Currently, the game of succession seems to be intended to work like this:
-Early on, you are stuck with partition. Rulers grow their territory during their rule, and then see it splintered on succession, leaving the next son to repeat the process.
-As the game progresses, you unlock better succession laws, until you reach primogeniture.
In this vision, partition is a purely bad occurrence. The goal of the early game is to manage its impacts, and you are encouraged to expand to find lands for your second sons, balance the number of children you have, and work towards eventually escaping it.
But the resulting gameplay experience is poor, for several reasons:
-First, there are many strategies to avoid partition entirely, even at the beginning of the game. Many of them border on meta-gaming, like killing off your excess sons in battle, or arbitrarily disinheriting them. Similarly, succession laws can be exploited to avoid titles being split. This is not a rewarding gameplay loop - the game should not be encouraging me to murder my children just to avoid splitting the land. Further, the existence of these ways around partition means that, whatever motivations it is intended to give (e.g. pressure to expand) are subverted.
-Second, because personally-held lands provide so much more troops and money, there is no decision to be made about whether to allow partition to occur - it's always correct to do everything you can to avoid it. This means that even if there are potential side benefits to partition (such as extra renown for your dynasty), they are rendered moot. No reasonable amount of renown is worth losing your military and economy.
-Third, because there is no uncertainty about lifespan (all characters live to 65 +/- 5 years), there is no need to maintain back-up heirs. You can freely eliminate second sons via disinheritance, sending them to die in battle, etc., and you can happily remarry infertile women to avoid having more children. Thus, there is no tension between securing succession and risking partition.
My proposal has the following goals:
-Reduce the incentive to avoid partition entirely. Partition, especially giving internal lands to second sons (as opposed to splitting them into independent kingdoms) should have some benefits.
-Make partition less desirable as the game progresses, leading to a natural transition to primogeniture, rather than a desperate race.
-Increase the variety of succession scenarios - it should not always be the case that you have four sons and have disinherited or killed off three of them.
My basic vision is to make primogeniture more desirable for economic strength, as it concentrates tax revenue, while making partition preferable for levy-based military strength. The idea is that handing out land to second sons lets them serve as loyal (depending on personality, of course) military organizers and knights, in exchange for letting them keep the bulk of tax revenue. In game terms, this would involve the following changes:
-First, the early-game power of levies is increased significantly relative to men-at-arms. This makes it important to secure levies from loyal vassals, rather than relying on expensive men at arms. As the game progresses, levies fade in power (much slower than they currently do), making men-at-arms more valuable. Because men-at-arms are expensive, it becomes important to hold more territory personally (allowing the extraction of more tax income), making primogeniture preferable.
-Second, levy obligations of vassals are significantly increased. Early game, you should be building an army primarily of vassal-provided levies, and using your personal domain primarily as a source of tax revenue. You're encouraged to spread land among vassals in the early game because foreign military threats make levies more valuable than taxes.
-Third, vassals have an obligation to serve as knights, and vassal-knights are more powerful than courtier-knights. The idea is that landed knights have the economic means to maintain their own armaments and personal guard, whereas courtier-knights are reliant on the king directly. This makes it desirable to grant lands to second sons with promising military traits.
-Fourth, family member vassals who receive their lands through inheritance are more loyal to the liege - they have been given their rightful share. However, personality traits like Ambitious or Arrogant can upend this dynamic, making these sons dangerous vassals. This presents interesting decisions - do I let my ambitious, martially-educated second son inherit and risk revolt, or do I try to shuttle him into the church? As it stands now, all sons are terrible vassals, and so there is no decision to be made. This also makes it more desirable to let your sons inherit rather than granting land to lowborns with good stats.
-Fifth, allowing a family member to inherit land gives a one-time renown bonus ("this family is so wealthy they have land to hand out to their second son"). By making it a one-time bonus on inheritance, you remove the ability to just grant and revoke land to family members to farm renown, or just land random distant relatives as vassals for free renown, as was a problem before the latest changes.
-Sixth, mortality and fertility are rebalanced so that having a single eligible heir is a very risky business - they might well die or fail to produce an heir themselves, and your character might also die young before you have the chance to replace them.
-Seventh, when a second son inherits an equal-tier title, thereby splitting the realm in two, they are much more likely to accept an alliance with the first son. Again, this depends on their personality traits - an ambitious or greedy son will still covet their brother's title.
-Eighth, sons who do not inherit anything are more problematic, and are more likely to organize plots against you and form claimant factions. This introduces a downside to primogeniture - are you willing to risk having a bunch of idle sons sitting around plotting their brother's demise in exchange for keeping your lands unified? Similarly, even if you have partition, it makes it risky to have more sons than you have land to give, and maintains the need to seek to new territory to satisfy inheritance.
Basically, I want internal partition to be mostly harmless early on, and only become problematic when you are nearing primogeniture anyway. I want external partition (the realm splits in two) to be the main threat, but not be a purely bad occurrence. This way, partition can still serve as a check on growth, but primarily happens when you are large. Later in the game, internal partition becomes more and more onerous and you need the tax revenue of a large personal domain to support a professional army of men at arms.
The historical basis for this proposal is pretty loose. In areas of gavelkind, it was often the case that farm land would be partitioned, but knight fiefs (those that came with military obligations) would not. This is the inspiration for my idea of having partition primarily have an economic cost, rather than a military one. My version does not perfectly capture the dynamics of the real system, but makes compromises for gameplay. Overall, I think the current system paints the picture that societies that practiced partition were just stupid - and it took them hundreds of years to figure out something better. I think it'd be better if the system modelled the change from partition to primogeniture as one driven by changing priorities.
-Early on, you are stuck with partition. Rulers grow their territory during their rule, and then see it splintered on succession, leaving the next son to repeat the process.
-As the game progresses, you unlock better succession laws, until you reach primogeniture.
In this vision, partition is a purely bad occurrence. The goal of the early game is to manage its impacts, and you are encouraged to expand to find lands for your second sons, balance the number of children you have, and work towards eventually escaping it.
But the resulting gameplay experience is poor, for several reasons:
-First, there are many strategies to avoid partition entirely, even at the beginning of the game. Many of them border on meta-gaming, like killing off your excess sons in battle, or arbitrarily disinheriting them. Similarly, succession laws can be exploited to avoid titles being split. This is not a rewarding gameplay loop - the game should not be encouraging me to murder my children just to avoid splitting the land. Further, the existence of these ways around partition means that, whatever motivations it is intended to give (e.g. pressure to expand) are subverted.
-Second, because personally-held lands provide so much more troops and money, there is no decision to be made about whether to allow partition to occur - it's always correct to do everything you can to avoid it. This means that even if there are potential side benefits to partition (such as extra renown for your dynasty), they are rendered moot. No reasonable amount of renown is worth losing your military and economy.
-Third, because there is no uncertainty about lifespan (all characters live to 65 +/- 5 years), there is no need to maintain back-up heirs. You can freely eliminate second sons via disinheritance, sending them to die in battle, etc., and you can happily remarry infertile women to avoid having more children. Thus, there is no tension between securing succession and risking partition.
My proposal has the following goals:
-Reduce the incentive to avoid partition entirely. Partition, especially giving internal lands to second sons (as opposed to splitting them into independent kingdoms) should have some benefits.
-Make partition less desirable as the game progresses, leading to a natural transition to primogeniture, rather than a desperate race.
-Increase the variety of succession scenarios - it should not always be the case that you have four sons and have disinherited or killed off three of them.
My basic vision is to make primogeniture more desirable for economic strength, as it concentrates tax revenue, while making partition preferable for levy-based military strength. The idea is that handing out land to second sons lets them serve as loyal (depending on personality, of course) military organizers and knights, in exchange for letting them keep the bulk of tax revenue. In game terms, this would involve the following changes:
-First, the early-game power of levies is increased significantly relative to men-at-arms. This makes it important to secure levies from loyal vassals, rather than relying on expensive men at arms. As the game progresses, levies fade in power (much slower than they currently do), making men-at-arms more valuable. Because men-at-arms are expensive, it becomes important to hold more territory personally (allowing the extraction of more tax income), making primogeniture preferable.
-Second, levy obligations of vassals are significantly increased. Early game, you should be building an army primarily of vassal-provided levies, and using your personal domain primarily as a source of tax revenue. You're encouraged to spread land among vassals in the early game because foreign military threats make levies more valuable than taxes.
-Third, vassals have an obligation to serve as knights, and vassal-knights are more powerful than courtier-knights. The idea is that landed knights have the economic means to maintain their own armaments and personal guard, whereas courtier-knights are reliant on the king directly. This makes it desirable to grant lands to second sons with promising military traits.
-Fourth, family member vassals who receive their lands through inheritance are more loyal to the liege - they have been given their rightful share. However, personality traits like Ambitious or Arrogant can upend this dynamic, making these sons dangerous vassals. This presents interesting decisions - do I let my ambitious, martially-educated second son inherit and risk revolt, or do I try to shuttle him into the church? As it stands now, all sons are terrible vassals, and so there is no decision to be made. This also makes it more desirable to let your sons inherit rather than granting land to lowborns with good stats.
-Fifth, allowing a family member to inherit land gives a one-time renown bonus ("this family is so wealthy they have land to hand out to their second son"). By making it a one-time bonus on inheritance, you remove the ability to just grant and revoke land to family members to farm renown, or just land random distant relatives as vassals for free renown, as was a problem before the latest changes.
-Sixth, mortality and fertility are rebalanced so that having a single eligible heir is a very risky business - they might well die or fail to produce an heir themselves, and your character might also die young before you have the chance to replace them.
-Seventh, when a second son inherits an equal-tier title, thereby splitting the realm in two, they are much more likely to accept an alliance with the first son. Again, this depends on their personality traits - an ambitious or greedy son will still covet their brother's title.
-Eighth, sons who do not inherit anything are more problematic, and are more likely to organize plots against you and form claimant factions. This introduces a downside to primogeniture - are you willing to risk having a bunch of idle sons sitting around plotting their brother's demise in exchange for keeping your lands unified? Similarly, even if you have partition, it makes it risky to have more sons than you have land to give, and maintains the need to seek to new territory to satisfy inheritance.
Basically, I want internal partition to be mostly harmless early on, and only become problematic when you are nearing primogeniture anyway. I want external partition (the realm splits in two) to be the main threat, but not be a purely bad occurrence. This way, partition can still serve as a check on growth, but primarily happens when you are large. Later in the game, internal partition becomes more and more onerous and you need the tax revenue of a large personal domain to support a professional army of men at arms.
The historical basis for this proposal is pretty loose. In areas of gavelkind, it was often the case that farm land would be partitioned, but knight fiefs (those that came with military obligations) would not. This is the inspiration for my idea of having partition primarily have an economic cost, rather than a military one. My version does not perfectly capture the dynamics of the real system, but makes compromises for gameplay. Overall, I think the current system paints the picture that societies that practiced partition were just stupid - and it took them hundreds of years to figure out something better. I think it'd be better if the system modelled the change from partition to primogeniture as one driven by changing priorities.
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