Re-thinking "Knights" and their role in the game.

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Prairie_Doggin

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Currently, the term "knight" in the game has almost no connection to what a knight actually was in reality. I am guessing this is because, like many other things, the same system needs to fit within all cultural and political traditions from France to Tibet. To me, this is another example of a gameplay system that is significantly more shallow than it could be due to the unnecessarily huge scope of the playable map, but I digress...

The King should not be temporarily selecting Counts, Dukes and random lowborn people within his realm to be called his "knights," giving and taking that title at will. A knighthood was (generally) an inheritable title of minor nobility and should be represented as such in the game.

Each noble in the game (Counts, Dukes, Kings & Emperors) should have a personal retinue of professional warriors (knights) for which they give small portions of their land (fiefs) to in exchange for military service. The more land the noble has, the more fiefs he can grant and the more knights he can field. The knights do not need to be represented as actual characters in the game, since if we are going by actual history, a King would sometimes command hundreds of them or more. Again, the amount of possible knights should be determined by the amount of baronies in your demesne, as well as the development of those baronies. Less developed land supports less available fiefs. The more fiefs you grant, the less tax you get.

BUT, the player (and AI) should also have the option to NOT grant a lot of fiefs and keep more of the land (and taxes) for themselves. The cost for doing that would be that you would obviously have less highborn warriors and be more reliant on untrained, unskilled lowborn manpower for campaigns. With more money at your disposal in that case, maybe you opt to spend your resources on providing weapons, armor or training to your fighting age population. Is that a good trade-off? Who knows.

I think recruiting "regiments" of professional men-at-arms from day 1 like we do now is a poor representation of how an army was fielded for most of the Middle Ages and should not become a thing until later in the game's timeline, meaning that for most of the game, the primary sources for military manpower are your highborn warriors who are paid in fiefs, and your lowborn general population, along with those of your vassals. In exchange for not being able to always recruit regiments of soldiers of your choosing, I would propose that the player (and AI) get much more granular control over the weapons and tactics of their lowborn levies. The King can make a decree that all common men in X region must understand how to use a longbow... or bring a pike on campaign... I think there is a lot of opportunity here for the game to give us challenging and interesting ways to try to make sure your army is as well equipped, trained and effective as possible for future conflicts. This is a challenge that I would bet many medieval Kings spent a lot of time pondering. As time goes on and professional men-at-arms become more prevalent, you can slowly ween yourself away from a dependence on levies and knights fighting for you because of a Feudal contract and more towards a professional standing army paid in gold. This happens pretty much right away in current Ck3.

Along with merc companies available for hire, each region should also have a certain number of Knights Banneret - Aka Knights fighting under their own banners for fame and glory. Depending on how well liked you are as a King, or the amount of Glory to be won in an upcoming war, perhaps a certain number of Bannerets will flock to your army. Others, you might be able to pay to join you. Hosting Tournaments should be another way to attract more Knights Banneret to your realm.

I understand that "knights" and "knighthoods" were concepts that underwent a lot of change over the course of the Middle Ages and that the system I described above does not perfectly represent reality from the 9th century to the 15th. However, I think something like this would be an improvement over what we have now. Realistically this would be almost a total revamp of the warfare system in Ck3, so maybe an its an idea for Ck4. Lol.

What do you think?
 
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Videogames

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Yes I like this concept quite a bit. Being able to make tweaks to your land use that affect revenue and the amount/composition of your professional warriors sounds interesting and fun. Especially if the system is tied into other systems in ways that make sense and have a workable balance. Even better if your optimal balance is likely to change as you move across the tech levels, or if different cultures or government types give different ways of managing the balance (Latin fiefs vs Byzantine pronoiai, for instance). EU4's eventual redesign of estates and crown land comes to mind as something that I think incorporates concepts like these and worked out pretty well.
 
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The Shacks

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Already a nice mod that does this and more with class based pop numbers per county influenced by economic factors and thus limiting the relevent MAA. I'd love SOMETHING to be done with knights actually a lotta somethings. Should be a real deep part of the game, but eh.
 
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Tiax

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I feel like there is a nugget of a good idea behind the existing knight system - you have a new way to interact with important characters, you balance martial skill with the desire to appease important courtiers and build prestige for family members. But the actual implementation falls well short of that - the only purpose of the knight system seems to be as a way to kill your heir - sometimes intentionally and other times accidentally. Paradox apparently knows the system is a waste of time, as they have the game shuffle knights in and out of service silently for you.

I think what you propose is clearly superior in terms of realism as well as strategy. But I would also be happy to see another crack at the original vision - if they can find a way to make your choice of knights feel important to the larger picture, and not just a matter of taking the X highest prowess characters in your court, I think there's some real potential there.
 
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luxfelix

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A hodgepodge of ideas:


Knights could take on squires that both impart martial skills/traits and embed diplomatic ties between characters.

Knighting ceremonies could take place at royal courts when there are available candidates (former squires).

More jousting tournaments~ :cool:

Chivalric orders, maybe as recruitable bands like mercenaries?

Borrowing from your post, "unlanded" titles for knights based on number of baronies and development level (castellans, hedge knights, freeholders, etc).

Duels for honor, trial by combat (throwing the gauntlet), and knightly rivalries.

Knightly retinues/attendants (based on level of fame/skill level)?

Knights more likely to join crusades for absolution of sins/crimes.
 
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YellowPress

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My king invented the Bill Hook, he got a prowess +1 artificat instead of - 10% recruitment cost to spearmen men at arms. The next day my martial discovered gunpowder was used by defenders of a castle in a war far away from the castle in the year 1122

Ck3 has a long way to come with a meaningful war system
 

Staal

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This thread goes to show the map scope of CK3 is way too large. Feudalism, the basic government mode of the damn game is not functioning right. And these problems will only become worse or more embedded if they add Asia.

That said, I still like the game. ‍For me at least it is better than CK2 because it got rid of all the busywork. They just need to keep auto-gather of armies.
 

Comrade_Boris

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This thread goes to show the map scope of CK3 is way too large. Feudalism, the basic government mode of the damn game is not functioning right. And these problems will only become worse or more embedded if they add Asia.

That said, I still like the game. ‍For me at least it is better than CK2 because it got rid of all the busywork. They just need to keep auto-gather of armies.

I wouldn't go that far. There's a lot of minutia in details between different societies that are effectively the same system.

This thread covers one of those actually!

MAA represent professional soldiers of a kingdom. In Western Europe these were landed knights/minor nobility who would own a manor with a few peasants serving them. In Byzantium these were soldiers paid by the imperial crown. The difference insofar as the game is concerned? Nothing. Most knights would hold a fief too insignificant to be represented on a map and, as the OP suggests, them getting fiefs should reduce taxes. So why not skip a step and just pay maintainence on these "knights" and not worry about the land they hold. Turns out this is the system we have we pay MAA some amount of gold in maintainence! What's nice too is that this system works flexibly in other societies/time periods as well where there's soldiers who are paid but not with land!

If you want to RP Western European knights make sure you're buying armored cavarly MAA!

I think what's more enlightening about this thread is how the "knight" or "champion" or whatever system we have currently don't really represent knights, or anything sensible. Don't get me wrong, I generally like the system because it adds a face to wars and an extra layer of danger since actual characters put their lives on the line. It adds a lot to the RP but it doesn't make sense. Some flavor text tries to argue that prowess represents "retiunes" of the rulers as well but it's weird since in-game knights are represented by 1 unit in combat, which has especially weird effects on battles because of combat width. Maybe PDX could run with this idea by having in-game knights grow in unit size based off prowess. If you run with this more maybe landed rulers could get a prowess bonus for every nth MAA regiment they have when serving in their lieges army. Maybe this could solve the "call vassals to war" problem as well?
 

Staal

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@Comrade_Boris

I agree with your whole post. The abstraction end effect is probably not far off where it should be. But don't you feel the abstraction goes too far? The enjoyment is in the RP that is being abstracted away. Does that not contribute to the feeling of "map painting", "war is the only goal" and the "sameness of cultures"?
 

Comrade_Boris

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@Staal

I agree whole heartedly with your sentiments. Map painting, only war and sameness are not good features. I don't think making faceless numerous knights more complicated improves the situation however.

I like some of the ideas OP brought up like tournaments. This could provide an opportunity to meet, interact, form friendships and rivalries with new characters, IE play the game and do the (should be) core gameplay loop. This is also why I like parts of the current knight system, it gives room in your realm to have the best of the best warriors stand out and matter. I wish they played into this more by making there be some sort of obligation to reward the unlanded in your service (this can be more than knights - court positions or councilors as well) for their great deeds. Some event in the game do explore this for knights, but as many on the forum have mentioned, the randomess and lack of control of the even leave much to be desired.

Admittedly I have skirted around the sameness aspect. I think this problem is a lot more difficult to solve because you also want to avoid culture locking certain gameplay features/loops that might make balance difficult or worse, make some regions more fun/busy to play. The game already has a few of these though like the Iberian struggle or raid mechanics for tribals (both add more things to do for these specific types) so maybe I've overly concerned about this.

Side note about tournaments, other new actions, instead of locking out the action from other cultures, you could also make it so certain cultures do these more often. Like with tournaments, the Chivalry tradition could make rulers call tournaments more often, making these rulers feel slightly different. Also adding flavor text depending on cultural heritage is very important for such things like tournaments. For example, just having the Byzantines call it a circus (don't judge me too hard - I didn't put much time into thinking what byzantines might such an event, this is probably too latin) can go a long way for RP and making the player feel immersed in a different environment despite it being the same below surface level.