[Suggestions regarding the struggle for dominance within ones dynasty, associated perks, and related concepts...]
The dynasty head character receives some great perks, namely the ability to choose dynastic legacies, interfere in the affairs of other dynasty members, and call members to join their war. The current deciding factor involves becoming stronger than the current dynastic head.
Dynast/House Titles & Spheres:
Rather than using the 10% stronger military standard to decide the head of the dynasty, create a class of dynastic titles.
Unlike the current de jure titles, only members of a dynasty can claim dynastic titles which have two tiers, "Patriarch/Matriarch of [House]" and "Dynast of [Dynasty]"; they do so by creating their own house (as currently) which generates a new House title along with it in subordination to the same dynasty, receiving the blessing of the dynast to inherit a preceding house head's House title, or declaring a dynastic civil war to take it by force. Though these are strictly family affairs, spouses or relatives of a dynastic title claimant can support claims to dynasties they are not a part of as well.
What will it mean to have lands moving into this Dynastic/House sphere or that one?
In a manner similar to de jure titles (baronies, counties, duchies, kingdoms, & empires), dynastic titles can provide claims to territories and follow a line of succession; however, they can overlap or exclude the de jure titles held by a character, resembling the way controlled trade zones worked in CK2 for merchant republics. For example, the duchy of Normandy can be de jure a part of the Kingdom of France while simultaneously being contained within the Plantagenet "sphere of influence" -- the equivalent of "de jure" for dynastic titles.
In order to begin the game of spheres to spread influence, a dynasty must first reach a reputable level of splendor, with the exception of theocratic leaders and republics (more below). Influence is based on a percentage per duchy; any faction with at least 20% influence in a duchy has reached a threshold where they could be impacted by events regarding the push/pull of influence there. With at least 20% influence in a duchy, the cost of mercenaries residing there will also be reduced for that faction.
Where a dynast can call upon any dynasty member as well as characters within the dynasty's sphere of influence to war (their likelihood of accepting still varies depending on opposing dynasty-level influences, opinions, etc.), house heads can only call upon their house members and characters in their sub-spheres of influence.
Over time, and through special events (more below), lands will drift into dynastic/house spheres of influence with the use of a new council position character (bannerman?), so that dynasties such as the Habsburgs can become synonymous with the "House of Austria" (etc.).
Dynastic Bannerman:
The bannerman is set to task to promote/defend their sworn character's dynastic/house interests. position name variants for the council position could include things like "sworn brother", "herald", "trustee", "legate", or otherwise (idk..?). Much of their tasks play out similarly to the attack/defend dynamic of VictoriaII spheres of influence.
This councilor position is an agreed to position (like a marriage) and the character agreeing to it need not be a member of the sworn character's dynasty, nor their vassal; though, unless they are a best friend, they will not likely accept the position.
This council position does not favor one skill over another though, as in the spouse council position, the skills they do possess will aid them in the success of skill preferred tasks as in the following...
All = "Defend House Influence"; highest skill type number used to reduce loss of sphere for sworn character by that x% amount per month
Diplomacy = "Defame Rivals"; event chance to remove all influence of a rival house from selected duchy
Martial = "Call Bannermen"; increases war call acceptance in sphere and reduces influence of war enemy houses in sphere by 10% per successful call
Stewardship = "Trade Mission"; event chance to engage characters in trade (+gold) and increase influence in selected duchy (scales with character rank)
Intrigue = "Gentle Reminders"; x% increase in influence per month for every character you have a hook on (scales with character rank and strong hook)
Learning = "Support Faith"; slightly decreases all houses influences (including yours) while greatly increasing theocratic ruler's influence in selected duchy
Prowess = "House Champion"; event chance for single combat/tournament of knight characters in selected duchy for influence gain/loss for wins/losses
When enough influence is accumulated to flip a duchy, an event chain will trigger that is contextual to that particular region of the world (flavor), the other influencers in the arena (potential cassus belli generation), character interactions, etc., followed by a hefty renown reward for gaining (or loss if losing a duchy to another sphere).
Conceivably, a dynasty with many junior houses infighting over sub-spheres within a dynastic sphere will make that dynastic sphere, as a whole, more vulnerable to other dynasties and their junior houses, or even the church itself...
Faith Influence:
More than just a spoiler option, a faiths influence over various duchies will increase the likelihood that characters within the sphere of the theocratic ruler (if there is one) will more likely heed their call to crusade/jihad; in effect, this would be a major consideration for why one may not want to blob their house/dynasty sphere of influence at the expense of their faith. Alternatively, a ruler in lands largely under the faith's sphere of influence (as in the earlier start date) will have a harder time escaping the consequences of disobeying their theocratic rulers and clergy characters.
Additionally, particularly pious dynasts/house heads can petition their theocratic ruler for influence over a duchy dominated by the faith at a significant cost of gold and piety.
Unless the faith allows for a temporal ruler, the "dynastic title" of the faith always remains with the theocratic ruler; if the faith allows for a temporal ruler, than that faith-based dynastic title takes precedence over the previous dynastic title. The dynastic/house levels are mirrored in some aspects of faith spheres, such as the theocratic ruler (dynast equivalent) of Orthodox Christianity over the Pentarchy (house head equivalents). In Catholicism, the dynast-level is the Pope while the cardinals of the curia and monastic orders hold the house head equivalent titles (complete with clerical heraldry visuals?).
Holy site bonuses are amplified when under the influence of the faith and dulled when under the sphere of influence from a dynasty; likewise, converting counties is easier when no longer under the sphere of influence of their corresponding faith.
Merchant Influence:
To stretch the use cases further, the comeback of merchant republics can follow a similar model, meaning the republic would have the dynast-level and each of the major families would have the house-level sub-spheres of influence.
As mentioned above, influence is based on a percentage; however, merchant republics do not have as high a threshold to reach (20%) in order to benefit from influence in a duchy. If a merchant republic does have a duchy formally flipped into their sphere, than they have the option to call characters of their sphere into their wars by way of gold (subject to acceptance). Starting at 20% influence, and scaling with additional influence, development spread in a duchy will increase. At 30% influence, their armies gain defensive bonuses in that duchy. At 40% influence, they gain a weak claim on the counties of that duchy.
Merchant republics receive a boost to influence generation with duchies along coasts, rivers, &/or higher development counties; however, de jure and de facto title holders (duchy or higher level) can demand tribute, and if they concede or lose to a war resulting from refusing, then the republic will lose half of their influence in that duchy. Alternatively, dynasts/house heads and theocratic rulers can offer to sell some of their influence to the merchant republic for gold and prestige.
Upon reaching a majority percentage in a duchy over other factions, any liberation revolts that erupt in rebellion will be fiercer than usual; a successful liberation war will result in a small boost in their influence on neighboring duchies as well. Should the merchant republic formally flip a duchy, an event chain will trigger whereby that duchy will become a republic under the merchant republic (vassal/trade league?), though allowing affected sphere factions and realms to declare war to restore their lands.
As always, feedback is greatly appreciated!
The dynasty head character receives some great perks, namely the ability to choose dynastic legacies, interfere in the affairs of other dynasty members, and call members to join their war. The current deciding factor involves becoming stronger than the current dynastic head.
Dynast/House Titles & Spheres:
Rather than using the 10% stronger military standard to decide the head of the dynasty, create a class of dynastic titles.
Unlike the current de jure titles, only members of a dynasty can claim dynastic titles which have two tiers, "Patriarch/Matriarch of [House]" and "Dynast of [Dynasty]"; they do so by creating their own house (as currently) which generates a new House title along with it in subordination to the same dynasty, receiving the blessing of the dynast to inherit a preceding house head's House title, or declaring a dynastic civil war to take it by force. Though these are strictly family affairs, spouses or relatives of a dynastic title claimant can support claims to dynasties they are not a part of as well.
What will it mean to have lands moving into this Dynastic/House sphere or that one?
In a manner similar to de jure titles (baronies, counties, duchies, kingdoms, & empires), dynastic titles can provide claims to territories and follow a line of succession; however, they can overlap or exclude the de jure titles held by a character, resembling the way controlled trade zones worked in CK2 for merchant republics. For example, the duchy of Normandy can be de jure a part of the Kingdom of France while simultaneously being contained within the Plantagenet "sphere of influence" -- the equivalent of "de jure" for dynastic titles.
In order to begin the game of spheres to spread influence, a dynasty must first reach a reputable level of splendor, with the exception of theocratic leaders and republics (more below). Influence is based on a percentage per duchy; any faction with at least 20% influence in a duchy has reached a threshold where they could be impacted by events regarding the push/pull of influence there. With at least 20% influence in a duchy, the cost of mercenaries residing there will also be reduced for that faction.
Where a dynast can call upon any dynasty member as well as characters within the dynasty's sphere of influence to war (their likelihood of accepting still varies depending on opposing dynasty-level influences, opinions, etc.), house heads can only call upon their house members and characters in their sub-spheres of influence.
Over time, and through special events (more below), lands will drift into dynastic/house spheres of influence with the use of a new council position character (bannerman?), so that dynasties such as the Habsburgs can become synonymous with the "House of Austria" (etc.).
Dynastic Bannerman:
The bannerman is set to task to promote/defend their sworn character's dynastic/house interests. position name variants for the council position could include things like "sworn brother", "herald", "trustee", "legate", or otherwise (idk..?). Much of their tasks play out similarly to the attack/defend dynamic of VictoriaII spheres of influence.
This councilor position is an agreed to position (like a marriage) and the character agreeing to it need not be a member of the sworn character's dynasty, nor their vassal; though, unless they are a best friend, they will not likely accept the position.
This council position does not favor one skill over another though, as in the spouse council position, the skills they do possess will aid them in the success of skill preferred tasks as in the following...
All = "Defend House Influence"; highest skill type number used to reduce loss of sphere for sworn character by that x% amount per month
Diplomacy = "Defame Rivals"; event chance to remove all influence of a rival house from selected duchy
Martial = "Call Bannermen"; increases war call acceptance in sphere and reduces influence of war enemy houses in sphere by 10% per successful call
Stewardship = "Trade Mission"; event chance to engage characters in trade (+gold) and increase influence in selected duchy (scales with character rank)
Intrigue = "Gentle Reminders"; x% increase in influence per month for every character you have a hook on (scales with character rank and strong hook)
Learning = "Support Faith"; slightly decreases all houses influences (including yours) while greatly increasing theocratic ruler's influence in selected duchy
Prowess = "House Champion"; event chance for single combat/tournament of knight characters in selected duchy for influence gain/loss for wins/losses
When enough influence is accumulated to flip a duchy, an event chain will trigger that is contextual to that particular region of the world (flavor), the other influencers in the arena (potential cassus belli generation), character interactions, etc., followed by a hefty renown reward for gaining (or loss if losing a duchy to another sphere).
Conceivably, a dynasty with many junior houses infighting over sub-spheres within a dynastic sphere will make that dynastic sphere, as a whole, more vulnerable to other dynasties and their junior houses, or even the church itself...
Faith Influence:
More than just a spoiler option, a faiths influence over various duchies will increase the likelihood that characters within the sphere of the theocratic ruler (if there is one) will more likely heed their call to crusade/jihad; in effect, this would be a major consideration for why one may not want to blob their house/dynasty sphere of influence at the expense of their faith. Alternatively, a ruler in lands largely under the faith's sphere of influence (as in the earlier start date) will have a harder time escaping the consequences of disobeying their theocratic rulers and clergy characters.
Additionally, particularly pious dynasts/house heads can petition their theocratic ruler for influence over a duchy dominated by the faith at a significant cost of gold and piety.
Unless the faith allows for a temporal ruler, the "dynastic title" of the faith always remains with the theocratic ruler; if the faith allows for a temporal ruler, than that faith-based dynastic title takes precedence over the previous dynastic title. The dynastic/house levels are mirrored in some aspects of faith spheres, such as the theocratic ruler (dynast equivalent) of Orthodox Christianity over the Pentarchy (house head equivalents). In Catholicism, the dynast-level is the Pope while the cardinals of the curia and monastic orders hold the house head equivalent titles (complete with clerical heraldry visuals?).
Holy site bonuses are amplified when under the influence of the faith and dulled when under the sphere of influence from a dynasty; likewise, converting counties is easier when no longer under the sphere of influence of their corresponding faith.
Merchant Influence:
To stretch the use cases further, the comeback of merchant republics can follow a similar model, meaning the republic would have the dynast-level and each of the major families would have the house-level sub-spheres of influence.
As mentioned above, influence is based on a percentage; however, merchant republics do not have as high a threshold to reach (20%) in order to benefit from influence in a duchy. If a merchant republic does have a duchy formally flipped into their sphere, than they have the option to call characters of their sphere into their wars by way of gold (subject to acceptance). Starting at 20% influence, and scaling with additional influence, development spread in a duchy will increase. At 30% influence, their armies gain defensive bonuses in that duchy. At 40% influence, they gain a weak claim on the counties of that duchy.
Merchant republics receive a boost to influence generation with duchies along coasts, rivers, &/or higher development counties; however, de jure and de facto title holders (duchy or higher level) can demand tribute, and if they concede or lose to a war resulting from refusing, then the republic will lose half of their influence in that duchy. Alternatively, dynasts/house heads and theocratic rulers can offer to sell some of their influence to the merchant republic for gold and prestige.
Upon reaching a majority percentage in a duchy over other factions, any liberation revolts that erupt in rebellion will be fiercer than usual; a successful liberation war will result in a small boost in their influence on neighboring duchies as well. Should the merchant republic formally flip a duchy, an event chain will trigger whereby that duchy will become a republic under the merchant republic (vassal/trade league?), though allowing affected sphere factions and realms to declare war to restore their lands.
As always, feedback is greatly appreciated!
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