means tedious.
  3. Your subjective difficulty level depends on whether you know certain tricks (like getting tech points from observatory with every character as I mentioned above) that make the game way easier. I'll give more examples below.
In my opinion, CKII is not a hard game at all. If you know the routine of how to better your character and run your country successfully, you will have no problem becoming the preeminent world power in a couple of centuries (in a century if you're playing as nomads). For instance, since the search character window has been reworked, it is now extremely easy to look for councillors, commanders, genetically gifted spouses, and people to land. Using this interface means never having a commander with fewer than 20 martial. That gives you a powerful edge over AI.

And the power creep is not making the game easier. The last expansion as you know introduced China. And while Chinese interactions are powerful by itself (now your 20+ martial commanders have Way of the Dog and Way of Leopard while you no longer build universities, because you don’t need scrapes), I wanna talk about the Hermetics (which BTW is the best society to join with every character).

Hermetics, you see, have these things called artefacts which they can craft or find quite reliably. And then sell them to China for thousands of Grace. I’m not kidding: level 4 Magnum Opus gives 2 000 Grace while Emerald Tablets give 5 000 Grace (values are doubled if the Emperor likes wealth). “Mortimer, do you understand what a king can accomplish with 5 000 of Grace?” “What?” “An entire century of Master Engineers!”

Any game loses its appeal if it presents no challenge. This OP mechanics and no real way to balance them by obstacles lead to a serious lack of challenge in CKII. In theory, you can half your demesne and vassal limits in the game settings, but remember: tedious does not mean hard. It just means tedious.

No incentives to roleplay and lack of attachments to characters

This is one of the most important points. In the beginning, I likened CKII to an RPG. Now in an RPG there is RP. In theory, you can roleplay in this game: being arbitrary you can randomly revoke titles from vassals, being lustful you can use seduction focus non-stop, being slothful you can just speed-five the game. But unless you're into this kind of stuff, you're likely to try to play the game in an optimal way. And the fact that your character is wrath does not prevent you in any way to act as patiently and calculating as ever.

I’m not going to talk much about this topic because the problem is fairly self-evident, whereas talking about it in depth requires its own post. But I will mention its sister problem: your characters (and characters around you) do not mean anything to you. They’re just tools for your reincarnating self.

Now sometimes you’re gonna play an awesome hunchback lunatic who’s going to become grandmaster of the Assassins and threw the Franks out of Jerusalem (watch the video for an example of this stuff), but more often than not it’s just gonna be another regular dude, who's going to do some things and then die. The game just doesn't provide opportunities to remember them by (and lacklustre eulogy on the succession screen does not help).

In all honesty, I don't know how to solve this problem, although I have some ideas which I might touch upon in another post.

Conclusion

You can see now I hope what I mean by the title. CKII is an excellent game in itself, but it’s a pioneer of its genre (and it’s a difficult genre to master), so it’s bound to have numerous flaws. Who’s to blame for it? Well, certainly not the devs. I never played the original Crusader Kings, but from what I gather CKII has been a tremendous improvement over it even in its original form. And I can attest that the DLCs have made the game twice or trice more interesting and immersive over the years (even if I'm not always agreeing with the choice of content). WoL and M&M seem to be on point for making the game a better GCMS.

All in all the problems we are seeing are just the inevitable pangs of growth. I didn’t use the planes metaphor in the beginning randomly: it’s not that the designers of DC-3 were smarter than Sikorsky, it’s that they had Sikorsky’s shoulders to stand on. So in 20 years or so we might finally see a GCMS realised in its full blazing glory.

P.S. If you read through to the end, then congratulations: I have much respect for you. I only touched upon certain important points since this post is enough of a text-wall as is, so I might cover them in other posts if this gathers attention from my fellow forum participants.
 

Frank327

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I agree that it's just a step in the development of a sort of subgenre that is still evolving. Basically the game of thrones experience.

I would love it if in the future more is done with a sort of "fog of war". The first thing to change should obviously be that you don't know the traits of everyone in the world. If you want to know more about courtiers in a foreign court, visit the court or dispatch someone to do it for you.

The other thing is control of armies and demesne. If you go to war, either lead the army to take control of the war of stay at home to hold control of your demesne. Right now you can lead armies in Jeruzalem while handling affairs in Ireland and plotting to kill in Scandinavia.

The basic mechanic for this is missions. It ties one or more characters to a goal (assassinate/establish trade route/wage war) and a means (gold/army). It might be a good way to tie the character element to the strategic element.
 

michx0

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I believe everyone here had similar thoughts at some point. There are also mods showing us that people try to add things you mentioned within current version of the game, which is great too. Someday our dreams will come true.
But I think it's great that we only have Sikorsky now, with many to wait for with "constant sense of wonder" about how this title will grow and change over the years. Perfection is the end, but the journey to it is what really keeps us playing.
 

Krankengedanken

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I agree that it's just a step in the development of a sort of subgenre that is still evolving. Basically the game of thrones experience.

I would love it if in the future more is done with a sort of "fog of war". The first thing to change should obviously be that you don't know the traits of everyone in the world. If you want to know more about courtiers in a foreign court, visit the court or dispatch someone to do it for you.

The other thing is control of armies and demesne. If you go to war, either lead the army to take control of the war of stay at home to hold control of your demesne. Right now you can lead armies in Jeruzalem while handling affairs in Ireland and plotting to kill in Scandinavia.

The basic mechanic for this is missions. It ties one or more characters to a goal (assassinate/establish trade route/wage war) and a means (gold/army). It might be a good way to tie the character element to the strategic element.

The Game of Thrones is a good example. There is a mod based on it for CKII. In it you can play as Daenerys Targaryen who starts the game as a landless character. It's still interesting and fun to play as her. Another example is from the LotR mod where you can play as Dúnedain who are a sort of a migratory nation. It shows that you don't need to limit gameplay to just landed dynasties.

Limiting available information is incredibly important. What you call "fog of war" I would call "information as a resource". The general idea is that your knowledge is never full and certain, and you have to spend resources to gain at least some semblance of knowledge about the world. Not only courtiers in a foreign court but even in your own court are not fully known to you. Is this guy really chaste or is this just a facade? Spend time and effort of your spymaster (and probably gold) to maybe find out. That should be the way this game is played.

The idea of abolishing "the teleporting mechanic" is also a great one. However, it might be quite hard to realize it without making the game an unplayable mess. Your idea of missions seems like it could be a working compromise.
 

Frank327

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I don't think abolishing the teleportation is that much of a hassle. All characters already have a location tied to them and moving armies is already simulated. All that needs to happen is that missions move in the same way that armies do (a string of county ID's). Your missions would work like the council missions and the destination would be visible on the map.

Obviously not all characters would be modeled. The movements of missions and armies are modeled and characters can be tied to missions. Your council jobs can be modeled by missions as well (most of them essentially are missions).

It would also make playing as a councillor much more interesting. Being a marshal would (usually) give you actual control of the army and being a spymaster would mean you actually have to find a way to do these missions.
 

ScienceNerd

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Now before y’all start hating me for such an insolent title, let me preface this post by saying that I love the game. One does not simply play a game over 450 hours without enjoying it thoroughly. That being said, after playing many sessions I've come to regard CKII as exactly that: not a Douglas DC-3, but a Sikorsky Ilya Muromets, a proof that such games are viable, riveting and have a huge potential, but far, far from the plateau. Now feel free to respectfully disagree.

What’s a CKII?

So what’s a CKII? A grand strategy you say. And you’re 50% correct. CKII fuses grand strategy layer with character management/RPG/Sims-like simulation layer. And to my mind, this fusion creates a genre of its own. I do not have a good name for it, unfortunately. Something like grand character management simulator (GCMS). Oy vey, sounds awful. If anyone has a better name, please, share it.

The character layer

In this fusion the character layer is the primary one, what drives the gameplay and makes the game so great. The grand strategy layer (the map, countries, wars, epidemics etc.) does not serve the player directly by providing a map which you can paint in the most beautiful colour (that you can do in any other PDX game).

Rather it supplements the character layer by providing a grand simulation of the living, breathing world with a lot of things going on at the same time. This is a crucial distinction between CKII and the Sims series (I understand the comparison is a bit silly, but IMO it applies): in the former being just one of many medieval rulers gives the necessary grandness of scope (hence the G in GCMS).

In CKII (unlike the Sims) you can travel half the world to China stealing artefacts in Beijing and making friends along the way, you can send your son to serve the Byzantine emperor as his personal guard, you can watch the world tremble from the wrath of both Mongols and Aztecs, you can try to steal from a rival's alchemic laboratory, get captured and thrown in prison, seduce his wife and break free with her help. And most importantly, all of this is going to happen not only to you but to hundreds (if not thousands) of people around you. Whereas in the Sims you can redecorate your house or something.

So what’s wrong?

So far I mostly extolled the virtues of CKII without mentioning the problems that make it “just a proof of concept”. I think there are 6 main issues with the game:
  1. The initial focus of the game wasn't entirely right;
  2. World simulation is imperfect (to put it mildly);
  3. Game systems are poorly integrated;
  4. A scarcity of content (believe it or not);
  5. The game is too easy to exploit (partly because of the power creep) which makes it too easy;
  6. No incentives to roleplay and lack of attachment to characters.
Initial focus

As the devs are always ready to remind us when replying to requests for more ambitious features, CKII is a game about playing a medieval dynasty. But I think the real focus of players’ attention is not exactly there. Don’t get me wrong, the dynastic power-games could be an excellent part of a GCMS, but as it stands you can’t play them in CKII.

Your relatives do not present any real threat (and best use for them is to ship them to China), there are no cliques in a dynasty, they have no say in what you do and how the country is governed, there are no consolidated policies between different rulers in a dynasty, and most importantly there is no “feeling” of making your family grow strong (*shouts from the back row* and where are cadet branches?).

However, the main point is that a game doesn't have to be about dynasties to be a good GCSM. And the fact that suggestions about making holy orders and adventurers playable or giving more love to merchant republics are relentlessly appearing in this forum means that for the player base it’s not about dynasties, it’s about playing the character game.

World simulation

The better the simulation, the better the GCMS is going to be. I think it’s fair to say that. And of course one could find many flaws in the current model: there are no logistics in the game, map is divided arbitrarily into provinces, there is no simulation for the actual peasants in provinces or popolo minuto of cities, trade is simulated poorly with static trade routes and no real Mediterranean trade to speak of.

At the same time, we have to concede that making a good simulation is a Sisyphean task limited both by coding man-hours and by the power of today's computers. And the devs are trying to make it better. An example of that is the rework of the trade system in JD and addition of African trade routes in the upcoming HF.

All in all, I'm not going to expand on this topic too much, because I think it's important enough to deserve a separate post.

Game systems integration

I think any CKII player with a hundred hours of playtime can name at least a dozen examples of that off the top of their head. My favourite is the inability to go hunting if you are one-eyed or one-handed (poor, poor Jaime Lannister can never hunt again apparently). A close second place is the inability to land women even with the Full Status of Women. And if all of these complaints were to be listed together, there would be hundreds of small little improvements that would make the game much more immersive and enjoyable.

This problem stems from the same obstacle as the previous one: it just requires too many man-hours to properly go through all the events and script them anew integrating everything nicely (not to mention that you have to think it through first). That being said I wish the devs were to take a bigger interest in fixing it. Ideally, there should be a paid DLC focused entirely not on anything new, but on tying together what's already in the game. We are unlikely to see it, however (financial considerations I suppose).

Scarcity of content

Now that's a very important one. You might say that I'm talking out of my hat on this one. In the previous paragraph, I said the exact opposite thing. But both these things can simultaneously be true. For a game to be truly a grand CMS it needs an abundance of content. That's because the game we have now can be exhausted relatively easily.

You play a couple of sessions and you got 80% of the game figured out: all the main events, all foci, all the societies etc. There will still be left some specific mechanics (for instance what’s it’s like to play Suomenusko), but the bulk will be known. But an essential component of GCMS (IMO) is the constant sense of wonder and exploration: the world around you is teeming with possibilities and you never know what you might encounter next.

To give an example, right now the Scholarship focus consists only of the event chain for an observatory (which you can do as tribal or nomadic even, speaking of poor integration). It lasts for about 4.5 years (give or take); you get your tech points and then switch to some other focus never to return again until the next character.

Now imagine instead a focus with ten, twenty times more content to it: different types of research you can do, branching event chains, nice integration with the Hermetics, different playstyles depending on whether you’re a scholar or a mystic and so on. You could take that focus for twenty years and only explore 5% of what the focus has to offer. Now imagine this principle being applied to the game at large (and with proper integration). That’s what I’m talking about.

The game is too easy

Now, this is going to be subjective, so I’m going to make a few clarifications:
  1. The game can be very hard early on if you have an unfavourable start, but if manage to survive, it becomes just as easy as starting as an emperor;
  2. Tedious does not mean hard. It just means tedious.
  3. Your subjective difficulty level depends on whether you know certain tricks (like getting tech points from observatory with every character as I mentioned above) that make the game way easier. I'll give more examples below.
In my opinion, CKII is not a hard game at all. If you know the routine of how to better your character and run your country successfully, you will have no problem becoming the preeminent world power in a couple of centuries (in a century if you're playing as nomads). For instance, since the search character window has been reworked, it is now extremely easy to look for councillors, commanders, genetically gifted spouses, and people to land. Using this interface means never having a commander with fewer than 20 martial. That gives you a powerful edge over AI.

And the power creep is not making the game easier. The last expansion as you know introduced China. And while Chinese interactions are powerful by itself (now your 20+ martial commanders have Way of the Dog and Way of Leopard while you no longer build universities, because you don’t need scrapes), I wanna talk about the Hermetics (which BTW is the best society to join with every character).

Hermetics, you see, have these things called artefacts which they can craft or find quite reliably. And then sell them to China for thousands of Grace. I’m not kidding: level 4 Magnum Opus gives 2 000 Grace while Emerald Tablets give 5 000 Grace (values are doubled if the Emperor likes wealth). “Mortimer, do you understand what a king can accomplish with 5 000 of Grace?” “What?” “An entire century of Master Engineers!”

Any game loses its appeal if it presents no challenge. This OP mechanics and no real way to balance them by obstacles lead to a serious lack of challenge in CKII. In theory, you can half your demesne and vassal limits in the game settings, but remember: tedious does not mean hard. It just means tedious.

No incentives to roleplay and lack of attachments to characters

This is one of the most important points. In the beginning, I likened CKII to an RPG. Now in an RPG there is RP. In theory, you can roleplay in this game: being arbitrary you can randomly revoke titles from vassals, being lustful you can use seduction focus non-stop, being slothful you can just speed-five the game. But unless you're into this kind of stuff, you're likely to try to play the game in an optimal way. And the fact that your character is wrath does not prevent you in any way to act as patiently and calculating as ever.

I’m not going to talk much about this topic because the problem is fairly self-evident, whereas talking about it in depth requires its own post. But I will mention its sister problem: your characters (and characters around you) do not mean anything to you. They’re just tools for your reincarnating self.

Now sometimes you’re gonna play an awesome hunchback lunatic who’s going to become grandmaster of the Assassins and threw the Franks out of Jerusalem (watch the video for an example of this stuff), but more often than not it’s just gonna be another regular dude, who's going to do some things and then die. The game just doesn't provide opportunities to remember them by (and lacklustre eulogy on the succession screen does not help).

In all honesty, I don't know how to solve this problem, although I have some ideas which I might touch upon in another post.

Conclusion

You can see now I hope what I mean by the title. CKII is an excellent game in itself, but it’s a pioneer of its genre (and it’s a difficult genre to master), so it’s bound to have numerous flaws. Who’s to blame for it? Well, certainly not the devs. I never played the original Crusader Kings, but from what I gather CKII has been a tremendous improvement over it even in its original form. And I can attest that the DLCs have made the game twice or trice more interesting and immersive over the years (even if I'm not always agreeing with the choice of content). WoL and M&M seem to be on point for making the game a better GCMS.

All in all the problems we are seeing are just the inevitable pangs of growth. I didn’t use the planes metaphor in the beginning randomly: it’s not that the designers of DC-3 were smarter than Sikorsky, it’s that they had Sikorsky’s shoulders to stand on. So in 20 years or so we might finally see a GCMS realised in its full blazing glory.

P.S. If you read through to the end, then congratulations: I have much respect for you. I only touched upon certain important points since this post is enough of a text-wall as is, so I might cover them in other posts if this gathers attention from my fellow forum participants.
I agree with this, but are there really any other games that could be called a GCMS aside from potentially Imperator: Rome (when it comes out).
 

ScienceNerd

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I don't think abolishing the teleportation is that much of a hassle. All characters already have a location tied to them and moving armies is already simulated. All that needs to happen is that missions move in the same way that armies do (a string of county ID's). Your missions would work like the council missions and the destination would be visible on the map.

Obviously not all characters would be modeled. The movements of missions and armies are modeled and characters can be tied to missions. Your council jobs can be modeled by missions as well (most of them essentially are missions).

It would also make playing as a councillor much more interesting. Being a marshal would (usually) give you actual control of the army and being a spymaster would mean you actually have to find a way to do these missions.
But that could mean as a councilor or commander you may have to spend most time under a regency (unless you could make a courtier do the work your liege wants done and keep the political power for yourself)?
 

Frank327

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But that could mean as a councilor or commander you may have to spend most time under a regency (unless you could make a courtier do the work your liege wants done and keep the political power for yourself)?
As a chancellor or marshal it would indeed mean you can be gone for a long time. But if that's too much risk you can refuse the position of course. But most missions you would be able to delegate (especially the covert stuff). So you would have to choose your regent wisely.
 

Krankengedanken

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I agree with this, but are there really any other games that could be called a GCMS aside from potentially Imperator: Rome (when it comes out).

Well, I can't name anything else off the top of my head. Maybe Second Life has some parallels (as ridiculous as it might sound), but it is, of course, a vastly different game (and I haven't played it, so I'm not speaking from experience). For a GCMS you have to have a grand strategy simulator, and there just aren't a lot of grand strategy games out there.

As for Imperator, I have grave doubts that it's going to be a game on par for CKII. From the DDs it looks like (and maybe I'm mistaken) the devs have eschewed the simulation part in favour of a Civilization-like experience with wildly abstracted mechanics.
 

Krankengedanken

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As a chancellor or marshal it would indeed mean you can be gone for a long time. But if that's too much risk you can refuse the position of course. But most missions you would be able to delegate (especially the covert stuff). So you would have to choose your regent wisely.

Being gone for a long time is one of many examples of how it can become "a hassle". Whatever you do on a mission must be worth it in terms of gameplay experience. Which in turn means designing entirely new segments with new content associated with missions.

Delegation is a good solution to this problem. Spymaster doesn't actually go to Constantinople to study technology, he sits in his castle (or at his liege's court) and manages the spy network.

But if there's even an ability to play as landless characters that's where missions gonna shine.
 

Frank327

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Being gone for a long time is one of many examples of how it can become "a hassle". Whatever you do on a mission must be worth it in terms of gameplay experience. Which in turn means designing entirely new segments with new content associated with missions.

Delegation is a good solution to this problem. Spymaster doesn't actually go to Constantinople to study technology, he sits in his castle (or at his liege's court) and manages the spy network.

But if there's even an ability to play as landless characters that's where missions gonna shine.
Well, it would mostly be a replacement of the focus system. Missions like establishing trade routes, going on pilgrimage and going to a feast already have event chains. The events would just move to a new system in a new game. Also the game does quite a few "behind the scenes" things right now with plotting that would be great to have as missions.

Also it's not like you can't make any decisions while away from your court. But the decisions you would be able to make are broad stroke decisions.

What's most important to me is that this is a game where you play as a character but the "where am I and what am I doing" aspect sometimes gets lost while looking at the world map and all the menus. I can see a new game in the series having a visualisation that you can pop up at any moment (just like your character screen) with a location dependent background. It would have visual info on what you are doing (showing an army if you're leading it, a tavern if you're building a spy network, a road if you're travelling etc.) and any characters that you are involved with (your companion(s) and people you're dealing with in your mission). I think such a thing would fit in an RPG/grand strategy hybrid like this series.
 

Krankengedanken

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Well, it would mostly be a replacement of the focus system. Missions like establishing trade routes, going on pilgrimage and going to a feast already have event chains. The events would just move to a new system in a new game. Also the game does quite a few "behind the scenes" things right now with plotting that would be great to have as missions.

Also it's not like you can't make any decisions while away from your court. But the decisions you would be able to make are broad stroke decisions.

What's most important to me is that this is a game where you play as a character but the "where am I and what am I doing" aspect sometimes gets lost while looking at the world map and all the menus. I can see a new game in the series having a visualisation that you can pop up at any moment (just like your character screen) with a location dependent background. It would have visual info on what you are doing (showing an army if you're leading it, a tavern if you're building a spy network, a road if you're travelling etc.) and any characters that you are involved with (your companion(s) and people you're dealing with in your mission). I think such a thing would fit in an RPG/grand strategy hybrid like this series.

If we're talking about a new game, then, of course, such a system can be done. It's just hardly possible in CKII even with the most ambitious DLC. The game as it is is too cumbersome for such a major rework.

But then if we're talking about a new game, we can talk endlessly. Even within the scope of this mission mechanic, there is a question of time frame: currently, events that happen within an evening (a game of chess with Death) take a couple of weeks, whereas events that take many years (travelling from Alexandria to China and then back) take a year. How do you square that? Make time frame more "realistic"? Then what about multiplayer?
 

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I personally find myself getting attached to basically every ruler I play, but one, That's just me; two, maybe I'm just lonely or something; and three, I can think of several times I've quit a game because I specifically didn't like the new guy, which may actually prove you correct in a way.
 

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I think there's something in this; I know CK2 is what I recommend first for simmers who want to try one of Paradox's games.
 

lazprune

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I agree with the author and I hope developers will consider it for CK3. Especially the "character more than dynasty" part.

I'd add to the last point that the biggest flaw of the game is that the same strategy is always winning. We should always have to continually adapt to what is happening in the game (political situation and events) at the level of the character as well as the level of the country to feel a real challenge and a real immersion.

In addition, a good way to make each character played unique is to 1. have a much more flexible emergent narrative experience (which would require rethinking all the mechanics of events) and 2. have traits, or similar, determining and limiting the issues and options available, which must therefore be very very numerous.
 

Krankengedanken

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Better name? Character-Based Strategy. CBS in short

Thanks! That does look better.

I agree with the author and I hope developers will consider it for CK3. Especially the "character more than dynasty" part.

I'd add to the last point that the biggest flaw of the game is that the same strategy is always winning. We should always have to continually adapt to what is happening in the game (political situation and events) at the level of the character as well as the level of the country to feel a real challenge and a real immersion.

In addition, a good way to make each character played unique is to 1. have a much more flexible emergent narrative experience (which would require rethinking all the mechanics of events) and 2. have traits, or similar, determining and limiting the issues and options available, which must therefore be very very numerous.

Your 2nd point about traits determining options is what I think is the most cost-effective way to make roleplay actually matter in the game. After all, if you're arbitrary it must mean more than just losing a couple of duckets every now and then (and let's admit it most people never take "arbitrary options" in events, 'cos they're awful).

But at the same time, it might feel very limiting to the player to not be able to backstab your rival, if your character is just. So the system must be more complex: allowing you to act out of character but at a certain cost.
 

Leo_Boon

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In terms of RP, one solution I have been suggesting for a long time is to remove (or give the option to remove, as a rule at the beginning of the game) the tooltip that says precisely the consequences of every action. It's hard not to always choose the optimal option (usually the same one for every event) when you know what will happen, down to the last statistic. If the tooltip was removed or substituted with a vague description ("You'll feel stronger" instead of "Gain 1 martial") then this would help to make what you want to do or your character would want to do as opposed to minmaxing the outcome. It would take some effort to appropriately change all the tooltips, and it may be too late for those of us who automatically know which options to take in an event because they know the outcomes by heart, but I think it would be a start.

I can also offer some anecdotal evidence: my sister was keeping me company as I was playing, and I, for fun, named a newborn child after her. I got her to choose options during the child's upbringing, but she would change her mind, trying to avoid certain traits and behaviours, when she knew the consequences of every action. Once I stopped reading her the stat changes that would happen and simply told her the options available, she made what felt much more natural choices.

By adding the tooltip removal as a rule, it would allow those who want to try to RP an extra tool, while not impacting at all those who want to minmax. I know I would use it!
 

WoldyR

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I cant disagree with your train of thought tbh, but for making the game more challenging try to play in MP trust my word
https://discordapp.com/channels/311214300620521492/311214300620521492
check in the ck2 rules chat and see by yourself how many (waaay to many) rules there are, so to make the game more balance for everyone. THanks to it you can shine with your knowledge of the game or be a lucky person with the God of RNGs.
p.s. 1.9k hours here and still learning little secrets and exploits