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Talez

Corporal
46 Badges
Jan 24, 2017
39
13
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Magicka 2
  • Pillars of Eternity
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: The Republic
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Cities: Skylines
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
What follows is a dump of all the things I have at some point wished were features of my favorite videogame.
  • Dynamic counties. Holdings have areas of influence that grows larger as population and wealth grows, up until the point when a new holding emerges in that area with its own sphere of influence.

  • Dynamic population. Right now, unless the plague hits, you won't really have to deal with the strategic or economic value of your demesne changing. People moved about in the middle ages. Towns becoming ruined, fields getting abandoned during long wars, etc.

  • Dynamic religion. Influential, religiously minded characters get to make their own branch of their religion. Like pagan reformation, but for everyone.

  • Cadet branches. Whenever a child that is not heir to the primary title receives a duchy title or above, a cadet branch is created, the coat of arms being a party per pale with the family's crest and that of the new title.

  • Dynamic weather. Armies get blocked by flooding rivers, storms slow down advances and campaigning in winter has actual consequences in places other than northern Siberia.

  • Travel system. Medieval people didn't just magically teleport between their palace and the head of their army.

  • Real fog of war. Like, not knowing what's on the other side of the hill fog of war.

  • Diplomatic land exchange. Selling land to neighbors, trading hostages for castles, all that nice stuff.

  • Getting raided giving you a CB on the raider.

  • Smoother transitions between tribal and feudal, where hill-forts gradually become castles, altars evolve slowly into temples and camps grow over time into towns, a bit less abruptly than with a single click of a mouse.

  • Defensive leagues that make any sort of sense

  • Consequences for failed offensive wars other than a couple years of debt

  • A "take all occupied holdings" CB for everyone. It would not be as overpowered as it would be in today's CKII if waging large scale war was actually hard, if there was any kind of punishment for protracting wars, and defensive pacts made sense.

  • More claim strength nuance, with claim strength placed on a 1-100% spectrum. Taking the throne with a weak claim, or overstepping others with stronger claims causes longer & more severe "short reign" penalty.

  • Historical claims. All children of appropriate gender born into lineages strongly associated with a particular title get a weak (25% strength) claim on the title (IE Karling>France, Sassanid cadets>Persia, Abbasids>Arabia, Attila>Hungary, etc.)

  • Ability to outlaw or accept non-state religions individually. Could be in the form of a slider, going from "full legal status" to "persecution", passing by "partial legal status", "tolerated" and "illegal".

  • Dynastic rivalry for all government types

  • Landless adventures. Upon losing all your titles you become a king-in-exile, and have a limited time to rally support to reclaim your titles, or you will fade into obscurity.
  • Unrestricted inter-religious raiding for everyone.
  • Internal endgame crisis for large empires. Dying with no obvious successor, going in the red for too long, or incurring large tyranny has a chance to fire up an event chain that leads to the collapse of the empire, including revolts, rebellions, decreased levy, and decreased tax.
  • Different Call to arms laws for all vassals and government types
That's all I can think of right now. I don't even know if any of this can be realistically expected to ever be implemented into the game, but I still wanted to write down my thoughts on some things i find would improve the game.
 
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