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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.
 
You'd think that the Status Quo ending would make more sense if, instead of turning every single local kingdom into a de jure empire, you'd split the former de jure empire of Hispania between the neighbouring de jure empires of Francia and Maghreb, since the concept of a unified peninsula is no more and the border between the Muslim and Christian half is solidified.

In any case, looking at the suggestions here we can already guess what the expansion after this is gonna be called: "Oops! All Struggles."
 
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Technically, a region can be as small as a one-barony county, whilst the largest literally includes the entire map.
Haha that stretches my imagination. For a world level struggle the Mongols could really become one in the late game. Maybe the region involved in the struggle is simply any the Mongols are next to :p If they conquer most of the map then maybe the whole world will be in the Mongol struggle!

As for a barony struggle level struggle. Maybe Socotra is struggling not to be invaded lol.

Struggles I'd like to see:
  • Struggle for India between incoming Muslims and the native Indian religions. I can picture special tolerance and intolerance phases, expansions, claims to the Delhi Sultanate, trade relations and conversions etc.
  • Struggle in China, probably better off if china is ever added but the Jade Dragon mechanics have some similarities to the phases of the struggle and areas like Tibet, the Steppe, and the Guiyi Circuit especially could all be involved in the current situation in China. Broken, Unified, Expanding, etc
  • Struggle for Indochina, probably would also be better with a map expansion but similar to Muslim adventurers entering India there's a long history of Hindu adventurer kings entering Indochina and making special adjustments to their faith and building great cities!
  • Struggle for the Steppe. Living in the Steppe is a struggle within itself. Unifying under a great Khan is an obvious end state. The steppe could have huge resistances to uninvolved parties interloping, they'd also have Migration periods and special CBs. New cultures could perpetually be moving in from the east to west leading to periods of great pressure for those involved in the struggle for the steppe to attack outsiders, or unite in confederacy.
  • Struggle for East Africa. A very slow burning struggle shifting between long periods of peace or conquest between the Muslim rulers of Egypt, their christian subjects, and the christian lands to the south. News of Crusades could quickly shift this struggle from a long period of detent to a period of holy war and conquest.
  • Struggle for Anatolia, others have said it better than me but there really needs to be a long dynamic unfolding situation of the Turks entering Anatolia
  • Struggle for Jerusalem, the Crusades really could use some systems that actually makes them more historical. Right now after installing a kingdom of jerusalem they're pretty left to be devoured by all their angry neighbours. Plus the Crusades might be genuinely more fun with some narrative adventures and events.
  • Struggle for Ireland. Internally it's really hard to forma. proper high kingdom of Ireland, rather instead it's more common to go through many cycles of disunified high kingships passing along. It could also give Ireland a bit more defensiveness to outsiders invading, slowing down it's conquest by England. Maybe even an outsider can be declared the King of Ireland only for them to struggle to actually unify and control the land.
  • The Struggle for the HRE is a must in the 867 start date to have some kind of system to actually make anything mildly historical happen there. Refounding a big old HRE should be one of the possible outcomes with others splintering or remaining seperated in the carolingian de jures.
A separate but similar , religious conflict system would be really really good for this game I think. You could have the Sunni/Shia conflict with ways for Shia's to pop up more often. The Great Schism between Catholic and Orthodox with rulers on the border getting options who to deal with. 'conflict' between the Indian religions allowing them to flow more into each other, etc.
 
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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.
What is the Pourpose to make unhistoric little empires of the small kingdoms in Iberia which pop up en masse by succession on the muslim and Christian Kingdoms. The only way to get a recognised empire in the middle ages is either get it handed by the Pope, the ecumenical Patriarch (as a Christian) or by conquering everything, not by a conciliatory mechanic, regardless how difficult to achieve. It makes little historical sense to have a 2 Province empire of Navara, kingdom of Coimbra and etc.

Imagine the following being done as succession after Status Quo:
All Hail Kaiser Ludwig of Navarra in his capital Aargau - emperor of Navarra, king of Barcelona, one county holder (in todays Switzerland) and brother to the Holy Roman emperor.
 
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Could you tell us what the next Diary will be about like? Victoria 3 allways does that and i guess that you have every DD planned out allready for this DLC :)
 
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I'd definitely love a Papal/Imperial conflict, ("investiture controversy" feels a bit too limiting, I think?) Guelf-Ghibelline struggle? It's something that is at least on the back burner for most of the period.
 
Something in Italy, and something for investiture, are both excellent ideas.

In my humble opinion, this should be one and the same struggle involving the Guelphs and the Ghibellines.

Have you considered giving government type a role in struggles? I think it could be used to model the rise of Italian city states or the struggle between holy orders and tribes in the Baltics. Republics and theocracies will of course not be playable but could be interesting mid-game adversaries of players.

If you ever decide to add a nomadic government type, I think there could be an interesting struggle on the steppes between different nomadic tribes, between nomads who want to settle and nomads who want to keep to the old ways, and with their feudal and tribal neighbors. Writing that all out, I realize that might become too confusing. I would really like to see the Struggle system used in a way that captures the dynamism of steppe culture, but I... uh... struggle to visualize the exact possibilities.
 
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Firstly - this sounds great, really looking forward to this flavour pack.

Secondly - this genuinely sounds like it was built for Anglo-French conflict. People have already mentioned the Hundred Years war in this thread, but everything about Anglo/English - French relations post William the conqueror is perfectly described as a struggle. Just look at the angevin kings, who controlled more of France than the French throne.
 
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The progress towards a phase is never reduced. It's more of a race between the two potential future phases.

We also adjusted the AI intent for characters within the Iberian Struggle to pursue catalysts. When a character joins the Struggle, they receive an agenda and will act accordingly. This agenda is hidden however, but might be deduced by observing how they behave.

On the one hand, that sounds very promising. On the other hand, I shudder to imagine the adultery rate in courts where characters have an agenda that pushes them even further towards seduction.
 
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What is the Pourpose to make unhistoric little empires of the small kingdoms in Iberia which pop up en masse by succession on the muslim and Christian Kingdoms. The only way to get a recognised empire in the middle ages is either get it handed by the Pope, the ecumenical Patriarch (as a Christian) or by conquering everything, not by a conciliatory mechanic, regardless how difficult to achieve. It makes little historical sense to have a 2 Province empire of Navara, kingdom of Coimbra and etc.

Imagine the following being done as succession after Status Quo:
All Hail Kaiser Ludwig of Navarra in his capital Aargau - emperor of Navarra, king of Barcelona, one county holder (in todays Switzerland) and brother to the Holy Roman emperor.
I am trying to understand the reasoning here. I think it might have to do with avoiding Empire de jure CBs once it gets balkanized. I get destroying the Empire of Hispania title. I don't get making these kingdoms into empires.
 
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Seeing all that talk about culture conversion, does the AI actually pick that councillor option? I have a feeling that they never ever do that currently and provinces only switch cultures via events.
 
I am trying to understand the reasoning here. I think it might have to do with avoiding Empire de jure CBs once it gets balkanized. I get destroying the Empire of Hispania title. I don't get making these kingdoms into empires.
Maybe it's just an engine limitation. There has to be an empire, so the only way to destroy Hispania is to replace it with other empires.
 
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Ah, yeah, now that you mention it, yeah...
That totally makes sense.
In that case, I just hope status quo also gives a prestige/renown penalty to the Empire titles in Hispania so they are, mechanically speaking, an Empire, but don't get the perks of being one,
 
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A perfect example of a Struggle would be after the establishment of the crusader states, 1099-1187 from their foundation to their fall, we don't have a crusader states start date yet but there should also be a dynamic one formed immediately after the establishment of a crusader kingdom, with the (forced) establishment of a new religious kingdom in foreign lands there will naturally be a struggle that follows, with stages of tension, temporary peace and a lot of hostility.
 
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This looks fantastic. Easily worth spending money on future flavor packs if this is the kind of quality we'll be getting out of them.

The place that comes to mind for first for this system are easily the British Isles. Lots of cultures and religions there that interact.
 
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This system looks like it might have great potential. I highly approve the general design direction of creating agnostic systems that could be applied to a variety of different regions and different topics. Hopefully you can eventually fill the map with a huge variety of pre-set and dynamic struggles.

  • Can struggles overlap?
    • For example a north italian struggle against german imperial dominance and an overlapping investiture struggle amongst all catholic rulers across western europe/western schism.
  • Can the struggle regions change dynamically?
    • For example if I were to create dynamic struggle that forms to the boundaries of a collapsed empire. Say the empire gets destroyed via the struggles starting event releasing all subjects and the struggle is reforming the empire. (Maybe smth like this could be a post 4th crusade byzantine struggle?) Could I have a decision that lets a now independent kingdom remove itself from the struggle, such that that kingdom is no longer involved without ending the struggle?

  • I would love to see a struggle that would focus on christianization and settling of central europe. Especially with the german Ostsiedelung and the northern crusades. The region being the Baltics, West Slavic region and Pannonia, possibly the southern Rus Kingdoms.
    • Christians
      • Local christian rulers could invite german settlers, granting tax and levy benefits, help towards feudalization, founding new city holdings over time that could turn the counties culture german
      • or invite them to help christianize pagan lands
      • This in turn could spawn hybrid eastern german cultures, such as (new) prussian, (german) pommeranian, upper saxon etc.
        • german characters actively culture converting in the area would rather spawn a hybrid than their own culture
      • spread of Magdeburg rights in new established cities in the east
      • mechanics to organize coordinate holy wars, invite holy orders to conquer, possibly leading to Teutonic State to form
      • ending when the whole region is christianized
    • Pagan
      • for Pagans it could be ways of uniting against christianity
      • or intermarrying into christian families and giving minor concession to keep christians at bay
      • or playing off catholics and orthodox against each other in their attempts of conversion like the Lithuanians did for a while.
      • ending if a feudal pagan realm can dominate the region.

 
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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).
Would it be possible to make this triggered not just by percentage of the overall culture, but also by percentage of the culture within the region?

If say, something really strange happens, and we end up with a strong Norse presence on the Iberian peninsula, then we might end up with a scenario where Norse culture is widespread and the Iberian peninsula does not hit the 80% majority, yet still, within the peninsula, Norse culture is one of the most dominant cultures present. It seems to me it would make sense to make them relevant to the struggle

A similar mechanic could work for religions
 
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Hmmm. I'll probably need somewhere in the ballpark of 5 to 10 mods to be happy with this system, but I'm a fan of "just conquer it" problem solving and grinding conquered regions under my heel, heh heh
 
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