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aono

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I read some threads for a couple of days, so I belive this game really, really urges for some improvements. I really, really love Conclave mechanics for council, but there are some things I missed.
And as I saw for this couple of days here, I'm not the only one who missed them. Even people who says Conclave is a crap, just haven't this things to check and think.

1. Please add a tooltip to every councilor stance that don't explains WHAT IS THIS STANCE (basic tooltip up there is enough, you don't need to repeat it), but numerics WHY THIS PARTICULAR COUNCILOR TAKES IT. Something as opinion tooltip, such as:
"Zealous +25
Humble +5".
So players could see why councilor takes such a stance, and will not raging just "it ridiculus my son loves me and he isn't a loyalist! system is a random crap" - you'll show it's not random.
Yes, I know it's all in files and in the wiki, but really, it's not the best solution to confine such info beyond gamer - his demense limit, vassal limit or opinion are not confined after all (maybe they should be, I'm not sure - it's kind of hardcore, I like it sometimes, but it's too heavy impact on gameplay). Also game takes all that numbers for every concrete councilor (non-loyalist 100-opinion landed son, who is , and not ask me to recalc them.

2. First one, for me, is absolutely needed. Second one is really my own preference, but I believe it allows to rid another fequent objection - "this is a crap, if you want some vote pass, you'll just hire enough nobodies buying favors from them before, passing vote and return anybody you want then". It's valid objection, because it's really destroys a point to be forced regard your vassals opinion.
So I'd like to suggest that every time you're firing councilor without reason (with reasons granted from unlucky councilor events as well) you just get tyranny malus. 5 or 10.
 
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Rognvald

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That first suggestion especially needs to be implemented. I'll admit I was starting to think councillor types were random too until I came across this post.

My own suggestion is that when you appoint a "scandalous councillor", that that councillor doesn't have a -10 opinion of you for having appointed a scandalous councillor.
Example from my current campaign:
> Steward has low stewardship, wife has high stewardship
> Wife suggests that she replace steward
> Wife is now steward and angry at me for appointing her
 
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TL_

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That first suggestion especially needs to be implemented. I'll admit I was starting to think councillor types were random too until I came across this post.

My own suggestion is that when you appoint a "scandalous councillor", that that councillor doesn't have a -10 opinion of you for having appointed a scandalous councillor.
Example from my current campaign:
> Steward has low stewardship, wife has high stewardship
> Wife suggests that she replace steward
> Wife is now steward and angry at me for appointing her

I have a screenshot of that. And also...

>Bishop is stealing church money
>Decide not to fire him because he's still a positive opinion vassal and I'd rather keep the taxes/stability
>He gains -10 Annoyed Religious Authorities because I didn't fire him
 
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aono

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Oh, yeah, it's true. To be honest I just spended sometime here discussing basic mechanics, so I believed it's something should be fixed ASAP. Just to solve the most common issues with basic mechanics.
 

Titan79

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An absolutely needed improvement for Conclave (especially OP's point #1) and, if I may add, one that might drastically turn the perception of that DLC by the userbase which would be finally able to understand some "obscure" decisions taken by Council members; thus leading to bigger revenues for Conclave.

Paradox should consider implementing that just for this very reason reason (leaving aside the fact that they do care a lot about players' concerns, as a matter of fact - but that would be a welcome plus).
 
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riadach

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Well my own one is being able to offer a diplomatic action in return for a favour if that action is clearly beneficial to the target. Want to marry my daughter? Sure, for a favour. Want this province? Sure, just do me this favour. Need me to help you defend your realm? Favour, please.
 
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Rognvald

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Yeah favors could do with a little expansion. I think they're a great idea, and am probably in the minority when I say I like Conclave and the way you have to make deals with your councillors, but now that they've been introduced I'd like to see them develop a bit more. For example, I'd like to be able to get involved in my realm's internal wars (which I always thought was an ahistorical restriction anyway) in exchange for them owing me a favor. I also wouldn't mind being able to call in favors on plots, though I wouldn't be surprised if they left that out for balance reasons. They could make it so the character helps with the plot but then is bitter towards you for forcing them into it, and/or certain traits (kind, stubborn, honest, etc.) prevent them from being forced into plotting.
My problem, at least in my current campaign, isn't that I don't have anyone owing me a favor, but that a lot of favors go unused because I can't cash them in on anything I'm doing - meanwhile I'm trying to stack the College with my own bishops and could really use conspirators in my serial murdering of non-Jerusalemite cardinals.
 

thevmag

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Gonna be honest, I don't care why they take whatever stance, just that they are. "If person has x, y, z trait, then they're going to be in affiliation w" is too much for me to bother with, and is far too metagaming than we already need to be. Councils aren't difficult: if you need a vote, ask for their support or replace them with low-ranking nobodies till you get the vote you need.

My easy trick: pretend that these are people with personalities and desires, not just NPCs with stats. Sure, you think you know your own son or nephew, or think you have a read on someone and can predict how they'll vote, but then they surprise you with their own agendas and political leanings. If you're telling me that never happens irl, I won't be inclined to believe you. This is just pointless busywork.