Crusader Kings - ships, Vikings, border gore, rally points, holy wars, event troops, pirates, merchants and more...

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lihp

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Apr 8, 2014
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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
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. event troops
    As already mentioned in holy wars, event troops are arbitrary - not linked to what happens ingame.
  7. merchants
    Due to (over-) simplified or non existant naval mechanics, any merchant mechanic is even more simplified.
While this may appear as "alot",... those issues can actually be considered dependant on each other and may lead to a common solution.

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:
  1. General additional Viking rules:
    1. 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.
    2. Maximum attrition for Vikings at sea is 5% (see further down)
    3. Vikings need 25% less time to embark or disembark ships
    4. Any Viking count or higher of 16-30 years age can call for a "Raid for Valhalla"
    5. Any heir or close family member of a Viking king killed by an enemy can call for a great Holy War "To Valhalla"
    6. 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"
  2. 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.
    1. Count of age 16-30 calls for a Raid for Valhalla if there wasnt a Raid in the past 3 years
    2. Count pays 25 Gold once for a ship, equipment and provisions, all of which is available for free during the raid
    3. 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).
    4. All relevant counties are flagged "Raid party on the prowl", resulting in 40% less levies for 3 years.
    5. 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.
    6. The raid party can siege castles and counties for loot and prisoners, but will leave upon movement.
  3. 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.
    1. A renowned viking king (Prestige 1000+ and Piety 500+) died to an enemy ruler.
    2. 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.
    3. 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.
    4. All relevant counties are flagged "To Valhalla", resulting in 50% less levies and 25% less tax for 2 years.
    5. 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.
    6. 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.
4.1.3 CK3 mechanic - result
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.


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4.2 Ships and naval warfare, trade, transport
4.2.1 History
Warfare by sea and piracy are as old or maybe even older than written history. Even in early Egyptian times pirates harrassed transport and trade routes. For example Ramses issued a direct response and retaliated, incuding relocation of related people and their families. Some assume that the biblical Philisters are actually the descendants of those pirates relocated by Ramses. In ancient Macedonian, Greek and Roman times naval transport and warfare drastically increased in importance. Here the pirates around the Adria, notably from Dalmatia are known. Rome's expansion and directs access to provinces around the Mediterranean required ships, transports and of course naval warfare. This went on with Vikings, Venetia, Hanse trading,...

Up to late/high middle-ages one ship type dominated specific areas for transport and warfare. Overall changes from transport to military were minor either in size, add-ons,... Yet the overall ship concept was almost identical. One ship type to note was the galley in the Mediterranean and the cog and its predecessors around the channel, east sea,...

While travelling in the Mediterannean was considered quite safe (in regards to the sea and weather), travelling around North Sea and Atlantic imposed alot of dangers and risk to sink - except for shallow parts of the north sea (the channel) and inland seas. It's actually the Vikings who took the risk to even travel the Atlantic and mastered naval requirements in numbers and on purpose to withstand the dangers of the sea.

Naval warfare for the most part was limited to bow and sword. On distance bows were used. Once ships were close enough to move between ships, bow and close combat started.

4.2.2 CK3 mechanic
Suggested mechanics:
  1. Naval warfare is enabled and happens like battles on land, with the following modifiers:
    1. heavy cavallry is considered armored footmen
    2. light cavalry is considered pikemen
    3. Casualities double to refelct the risk and danger of battles at sea.
    4. Ships of Greek culture deploy "greek fire" further increasing damage against enemies by 25% on sea
  2. Due to 1., piracy is enabled. Ships carrying loot can be plundered by pirates after successfully winning battles at sea.
  3. Troops transported by sea suffer attrition as follows, modifiers are cumulative:
    1. inland sea attrition (includes the channel, red sea and the mediterranean sea):
      1. spring: 2% loss per month
      2. summer: 1% loss per month
      3. autumn: 8% loss per month
      4. winter 5% loss per month
      5. attrition increases by 5% each month at sea
    2. High sea attrition (anything not inland sea)
      1. spring: 8% loss per month
      2. summer: 4% loss per month
      3. autumn: 16% loss per month
      4. winter 12% loss per month
      5. attrition increases by 10% each month at high sea
  4. There are two types of ships: general (fisher, trade,...) and galley (for naval warfare and troop transport)
    1. Ships are available unlimited as needed (as is now)
    2. general ships costs as much as current ships. They can be used for troop transport during peace also.
    3. galleys cost twice as much as current ships.
  5. galleys in holy wars - usage is free of charge (except for Vikings small holy war since Viking ships are not considered galleys, but special).
  6. During a holy war any "holy army" can cross the land of any ruler of the same religous group at no attrition. Supplies come from the land, monasteries,...
  7. Auto-pathing of troops in CK3 should adopt to prefer land routes and only use sea routes via inland seas if at all neccessary.4

(Later Merchant and trade mechanic eg by DLC: Ship costs for general ships (esspecially for trade) reflect maintenance, harbor fees,... - even a "The Hanse"-like trade system can be implemented this way)

4.2.3 CK3 mechanic - result
Any abuse of unlimited ships suffers an immediate halt. Now there is risk involved by using ships. Also piracy and anti-piracy tactics are feasible and are much closer to historical incidents.

4.3 Border gore
4.3.1 History
Border gore was in reality close to no issue. As such border gore in Crusader Kings is an artifact of game mechanics.

Communication over long distances was an issue in medivial times - esspecially through neutral and even more hostile territory. Transport of goods and even people over unsecured territory was dangerous. As a result it was almost impossible to maintain rule over land via long distances. This applied even for Rome, where Rome was also the only superpower for a long time, uncontested and more an institution than an empire - rulership over long distances is something Rome was designed for. Karl the Great was only able to maintain his rule by constant travelling and by transferring tasks and responsibilities to vasalls. Thus giving rise to early and later high medievial ages.

4.3.2 CK3 mechanic

definition - "connected land"
(This is difficult, please read closely).
Any land "connected" via the realm to the capital of a ruler is considered "connected land".
  • If the ruler is vasall in a realm (Petty King, Kingdom, Empire), then even land of vasalls of the same realm owner is considered as connected.
    Example: If the kingdom of Ireland is formed, a count owning only Munster and Ulster still has "connected land" for Munster and Ulster.
  • Land bordering inland sea is considered connected if it is the same sea province or directly neighobring sea provinces.
    Example1: For William the conqueror owning whole England, The Duchy of Normandy is considered connected land with his realm: England.
    Example2: if the Count of York (vasall to the king of England, where England exists in its de Jure borders + Duchy of Normandy as part of England) succeeds to the title of Duchy of Normandy, the land is considered "connected land".
(Please tell if more explanation is needed on "connected land")
  1. Any county which is not considered "connected land" is subject to the following modifiers and options:
    1. A +2% peasant revolt risk per month, where military forces is less than the total levy in each county. So after 10 month, the chance would be already +20% revolt risk.
    2. A +2% noble revolt risk per month, where military forces is less than the total levy in each county. So after 10 month, the chance would be already +20% revolt risk.
    3. If a noble or peasant revolt wins the war, the county declares independance.
    4. In case noble and peasant revolt exist simultanously, the county declares independance.
    5. The realm owner can designate the owner of the "not connected land" as independant but allied ruler. For the lifetime of the now independant ruler, a +40 opinion modifier for vassalization applies only to the ruler who granted independance.
  2. Moving troops into the land of other independant rulers, who are not your liege requires trepassing rights.
    1. Chance for trespassing rights granted usually comes at +1 or higher opinion.
    2. Entering foreign lands without trespassing rights flags the troops as attackers. for the realm it conquers.
      Meaning: the petty king of Munster probably wouldnt dare to stop the full army of francia pass his lands. The holy Roman emporer would probably attack any "attacker" even if just movign through his land.
    3. Armies of independant rulers participating in a holy war can always cross the land of any ruler of the same religous group without being flagged as attackers.
  3. If a ruler is successor to a vasall of another independant realm, he gains a strong claim on the title and a decision happens:
    1. Option A: The heir to the title denies the title: The heir gains a weak hook on the liege of the previous vasall the next successor in inheritance is chosen (in worst case the ruler of the previous vassal receives the titles).
    2. Option B: The heir to the title assigns a landless member of his own dynasty as succesor to the inherited title. the new ruler will become a vasall of the realm owner.
      1. A -20 opinion modifier for 5 years applies by the liege toards the new vasall (doubtfull realm inheritance)
    3. Option C: The heir to the title becomes a vasall to the liege of the previous title. Any land in another realm is forfeited and handed to the heir in the line of succession.
    4. Option D: The heir to the title claims the land as his own. A succession war starts with the owner fo the whole realm. Both can call upon their allies.
      1. If the heir to the realm wins the war, he receives the titles (if it is not "connected land", above rules for connected land apply).
4.3.3 CK3 mechanic - result
Border gore is at best only temporary. The increased revolt risk and flagging armies in the foreign realm as enemy ensures, that the rulership over the inherited land is almost impossible to maintain for prolonged times.

The land movement rules complement the new naval rules. It is now feasible and almost natural to move troops to holy wars wihout using ships except for inland seas.

4.4 Rally points
4.4.1 History
Armies always met at preagreed rally points.

In CK3 armies "appear" at the given rally point, which is on a County owned by a player. This simplification imposes various issues and is in general exploitable. A more "natural", "intuitive" mechanic is needed to integrate properly with even troops.

4.4.2 CK3 mechanic
Suggested mechanics:
  1. Current rally points can only be set on "connected land" aka Counties connected to the capital.
  2. The current "Raise army" button only raises armies on "connected land".
  3. Another button is added "raise remote levies"
  4. Once "raise levies" is clicked, all levies on connected land raise on their county and travel to the rally point. If neighboring sea province have to be crossed, ships are rented to cross inland seas. At the rally point the levies merge to one army.
  5. If enemy armies are present in a county, where levies are raised, the raising of levies is disabled for that county only.
  6. Alternatively the player can enforce raising levies by clicking <SHIFT>+<click button raise levies> (similar to CK2)
  7. Once raise "remote levies is clicked, only the remote levies (not on connected land) are raised, but remain in their county


4.4.3 CK3 mechanic - result

For the most part this ruleset is a "back to CK2" ruleset. The basics of the CK2 ruleset was more robust and less exploitable.

4.5 Holy wars
4.5.1 History
Religous heads called for a crusade for the greater good of a religion. Hostilities between major rulers ceased and even arch enemies of the same religion cooperated for the greater good of their religion. Failure to comply would result in such harsh consequences, that this option (failure to cease hostilities, failure to participate) was not an option.

4.5.2 CK3 mechanic
Suggested mechanics:
  1. <>

4.5.3 CK3 mechanic - result
 
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Interested even though I haven't played in 867 yet myself.

867 really is Vikings on steroids. Coastal counties even deep into the Mediterranean becoming Viking Counties. Rampage - the bully in school none keeps in check, doing whatever he likes. Thats Vikings in 867.