[truncated Johan's response] 1.3 - Septeber 2019
- Families reworked, with Great Families mechanics
@Johan - we need to "get real" about Families in I:R. The Family system was a horrible design from the start, and unsalvageable no matter how you tweaked it later.
It's like a 1980s video game functionality inside this game - unwieldy, near-useless system, but more importantly, it's as if it "Lacks Soul" to get any sense of connection and immersion to "care about" any/all of the characters (family or otherwise) in this game. Just flat-out Bad Design choices that should have resulted in the Game Designer being put in the Paradox "Penalty Box."
I've tried all government types, from Migratory Tribe, to Settled Tribe, to all the Republic variants, to Monarchy variants, to Dictator -- no matter the system, the Family system remains mostly the same, without much use or functionality.
In contrast to Crusader Kings II - this I:R Family system is not even "elementary" -- it's toddler drooling stupid. I'm being frank/honest with you, and someone, anyone with leadership at Paradox should have course corrected the Design of the family system and totally overhauled it.
To put a bullet-point list which may have some use for future reference, especially if Paradox were to decide to "open the hood" and overhaul the current I:R game we have now (not holding my breath) but also just to keep in mind when/if a successor is considered to I:R, here goes.
- Dynasty system for some government types would be preferred, especially Monarchies and Dictatorships (much like the differences in the way CK2 handles a Monarchy vs a Great City/Republic, where Dynasties matter more for Monarchy but can be erased in Republics).
- Marriage system that gives the player more control. In I:R you can have 5+ women of child-bearing age who don't get married - unheard of in this era/age). You can end up with Tribal leaders who never married, and they're 60+ years old in game age.
- Married couples that only have 1-2 children. This game isn't set in 2020s modern day, it's old era. You had as many children as possible to enable future generations to succeed in the face of attrition from disease and wars. All Paradox games have this presentation issue, and it really should be reconsidered to more properly portray the child-bearing rates of the era, which were typically 4-6 children (and national leaders would often have 3-4 wives over time if a wife died bearing a child, is another point, that this system in I:R does not help portray).
- Tutoring only occurs in certain government types, and only if you happen to remember when your child turns of-age to be tutored. It's not "automatic" like it should be, such as what CK2 has with a designated Tutor in the Court that automatically instructs children as they grow up. Automation of tutoring is a good thing, current system and limitations aren't helpful.
- There is zero influence that the national leader can have on the direction of their next generation of leaders, whether they should focus more toward military/war instruction, or toward economic improvements and systems (to include trade).
- The separate Family Lines have no "theme" to them (and I'd argue totally against this "line" approach that is not GUI/User friendly as well), but the point is, Family X vs Family Y shows no clear difference in what their goals are. Is Family X more worried about being militarily superior, or Family Y is more concerned with their status in Economic positions, or Family Z is more concerned with the science and research (or religion/theocratic leadership), on and on. No "soul" in these families, regardless of religion, the substance of "what we believe as a Family" just isn't there. Just a group of icons in a line presentation without effective functionality for interpersonal relationships or development.
This list could be much longer, but I will cut it off here. This single topic - the dynamic of Family lines, potential for dynasties (in certain systems esp Monarchies), the GUI and presentation, the way marriages and child-bearing are more or less restricted from player interaction, and the "raising up future generations" with Tutoring and Mentorship along certain lines/themes, are the hard conversations that need to be had, for this I:R game series, and any Paradox game series that is "grand strategy" and I hope you stay connected here and help improve upon this issue for future PDX games.