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Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Welcome comrades, to a dev diary I’ve been champing at the bit to write for months! Today, we’re going to be talking about the new struggle feature - what it is, how we’ve used it, and how it all works.

The Basic Pitch​

A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., “holy wars are disabled”, “characters of different religions may marry without”, or “Jerusalem can’t declare or be declared war on”).

Phases progress between each other by way of catalysts, specific gameplay actions (“declare war on an involved character”, “two involved characters become soulmates”, etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn’t be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

Philosophy​

So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn’t think we could do the historical realities of Iberia justice without something like this.

The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don’t always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

So let’s get into how it works!

Involvement​

Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we’re considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

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Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the “in-group” for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

Neither cultures nor faiths lose their involvement automatically. Once they’re in, they’re in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it’s generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don’t actually have county within it.

A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn’t want them to immediately become uninvolved because there are no Norman counties in the British Isles.

But Characters Tho?​

Within the region, characters are defined by their personal involvement: the degree to which they’re considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:
  • Involved
  • Interloper
  • Uninvolved

Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they’re physically there.

Interlopers are active within a struggle’s region but don’t quite grasp exactly how or why people from the region act the way they do. They generally don’t benefit from variant struggle rules as much as involved characters, but also aren’t as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they’re originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they’re landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

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Phases​

Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

For that, we need to look to phases.

Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn’t acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

Though we’ll talk about how exactly you transition between phases a bit more in a moment, it’s worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region’s “mood” towards.

Within the Iberian Struggle, phases are on a loosely even cycle: though there’s some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

Manifesting the Mood​

The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They’re special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

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As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

Uninvolved characters do not have a character modifier slot - we don’t want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

Catalysts​

Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They’re set inside a phase’s future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there’s a grace period of a month before the actual switch.

On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase’s tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

Ending Decisions​

A core part of the identity of struggles is that they’re not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would’ve ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn’t matter if you’ve conquered everyone if that hasn’t dealt with the underlying societal causes besetting a struggle locale.

Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

The Iberian Struggle​

To finish up, let’s take a look at the new Iberian Struggle’s design (though I’ll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

The Iberian Struggle’s phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula’s leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase’s effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren’t really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there’s opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

Periods of interreliance like this don’t generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn’t permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

Naturally we’ve peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

Say you don’t want to move on from a phase, though. Maybe you think Hostility’s the place for you, or you’d prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you’re in luck, because we’ve got ending decisions for Hostility, Compromise, and Conciliation.

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Hostility’s ending decision is Dominance, reflecting the final ascension of one of Iberia’s warring states to a position of not just military dominance, but social and spiritual hegemony.

This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

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Conciliation’s ending decision is Détente, making temporary accommodations into more permanent ones.

Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

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Compromise’s ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can’t be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

Future Use​

The Iberian Struggle is our first go at a struggle system, and it’s one we’re fairly pleased with. That said, we’ve certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we’re very interested to hear your thoughts now that there’s a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

So, are there parts of the system you’d like to see refined and made more flexible? What are the struggles you’d like to see made in future? What’s your jankiest idea for hope for how to use the struggle system?

As ever, I’ll be around in the thread for the next hour or so to answer your queries.
 
Ethiopia seems like the perfect place for a struggle. From the 10th to 13th century, the region was in permanent struggle between Islam, Christianity and paganism. Their neighbours were also involved, including the Fatimids, which had their own issues with religious stance at the moment, and of course there's the role played by the jewish populations of the regions).
One of the possible outcomes would be a new baqṭ forced on Nubians and Ethiopians by the Fatimids (who did build mosques in Nubia in the 11th century), another could be christian emancipation - total independance of Ethiopia and Nubia from muslim domination, and something to protect the patriarchate of Alexandria under Fatimid rule, and yet another could be muslim domination... Maybe there could even be a third way of the pagans manage to win the struggle.

More generally, the struggle mechanic could be adapted to fit with all major conversion campaigns, especially in Mali. Maybe in Scandinavia too but I'm not knowledgeable enough about that area to know if there's enough "material" for a struggle.
 
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Some cool struggles could be:
- the Hundred Years' War
- the conflict between the HRE and the Italian states
- the aftermath of Abbasid collapse in Iran has some great potential as well
Also, I second the investiture controversy, post 4th crusade Aegean world, and Ireland
 
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Wow i'm actually very impressed. You've stopped, taken a deep breath and delivered us something serious, thoughtful, granular and complex, instead of more fart jokes and simplifications (which seemed to be the general view here at times and i sort of agreed with it). This is a really strong schema/framework for making CK3 the best damn game it can be. 10/10.
 
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The Byzantine-Turkic struggle for first the Anatolian plateau (when the Turks were still mostly pastoralists) and then second for the Byzantine heartland comes to mind. It did span historically several centuries (pre Manzikert 1071 till 1453) and involved a whole region.
[subtle-unsubtle scribbling]
Might we see some of them being set up outside of DLC if they're appropriate to be struggles, but don't fit the themes of a given DLC?

For example, Britain 867 - 1066; something modelling struggles like the war of the roses (very late in CK3's period, but plausible to happen anywhere, anywhen); the Hundred Years War; the Crusades even (although this is *probably* more suited to a major DLC, say one on religion...); maybe the formation of Russia?
I'd certainly like to personally, but per the usual, no promises, I'm afraid.

As an Englishman I am obliged to both thumbs up any mention of the Hundred Years War and point out that the Wars of the Roses are, sadly, technically outside of our time period - they started in 1455 and our last year is 1453. Certainly some interesting choices, though!
What is the reasoning behind making every independent ruler an Emperor if deciding for status quo? I get the reasoning behind destroying Hispania. I don't get making Kings into Emperors.
To be clear: kingdoms become empire titles, every independent ruler doesn't become an emperor. Though they would then have an easier time creating those titles.
Wouldn't that prevent empires like the Almohads from getting involved.

Something for the Byzantine Empire (Struggle for Constantinople) to simulate internal politics, periods of strength, stability, decay, foreign invasions.

Also something for the Karling Realms, with a clear endgoal towards establishing the Holy Roman Empire. Maybe too short, though.
Nope - a good deal of Arabic and Berber cultures that were ruling class members for al-Andalus are pre-emptively involved. The Almohads themselves would simply remain interlopers (which they, at least at first, sorta were) till they convert enough counties within Iberia.
Can a character join two struggles at the same time?
Also, with Status Quo, if a foreign interloper managed to reunite the peninsula,will there be a decision for him to bring Hispania back?
You hypothetically could but we'd generally recommend against that as a default - it'd be very easy to end up in situations where you've got +X% of Y modifier from one struggle and -Z% of Y modifier from another. We hope to address some of this in the future with some clever modifier shenaniganery.
I want to kiss you on the mouth.

I can't believe this is a flavour pack, this looks so awesome.
I take cash or card or alcohol.

:) More seriously, though, glad you're hyped! Many, many people have touched the design and implementation of this system, it's been through a lot of revisions, and especially our UX designers have worked absolute miracles taking a really high concept design and making it into something not only parseable but actively intuitive.
Awesome DD! I can't stress this enough.

Greater flexibility in how to set the struggle region will of course be great, although that's not the most limiting factor for things I have in mind.

My two top most-wanted things now are definitely:

- a game rule to determine who's a legit raid target, for anyone allowed to raid: we can determine who gets to raid, but not who they get to raid.

- a way to call in temporary war allies, either through a scripted rule, or through an additional parameter in CBs

I will use the Viking invasions of England as an example for both. Let's say the Danelaw gets reworked as a Struggle. One phase could prevent Norse rulers in the Struggle region from raiding Christian rulers. Another phase could allow for any ruler in the target region to call neighbours to their defense against Northern invasions - even if they're not proper allies. The possibilities would be awesome.

I'm hoping to use Struggles in my Tribal Trouble mod as a way to rework the Feudalization process, and both of those would be the greatest things I could hope for to make it happen.
Interesting. Thanks for the notes!
Italy would certainly be another good place for struggles, given the political situation and the number of invasions it experienced
Yeah, intriguing how many people seem after that...
Good evening,very interesting mechanic but question;
Is this struggle system fully moddable and scriptable or some cannot be modded because it's hardcoded,i.e,can we create new struggle ,phases and so on through modding or not?
Thanks for any replies about this.
There are some elements that can't be decided on the fly (region being the biggest at the moment). New struggles, struggle phases, struggle catalysts, and struggle parameters are all scriptable.
Are "sub-struggles" possible with the new system? E. g. would it be possible, to have the Iberian struggle being a part of an even bigger struggle with it's own conditions and can struggles overlap?
I suppose you technically could but I'd strongly advise against it. Overlapping struggles invite weird behaviour where modifiers and parameters conflict. ^^'
They should've sent a poet... this is amazing!
:) Glad you like it.
I'd love to see something like a Carolingian struggle with a focus on dynasties/houses that could end with a renewed Carolingian Empire or the formation of France and the HRE (the game really needs a way for the AI to form the HRE) as separate entities with involved characters being Karlings, Capets and other famed houses of the era while you can also get to participate through marriages or raising your dynastic splendor.
Ooph, what an excellent idea!
I would love to see Struggle about muslim conquest of India.
That could certainly be fun.
 
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I'm going to be honest, I find the struggle mechanic WAY more interesting than the Royal Court expansion.

This is amazing!
While RC is a lot more flashy and seems to ''deepen'' the game, the struggles lay the foundations for very interesting organic stories in the game.

Assassinating someone, promoting a marriage, educating a child in this or that culture... these are all options that could lead to completely different development in the struggle of a region.
And yes, for now this is limited to Iberia, but everyone is already mentioning the British isles and even the Holy Land is name dropped in the post! That is so exciting!

Also, reading about the Status Quo ending, I find that very interesting.
All the petty kings becoming ACTUAL kings, new empires being created, even for the AI, changes to the De jure land... That would result in a curious map, with less wars being warred because X character owns Z county, and meanwhile, integrating land and De jure drift would be more important.
I only hope that this doesn't lead to a bit of a stagnation when it comes to conflict.

I'll keep following these diaries, I want to see what else they have in store for the DLC.

As a final note, I hope they don't forget about events.
One of my biggest disappointments when I first played the game was reclaiming Toledo and getting... nothing. Not even a message.
Please, add at least something recognising how important it was for the christian iberians.

Also, I'd love some kind of event regarding the bells of Santiago if a muslim (or non christian Iberian) captures it.

Also also, some flavour for the Camino de Santiago too. I mean, come ooooon...
 
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A generic struggle system for kingdom titles taken by foreigners as the newcomers have to deal with any local vassals and their previous vassals try and take advantage of the new opportunities. It could be used to model things like Norman castle-building and importing foreign nobility.
 
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Even though it takes place in the back end of the game where most people do not play to, the Hundred Years War would be an excellent struggle that would not only make the conclusion of the game very exciting, but also provide reason for a late game bookmark. Furthermore, you could combine this with a 1066 Norman struggle to make an English-French themed succession flavor pack.

The Deli Sultans of India would also do well, with the Ghazni and Tughlug. The advent of Islam to India and the emergence of an Indo-Islamic civilization would work really well alongside Royal Court mechanics and combined with a struggle. Trying to find to find accommodation and balance between the different faiths and cultures is just ripe for opportunity, with Dhimmi status, Iconoclasm, and state policy to conversion, the role of intermarriage, and egalitarianism. There were times of indian-muslim accommodation alongside periods of stringent dogmatic Islamic adherence and demands.

While there is no official word on there being an East Asia (China to Japan) DLC, this new mechanic combined with the Royal Court is helping develop the mechanical stage to allow for really dynamic and interesting potential gameplay within the Middle Kingdom, where a tech monolith is able to provide very interesting gameplay that is not all about conquering neighbors (unless the Mandate is lost and China fractures ;) )
 
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From a purely narrative/RP reason it would be neat to include in the change of phase a reference to the final act that triggered. It could lead to very interesting AARs with things like the marriage that unified Hispania or the execution that lead to a century of uninterrupted violence
 
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So, obviously we're looking deeply forward to the Iberian Struggle and also hope to eventually see other scripted Struggles modelling other big historical events, I am wondering if it would be possible and if it would even make sense to script a kind of "generic dynamic Struggle" that could trigger in any region if the right criteria were met, just to make sure that any place could potentially be the site of a Struggle in any playthrough?
Obviously something like that could never be as interesting as a Struggle written specifically for a particular occurence, but it would allow anyone to witness/participate in a Struggle in their homeland under the right circumstances even without living in the specific places with scripted Struggles.
 
It's fairly typical for Iberian Muslim rulers to expand into France. How will that work with regards to the struggle? Does it suddenly stop at the Pyrenees mountains? It's basically an extension of the Iberian struggle, this time between French catholic rulers instead of Iberian ones.

They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn’t be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.
Good vision on paper, however it's currently so easy to expand in CK3 that after a few centuries the player (even starting from a count position) will already have carved an intercontinental empire and the struggle will be long forgotten.
 
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I would go for an East-African Struggle. Espescially the Empire of Abyssinia (and maybe including Egypt). Why?

You have a relatively instable realm with Coptics, Muslims, Jews and 2 Pagan Faiths and various Cultures intermingling with each other.

The only thing that would be necessary is for the Duchy of Makuria and the Sultanate of Egypt to have some vassals. They have to land them so or so.
 
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To be clear: kingdoms become empire titles, every independent ruler doesn't become an emperor. Though they would then have an easier time creating those titles.
Oh, okay, slightly different then, but still, sorry, my question wasn't answered. What is the reasoning behind that? To make it Kingdom now an Empire-tier and thus preventing de jure wars to accelerate the conquest of the region? That's the only thing I can think of and might actually be the motivation.
 
As someone who likes playing further towards the east of the map, something about the rise of the Islamic sultanates in the Indian subcontinent would be cool for a future struggle!
 
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Carolingian Struggle is the best idea I've heard so far. Something to focus the AI and player on the conflict over Charlemagnes empire, with potential for outcomes depending on who comes out on top would be awesome.
 
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Would it be possible to have a 'sub-national' stuggle within sufficiently large empires? say for an example the Holy Roman statelets, having a struggle that would nudge the game toward a cycle of consolidation and fragmentation of rule, jousting for control of the throne?

But really, you could probably make an argument that any large empire (that aren't at high enough authority) should have a low-boil struggle among it's vassals
 
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This looks better than what i could ever imagine or come up with myself! I love that we can take the historical route or other ones. I'm so excited for future Iberia play, i think I'll do a lot of different playthroughs in the area (or from outside, TO Iberia!) It's an obvious interest of mine and I feel super lucky to be in the first region affected by this mechanic, but also share the enthusiasm shown by everyone for it to flourish and be applied to different conflicts throughout the game map.

Congrats Paradox, you really outdid yourselves with this one!
 
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