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slupie

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Maybe a bonus to relations when at or under demesne limit, +10 for being at the demesne limit, +20 for being under it by 75% or so. Keeping a weak personal demesne makes vassals trust you to let them have more power, but it makes you weaker to ambitious nobles. Maybe we could have something where if it is easier to break up powerful vassals or revoke titles if you yourself have a weak personal demesne, like the ability to force someone with three duchies to give two to his two younger sons even with primogeniture.
 

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thinking about how medieval states used to be run, and how personal and chaotic suzerein administration was, we need a better way to show how medieval empires could barely perform what are now considered basic functions of government (putting the level of bureaucratic sophistication of Byzantium into greater perspective) and i think i have a very simple (but very big) solution for how nerf big empires.

Remove monthly and yearly income.

It doesn't actually make any sense in the context of the game anyways, and it gives you the impression that your vassals all file a 1 on their w-2 form. Having such routine and regular income was the product of great strides in the census taking efforts, which were huge undertakings in of themselves. Having a monthly required income should be an endgame reward (maybe) for getting high cultural tech, trade practices, and crown authority.

Do you want taxes from your vassals? well you are going to have to go send your steward over there to collect them. The feudal lord would then have to pay an amount based on his demense. Then that lord will have to go through his own process of collecting taxes from his vassals and will pay you what he can. This also means that it will encourage you to have strong vassals as they will be able to procure the largest lump sum for you (but then, if they decide not to pay, what do you do? Imprison him? hope you have high intrigue) Having stewards go around collecting taxes and beating people up for them will probably cause unrest in provinces. Collecting from an individual province might upset the province's duke for going over his head.

All of this would add more human error to the process. Chancellors could take a little of the top, or if he is merciful he might not collect as much. If he is a rival with a vassal, they might start a fight. Vassals that like you enough (or is trying to shmooze you) could then send gifts that would mean a lot more. It also will probably mean that rulers will be less adventurous if they cant collect from vassals leading armies, and they don't have a reliable source of revenue. You might also start seeing more political shifts as a well managed, wealthy duke could use his treasury to take land from a cash-strapped empire.

Besides the uncertainty involved, it also means that large feudal kingdoms/empires will have a harder time scraping together management expenses, and runs the risk of angering important vassals.

Add to that newly acquired provinces requiring the doomsday book style censuses to even begin taxing them/building provinces conquest and painting the map will be a serious investment, rather than a routine. With collecting money turing into a logistics hassle, you could probably start seeing a natural threshold where most players and the ai prefer alliances to vassals, who will be allies who occasionally pay you and often rebel.

I think this would give a lot of the desired effects:
-end blobbing: no eu4 taxation, no eu4 sized empires. considering opinion matters for levy size, collecting taxes would be a trade off between military power and money
-encourage use of the "grant independence" button: "As kaiser, i love my brother, but he is so ambitious. Here i just defeated those pagans in poland, im going to grant my brother the kingdom, and grant him independence. He will come to my aid should i need him, and I wont have to worry about him trying to build a plot against me.
-make marriages and honorary titles more important: now a salary is a big deal, being able to fund such a court should now be a financial concern and a sign of power. and having tools to increase the opinion of others is important since it affects your own income.
-encourage dynamic borders. now kingdoms can rise and fall based on which son blew daddy's treasury on mercs, and which blew daddy's treasury on plots and courtesans.
-gavelkind doesn't seem like such a bad idea now: having vassals that all like each other would be a powerful thing in a realm where revenue is more like a donation.
-importance of putting relatives on thrones rather than painting it your color. With vassals less reliable and more risky, its going to be better to put friendly faces on thrones, so that you have a network of alliances to aid you.

Like it already =)
 
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Khezef

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Maybe neighboring ruler opinion? If you have a small demesne and a less powerful realm, you could be the diplomatic Swizerland instead of the imperialist Britain. Maybe add more soft power options to the game that let you form permanent alliances/coalitions and work with realms peacefully instead of perpetually annexing everyone and getting more land? There were a lot of ways to prosper in peace during CK2's real world timeline.
 
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grisamentum

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thinking about how medieval states used to be run, and how personal and chaotic suzerein administration was, we need a better way to show how medieval empires could barely perform what are now considered basic functions of government (putting the level of bureaucratic sophistication of Byzantium into greater perspective) and i think i have a very simple (but very big) solution for how nerf big empires.

Remove monthly and yearly income.

It doesn't actually make any sense in the context of the game anyways, and it gives you the impression that your vassals all file a 1 on their w-2 form. Having such routine and regular income was the product of great strides in the census taking efforts, which were huge undertakings in of themselves. Having a monthly required income should be an endgame reward (maybe) for getting high cultural tech, trade practices, and crown authority.

Do you want taxes from your vassals? well you are going to have to go send your steward over there to collect them. The feudal lord would then have to pay an amount based on his demense. Then that lord will have to go through his own process of collecting taxes from his vassals and will pay you what he can. This also means that it will encourage you to have strong vassals as they will be able to procure the largest lump sum for you (but then, if they decide not to pay, what do you do? Imprison him? hope you have high intrigue) Having stewards go around collecting taxes and beating people up for them will probably cause unrest in provinces. Collecting from an individual province might upset the province's duke for going over his head.

Been saying this for years. X% per month/year just isn't how medieval taxes worked.

In reality medieval taxes almost always worked more like the current marriage event where you can collect free money: it was money the ruler could collect on specific occasions in response to specific events. For example, "vassals" typically had to pay to confirm inheritance of their titles and lands. This was a major source of royal income.

Levying taxes more often should be a major event, akin to the individual law changes we have now.
 
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grisamentum

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In the soft limit line, I suggest:

Faster tech spread rate after being at peace for 10 years. Just after the truce expires, here is a cookie for not expanding immediately...

More plots available to revoke counties from duke/king vassals which are outside their capital duchy's de jure borders. This is in return for the ruler:
- having no land holdings outside their own capital duchy
- creating all the duchies/kingdoms that can currently be created in their realm
- if the ruler does both of the above, all possible such plots are available

No thanks. Nothing about de jure anything is persuasive; the de jure borders in the game merely show what happened a thousand years later. Most of the de jure duchies in the game never existed. The less de jure mechanics are used the better, ESPECIALLY de jure duchies.
 
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MooZedong

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Hello devs! Hopefully you can see this request among the many others in this thread. I think Birken really got at what makes CK2 special: it's the characters.

However often times in CK2 you have to force yourself to roleplay as your character, usually at the expense of actually being successful. The problem is that despite what your character traits actually are you end up playing the same way every character. Appease vassals, conquer land, confiscate titles, delegate to new vassals. It's always the same process despite your character traits vary wildly from king to king. What I suggest is that the gameplay mechanics actually force your character to behave according to his (or her) personality and traits. Not only would this help reinvigorate the storytelling feature of this game but it could also help balance it.

Specifically what I am talking about is limiting your reactions to certain events based on your personality (currently you only gain more options on how to react), and also limiting your actual diplomatic functions based on your traits. For example, a charitable or just king should not be able to revoke titles without proper justification, a shy king should draw the ire of his vassals and be inept at social gathering such as feasts, and a king with sympathy towards heathens should not be able to holy war them. Focuses added in way of life really livened up the game; it was one of the best DLCs because of the great wealth of interesting events that occurred as well as the character it gave you.

I think what would really add to the game the most is an event and character overhaul; a whole expansion or patch dedicated to adding new events, adjusting old ones so that they are not so predictable (and so that there is not always an obviously best option), and adding unique abilities for characters possessing certain traits as well as unique maluses for characters possessing bad traits. Furthermore one of the things that makes it so easy to make a mega-empire in CK2 is the lack of randominity. AI are predictable (although this is difficult to fix) and events are rarely of anything more than minor significance. Events ought to be like in EU4, with realm destroying possibilities.

In summary, rather than putting limits on gameplay functions limits should be placed on the characters themselves.
 
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luxfelix

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Some recent suggestions with major themes involving roleplay opportunity expansion based on character's location and the fleshing out of some other interesting aspects of the time period: ;)

[1]: Legalism/jurisdiction suggestions
[2]: Expanded regency mechanics
[3]: New titles/modes of play
[4]: Pilgrimage routes
[5]: Simony
[6]: Imperial Immediacy
[7]: Papal Legates

As far as soft barriers go, the larger realm your character needs to manage, the more instability is likely to develop if they travel from their throne for any extended period of time.
 
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Sphem

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A bonus if you only raise your desmense levies and not vassals. An opinion malice would still work it would just tick slower and maybe this way you have stronger opinion malices if you vassals had traits like ambitious
 

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Hi Everyone!


This week I’d like to ask your opinion on something related to design instead. As you know, we sometimes want to add soft barriers to our games. The demesne limit is one such barrier, ie you can hold more counties than it, but they’ll be less efficient so it’s often suboptimal to do so. I think this is a pretty ok way of letting players play the game like they want to, while telling you that the intention is to not go past this line (or not far past it at least). For you who played Sengoku, you might remember vassals asking for titles and getting angry if you didn’t hand them out which was a quick solution to a similar problem. In the Sengoku case, players who didn’t follow the rules usually got irritated by the constant spam of vassals asking for titles (and if you were way past the limit, you’d get it all the time). The solution was obviously not a good one. What I personally prefer when possible, is to give the player’s that follow the rules some kind of bonus instead.

So the question I’d like to ask you is:

What kind of bonus would you like to see as a trade off for limiting yourself in the game? The limit could be anything here, demesne limit is already taken care of so think of other stuff.

Related to that question:
If you could add optional limits that would give you bonuses, what type of limits would you like to see?
This could be anything from having all your titles and vassals as within the dejure of your primary title, or always making sure to be married to a daughter of the Byzantine emperor.

1. Id like to see bonuses for landed sons

Part of the reason Iqta and nomads are so strong is they can have tons of sons not land any or few of them and not have nasty wars/decadence)

2. Dejure contained kingdoms

Part of the reason Empires blob is because their powerlevel rises continously with size increase, anything to give more compact empires/kingdoms an edge would be welcome

3. Having "noble" vassals

Right now the best strategy is to have lowborn vassals that mysteriously die as often as possible so you can give another lowborn the land, Id like to see bonuses for having the same dynasty control a title for a long period of time.
 
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antihero_929

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Rather than a soft vassal limit, I think it would be more immersive if you could designate an inner clique/circle/court/sphere of influence to personally maintain closer ties. Which sounds kind of weird at first but it's kind of analogous to that clichéd statement (truth or not) you can only ever know 100 people because the human brain isn't capable of recognising beyond that limit. Automatically everyone added to your council would enter the inner circle and would be free slots; Your Chancellor (and maybe spouse?[historical precedence]) would also be strongly influence this mechanic.

I'm unsure if the system would work better if your designations were counted by number of individuals i.e. 5 diplo = 1 designation or 5 diplo equalled 20km, 1 duke is 5km away from capital designate him, you have 15km left to spend to better simulate the cost of staying in close contact with further away lords.

There would be both state and individual designations, Charismatic leaders are very ideal at juggling the whims of those around them, however someone with poor social graces has a better chance of alienating those around them. Ruler diplo would have larger positive negative consequences, state diplo would have a more marginal positive and negative effects. State diplo would also be influenced by prestige more, whereas those with a closer proximity to a persons aura/personality would tend to dispels any myths created around them (Charles II of Spain). Individuals that share similar hobbies (hunting/carousing) could potentially bond easier because they can hunt together (William Rufus ;) or become drinking buddies, etc.Those of different faiths and cultures might be poorly served by ruler diplo if you have a mediocre ruler (benign negligence should not be underestimated as a factor holding together dissimilar/fractious nations in the past). I think the way the mongolian empire formed could be characterized as a powerful overlords who relatively asked less/intervened from their vassals who would be much more autonomous than the kingdoms around them.

I think the chancellor should also be able to make these designations too on behalf of the ruler, which I think faithfully represents some of the very significant second in commands (Pasha for Sulimen), but a minor mallus for non-noble appointee (maybe depending on govt type/laws). I really like the idea of a lustful hedonist, not alienating a pious scholar, because he is primarily dealing with a highly relate-able minister (de-emphasise some ruler traits with chancellor trait). However as a chancellor develops strong relationships, vassals become indirectly loyal to you, and highly value his point of view over yours (depends on chancellor skill). Potentially a disloyal chancellor might co opt his portfolio to build factions, without liege knowledge, similarly to how a disloyal spymaster influences plot discovery chance (Possibly a chancellor can covertly join a faction and recruit, or create a covert faction which may or may not declare one way or the other in a civil war, or blackmail the liege for conditions to not declare one way or the other?).

European courts could amass quite an entourage and many nobles would be familiar with their liege's but may not. The designation system sort of represents the time that needs to be spent communicating and managing your lords (especially getting your fair share of taxes). As crown authority increases so does the budding bureaucracy so state diplo becomes more prominent (Roman Empire). Possibly once you are getting to the size of the Roman Empire you might need to rely on similar schemes of investing much more power in other characters/rulers such as dividing you realm into administrative divisions (à la east and west roman empire).

One of the reasons i like the designation system is that at the moment vassal opinions all equally weighted by soft limits, the point of this system is to make nobles on average have the same opinion as the old system, but noble's would be at one extreme or the other. It would also be important for there to be a change in events to reflect the proximity to certain subjects and not others, but tourneys, feasts and weddings become much more important for the running of your realm. Because you are limited in dealing with more and more vassals, big events become really good opportunities to communicate with more distant vassals. I really like this idea because every now and again you come across rulers at the time who seemed to spend exorbitant amounts of money on themselves or grand events which from today's perspective seem silly. So you force players to spend their income on domestic miscellany that is quite historically accurate but atm not a more noteworthy feature of ckII.

Famously William the Conqueror was known for dedicating time to travel throughout his realm to settle disputes and later to empower judges with his own powers to settle disputes. Similarly several Roman emperors famously toured the empire. A really simple mechanic is to extend an almost identical game mechanic already present (in hiding/pilgrimage) to tour your own realm. Obviously you would need unique events to make it worthwhile, but i think it would be a really active way the player could spend their time stabilising their realm at the cost of doing something else (maybe a travelling court would be smaller, waging war would disrupt a tour). <-I think this game mechanic is probably one of the easier ones that can't be implemented by modders but could allow Paradox to relax vassal limits and make the game better for everyone.

I think for balance and realism any positive or negative designation effect should start at 0 and tick towards a value.

Also now that the court (and whose in it) become more prominent you could highlight and already present feature of vassals leading armies. Your in regular contact with the duke of wessex and you've been discussing and preparing for a glorious holy crusade against the heathens in the baltic somewhere. Your duke also keen for glory volunteers all the troops he can muster but is now permanently in control of his troops. Relationship still affects the levy you can raise but has more player interaction.

I think two other important changes to be made would be to greatly reducing the amount of spawned lowborn npc's. It makes parachuting same culture/religion nobodies into powerful vassals that are easy to manage. There should be some form of a mallus for not rewarding vassals (who contributed large armies) and elevating non-noble nobodies to large tracts of land. Alternatively changing the way lowborns are randomised so that competent rulers are much easier to aquire, so that if the player needs to assign new lands they are more likely to be forced to choose a more suitable candidate from an existing dynasty.

And also crown authority/laws should not be universal but much more granular. Obviously setting unpopular areas with low crown authority would make the game way too easy, so i think there should be much stronger implications from differing levels of autonomy. Maybe Once you're a certain distance from your capital you're just too physically limited in personally controlling affairs, so maybe local lords gain de-facto more power/privileges/autonomy (subject to technology?/stats?).

Well that's a fair few gameplay ideas, I'm reasonably sure that most of these would make any soft limits mush less noticeable and impact play less significantly, although I admit they're still there to some extent, but any arbitrary limits are very much obscured within gameplay. I hope my ideas are clear enough, I think they separate enough not to be overly reliant on each other so they can be implemented individually, although there would need to be a lot of rebalancing. As become more reliant on state diplo you might need to spend more money maintaining a political structure to accommodate the extra effort. Sorry for the huge wall of text.

Summary
-You designate where in your realm to devote your personal sphere of influence.
-internal pilgrimage of your realm.
-Buff chancellor's role and thier loyalty inherits some of the dangers of the spymaster but for factions instead of plot power.
-Distance mallus'
-Reduce player reliance on generated characters
-Culture/Religious relations more strongly represented by proximity and events.
-Crown Authority/Centralisation/Autonomy is not global.
-Maybe easiest implemented as protectorates, suzenranity's, etc
 
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Elenhil

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I've got a trade-off proposal involving one of the core gameplay elements: assassinations. I don't think the threat of a rather tiny opinion malus if discovered (not talking about kinslaying here) is a trade-off enough. I think there should be compulsory trait-related events for certain assassinations. Like getting Cruel for murdering children. Or Cynical for priests/whatever. That's a more 'immersive' trade-off in my book.

Consider St. Thomas Beckett. You've got a Steam achievement to that effect, but there really are no comparable in-game effects for having someone like him murdered.
 
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pzyber

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I would like to see an "optional limit" to the commander title.
You should be able to hand out as many commander titles as you like. If you let your commanders command flanks in your armies they could get an opinion boost over time and vice verse if you don't let them command enough.
Commanders could also have some kind of individual commanding experience that brings bonuses too the flank they are leading and that is needed to utilize the better tactics (in combination with traits etc). Commanders could loose commanding experience slowly if not in charge of a flank and gain commanding experience when they in battle or when sieging. Martial ability (and traits) of the commander could determine the rate of which commanding experience changes and also the amount of bonuses a flank the commander is in charge of gets.

Edit:
If you resign a commander without disbanding the army they could loose some commanding experience and loose a little bit of opinion of you, this to prevent moving around a few commanders between distant armies. The opinion would increase again by time as mentioned before.
 
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Andrzej I

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A quick thought: Maybe some manner of bonus (beyond opinion) for using sub-optimal councilors. As it stands, it is rather easy to appoint some lowborn to your council without offending one's powerful vassals, and other than the opinion malus for firing them and maybe their traits, there's little reason to retain a sub-optimal councilor. I suppose this might play in to a larger idea that would be nice to have: more intra-realm conflict and factionalism, not necessarily directed at the liege.
 
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wam-mnebu

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I really like the ideas of playing as a tyrant that have been proposed so far.

In the prince, Machiavelli recommended not to be perceive as a tyrant since it was very risky if you were to be in trouble.

In game, being a tyrant should be viable and reward as long as your vassals fear you. Increasing crown authority, taxes and levies laws, revoking title (even through a plot), demanding to end a plot, taking arbitrary decisions in ruling events, usurping titles, refusing to give up titles to their rightful owner (you should not gain instantly a claim on a title), blackmailing a vassal and refusing to ransom a vassal should be considered as tyrannical action. On the other hand, even if you are despised, as long as you are feared, the realm should remain stable. Of course, if the ruler ever get weak enough, your vassals should try to overthrow him. Also, adding more options to bully vassals like forcing them to pay their taxes and provide levies or forcing them to send wards as hostages should be added to the game in order to make being a tyrant not only about gaining titles.

I like it, but i would add that the tyranny system shouldn't be as cut an dry as it is. If i execute someone it shouldn't be able to count on giving all of my vassals -10 opinion (which i then counter with 4 honorary titles and about 75 ducats in gifts to the right people. The death of a fellow noble is the kind of thing that should have heated arguments in every banquet hall of the kingdom. Some might think it was a necessary evil given the situation? What if some are sycophants? What if the guy was a bastard who robbed from the church slept with your wife, and you were plotting to kill him anyways? If your best friend, hunting partner, and comrade in arms rebels for trying to change crown law are you really going to think nothing of it when your liege gives him the axe, "because its justified"? Who gives your liege the right to say the death of your son is justified. These should be decisions with far-reaching and unexpected consequences.

If you combine relative tyranny with your fear/weak mechanic it could result in a bunch of angry vassals seething under the surface who jump the moment you are perceived weak, as well as very clear leaders and friendship domino affect. Or you could just push one good man too far and he throws rational calculation to the wind and raises his banner in a fit of self-righteous anger, fail and, because he was well liked, forever destroy your relationship with your vassals.

Actions viewed as tyrannical (blackmail, assassination, plotting, revocation) should be weighted based on opinion of the person being tyrannized. Having vassals personally judge your actions would also allow for people's traits to have certain effects. People who have the just trait should probably be uniformly upset over any tyrannical action (even people they don't like), if you are craven then you shouldn't be upset as much, if you are trusting and have a high opinion of your liege then it should almost negate the tyrannical opinion, and if you have traits like wroth, zealous, or brave it should multiply anger over a friend's death.


It would make having friends in high places much more important, make carousing and family very useful, and make seduction more dangerous. Being percieved as a good and just ruler will be a lot more important, as it could mean your friends look the other way.

Make it feel more personal, and make it clear that your dissident was someone's father, brother, son, and best friend. If you have less calculable consequences then tyranny becomes something you can only occasionally get away with, or a self perpetuating spiral like in The Prince.
 
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wam-mnebu

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Also, maybe make executions feel like bigger deals then they are. When you click the execute prisoner button, have it open a window where you choose whether it will be a private or public execution, then chose how and when you will do it. Do it instantly and piss a lot of people off (unless its a foreign infidel), make the execution particularly cruel, and outrage his friends, delight his enemies, and raise your fear rating. If its a public execution give it a week or two to actually kill. Then it becomes an event chain where friends and family of the convicted come in to beg for his life, the church can weigh in, vassals can support your decision, plead for harsher/softer terms, offer ransoms, etc. Friendships can rift over two vassals in a heated argument over your decision. Bonds could form in outrage, or agreement. Your decision could bring people together, and it can rip them apart. People can offer to attend and legitimize the death. It can and should be a big deal.

If you are a larger kingdom or empire you could hold a "grand tournament" mass execution of rebels for even more fun and turmoil: in addition to the all of the previously mentioned events foreign leaders (they probably have royal marriages after all) could weigh in, friends could ask friends to join them in pleading for family on the chopping block, powerful dynastic members could weigh in, the imprisoned or friend of the imprisoned could ask the bishops or pope to intercede for you, members could plead mercy that they were forced into revolt, if you are imprisoned you could attempt to strike a bargain with the executor. Then you could chose how you want to build the platform, what kind of mass execution to have, have issues with construction costs, shoddy build work, employing executioners. Where the execution should take place? In your capital, in the revolt leader's capitol, the kingdom's biggest city? Maybe if they are holy war pow's you have the mass execution right on the border and then send the heads back. Will you make it a big show for the peasants and horrify the church when you let them sell concessions? Is your holy war against the pagans going to result the slaughter of a thousand saxon men when they refuse baptism?

Make managing the aftermath of a war fun and dangerous in of itself, rather than cleaning your inbox (the click. arrgh. click. arrgh. click. arrgh. click. arrgh,). Just like my and grisamentum's post on taxation and tyranny: Dont just add modifiers and maluses, If you want to make the game less blobby add enough events and activities so that family life and managing opinion is the meat and potatoes of the game. Right now even though there are more personal touches than in europa or hearts of iron, the fundamental mechanics are still centered around maintaining resource flows and providing efficiency buffs to engage in war. War should be a tool for managing the opinion of allies and vassals, not the other way around.
 
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illapa

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I want a mechanic to be small and relevant. EU4 has done a really good job of this. Now you can build up instead of conquering out. Trade powers can also be world powers while being geographically small but CK2 doesn't really have this. The only real equivalent is you can be really stable if you stick to 1 dejure kingdom because you don't have many vassals and you can also theoretically stay at full strength and enact crown laws to give yourself everything but I still don't feel that it is enough.

I also don't think that defenses do enough. I want the option to build an epic castle. A castle that hordes would smash themselves against and fail to take over. The downside could be it has to be built in the capital and if the capital moves you lose it.
 
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wam-mnebu

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Another thing to give vassals more power and make religion more contentious would be to change cardinal controllers from being kingdom level, to being duchy level. If the cardinal is of your culture, in your realm, and of your dynasty you might have a bonus, but he is still under the influence of your duke. Making the duchies more interesting, and your dukes more dangerous (so you should probably be nice to him). It also would mean keeping prince-archbishoprics would be more useful, as those would be the only ones directly controlled by the emperor/king. It also means you might triangulate more, supporting your a foreign kingdom's bid over your own vassal, because the controller/bishop is of your dynasty, and your vassal, the Duke of Austria has been problematic of late.

Then maybe if the duke is popular and pious enough, the pope/cardinals might be willing to declare that duke an archduke, effectively granting him a titular kingdom while still under an emperor and taking his duchy out of someone's dejure kingdom.
 
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imperium3

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One of the big disconnects that CK2 has with reality is that historically, realms did not continue to scale in power with size, due to the distances involved and the poor state of supply lines in those times. The Byzantines may have been theoretically capable of raising ten times as many troops as the Georgians, for example, but they could not march all of them into Georgia as they can in CK2.

Now, simulating that directly would be a massive pain, but the closest thing that I can propose, is to give units a significant combat boost if they are fighting in the province (or de jure duchy?) that they were raised from. This represents that they know the local land well, can get support from the local civilians, are incentivised to defend their home from invaders, and so on. It would be a big buff to smaller realms, especially counties and duchies, but would have little or no benefit for large empires whose troops are drawn from across a wider area. In gameplay terms, it could make it more interesting to play as a small count (you are resistant to getting ROFLstomped by larger neighbours) while limiting the expansion of empires, and also makes independence revolts more likely to succeed (something sadly missed since revolts were overhauled).
 
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jere8184

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as it seems that people are just making random suggestions here are mine

the main problem with the games rules is flexibility and freedom they should only be a few things in the game that limit what you can do, rules should be more of a guild line than hard set rules, allowing the player to do what he wants but with repercussions

also a system that is good is the tribal war system where the ruler declares war but the vassals have choice of providing their levies based on opinion. this could be expanded to feudal systems but vassals should have other factors they take into account when deciding if they should support their liege such as stregnth of their liege and how much the war personally matters to them. but the liege should also have the right to prosecute vassals who do not join the war when obligated to

sometimes while playing ck2 i think of real historical events and think if they are possible with in the game such as a vassal switching sides mid war or even battle or vassals crowing their own king in a succession crisis with out declaring war e.g if the rightful heir to the kingdom Somewhere in the year 900 is some Irish nobody what would most likely happen in real life is that the vassals of kingdom would declare a king from amongst themselves


also basicaly i think the developers have got it the wrong way round the question should be what kind of penalty should they be for freedoms i guess
 
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A quick thought: Maybe some manner of bonus (beyond opinion) for using sub-optimal councilors. As it stands, it is rather easy to appoint some lowborn to your council without offending one's powerful vassals, and other than the opinion malus for firing them and maybe their traits, there's little reason to retain a sub-optimal councilor. I suppose this might play in to a larger idea that would be nice to have: more intra-realm conflict and factionalism, not necessarily directed at the liege.
I've found reason in that they can more easily murder me and the best person for the job might be working for someone else.