The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Guess, those estimates still don't take temples into account? (and, probably, some other minor stuff)As you see, I have a bunch of factions active, and they're not quite lined up with the expected values. (I have more Spiritualists than expected, for instance.)
Thank you for answering my question. I not sure I understand the answer though, maybe you could help me and elaborate a bit? I quoting my simple example from the question thread.Will the obvious exploit regarding the mechanic to call in favors be addressed before release? (Using a tremendous number of favors to force votes to go your way.)
Calling in favors in the Galactic Community has an Influence cost which acts as a regulating measure. Generally, it’s possible to use favors to swing a close vote one way or another, but the costs for the sort of behavior described here would be astronomical.
In this example, the two friends would have to pull 10 favors each. You said that costs for this behaviour would be astronomical. How much does pulling one favor cost then? If pulling 10 favors is already prohibitively expensive, how many favors would be a reasonable amount to pull for any one empire?You are in a mp game with two friends and you want to pass a resolution. You have 1000 diplomatic weight and your friends have 500 each, adding up to a total of 2000 for the three of you.
Unfortunately, the other players have a total of 2800 diplomatic weight and thus your resolution will not pass.
Now you decide to vote to abstain and tell your friends to call in 10 favors to add your 1000 diplomatic weight to their vote - EACH. So each of them now has 1500 diplomatic weight in favor of the resolution, adding up to 3000 in total. You abstain and the resolution gets passed with 3000 vs 2800.
I can see why it was implemented this way. Duplicating all the mechanics for federations wouldn't necessarily be good design either.Wow, looks like the GC is more powerful and has higher impact on internal politics than mere federation.
A little bit counterintuitive.
It would defeat the purpose of the GC though. the GC isn't supposed to be setup to try and efficiently pass as many aligned resolutions as possible - hell I suspect most of the extreme resolutions aren't even net positive.After reading through this, I kinda wish for the "oppressed" empires to have an ability to create their own Community (with purges and slavery).
Guess, those estimates still don't take temples into account? (and, probably, some other minor stuff)
If the design intention is more that the federations are like the free trade zones or NATO (but not WP), it fits.Wow, looks like the GC is more powerful and has higher impact on internal politics than mere federation.
A little bit counterintuitive.
It wouldn't even make sense for Federations. Federations seem to be about buffs you share with a close group of allies.If the design intention is more that the federations are like the free trade zones or NATO (but not WP), it fits.
Could be the way round they did it is easier to maintain/develop. But what do I know.
Edit: Basically, RL EU is both Federation and Galactic Community at once. You can contest if the division makes sense to you personally, but I don't think that is is objectionable.
And that explains why the Federation stuff was rather...bare. Doing it double for both GalacticComm and Feds would have been a waste of time at best.
Will these factors be dependent based on what you do within and outside your Empire? I imagine Egalitarian's would likely have a wide array of factions regardless, but I'd like if it was also dependent on things like the policies you enact, Empires you deal with, and even how you develop your economy (what buildings/districts you focus on, what living standards you have, etc.)Slightly more useful reply:
Pops are much more likely to shift ethics. Expect empires (especially large ones) to have representatives of more ethics than you're used to now, and for factions that are not associated with your government ethics to occur more often.
Edit:
This is the factions tab from one of the empires, an Authoritarian/Militarist/Spiritualist Subversive Cult I'm currently playing with:
View attachment 542232
As you see, I have a bunch of factions active, and they're not quite lined up with the expected values. (I have more Spiritualists than expected, for instance.) Now, I don't remember exactly what I was doing this game (I loaded a random save file I had from earlier this week), but some of this chaos is from primitives that I, uh, "adopted".
Edit 2:
Wow, those egalitarians really hate me.
I think thats where the disconnect comes from.It wouldn't even make sense for Federations. Federations seem to be about buffs you share with a close group of allies.
GC and Resolutions are about indirect offensives done against your enemies. In order for resolutions and sanctions to punish your foes, they need to be involved.
pops are one of the main issues with performance, so are we to conclude you are NOT going to be doing anything for performance with this DLC, as you previously claimed, with that statement then?You could always prevent the Research Sanctions from being passed in the first place, or repeal them.
It... Uh, works now.
View attachment 542226
Not in Federations. It's on the list though.
Jumping to conclusions, much? As far as I followed the perf-thread, it was not a issue of pops as an architectural feature, but that their implementation had a few...memory holes.pops are one of the main issues with performance, so are we to conclude you are NOT going to be doing anything for performance with this DLC, as you previously claimed, with that statement then?
Not a dev, but here are my thoughts:Hi there,
First wanted to say that this dev diary's probably the most substantial one to come out in recent months, really really impressed with the level of detail on this one, and hoping that it continues ^^
Question though: could you list some of the reasons why you'd want to stay in the galactic community in the first place? Like I see/hear a lot of ways to indirectly mess with opposing empires, but not a lot in the way of beneficial resolutions (etc). I ask because my general playstyle is similar to the Bararians from Mass Effect (even in my xenophile games) where no trust is placed in the decision making of anything xeno (/the AI in general), and I'm a little concerned that staying out of the GC will consistently prove more beneficial than using up influence trying to make it work.
Additionally, will there be any additional ways to gain influence added in with this update/expansion? I'm seeing a lot of new features that chew up influence, but not a lot in the ways of increasing it/offsetting the additional costs.