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ZechsMerquise73

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So, I've been playing FTL: Faster Than Light, and I thought the events system was quite a lot like CKII's sometimes unforgiving nature. What if modders spiced things up and made it a real roguelike? Not sure how it would be done, though, but I'd prefer it be on the current map with pure roguelike elements.

In a way, I guess playing a Muslim in roleplay style is already a bit like this. The race against decadency while you battle for land and all the events that get thrown at you.

Any ideas on making this work? :D
 

onyxja

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So, I've been playing FTL: Faster Than Light, and I thought the events system was quite a lot like CKII's sometimes unforgiving nature. What if modders spiced things up and made it a real roguelike? Not sure how it would be done, though, but I'd prefer it be on the current map with pure roguelike elements.

In a way, I guess playing a Muslim in roleplay style is already a bit like this. The race against decadency while you battle for land and all the events that get thrown at you.

Any ideas on making this work? :D
Well first, FTL is not really a roguelike it's more a roguelike-like, as it is advertised as.
And second, making a roguelike mod doesn't make a any sense because CK2 has no roguelike elements to it and it would be impossible to do it. A roguelike is almost always a turn-based, randomized, perma-death rpg game with sprite or ASCII graphic. The most important thing why CK2 could never remotely become similar to a roguelike is because you are not controlling your character directly from the map, the grand strategy point of view just makes it impossible to make it into a roguelike.
 

Pravus

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I disagree. I think what ZechsMerquise73 is suggesting is, in simplest terms, loads more random events and less direct control over event outcomes and choices. Sort of a play-the-hand-you're-dealt mode of CKII. I'd be all in favor of this. I try to play CKII in as much of an rp fashion as possible i.e. "What would this character truly do in this situation?" As it is, I actually think the game provides a little too much leniency. Character traits, realm laws, technology etc should be more determinate in what options are available/unavailable to your character.
 

Herl

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I disagree. I think what ZechsMerquise73 is suggesting is, in simplest terms, loads more random events and less direct control over event outcomes and choices. Sort of a play-the-hand-you're-dealt mode of CKII. [...]

That would be interesting, like disabling knowing what outcome your choices have, such as which traits you may gain or not or the opinion modifiers gain and stuff.

[...] Character traits, realm laws, technology etc should be more determinate in what options are available/unavailable to your character.

Several overhaul mods already contain this, like that in which you can only wage holy war if you're lunatic, zealous or stuff like that (I don't remember which).


In overall I like this idea. An unforgiving and "raw" version of CKII.
 

ZechsMerquise73

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I disagree. I think what ZechsMerquise73 is suggesting is, in simplest terms, loads more random events and less direct control over event outcomes and choices. Sort of a play-the-hand-you're-dealt mode of CKII. I'd be all in favor of this. I try to play CKII in as much of an rp fashion as possible i.e. "What would this character truly do in this situation?" As it is, I actually think the game provides a little too much leniency. Character traits, realm laws, technology etc should be more determinate in what options are available/unavailable to your character.
Yes, exactly. :D

Well first, FTL is not really a roguelike it's more a roguelike-like, as it is advertised as.
And second, making a roguelike mod doesn't make a any sense because CK2 has no roguelike elements to it and it would be impossible to do it. A roguelike is almost always a turn-based, randomized, perma-death rpg game with sprite or ASCII graphic. The most important thing why CK2 could never remotely become similar to a roguelike is because you are not controlling your character directly from the map, the grand strategy point of view just makes it impossible to make it into a roguelike.
It already does have some roguelike elements. Randomly generated events play a big factor on the future of your dynasty (whom, if you loose, you are permanently out of the game). The passage of time takes the role of character movement = you don't need movement to simulate progression when you already have a realtime quasi-turn system.

For people in the East, Mongols are the largely inescapable boss you have to prepare for at the end. Or, for Muslims, the threat posed by you decadency counter spurs you on to defeat and imprison your dynasty, or to conquer other nations.


Here's an example event idea:

Roguish Foot Soldiers

Trigger: army moves into new enemy province (if this type of scripting is possible.)

*Your Marshall approaches you* "Sire, the men are taking to molest the women of the land. This could be good for troop moral, but it could also cause a plethora of moral problems."

Options and outcomes:

Any man laying his hand on a woman is put to death!:
Your men fear you! (moral boost, %chance traits cruel+arbitrary+just, leader relation effects, etc)
The men have had enough of your zealotry! (unit flag swap to enemy or rebel)
The church is impressed! (+ church opinion)
A hedonistic clergyman conspires against you! (delayed quest chain)
Your men are inspired by your zealous attitude! (moral boost, chance zealous trait on ruler and unit leaders)

Discipline the men
Your men grow despondent (moral drop)
The men disobey your orders (syphilis outbreak, economic ruin in province)
The men obey (no effect)

Let the men have whomever they choose!
Your men love you (moral boost, economic ruin in province)
Syphilis outbreak!
You are seen as a hedonist! (hedonist, chance arbitrary)
The church condemns you! (-church opinion, chance excommunicated)
A hedonistic vassal agrees! (hedonistic vassal becomes friend)
 
Last edited:

Pravus

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Here's an example event idea:

Roguish Foot Soldiers

Trigger: army moves into new enemy province (if this type of scripting is possible.)

*Your Marshall approaches you* "Sire, the men are taking to molest the women of the land. This could be good for troop moral, but it could also cause a plethora of moral problems."

Options and outcomes:

Any man laying his hand on a woman is put to death!:
Your men fear you! (moral boost, %chance traits cruel+arbitrary+just, leader relation effects, etc)
The men have had enough of your zealotry! (unit flag swap to enemy or rebel)
The church is impressed! (+ church opinion)
A hedonistic clergyman conspires against you! (delayed quest chain)
Your men are inspired by your zealous attitude! (moral boost, chance zealous trait on ruler and unit leaders)

Discipline the men
Your men grow despondent (moral drop)
The men disobey your orders (syphilis outbreak, economic ruin in province)
The men obey (no effect)

Let the men have whomever they choose!
Your men love you (moral boost, economic ruin in province)
Syphilis outbreak!
You are seen as a hedonist! (hedonist, chance arbitrary)
The church condemns you! (-church opinion, chance excommunicated)
A hedonistic vassal agrees! (hedonistic vassal becomes friend)

I like where this discussion is going. Do I sense a Rogue Kings mod percolating?
 

sir Eyeball

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Yes, exactly. :D


It already does have some roguelike elements. Randomly generated events play a big factor on the future of your dynasty (whom, if you loose, you are permanently out of the game). The passage of time takes the role of character movement = you don't need movement to simulate progression when you already have a realtime quasi-turn system.

For people in the East, Mongols are the largely inescapable boss you have to prepare for at the end. Or, for Muslims, the threat posed by you decadency counter spurs you on to defeat and imprison your dynasty, or to conquer other nations.


Here's an example event idea:

Roguish Foot Soldiers

Trigger: army moves into new enemy province (if this type of scripting is possible.)

*Your Marshall approaches you* "Sire, the men are taking to molest the women of the land. This could be good for troop moral, but it could also cause a plethora of moral problems."

Options and outcomes:

Any man laying his hand on a woman is put to death!:
Your men fear you! (moral boost, %chance traits cruel+arbitrary+just, leader relation effects, etc)
The men have had enough of your zealotry! (unit flag swap to enemy or rebel)
The church is impressed! (+ church opinion)
A hedonistic clergyman conspires against you! (delayed quest chain)
Your men are inspired by your zealous attitude! (moral boost, chance zealous trait on ruler and unit leaders)

Discipline the men
Your men grow despondent (moral drop)
The men disobey your orders (syphilis outbreak, economic ruin in province)
The men obey (no effect)

Let the men have whomever they choose!
Your men love you (moral boost, economic ruin in province)
Syphilis outbreak!
You are seen as a hedonist! (hedonist, chance arbitrary)
The church condemns you! (-church opinion, chance excommunicated)
A hedonistic vassal agrees! (hedonistic vassal becomes friend)
apart from the syphilis (it came to Europe with Colombus) that would be good maybe gonorrhoea in stead.