Asturias is still around in my game, and I have seen many where it actually grew to a decent size.
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The second question is easy, the first question is hard.
It's so far from reality for a couple of key reasons: warfare is too cheap and campaigning is too easy. It's easy to sit an army of twenty thousand men on one county for twelve months to siege it down if you have to, while in history you would tend to end the campaign by the time winter came (giving the defender time to recover, and forcing the attacker to call the troops out again). Because it's so cheap to wage war, even a marginally valuable county is worth it to seize, while historically plucky defenders could keep their sovereignty by fighting fiercely to defend it; since it just wasn't worth it to bring large forces to bear against them, they just had to be a sufficiently hard target to make conquering them not worth the effort.
I think the campaigning season could be implemented if some design effort was brought to bear on it. As for making war expensive, that's harder. Do it wrong and you're simply asking the player to stare at the screen while it's running at maximum speed while he accumulates a war chest to fund the next conquest.
I've considered the use of gold to fund your character's lifestyle, but I always get caught up on the question of how it improves gameplay. I mean, what does it do? Nothing. Maybe you spend it to improve your prestige, but that's not very fun for the player. Mostly it would function as a hated gold sink, and irritate the players. It's better to never give it to the players and say that their lifestyle is being funded by other money (so all they're ever seeing is their "fun money", i.e. almost everything except what a real life noble would actually consider to be "fun money").
One traditionally doesn't take gold away from the player by giving them the option to spend some gold now to get more gold later (much like the castle town we already have).Maybe, not lifestyle, but using gold to fund "investments" of some sort, with different rewards according to the investment should be an option.
One traditionally doesn't take gold away from the player by giving them the option to spend some gold now to get more gold later (much like the castle town we already have).
It reminds me of a discussion I once had about the merits of gambling in RPGs as a gold sink: either the gambling pays out more more money than is spent, on average, or the player never uses it. Either way you're not taking gold out of the player's hands that way.
The last thing we need are early crusades. It's bad enough to get them in a few years into the CM/TOG start because some viking adventurer took over Rome.
And the fact that it isn't uncommon for Umuyyads to win a Muslim invasion of Aquitaine anyway.
I'm a bit fuzzy on the early Reconquista, but did the Asturian kings ever ally with the Franks? Maybe one of the problems is that the AI is a bad matchmaker and gets bad allies.
Another problem is the event that Charlemagne gets that allies him with a rebelling Emir and gets to vassalize him afterwards. I've never seen this succeed. If it did, this could lead to a weaker Umayyad and this a stronger Asturias.
Or perhaps a greater chance for Christian uprisings to happen in the Sultanate, though this would probably create an incredibly fragile Umayyad.
But either way, the results will not happen historically. One side usually ends up steamrolling the other within a century rather than over a long period if time.
Maybe, not lifestyle, but using gold to fund "investments" of some sort, with different rewards according to the investment should be an option.
I think we should have some historical fedelity with both of them. They both had their historical issues at game start, and I think it unfair to basically say "It's impossible to play as the nations near them without some mad luck." The time period this game is set in saw the cripling decay of older empires, the founding of new, but short lived steppe empires, and the founding of stable kingdoms through europe. I merely wish for the gameplay of CKII to reflect this trend. Things aren't all random in history, what comes before has always set the course for what comes after.What about the almighty ERE and HRE?
If you play 1000 games, both empires will reach the the sixteenth century as super powerful mega blobs. Why do people only ask for historical fidelity when it comes to Muslim territory?
Why are the kigdom of Asturias so powerless against the muslims? i started 20 games with a count inside that kingdom and they always get rolled over. This is not historical paradox should fix this somehow, at least a 50/50 change of that happening.
In my new game as duke of Transylvania (769, 2.4.5), I noticed that 10 years after the beginning, the Abassid empire had been entirely conquered by a nomad hindu, and the caliphate was now in Iberia. Every duke and count in the Arabian empire had been converted to hinduism.
953 :
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I guess some kind of Reconquista happened. XD
No, please, no. "Historical" events are horrible in EU4 already, and the ones already in CK2 could probably bear to become generic, as well. Nations should be able to crumble, and this should in no way or reason bound to being Andalusia, or Andalusia in a specific moment. Why should it? Because muh history? And who cares? Surely not the one conquering the Baltic as an Estonian tribe chief.So I was looking into the fall of the Umayyads on a historical scale (I know i'm talking history again, but hear me out.) They fell due to a series of events called the Fitan of al-Andalus (https://en.wikipedia.org/wiki/Fitna_of_al-Andalus), essentially power politics came into play, and a bunch of court rivalries led to several civil wars, and the ultimate fracturing of Cordoba into the various states at the 1066 start.
My solution to solve all of this is to model a system similar to EU4. Make historical events, some soft scale ones for flavor, and some more hard scale ones. The hard scale ones should take place early on in each start date to represent the events that transpired before start that led to events that happened after start. To simulate the Fitna of al-Andalus you could create an event (trigger when a child is on the throne) that gives a council member the ability to declare the king a "puppet" much like the Vizier Almanzor did historically. This would lead to a massive opinion penalty and destabalize the realm until the ruler is of age. It wouldn't spell death for the umads, but it might balance them a bit more. Combine that with a truce on Austurias at start, and I think this problem could at least be curbed. This could also be worded as an extra challenge for people playing as the umads. After all I feel that the challenge of playing a small county, and the challenge of playing a large empire should be relatively similar in difficulty, just with a different focus of attention.
Honestly when conclave came out I was hoping they would make good on the claim of making late game more challanging, but so far it has done the opposite. More interesting maybe, but it has so far served to make the already existing massive realms more stable.
While it's not without it's faults, and tied to a different period, Nobunaga's Ambition does a decent job in modeling both the necessary "rythm" of warfare and the importance of terrain.The second question is easy, the first question is hard.
It's so far from reality for a couple of key reasons: warfare is too cheap and campaigning is too easy. It's easy to sit an army of twenty thousand men on one county for twelve months to siege it down if you have to, while in history you would tend to end the campaign by the time winter came (giving the defender time to recover, and forcing the attacker to call the troops out again). Because it's so cheap to wage war, even a marginally valuable county is worth it to seize, while historically plucky defenders could keep their sovereignty by fighting fiercely to defend it; since it just wasn't worth it to bring large forces to bear against them, they just had to be a sufficiently hard target to make conquering them not worth the effort.
I think the campaigning season could be implemented if some design effort was brought to bear on it. As for making war expensive, that's harder. Do it wrong and you're simply asking the player to stare at the screen while it's running at maximum speed while he accumulates a war chest to fund the next conquest.