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Xiathorn

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This would be one of the very best features possible. In fact, it's almost odd this hasn't been mentioned in earnest before - I don't think I'm alone in saying that as soon as I read it, I thought "Of course! This would be amazing, of course we want this!"

It'd be extremely interesting, particularly if we saw a Romeo and Juliet-style occurrence - it would add an extra element to the "two courtiers got married without permission" event, and add a lot of additional behaviour that would fit so well in the game world. Plus, it also removes the ability for you to 'game' the world - currently it's too easy to, when you're old, simply go tyrant and revoke titles left and right, crushing rebellions, knowing that when you die your heir won't have to worry about the tyranny, and thus get a really well-designed realm. It's too easy to do this right now, and while I always think that personal relations should take precedence, dynasty relations should have a significant impact.

I'm going to throw my voice behind this one too - please, Paradox, make this happen!
 

NealTS

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I like the idea (it makes a lot of sense). My suggestion would be, instead of making the Dynastic Relations range from -100 to 100 and then halving it for individuals, why not just make it -50 to 50 and then apply the whole thing? Or, possibly running counter to that suggestion, maybe add new traits like "Family Man" and "Rebel" that would modify how strongly Dynastic Relationships alter personal ones.
 

Wezqu

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There is still one major flaw in thiskind of system. Not all dynasty members would care if you kicked ass of a member of his dynasty who he hates anyway. This system would not take that into account at all. Not all characters would care at all about his dynasty or if you attacked his kin who is so removed that nobody remembers who was the one you were related by. Somekind of system of close relatives remembering things would be nice but hard to impliment.
 

kraussda

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I like the idea (it makes a lot of sense). My suggestion would be, instead of making the Dynastic Relations range from -100 to 100 and then halving it for individuals, why not just make it -50 to 50 and then apply the whole thing? Or, possibly running counter to that suggestion, maybe add new traits like "Family Man" and "Rebel" that would modify how strongly Dynastic Relationships alter personal ones.

In response to the first part of your post. Having the range of dynastic relations be greater than their effect allows you more flexibility in assigning modifiers. Say you have two modifiers: something minor (refusing to grant a council position) and something major (banishing a prominent member of a house). Now let's pretend you're married to the idea that the latter to be 20 times more important than the former. So let's assign them the smallest possible values, -1 and -20. That means that banishing three dynasty members bottoms out your relations with a dynasty. If the coder felt that this was too extreme, he could increase the range of the relation score to preserve that ratio of importance between the modifiers, but soften their effect overall. NUMBERS! The real reason I love this game at the end of the day lol.

Also, seriously this is one of the best suggestions I've seen on this forum. Additionally, unlike many of the things people want the game, (fix fatimids, more dynamic culture conversion, more realistic kingdom level politics and levy raising), this one is relatively much simpler to implement and vastly deepens the core gameplay mechanic. Please paradox, consider this idea! Forum people, keep posting on this and make sure paradox sees it!
 

Warlord Skorr

Perfect one that commits massacres among rebels
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There is still one major flaw in thiskind of system. Not all dynasty members would care if you kicked ass of a member of his dynasty who he hates anyway. This system would not take that into account at all. Not all characters would care at all about his dynasty or if you attacked his kin who is so removed that nobody remembers who was the one you were related by. Somekind of system of close relatives remembering things would be nice but hard to implement.
Look at the guy two posts above you for a solution I think would work.

I assume the 'Family Man' trait in the AGoT mod already manages something like this; shouldn't be too hard to implement.