Purpose
Offer a distinct rework of several base mechanics, which are related to each other. Overall goal is an easy to understand, comprehensive change, which integrates smoothly. While some connections may be obvious (to some extent), others are not, esspecially on: ships, Vikings, border gore, rally points, holy wars, event troops, pirates, merchants and more...
1. Introduction
Some game mechanics plague the Crusader Kings series from the beginning. This applies especially to border-gore, event troops and the constant question about naval forces, transport and pirates. Those are hard to balance since (over-) simplification created some kind of "Deus ex Machina" - something just appeared out of nowhere. Alternatively like in the case of boats in Crusader Kings II the solution involved heavy micromanagement. Similar applies to all other points mentioned above - and more.
As a result the game mechanics or resulting game situations are counter-intuitive, exploitable and upsets a group of gamers. in this post I try to outline basic additional mechanics to rectify those issues.
2. Goal of this posting
Present and explain easy additional and modified mechanics to solve the beforementioned problems in a plausible and intuitive way. For that I try to predefine implementable rulesets.
3. Focused issues
4. Brief history check on focused issues and ingame solution
4.1 Vikings
4.1.1 History
For real Vikings (seafaring people from around north and east sea) were for the most part peasants. Upon adolesence young people rallied for raids: for fame, fortune, adventure and of course to retrieve their entry to Valhalla to feast with Odin. Most returned home from their raid and settled like their ancestors as peasants. Some grew fond of raiding and permanently turned to raiding. At home those were considered criminals for the most part and could not be reintegrated. The latter ones are for the most part those, who are the source for Viking stories and today's Viking perception.
Apart from that the viking threat reinforced cooperation and as such vassalization. Without the Vikings the kingdom of England may have happened alot later, maybe not at all.
4.1.2 CK3 mechanic
Overview of the mechanics:
Viking event troops are limited in numbers and in the time they are available. The amount of raiding Vikings and event troops is limited. The progress of Catholicism naturally removes the ability for raids and great holy wars over time - like in history. Still the pressure for all rulers in reach of Vikings to cooperate is enforced.
< see next post >
Offer a distinct rework of several base mechanics, which are related to each other. Overall goal is an easy to understand, comprehensive change, which integrates smoothly. While some connections may be obvious (to some extent), others are not, esspecially on: ships, Vikings, border gore, rally points, holy wars, event troops, pirates, merchants and more...
1. Introduction
Some game mechanics plague the Crusader Kings series from the beginning. This applies especially to border-gore, event troops and the constant question about naval forces, transport and pirates. Those are hard to balance since (over-) simplification created some kind of "Deus ex Machina" - something just appeared out of nowhere. Alternatively like in the case of boats in Crusader Kings II the solution involved heavy micromanagement. Similar applies to all other points mentioned above - and more.
As a result the game mechanics or resulting game situations are counter-intuitive, exploitable and upsets a group of gamers. in this post I try to outline basic additional mechanics to rectify those issues.
2. Goal of this posting
Present and explain easy additional and modified mechanics to solve the beforementioned problems in a plausible and intuitive way. For that I try to predefine implementable rulesets.
3. Focused issues
- Vikings
Vikings in CKIII exploit several mechanics by default. Those include event troops, unlimited ships, "safe sea travels", unlimited range for rulership coupled with powerful soldiers - especially in early starts. - ships - naval transport, maritime warfare, piracy and trade
Coming from CKII, ships were for the most part a money sink and resulted in micro management, which always felt somehow "wrong". Trade was heavily abstracted and maritime warfare didnt exist. - border gore
Border gore always was an issue. Left alone, ownership of counties, duchies and kingdoms tend to spread all over the map. As a result we see maps, which look more like a sprinkled nightsky star banner than a political map. Historical outcomes are totally impossible. - rally points
Rally points in CKIII have a teleport feel to them - wait, wait,.... *poof* army ticker counts up, wait, wait - army full, ready to go. - holy wars
Holy wars in Crusader Kings involve event troops. Troops suddenly appearing in huge numbers are always an issue. First the numbers are usually pre-defined and are either waaaay too high or later on waaaay too low. Overall event troops seldomly fit to the current map development. Usually not at all. - event troops
As already mentioned in holy wars, event troops are arbitrary - not linked to what happens ingame. - merchants
Due to (over-) simplified or non existant naval mechanics, any merchant mechanic is even more simplified.
4. Brief history check on focused issues and ingame solution
4.1 Vikings
4.1.1 History
For real Vikings (seafaring people from around north and east sea) were for the most part peasants. Upon adolesence young people rallied for raids: for fame, fortune, adventure and of course to retrieve their entry to Valhalla to feast with Odin. Most returned home from their raid and settled like their ancestors as peasants. Some grew fond of raiding and permanently turned to raiding. At home those were considered criminals for the most part and could not be reintegrated. The latter ones are for the most part those, who are the source for Viking stories and today's Viking perception.
Apart from that the viking threat reinforced cooperation and as such vassalization. Without the Vikings the kingdom of England may have happened alot later, maybe not at all.
4.1.2 CK3 mechanic
Overview of the mechanics:
- General additional Viking rules:
- Blood Eagle is available as a decision to all Viking rulers. This torture to death is only available to rulers who imprisoned Rivals or the target of a great holy war.
- Maximum attrition for Vikings at sea is 5% (see further down)
- Vikings need 25% less time to embark or disembark ships
- Any Viking count or higher of 16-30 years age can call for a "Raid for Valhalla"
- Any heir or close family member of a Viking king killed by an enemy can call for a great Holy War "To Valhalla"
- Any count or higher who is a target of a Viking Raid receives a +40 modifier to agree to vassalization for 2 years "Defend against the Vikings"
- Raids by Vikings are "minor holy wars" - any count or higher of age 16 - 30 can call for a "Raid for Valhalla", to earn fame and fortune, enablign each Viking participating on a successfull raid to buy his entry to the halls of Valhalla upon death.
- Count of age 16-30 calls for a Raid for Valhalla if there wasnt a Raid in the past 3 years
- Count pays 25 Gold once for a ship, equipment and provisions, all of which is available for free during the raid
- A raid forms equal to the amount of men of 10-120% of the levies of the counties of the Count or higher character. The men are peasants, levies and passerybys (hence a raid party bigger than levy size is possible).
- All relevant counties are flagged "Raid party on the prowl", resulting in 40% less levies for 3 years.
- Player can raid, until the boat(s) are full with loot, all raid party members died or the party was disbanded. Once maximum loot is reached, the raid part disbands and the ruler receives 50% of the loot.
- The raid party can siege castles and counties for loot and prisoners, but will leave upon movement.
- Upon death of a renowned viking king (Prestige 1000+ and Piety 500+) in battle or while imprisoned, his heir or any brother, sister, wife, son or daughter can call upon a "great holy war". All Vikings learned that the dead viking king died honorably to his enemy. Thus the dead king will feast with Odin in Valhalla. Any Viking knows that dieing to this enemy or defeating this enemy will ensure his very own seat in Valhalla.
- A renowned viking king (Prestige 1000+ and Piety 500+) died to an enemy ruler.
- Any heir or close relative of the dead king can call for a great holy war: "To Valhalla" against the enemy who killed the past Viking king.
- 10-120% of the levies of all counties in the kingdom as well as neighbourign kingdoms of same faith rally by boat in the closest harbor to the capital of the dead kings realm. There are no additional boat or provision costs during the great holy war.
- All relevant counties are flagged "To Valhalla", resulting in 50% less levies and 25% less tax for 2 years.
- The Viking holy warriors are available as event troops to the character calling for the holy war until the enemy ruler responsible for the dead king died. Directly afterwards they disband.
- Killing the dead king in battle, in prison or by a blood eagle results in 250 Prestige and 150 Piety for the heir or family member who called upon the holy war.
Viking event troops are limited in numbers and in the time they are available. The amount of raiding Vikings and event troops is limited. The progress of Catholicism naturally removes the ability for raids and great holy wars over time - like in history. Still the pressure for all rulers in reach of Vikings to cooperate is enforced.
< see next post >
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