- Jan 2, 2015
Sulla divorced at least one of his wives, and ordered Julius Caesar to divorce his wife. Divorcing your own wife has important gameplay outcomes, telling others to get divorced feels more RP-oriented, but I can see possible strategic benefits from doing that, as well.Just out of curiosity. The divorce stuff:
As always, thank you for continuing to improve this awesome game.
- What is the historical precedent?
- And more importantly, what is the gameplay that this is trying to allow?
For more character interactions, I'd borrow the original intentions that CK3 had as a character-based role play. Characters are Imperator's least developed features, in my opinion.
Things like becoming friends, lovers and rivals all help tell a story throughout the years.
Friends and rivals are in the game already, but I often find that I am deciding to do these things out of strategy needs rather than because of my character. I am not suggesting removing the strategic gameplay, but it would be great if the game tracked character events that then would trigger the player's ability to opt into a character interaction free of charge, as an incentive.
Say you have an Alliance that has lasted for quite some time, with many wars fought together. If the two rulers traits align, the game could let the player befriend the other ruler free of charge, incentivising the player to take action that aligns with world events without removing any agency from the player. (and maybe causing a jealous wife/son/brother of the ruler to declare rivalry or something...)
This is an exceedingly simple example, but anything that strengthens that sort of emergent gameplay is welcomed by me.
I would understand if some here would not want this type of CK3-ness added to Imperator, but with CK3 failing to live up to this type of gameplay and devolving into a meme fabricator, I would like to find more of that content in Imperator.
So, in recap, what I am suggesting is a way for the game to reward/incentivise the player for using the existing Character Interactions in ways that enforces an emergent storyline rather then using those interactions just for strategic gain.