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fivestarultra

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Please create more event pictures to reduce repetitiveness. Lighten up the clinical nature of illness events by illustrating images relevant to the symptoms and treatment of the malady at hand such as bloody stool, vomit, leeches, drawn blood, swollen limbs, dirty surgical tools, etc.

Oh yeah and don't forget the pus.
 
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Moarice

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Please create more event pictures to reduce repetitiveness. Lighten up the clinical nature of illness events by illustrating images relevant to the symptoms and treatment of the malady at hand such as bloody stool, vomit, leeches, drawn blood, swollen limbs, dirty surgical tools, etc.
I don't think I'd like to see a drawing of bloody stool or vomit...
But the general idea is good.
 
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SnowHawkKiller

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Since this DLC looks to be a large step in the right (RPG) direction, could we please see some adjustment (maybe even removal in regards to forced CtA) on the largely unpopular features from the last patch; namely Infamy, Defensive Pacts, and Forced Call to Arms?
 
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sreckom92

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A lot of people asked for more teeth for Black Death and other diseases. As of now, diseases will lower your income, decrease supply in a province, increase attrition...etc.
I don't know how I feel about that system. I mean, numbers around it are perhaps good, but they're just....numbers. It feels rather bland. You get a bad disease, some events happen, you have trouble with your realm....and it all goes away fast, and everything seems fine like nothing ever happened.
Diseases do not need more punch. They need to be better represented.
It seems that we are going in the right direction. Characters will have more "interactions" with the disease, and more ways to deal with it.
Great!

But we still need more. In order to properly represent epidemics, we need to revise population in CK2. Commonfolk suffered the most during those outbreaks.
No, I do not want population from Victoria 2. But surely something similar, but simplified can be made?

It always bothered me how peasants were represented in this game. You raise peasant levies, and usually kill most of them or disband them wherever you like. No objection.
You raise some taxes, make some bad decisions on the summer fair and get a high revolt risk. Rebels arise, and you squash them. Few years pass, and it's like nothing happened.
Culture and religion changes happen very suddenly. Rule Serbia with the Byzantine Empire, and after several centuries you never get to see Serbian characters.

Adding a population mechanic could potentially reduce all the awkwardness and (I have to say it) unrealistic behavior. Diseases would be better represented.


Yes, I am well aware how this could open a Pandora's Box of problems. Not to mention all the bitter arguments how this feature doesn't belong in CK2...
And yes, I think we would be better without such mechanic, considering all the potential issues.
I'm just rambling a bit.
 
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Redwulf_Storm

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A queasy feeling overcomes me and I am feeling an immediate urge to drool.
"Alas!"

Good job team, this sounds fun.
On a side note, can't wait to hear the added death sounds!
*You die Dysentery*
"IEEEeeeeeeeeeeepP!"
or some such beautiful soundbite. :D
 

Moarice

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Hopefully, there'll be references to a ton of bizarre historical deaths:

https://en.wikipedia.org/wiki/Charles_II_of_Navarre#Death
The only thing that came to my mind after reading this...
photo.jpg
 
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AjayAlcos

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Urzhail64

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Will there be an application of mercury for syphilis *laughs hysterically* and the cure might actually result in mercury poisoning instead....

You know the old adage "the cure is worse than the disease." right ?
 
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konjad

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This news instantly reminded me of this game. I hope the representation of illnesses will be decent in the DLC/patch and the ways of dealing with them will suit medieval era and will correspond appropriate cultures. Moreover, I hope there will be no "seduction" counterpart in Way of Death or whatever you call it (Pathologic would be a cool name, but it's already used by the game I linked ;) ).

And please, PLEASE BETA TEST IT before releasing it. We can wait a bit longer, just don't release half-arsed turds that need at least 2 patches to be fixed!
 
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Robert II

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Since this DLC looks to be a large step in the right (RPG) direction, could we please see some adjustment (maybe even removal in regards to forced CtA) on the largely unpopular features from the last patch; namely Infamy, Defensive Pacts, and Forced Call to Arms?

You forgot the shit realm peace mechanic.

Wait there's actually people who like realm peace?
 
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Lemont Elwood

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This seems a bit too detailed, to be honest. Unnecessary detail.
 
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Reckall

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What about "early psychotherapy"? Priests and "learned ones" of every kind were, basically, people you could go to talk alone about your inner demons. If they were wise and intelligent they could actually help with some mental troubles (stress, compulsive behaviours, depression etc. BTW, the game already implies embryonal forms of "self-therapy" through events).

True, these "specialists" could fail, but I believe that rites like Confession were early forms of therapy. And anyway even a modern therapist would be unable to quench ear-shattering whines about infamy, realm peace, FctA and whatever - whines in a thread that is so totally not about them that their importance here rivals the voidness of deep space.

Thus a "random mechanic" tied maybe to some other traits ("Content", for example, could help, "Proud" would hinder) could still lead to a zero chance of helping someone OCDed by Infamy to the point of becoming stressed and not willing to address his problem (thus lowering his life expectation); but, for another character, lead to a fair to good chance to have a "wise man" to talk with and relieve his stress...
 
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AjayAlcos

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What about "early psychotherapy"? Priests and "learned ones" of every kind were, basically, people you could go to talk alone about your inner demons. If they were wise and intelligent they could actually help with some mental troubles (stress, compulsive behaviours, depression etc. BTW, the game already implies embryonal forms of "self-therapy" through events).

True, these "specialists" could fail, but I believe that rites like Confession were early forms of therapy. And anyway even a modern therapist would be unable to quench ear-shattering whines about infamy, realm peace, FctA and whatever - whines in a thread that is so totally not about them that their importance here rivals the voidness of deep space.

Thus a "random mechanic" tied maybe to some other traits ("Content", for example, could help, "Proud" would hinder) could still lead to a zero chance of helping someone OCDed by Infamy to the point of becoming stressed and not willing to address his problem (thus lowering his life expectation); but, for another character, lead to a fair to good chance to have a "wise man" to talk with and relieve his stress...
I would actually suggest that such characters have high diplomacy as well as learning. There's no point being inundated with knowledge if you can't communicate it to others.
 
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Reckall

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I would actually suggest that such characters have high diplomacy as well as learning. There's no point being inundated with knowledge if you can't communicate it to others.

True, even if this would imply a parallelism between CKII's abilities and "classic" RPG's abilities: Knowledge = Intelligence, Diplomacy = Wisdom.

While I don't think that this is totally correct, I agree with you that a "Spiritual Counselor" should have both. And such an individual could become a precious gem in your court.

Well, I'm already thinking of my troubled ruler declaring: "Sorry, I can't send you to Spoleto as my Diplomat: I would miss our weekly talks!"

Boy, I love this game :D
 
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Reckall

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This news instantly reminded me of this game.

I played it, and I remember that it gave me an unending feeling of dread and disquietude unmatched by any other game I played before or after (and games like Alien: Isolaton or Amnesia still terrify me). I still have it on my HD. A totally unique experience.