I had started a thread some time ago dedicated mostly to minor issues that could probably be patched in quickly without a huge overhaul of the game.
Here is the original thread:
First of I would like to thank all the forum members that have added their suggestions in the original thread!
Below are some suggestions added from there as well as some others that i have seen discussed frequently. By no means those are the most important ones and am sure that i am missing a lot at the moment.
I will try to gather also any input below (plus from the original thread) and maybe we can hopefully get some of them addressed in a future patch...
My reasoning for creating this thread is that the game could potentially improve a lot with only minimum resources needed for this changes to take place.
Characters (indeed many of the below can be found in CK):
- Arrange betrothal actions for underaged characters
- (Not so minor but a must ihmo) Create a character finder soemwhat like CK2 will help a lot with arranging marriages and inviting characters to court.
- Decrease the average life expectancy of characters (more diseases or if leading troops a larger chance of death in lost battles). Current experience with Monarchies - kings start their rein around 50 years old on average.
- Let us name all newborn characters from the kings/queens family (not only direct daughters and sons. Certainly a must for granddaughters and grandsons that will become ruler's down the line)
- A random name button for new children.
- More possibilities to choose the direction a heir is going (inheritance laws, disinherite mechanisms)
- Make it so that very old age and health issues would be considered a minus when considering the next tribal chief and the heads of the different clans in order to increase the average period of their reign.
- Characters going to the Olympic games should be automatically be reassigned to their previous position (council, researcher, general etc) upon return.
- Characters stats after their death should not include impacts from diseases that they had had. Issue tied to apotheosis feature.
- Character should not grow back their hair upon death
- Tutor characters in monarchies should be available also for grandchildren of the monarch. As it is currently by the time the crown passes down from father to so the grandchild is already above 16 years old most of the times.
Scaled costs rebalancing:
- Rebalance assassination cost from the current 7 tyranny & 7 AE for own country characters or 7 tyranny & 14 AE for foreign character.
- Change cost for seeking treatment from 200 gold. Seek treatment should start a chain of events, with a cheaper start and, depending on the ability of the physician and the complexity of the disease, it could ask you for more money along the way (and it could give you the chance to abandon the treatment)
- Rebalance positive stability event were you pay 18 gold for 6 stab (the amount should be scaled - at least to a point)
- Rebalance Proscription cost. Decrease cost in certain cases (great family head had joined a civil war, was extremely corrupt etc)
War - Army:
- Set a cap at how many mercenary bands a country can hire depending on country rank or at least steeply increase the cost if they are hiring too many
- Mercenery attrition should not count towards war exhaustion. If you would like to be technical about it only a small impact should be counted if you employed mercs of your culture religion etc but in no way the same impact as having your own army.
- Armies should have an easier time resupplying in allied territory.
- After imprison enemy leaders decision you should be getting a more varied mix of prisoners rather than the normal almost all male and very old (probably these are the ones that hold all the positions of power at the time?)
- Technologies should greatly increase the amount of land you can get with the same war score.
- Forts should be occupied by the tag of the first alliance to be siegeing it and has the highest number of cohorts at the time the fort falls rather than the one having the leader with the highest martial.
- Side point to the above siege events where a different tag could get to occupy and loot but would cause friction with the alliance (could even result to an ally leaving the war or becoming passive).
- Ability to give legions titles without them losing their place in the auto list. Maybe a char action that gives the legion they control names based on current location. Similar to the cognomen feature.
- AI should not sends their Navy out with 0 morale if you declare war and have ships on their coast line.
Religion:
- Main religion holy sites should give a buff to conversion rather than a debuff.
- Other religion holy sites could cause a slower conversion to your religion and possibly a small chance of random conversion to that faith or even a gradual one.
- Holy treasures should be easier to transfer. At the moment you need to have both deities the one you take the relic from and the one that will be recieing it in your pantheon.
- Transferring (taking away) a holy treasure should be giving a local debuff rather than a glodal. Or in cases the treasure is transferred to a god of a different religion a negative modifier to all pops of that religion in your country.
- Overall slightly increase effects of holy treasures.
- Transferring holy sites of your main religion should be possible by spending less than the base 400 gold and 100 PI (desecrating and moving)
Missions:
- Let us choose what to build (missions that require x buildings to be build in a certain city) and where to establish cities (in a said province)
- AI should focus more on missions in order for expansion to be a little bit more historical but not railroaded
Cities:
- Nerf megacities add a squalor factor significantly decreasing food and\or happines
- Buildings strategy should be less gamey.
a) Buildings could be hard limited in quantity or one per city or per city size etc.
b) Governors could have control over what gets built and when.
c) Buildings could be more closely tied with pop needs and wishes. Example aqueducts could decrease squalor (if squalor becomes a thing). All cities would need a forum, a temple, a theatre etc in order to keep citizens happy and increase migration.
- Tweek food to make it more scarce - valuable. Less production (according to terrain type climate nearby water resourse) more consumption per pop that increases exponential with the increase of pop.
- We should be given a choice were would we like to set up our colonia.
- After conquering a new province we should choose what its new capital will be (decision rather than no autoassign).
UI: Major overhaul has been requested in many cases. Below some proposals
- Option to use a darker UI
- Make UI more like Rome gold or even HOI4. TINY buttons that make sense. Not fat circle buttons
Diplomacy:
- Diplomatic range between two nations should be calculated between their closest borders rather than the distance between their capitals.
- Something\Revolt tag should change to Something tag if the main tag is somehow eliminated. At the moment we often get just the revolt tag when the main tag is destroyed.
- In case of major powers getting too much AE in certain areas (example Carthage in Iberia) local defensive leagues should be made larger (maybe two defensive league could merge) with even Regional powers being able to participate. This could emulate the situation Ceasar faced during the Gaulic wars. This would give a little boost mostly to tribal minors.
AI behaviour:
- AI being less prone to always blob towards the weakest opponents even if there is little strategic benefit on that. Low tech tribal nations for strong non tribal for example (Rome->HRE expansion).
- Mid and larger AI nations should be also prone to build at least some forts in strategical points within their country. Most cities should at least have a level 1 fort if somewhat close to the borders.
Here is the original thread:
Minor issues (game tweaking) you would like to see addressed?
So what are in your opinion the minor issues that could be polished in I:R? I am talking more about issues that could probably be patched in quickly without a huge overhaul of the game. Below are some that i have seen discussed frequently. By no...
forum.paradoxplaza.com
First of I would like to thank all the forum members that have added their suggestions in the original thread!
Below are some suggestions added from there as well as some others that i have seen discussed frequently. By no means those are the most important ones and am sure that i am missing a lot at the moment.
I will try to gather also any input below (plus from the original thread) and maybe we can hopefully get some of them addressed in a future patch...
My reasoning for creating this thread is that the game could potentially improve a lot with only minimum resources needed for this changes to take place.
Characters (indeed many of the below can be found in CK):
- Arrange betrothal actions for underaged characters
- (Not so minor but a must ihmo) Create a character finder soemwhat like CK2 will help a lot with arranging marriages and inviting characters to court.
- Decrease the average life expectancy of characters (more diseases or if leading troops a larger chance of death in lost battles). Current experience with Monarchies - kings start their rein around 50 years old on average.
- Let us name all newborn characters from the kings/queens family (not only direct daughters and sons. Certainly a must for granddaughters and grandsons that will become ruler's down the line)
- A random name button for new children.
- More possibilities to choose the direction a heir is going (inheritance laws, disinherite mechanisms)
- Make it so that very old age and health issues would be considered a minus when considering the next tribal chief and the heads of the different clans in order to increase the average period of their reign.
- Characters going to the Olympic games should be automatically be reassigned to their previous position (council, researcher, general etc) upon return.
- Characters stats after their death should not include impacts from diseases that they had had. Issue tied to apotheosis feature.
- Character should not grow back their hair upon death
- Tutor characters in monarchies should be available also for grandchildren of the monarch. As it is currently by the time the crown passes down from father to so the grandchild is already above 16 years old most of the times.
Scaled costs rebalancing:
- Rebalance assassination cost from the current 7 tyranny & 7 AE for own country characters or 7 tyranny & 14 AE for foreign character.
- Change cost for seeking treatment from 200 gold. Seek treatment should start a chain of events, with a cheaper start and, depending on the ability of the physician and the complexity of the disease, it could ask you for more money along the way (and it could give you the chance to abandon the treatment)
- Rebalance positive stability event were you pay 18 gold for 6 stab (the amount should be scaled - at least to a point)
- Rebalance Proscription cost. Decrease cost in certain cases (great family head had joined a civil war, was extremely corrupt etc)
War - Army:
- Set a cap at how many mercenary bands a country can hire depending on country rank or at least steeply increase the cost if they are hiring too many
- Mercenery attrition should not count towards war exhaustion. If you would like to be technical about it only a small impact should be counted if you employed mercs of your culture religion etc but in no way the same impact as having your own army.
- Armies should have an easier time resupplying in allied territory.
- After imprison enemy leaders decision you should be getting a more varied mix of prisoners rather than the normal almost all male and very old (probably these are the ones that hold all the positions of power at the time?)
- Technologies should greatly increase the amount of land you can get with the same war score.
- Forts should be occupied by the tag of the first alliance to be siegeing it and has the highest number of cohorts at the time the fort falls rather than the one having the leader with the highest martial.
- Side point to the above siege events where a different tag could get to occupy and loot but would cause friction with the alliance (could even result to an ally leaving the war or becoming passive).
- Ability to give legions titles without them losing their place in the auto list. Maybe a char action that gives the legion they control names based on current location. Similar to the cognomen feature.
- AI should not sends their Navy out with 0 morale if you declare war and have ships on their coast line.
Religion:
- Main religion holy sites should give a buff to conversion rather than a debuff.
- Other religion holy sites could cause a slower conversion to your religion and possibly a small chance of random conversion to that faith or even a gradual one.
- Holy treasures should be easier to transfer. At the moment you need to have both deities the one you take the relic from and the one that will be recieing it in your pantheon.
- Transferring (taking away) a holy treasure should be giving a local debuff rather than a glodal. Or in cases the treasure is transferred to a god of a different religion a negative modifier to all pops of that religion in your country.
- Overall slightly increase effects of holy treasures.
- Transferring holy sites of your main religion should be possible by spending less than the base 400 gold and 100 PI (desecrating and moving)
Missions:
- Let us choose what to build (missions that require x buildings to be build in a certain city) and where to establish cities (in a said province)
- AI should focus more on missions in order for expansion to be a little bit more historical but not railroaded
Cities:
- Nerf megacities add a squalor factor significantly decreasing food and\or happines
- Buildings strategy should be less gamey.
a) Buildings could be hard limited in quantity or one per city or per city size etc.
b) Governors could have control over what gets built and when.
c) Buildings could be more closely tied with pop needs and wishes. Example aqueducts could decrease squalor (if squalor becomes a thing). All cities would need a forum, a temple, a theatre etc in order to keep citizens happy and increase migration.
- Tweek food to make it more scarce - valuable. Less production (according to terrain type climate nearby water resourse) more consumption per pop that increases exponential with the increase of pop.
- We should be given a choice were would we like to set up our colonia.
- After conquering a new province we should choose what its new capital will be (decision rather than no autoassign).
UI: Major overhaul has been requested in many cases. Below some proposals
- Option to use a darker UI
- Make UI more like Rome gold or even HOI4. TINY buttons that make sense. Not fat circle buttons
Diplomacy:
- Diplomatic range between two nations should be calculated between their closest borders rather than the distance between their capitals.
- Something\Revolt tag should change to Something tag if the main tag is somehow eliminated. At the moment we often get just the revolt tag when the main tag is destroyed.
- In case of major powers getting too much AE in certain areas (example Carthage in Iberia) local defensive leagues should be made larger (maybe two defensive league could merge) with even Regional powers being able to participate. This could emulate the situation Ceasar faced during the Gaulic wars. This would give a little boost mostly to tribal minors.
AI behaviour:
- AI being less prone to always blob towards the weakest opponents even if there is little strategic benefit on that. Low tech tribal nations for strong non tribal for example (Rome->HRE expansion).
- Mid and larger AI nations should be also prone to build at least some forts in strategical points within their country. Most cities should at least have a level 1 fort if somewhat close to the borders.
Last edited:
- 4