I've been complaining about the problems of automation and the removal of player choice for a while now in various threads, so I decided to compile them into a single post, which Paradox will hopefully read, and hopefully others will share their thoughts too.
First of all, I think that all the automation and removal of choice make The Conclave and the 2.5 patch the worst dlc/patch yet. There were good ideas, and even some good changes, but overall the implementation is just bad and lacks depht. Mostly because many new systems lack player choice, or even worse, remove player choice from previously good mechanics.
Let's take a look at them then, shall we?
1) First off, automated call to arms. It is by far the worst change in the patch. I've covered the problems in detail before, but I will do it again. First, I don't want every single one of my allies in every single war, and I don't want a suffering ally to get destroyed because their army was creating attrition for me when I'm taking a county on the other side of the continent. Second, I don't want to get dragged into wars if I'm in civil war or getting invaded myself. If I have a good reason, and even if I don't, I should be able to decline (with properly big penalties). And third, I might want to screw my allies and join their attacker. This is a dynasty simulator, so I should be able to betray and be betrayed. And to make this even worse, the old manual call to arms, even with their lack of consequenses, still portrayed the reality of the time period immensely better than this current system. I can see no legitimate reasoning for removing choice in such a terrible way.
2) Then there are favours. They have the same problem as alliances, which is that you absolutely must do what the person you owe to wants, with no exceptions ever. I'll quote myself from a few lines back: "I should be able to betray and be betrayed". Favours too should be declineable, like they are in real life, with properly big penalties for doing so. This would add much needed court intrigue to a game about court intrigue.
3) Non-Aggression Pacts are also unbreakable, again without exceptions. Again this should be a possibility, and again with proper consequenses. I'm starting to see a pattern here. But seriously, it's not like every person is totally and completely honest and would never break a deal.
4) Council voting. I was excited to be able to vote on wars and such, but the system is completely automated. My excitement soon faded because of this. I know the devs stated that it's because it should happen instantly, but having to wait would still be better than have only little influence on what you do with your own character.
5) Enforce realm peace is currently a bacon button, with no choice for vassals. Vassals should be able to refuse it, even if they then get branded as traitors. It's nonsense that everyone will settle their differences when the liege asks them, especially if the liege is weak. So I suggest that when realm peace gets enforced, vassals can decide to not end wars, if they think they're strong enough to win a potential war against the liege. In return for refusing, the liege would get a rightful cause to imprison troublemakers that go against realm peace. I also suggest that realm peace should be breakable, with opinion penalties towards other vassals and a legitimate reason to imprison the attacker. Finally, I would also like to see Kings Peace alongside the enforce realm peace button, or by itself if the bacon button isn't changed. However changing Kings Peace to stop internal wars should require internal peace, so then the two ways of peacekeeping could be used naturally together.
After constructive criticism come constructive suggestions, which are similar in every problem I presented. Simply the player should have to have the options for declining call to arms and favours, breaking pacts and voting as they wish, and they should face serious but reasonable penalties for their actions (not something like lose 25 prestige and opinion with your ally). Overall in a sandbox-style game like this, game mechanics shouldn't force a player to do or not do anything, especially if they're trying to roleplay their characters. Rather a game like CK2 needs realistic choices and consequenses for them. I for one hope that Paradox focuses on player freedom in the last few patches and dlcs, and not on restrictive systems.
Thanks for reading, and please share your thoughts!
EDIT: Added section 5 about realm peace and related suggestions
First of all, I think that all the automation and removal of choice make The Conclave and the 2.5 patch the worst dlc/patch yet. There were good ideas, and even some good changes, but overall the implementation is just bad and lacks depht. Mostly because many new systems lack player choice, or even worse, remove player choice from previously good mechanics.
Let's take a look at them then, shall we?
1) First off, automated call to arms. It is by far the worst change in the patch. I've covered the problems in detail before, but I will do it again. First, I don't want every single one of my allies in every single war, and I don't want a suffering ally to get destroyed because their army was creating attrition for me when I'm taking a county on the other side of the continent. Second, I don't want to get dragged into wars if I'm in civil war or getting invaded myself. If I have a good reason, and even if I don't, I should be able to decline (with properly big penalties). And third, I might want to screw my allies and join their attacker. This is a dynasty simulator, so I should be able to betray and be betrayed. And to make this even worse, the old manual call to arms, even with their lack of consequenses, still portrayed the reality of the time period immensely better than this current system. I can see no legitimate reasoning for removing choice in such a terrible way.
2) Then there are favours. They have the same problem as alliances, which is that you absolutely must do what the person you owe to wants, with no exceptions ever. I'll quote myself from a few lines back: "I should be able to betray and be betrayed". Favours too should be declineable, like they are in real life, with properly big penalties for doing so. This would add much needed court intrigue to a game about court intrigue.
3) Non-Aggression Pacts are also unbreakable, again without exceptions. Again this should be a possibility, and again with proper consequenses. I'm starting to see a pattern here. But seriously, it's not like every person is totally and completely honest and would never break a deal.
4) Council voting. I was excited to be able to vote on wars and such, but the system is completely automated. My excitement soon faded because of this. I know the devs stated that it's because it should happen instantly, but having to wait would still be better than have only little influence on what you do with your own character.
5) Enforce realm peace is currently a bacon button, with no choice for vassals. Vassals should be able to refuse it, even if they then get branded as traitors. It's nonsense that everyone will settle their differences when the liege asks them, especially if the liege is weak. So I suggest that when realm peace gets enforced, vassals can decide to not end wars, if they think they're strong enough to win a potential war against the liege. In return for refusing, the liege would get a rightful cause to imprison troublemakers that go against realm peace. I also suggest that realm peace should be breakable, with opinion penalties towards other vassals and a legitimate reason to imprison the attacker. Finally, I would also like to see Kings Peace alongside the enforce realm peace button, or by itself if the bacon button isn't changed. However changing Kings Peace to stop internal wars should require internal peace, so then the two ways of peacekeeping could be used naturally together.
After constructive criticism come constructive suggestions, which are similar in every problem I presented. Simply the player should have to have the options for declining call to arms and favours, breaking pacts and voting as they wish, and they should face serious but reasonable penalties for their actions (not something like lose 25 prestige and opinion with your ally). Overall in a sandbox-style game like this, game mechanics shouldn't force a player to do or not do anything, especially if they're trying to roleplay their characters. Rather a game like CK2 needs realistic choices and consequenses for them. I for one hope that Paradox focuses on player freedom in the last few patches and dlcs, and not on restrictive systems.
Thanks for reading, and please share your thoughts!
EDIT: Added section 5 about realm peace and related suggestions
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