The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
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It is very likely that it does not need any further discussion and thus bumping it serves no purpose. If you feel it is necessary to make a new reply, you can still do so though.
It seems to be both more extensive and provide more direction, which happens to be what I don't like.
It just comes down to how I play the game: I get part of my enjoyment from looking at the game world and thinking about what to do next.
This becomes somewhat redundant when Im nudged towards hunting bonuses from missions, largely railroading the game experience.
It's a matter of putting "flavor" in the driver seat rather than the core mechanics.
It also makes every nation without these unique "flavor missions" effectively unfinished, as the game is now largely intended to be played following missions.
I don't mean that it's bad design, it's just a different approach. It gives the devs far greater control of the actual gameplay experience and should make the game design more straightforward.
I just find it bland.
I didn't phrase it very well. To me, having missions as a core inspiration for the player is bland, as opposed to rely on the game world to act as inspiration.
From that perspective I much prefer simple missions, something like the war council suggesting I should conquer something (Or just improve my relation with the Papal States). Where missions are little more than a detour.
Here there's missions for "most" (likely) avenues of expansion as well as trees for "infrastructure" and integrating subjects. So there's little "reason" doing anything without following a path of missions to collect the bonuses.
At the end of the day it's a big change in direction. The game moves away from being an entirely open ended one to one where each country becomes a scenario to be completed. And you're primarily expected to experience the game by doing a hundred tasks and then move on to the next country. Im sure it's a welcome change to many, but to me the open ended design is the main appeal.
It's just a matter of preference.
To me EUIV went one step too far with missions and Imperator goes one step further.
Others love it, so it's probably the right decision from the Paradox team.
It should be noted that most of these missions would become active for any Punic country of some size, not just Carthage themselves.
Is a Colony a new subject type or is Carthago Nova just a feudatory?Hello there!
You will be able to move down two separate routes to either the mission task ‘Hispanic Overlord’ or ‘Rise of Carthago Nova’. The former will quell the unrest in the area, and the latter will make a new Colony subject named Carthago Nova who will gain control of your holdings in Iberia.
You can only pursue one tree at a timeI missed something here, probably it was mentioned before, so can someone clarify if:
Are all of these mission trees available at the same time? Are there conditions to unlock them? Can I pursue them all simultaneously?
Yeah, just let it go. "Railroading" may have been a too strong a term. Maybe overly lead by too juicy an incentive. But yes, I'm sure the devs get that missions will be best balanced so their not too strong.Ah yes, because I didn't just make a point about the sense strategy in a strategy game, let's just ignore that part? Change the rules, change the strategy, really not that hard to grasp. And thanks for ending your absurdity with an insult, just to show what a nice little troll you are.
But since we can't get any further I'll just bring back the worst absurdity you've produced:
You:
Because you don't want missions in the game that you are NOT forced to follow, they should be removed for people that enjoy them? Now that's entitlement at its finest.
Ah, yes I clerarly asked for missions to be removed? Let's see what this "berating" was in response to...
Me previously:
I get it, the I:R gameworld lacks mechanics that promotes action compared to other Paradox games. Bringing missions to the core fixes this, and might very well be what turns the ship around.
Your "berating" of me only makes sense if you are incapable of either reading or thought, pick one.