Currently the game models cultures as being present in a county or not. To model minority cultures and peoples who were present historically but cannot currently be modeled, I suggest a system I call communities. Communities would represent not only cultures but also groups like guilds. They would work mechanically as a singular character that would be the representative of the group. These characters would make demands or requests of you to please their communities. By pleasing their communities you would get access to requests or demands of your own. For example, the Bulgarian community would request the Byzantine emperor not grant land to vlach characters. The emperor accepts and gets the benefits of Bulgarian happiness which could mean increased taxes and levies from counties with Bulgarian minorities or majorities as long as they did not land vlachs. The emperor could then eventually request that Bulgarian groups mass convert to the emperors religion, flipping characters and majority Bulgarian lands to said religion.
Ambassadors are my idea to make diplomacy more dynamic. When sending a diplomatic action, you can appoint a character as the messenger or envoy. This would increase or decrease the chances of success in actions based on the character sent. For example, you send your heir to broker a peace deal. Because he has a tier 3 diplo trait it increases acceptance of peace by 10 points allowing you to get peace at 90% instead of 100 without a chivalry tree reward. For characters with deceitful and disloyal traits they could instead try to capture your heir but this would reduce other characters opinion of them by 60 and decrease the threshold for rebellions by 30% for the duration of the war plus 10 years.
The core idea behind these suggestions is to make situations where changes to core gameplay can be made during a playthrough and give cultures defined differences in how they interact realm to realm.
Ambassadors are my idea to make diplomacy more dynamic. When sending a diplomatic action, you can appoint a character as the messenger or envoy. This would increase or decrease the chances of success in actions based on the character sent. For example, you send your heir to broker a peace deal. Because he has a tier 3 diplo trait it increases acceptance of peace by 10 points allowing you to get peace at 90% instead of 100 without a chivalry tree reward. For characters with deceitful and disloyal traits they could instead try to capture your heir but this would reduce other characters opinion of them by 60 and decrease the threshold for rebellions by 30% for the duration of the war plus 10 years.
The core idea behind these suggestions is to make situations where changes to core gameplay can be made during a playthrough and give cultures defined differences in how they interact realm to realm.
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