To be clear, I'm not necessarily talking about the decision itself to make partition an unavoidable aspect of the game for the first 3 quarters or so. That's an unfortunate decision that frontloads difficulty and just encourages gamey workarounds, but that's aside the point. I'm also not complaining about the difficulty of it or wanting to avoid it necessarily. It's pretty easy to deal with, thought not especially fun, using the aforementioned workarounds. I'm talking about the way that partition itself functions.
I'm talking about the overly opaque and black box nature of the partition system itself. Let's take one of the most common ways of dealing with succession: simply giving the other children plenty of land so that they don't take from the main heir. There is no way to check how much land a given title will take away from their inheritance, nor any way to tell from which titles it take within their inheritance. You just have to check the interface before and after. This is just purely mechanical. It doesn't even touch on how, in a game supposedly focusing on roleplaying, there's no way to deal with the issue in an in-character way: for instance, asking them what land or how much land they would want, negotiating on how much of the inheritance they are willing to forego for landed titles now, or even promising that the heir will give them land after succession with a big malus if you fail to do so. The whole thing remains purely a player-system relationship, which the characters in-game have no knowledge of; it's just something that happens to them - and you - instantly when the ruler dies.
Again: partition is evidently THE main obstacle for most of the game, at least as far as I can tell that is the intention. Yet despite being the main gameplay obstacle, it remains completely un-integrated with the much-vaunted roleplaying.
The other issues is with the partitions themselves, assuming you let them play out without gaming them. They have a strong tendency towards nonsensical divisions of land, the priority of title ranking still leaves the heir with by far the least land consistently.
How do we have an overly opaque system that, aside from not interacting with the character focus of the game at all, simply doesn't work all that well, remain basically unchanged for 2 years of development while being one of the key gameplay features?
I'm talking about the overly opaque and black box nature of the partition system itself. Let's take one of the most common ways of dealing with succession: simply giving the other children plenty of land so that they don't take from the main heir. There is no way to check how much land a given title will take away from their inheritance, nor any way to tell from which titles it take within their inheritance. You just have to check the interface before and after. This is just purely mechanical. It doesn't even touch on how, in a game supposedly focusing on roleplaying, there's no way to deal with the issue in an in-character way: for instance, asking them what land or how much land they would want, negotiating on how much of the inheritance they are willing to forego for landed titles now, or even promising that the heir will give them land after succession with a big malus if you fail to do so. The whole thing remains purely a player-system relationship, which the characters in-game have no knowledge of; it's just something that happens to them - and you - instantly when the ruler dies.
Again: partition is evidently THE main obstacle for most of the game, at least as far as I can tell that is the intention. Yet despite being the main gameplay obstacle, it remains completely un-integrated with the much-vaunted roleplaying.
The other issues is with the partitions themselves, assuming you let them play out without gaming them. They have a strong tendency towards nonsensical divisions of land, the priority of title ranking still leaves the heir with by far the least land consistently.
How do we have an overly opaque system that, aside from not interacting with the character focus of the game at all, simply doesn't work all that well, remain basically unchanged for 2 years of development while being one of the key gameplay features?
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