I have seen a few posts and mentions (on this forum and elsewhere) regarding various forms of extra council mechanics that could be added. I have written my own in the suggestions forum, I certainly don't want to copy the whole thing, but I'll just summarize it here for convenience:
I believe Council Mechanics are the single most-needed mechanic to be introduced to CK3 in some form or another for 3 main reasons:
1- In a character focused game, they make key characters of the realm stand out from the sea of others, making them more memorable,
2- Realm Politics are amped up to a level not currently possible in CK3, a game where we roleplay (historical) political figures. In other words, it adds a layer of social gameplay to the rest of the mechanics in the game (or has the potential to do so at least).
3- It's a set of mechanics that would both deepen every playthrough (since everyone has a council and some even are councillors) AND provide an extra (powerful) avenue for adding variety to regions. All while keeping in line with CK3's design philosophy.
Whether you think these mechanics are a necessary additions to the game or not is not the purpose of this thread, you can check the other post I wrote and upvote it if you want the Devs to see it... or not if you disagree, obviously.
No, here I mostly want to discuss ideas that said council mechanics could use if they ever get implemented.
-Are there features/ideas you think COULD or SHOULD be considered for such a set of mechanics?
I think Conclave's mechanics are overall great but here are some extra ideas (personal ideal guidelines) to start,-Are there features you would rather NOT see in such a set of mechanics?
-If you played Conclave and did not like it, why not?
Well, that's about it... those are my three basic questions, feel free to share your thoughts on them, offer new ideas or even new questions, why not? And if a dev is reading this, hi, please check the previous post which I believe makes at least a half decent case to consider bringing the mechanic back.
I believe Council Mechanics are the single most-needed mechanic to be introduced to CK3 in some form or another for 3 main reasons:
1- In a character focused game, they make key characters of the realm stand out from the sea of others, making them more memorable,
2- Realm Politics are amped up to a level not currently possible in CK3, a game where we roleplay (historical) political figures. In other words, it adds a layer of social gameplay to the rest of the mechanics in the game (or has the potential to do so at least).
3- It's a set of mechanics that would both deepen every playthrough (since everyone has a council and some even are councillors) AND provide an extra (powerful) avenue for adding variety to regions. All while keeping in line with CK3's design philosophy.
Whether you think these mechanics are a necessary additions to the game or not is not the purpose of this thread, you can check the other post I wrote and upvote it if you want the Devs to see it... or not if you disagree, obviously.
No, here I mostly want to discuss ideas that said council mechanics could use if they ever get implemented.
-Are there features/ideas you think COULD or SHOULD be considered for such a set of mechanics?
I think Conclave's mechanics are overall great but here are some extra ideas (personal ideal guidelines) to start,
- Bargaining for votes/laws - I feel like it would be cool to have a voting system (if there is one) that can, at least sometimes, go beyond a simple pass/fail result. "The council agrees to the proposal, BUT they want X in exchange", I personally think it could be an interesting way to balance inheritance laws actually (and other future laws).
- getting “quests” from the council (like asking for a war you might not want, or building construction, designating an heir they chose, etc.) - I feel like giving temporary goals for the player based on the Council's interest (with varying consequences on failure) could lead to some interesting twists to a playthrough.
- Convincing Councillors - I don't think voting considerations should rely on opinion TOO much, I obviously think it should play a role though. But skill challenges, hooks and other (possibly new) avenues could be used to convince councillors... again, leaning into character interactions to fuel gameplay.
- interactions with feasts or Royal Court events - Or rather, I'd like these mechanics to spread to the rest of CK3's existing systems and mechanics... Maybe a councillor will vote your way if you go with his recommendation during a "Hold Court" event, maybe your council wants you to lead your army personally during a Crusade, etc.
- Varied/evolving mechanics - I feel the council, its make-up, power and other characteristics should vary based on cultural traditions, religious tenets, tech (helps differentiate early and late game), rank title, etc. This is what I mean by the #3 reason btw.
- Being a councilor should be fun - Currently, being a councillor gives a strong but static buff depending on your position, which offers no real new gameplay. Having voting rights, ability to bargain... just generally having a say in the realm you're a part of would be fun.
We'll switch it up here, less individual points but more explanation
- Not Event focused - I hope such a mechanic is not carried/supported mainly by events. I never was a big fan of events overall so that's obviously a personal preference. That being said, events in general come with a very early expiration date and eventually get skipped/ignored. I'd prefer specific windows with ongoing situations and possible interactions clearly readable... I don't need to read that.. idk, for the 6th time in a playthrough, my cat ripped my chancellor's cape so he voted agaisnt me. At the very least, I'd want to avoid the unfortunate (but fixable) dissapointment which are the "Hold Court" events. It would have been nice to get dynamically generated events where powerful vassals or foreign envoys come to make an offer or demand that could leave a noticeable impact on the realm/player's situation, an extra place to do politics essentially... it's funny because the player can make some decently interesting demands to the AI but not the other way around. ANYWAY, you get the point: less style, more substance.
- Not just a spoke in the player's wheels - With all of this, I believe one of the reasons the Conclave DLC didn't land with everyone is because it was seen as "making the council annoying". Ok, now I personally loved that extra struggle, for the many reasons I listed above and in my previous post. That being said, it would be wise to analyse what "went wrong" with Conclave... I suppose some of you could elaborate on that. Perfecting council mechanics would be rather complex: it has to offer interesting challenges to the moment-to-moment gameplay but also tools to deal with them. I suppose game rules could always account for personal preference in the end.
I will not answer this one because I really liked the DLC. I obviously believe it could be improved but no major flaw really stood out to me. I am obivously focusing on the question asked in Not just a spoke in the player's wheels. I'm hoping it could maybe provide some guidance if the devs want to reconsider the mechanic, or at the very least, educate me.
Well, that's about it... those are my three basic questions, feel free to share your thoughts on them, offer new ideas or even new questions, why not? And if a dev is reading this, hi, please check the previous post which I believe makes at least a half decent case to consider bringing the mechanic back.
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