I really think a DLC focused on Councils or internal struggles is really necessary at this point. The Reapers Due DLC is excellent, but this problem of the game is just sucking so much fun out of everything.
While I really like the conclave DLC for what its supposed to do, it really brings nothing but annoyance, and irritation to playing the game. Every time my king dies, no matter how much my heir is liked, etc. "Sorry Sir or Ma'am but I do believe its time the council slaps you in the face with an iron fist and demand you do this"... <1 week later> "Oh Btw, here's even more demands from the council, have a nice day!" <2 weeks later> "Here's yet MORE demands!"
It's at the point it's not rare to see my council demand 3-4 times during a kings death to enforce whatever it is they want. Regardless of whether or not they failed or succeeded in the last attempt to force their weight around.
To me it's such a shallow un impressive, and all together annoying and illogical system that it really has no place in CK II as it stands.
When I play the game and deal with the council, I should feel like this:
- Was the last king hated? Ignored the Council several times, and upset the people on the council? Then sure, I could see them wanting to enforce more council power, the last King showed they didn't have enough! Makes sense.
- Is my current Heir who just became King, an imbecile, and or all together a joke in stats/power, etc.? Then I could see again with a "Weak" King so to speak that the council would again try to push their weight around.
--------------------------------
It should follow some flow of logic of why they are doing what they're doing. Not just "here's enforcing our power spam whenever possible".
To me it would make much more sense to have the council have many triggered, minor, and major events surrounding it. From everything of county level events, such as farmers, highwaymen, etc. Agreements and disagreements between council members, and over all being able to deal with the diplomacy internally through events.
At the same time a high Intrigue could hold the council by their throats so to speak, or high diplomacy or Intrigue give special options during major Council Events.
You have only about 8ish council power options, and them being able to spam that at you, can take literally 2 Kings to enforce full council power over the faction. Which is absolutely ridiculous.
--------------------------------
A simple suggestion would be to have an internal check/voting system. How much they like your heir, how your past King was, etc. When your heir then comes into power, despite the council being in turmoil, it does the check. How many council members want to push or enforce power due to being under the threshold of opinion? Maybe the majority of the Councilors like your Heir, and liked how your last King was, and therefore don't want to cause trouble for them, and won't push the agenda, if less than half of the Councilors don't want to push, then the council doesn't try to enforce anything.
This coupled with new internal checks of how your past king was, and how your current heir is during this check can make it far more risk/reward while playing. Is it worth ignoring the council and going to war? Maybe you've been a great king for 40 years, and can ignore the council this once? But if your heir is a bit of a dipstick.. they may decide screw it, when he becomes King.
--------------------------------
You could also have a new screen for the council when the Heir becomes King, that takes place after the new Succession Screen (Which I love btw). This screen plays out a bit like an event, but where the council comes together for a "meeting" of how the rule of the land will be. This is where the checks above happen.
If everything goes perfectly good, the council will say "Hey, your father was great, and we have much faith in you. We have nothing we wish to change" and gg, keep going as you're going.
Or maybe there's several distressed, annoyed council members, they want to voice their concerns, and mini events take place where you attempt to deal with this. If unsuccessful they may be a problem down the road with more events, both minor and major.
If things really have gone to the dogs, and your past King was an imbecile, you lost wars, and or ignored the council and pissed them off, and your current heir is a dipstick, the majority may decide with the new internel checks on opinion for council, "look, you're an idiot, and dso was your father, things need to change, here are our demands, you either accept, or we go to civil war" and that's that.
-----------------------------------
This system above I described would still do what the original Conclave was supposed to do, as you grow larger, it becomes harder to keep the council in check, but now it has much more depth, mechanic, and ways to enforce your control one way or another, whether it be diplomacy, intrigue, or military might.
At first you may be able to get away with nothing but military might, or diplomacy, but as you grow and your faction prospers and you become larger and larger you'll have much more council members, who are far more powerful, and you may then need to really plan and weigh options in those events, and how you win wars and or when where you ignore the council. It would make heirs more important as well past the usual reasons, and give more RP value too grooming an heir and having them meet the council, etc. and your vassals.
-------------------
Having something more personal, more RPG value, more logical, and more in depth I think is extremely needed with the Council.
While I really like the conclave DLC for what its supposed to do, it really brings nothing but annoyance, and irritation to playing the game. Every time my king dies, no matter how much my heir is liked, etc. "Sorry Sir or Ma'am but I do believe its time the council slaps you in the face with an iron fist and demand you do this"... <1 week later> "Oh Btw, here's even more demands from the council, have a nice day!" <2 weeks later> "Here's yet MORE demands!"
It's at the point it's not rare to see my council demand 3-4 times during a kings death to enforce whatever it is they want. Regardless of whether or not they failed or succeeded in the last attempt to force their weight around.
To me it's such a shallow un impressive, and all together annoying and illogical system that it really has no place in CK II as it stands.
When I play the game and deal with the council, I should feel like this:
- Was the last king hated? Ignored the Council several times, and upset the people on the council? Then sure, I could see them wanting to enforce more council power, the last King showed they didn't have enough! Makes sense.
- Is my current Heir who just became King, an imbecile, and or all together a joke in stats/power, etc.? Then I could see again with a "Weak" King so to speak that the council would again try to push their weight around.
--------------------------------
It should follow some flow of logic of why they are doing what they're doing. Not just "here's enforcing our power spam whenever possible".
To me it would make much more sense to have the council have many triggered, minor, and major events surrounding it. From everything of county level events, such as farmers, highwaymen, etc. Agreements and disagreements between council members, and over all being able to deal with the diplomacy internally through events.
At the same time a high Intrigue could hold the council by their throats so to speak, or high diplomacy or Intrigue give special options during major Council Events.
You have only about 8ish council power options, and them being able to spam that at you, can take literally 2 Kings to enforce full council power over the faction. Which is absolutely ridiculous.
--------------------------------
A simple suggestion would be to have an internal check/voting system. How much they like your heir, how your past King was, etc. When your heir then comes into power, despite the council being in turmoil, it does the check. How many council members want to push or enforce power due to being under the threshold of opinion? Maybe the majority of the Councilors like your Heir, and liked how your last King was, and therefore don't want to cause trouble for them, and won't push the agenda, if less than half of the Councilors don't want to push, then the council doesn't try to enforce anything.
This coupled with new internal checks of how your past king was, and how your current heir is during this check can make it far more risk/reward while playing. Is it worth ignoring the council and going to war? Maybe you've been a great king for 40 years, and can ignore the council this once? But if your heir is a bit of a dipstick.. they may decide screw it, when he becomes King.
--------------------------------
You could also have a new screen for the council when the Heir becomes King, that takes place after the new Succession Screen (Which I love btw). This screen plays out a bit like an event, but where the council comes together for a "meeting" of how the rule of the land will be. This is where the checks above happen.
If everything goes perfectly good, the council will say "Hey, your father was great, and we have much faith in you. We have nothing we wish to change" and gg, keep going as you're going.
Or maybe there's several distressed, annoyed council members, they want to voice their concerns, and mini events take place where you attempt to deal with this. If unsuccessful they may be a problem down the road with more events, both minor and major.
If things really have gone to the dogs, and your past King was an imbecile, you lost wars, and or ignored the council and pissed them off, and your current heir is a dipstick, the majority may decide with the new internel checks on opinion for council, "look, you're an idiot, and dso was your father, things need to change, here are our demands, you either accept, or we go to civil war" and that's that.
-----------------------------------
This system above I described would still do what the original Conclave was supposed to do, as you grow larger, it becomes harder to keep the council in check, but now it has much more depth, mechanic, and ways to enforce your control one way or another, whether it be diplomacy, intrigue, or military might.
At first you may be able to get away with nothing but military might, or diplomacy, but as you grow and your faction prospers and you become larger and larger you'll have much more council members, who are far more powerful, and you may then need to really plan and weigh options in those events, and how you win wars and or when where you ignore the council. It would make heirs more important as well past the usual reasons, and give more RP value too grooming an heir and having them meet the council, etc. and your vassals.
-------------------
Having something more personal, more RPG value, more logical, and more in depth I think is extremely needed with the Council.
- 15
- 14