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Dev Diary 11: Stopping The Snowball

Hey! So today we will talk about some mechanics we’ve added to make other rulers react to what happens in the world. We want to slow down the snowball and prolong the time it takes to conquer the world, so it shouldn’t be as easy to do. Snowballs are pretty evil, just like medieval rulers.

Just as with the shattered retreat mechanic we took inspiration from Europa Universalis 4 in our decision to add Coalitions. Our coalitions however are based on an Infamy value instead of Aggressive Expansion. You might recognize the name Infamy from our old games, but even though it shares the name it will work quite differently.

Infamy is limited to be within the range of 0 to 100% and will slowly decay over time based on how strong your max military potential is. When you hit 25% infamy, coalitions will be unlocked and AIs will start joining them based on how threatened they feel.Your infamy will serve as a hint on how aggressive and dangerous other rulers think your realm is. You gain infamy primarily by conquering land through war or by inheriting a fair maidens huge tracts of land.

The amount of Infamy you gain is based on the action you do, how much land you take and how large your realm already is. So for instance the Kaiser of the HRE declaring a war for Flanders and taking it is going to make the neighbours more worried than if Pomerania manages to take Mecklenburg.
capture(56).png


Coalitions themselves are mostly defensive in Crusader Kings, if any member gets attacked by the target of the coalition they will automatically be called into the war. If a member starts a war against the target they only get a normal call to arms which they can choose to decline.

For an AI to join a coalition they will consider the relative strength between the target and themselves, how threatened they think they are and how much infamy the target has accrued. You can view the current coalition someone has against them by the diplomacy field on the character screen.

capture(54).png


But it might not be the easiest way to view it so we also added a mapmode to more easily visualize Coalitions. A nation which turns up white is the nation you have currently selected, blue will be targetable for coalitions, yellow means they have a coalition against them and Red means they are members of the coalition against the currently selected one.

capture(55).jpg
 
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People aren't criticizing the content, it's the focus of their attention. They are targeting an issue that is not even remotely as much of one as multiplayer.

But I can see the devs are thumbing up everybody who is defending this forced future patch. So it's not like complaining is going to do anything.
How is this forced just don't update if you think its a bad idea I can even tell you how if you want or we can all just wait till we get more information to make a decision on the content or if the patch will affect multiplayer.
 
Maybe that is the problem. 3000 ? I have 900, which is twice as much as the guy I know who played the most.

I do not think that featuring the game based on 3000h players is a good thing. I actually know at least two players who stopped the game because of past "balancing".

Maybe Paradox should launch a general survey to ALL players, to actually know how many find the game too easy.
The thing is I can start a game - like most other people - and have an empire up an running with the first character we start with or their successor. It is extremely easy, once you learn how to play the game. You don't need to use honorary titles, you don't need to use cash to keep vassals in check. There is no challenge in the game, other than not knowing how it works. If you have 900 hours and you are using cash to please vassals and handing out honorary titles, you haven't learnt the mechanics.

A game, should have a set of rules that everyone follows, once you learn the rules the game is pretty straight forward. If you don't know the rules or how the mechanics work, your going to find it challenging. Just like any game. Don't treat this as a typical computer game, treat it as a board game.

People aren't criticizing the content, it's the focus of their attention. They are targeting an issue that is not even remotely as much of one as multiplayer.

But I can see the devs are thumbing up everybody who is defending this forced future patch. So it's not like complaining is going to do anything.

Complaining about a feature you have never used was never going to achieve anything anyway.

People are criticising the content based on another game, with no evidence to back up their clear lack of knowledge about the feature.

You clearly have an issue with one part of the game and because that isn't their focus you want to have a cry.
 
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People aren't criticizing the content, it's the focus of their attention. They are targeting an issue that is not even remotely as much of one as multiplayer.

But I can see the devs are thumbing up everybody who is defending this forced future patch. So it's not like complaining is going to do anything.

You really think the devs are wasting their time Agreeing with posts here? That's a pretty conspiratorial mind. Some of us are interested in seeing how this mechanic plays out, and agreeing or disagreeing with posts that we read.
 
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A game, should have a set of rules that everyone follows, once you learn the rules the game is pretty straight forward. If you don't know the rules or how the mechanics work, your going to find it challenging. Just like any game. Don't treat this as a typical computer game, treat it as a board game.

Well, no, I do not want, to treat it as a board game, I don't like board games. Optimising my strategies doesn't interest me, complex technology systems don't interest me. I like to play "what if", not "how many". EU IV is probably one of the most boring, and uninteresting games I've ever seen. You should understand that some of us (I don't say a lot or most of us because none of us can prove anything either way) are not playing like you. Of course, I have no doubt that you could easily reform the slavic religion and form Russia in iron man as Dobrava of Kiev. Me, not so much. without iron man ? Yeeeeeeeah, no problem, but with iron man, no.

I mean, I could sacrifice a few days reading guides & stuff, I could actually learn the subtlty of army mechanics, but it does not - interest - me, I just want to play Dynasty.

To be clear, I don't mind difficulty so much. But slowing the game ? ... Yeah, I mind.

Oh, and by the way, I have 0 problems with internal instabilities, and I don't need to pay or distribute titles. I know how to keep the peace in my empires. But honestly ? I use techniques that I would rather NOT, use. I don't like it at all my vassals are from the same culture, religion and dynasty as I am. I would love some diversity.
 
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So I fail to see how this mechanic would impact you at all if you are incapable of doing what I suggested. So it is just that they aren't doing what you want then?

Also hate to brake it to you but the majority of electronic games can be traced back to table-top games, primarily board games. Just because they try to hide it, doesn't make it not the case.
 
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So I fail to see how this mechanic would impact you at all if you are incapable of doing what I suggested. So it is just that they aren't doing what you want then?

Also hate to brake it to you but the majority of electronic games can be traced back to table-top games, primarily board games. Just because they try to hide it, doesn't make it not the case.

I can't do it everywhere like you can. Yeah, I can do it in Scandinavia, because I've done it a lot, and actually, I would just like a "i win" button, because it is very very very boring to have to do it each time that I want to play a reformed Germanic. I wanted to play an invasion of Andalusia, last week, and I had to first take half the Scandinavia : great. Now, it will be even worse. Actually you know what ? Take out the reform mechanic, and I'm ok with whatever they do, no problem.

About your second phrase, that's just trolling. The origins of the genre have nothing to do with the argument, just like nobody wants grinding in MMOs anymore, even though hard core gamers will say that it was the best back then.

I don't like board games and board games mechanics, and yet, I have 900 hours in CK2. It's because CK2 is interesting for other things.
 
I would just like a "i win" button,
Good thing you can mod then.

You don't want to play by the rules, that's fine. But the rules and mechanics are there for a reason, as a guideline of how the developers expect a game will be played. How about we just take out rules in a sport and give your team an "I win" button, I'm sure that will be fun.
 
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Good thing you can mod then.

You don't want to play by the rules, that's fine. But the rules and mechanics are there for a reason, as a guideline of how the developers expect a game will be played. How about we just take out rules in a sport and give your team an "I win" button, I'm sure that will be fun.

I'm not the one defending a rule change here. Let the rules alone and I'm fine. You can mod too, by the way. Try Game of Thrones.
 
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I'm not the one defending a rule change here. Let the rules alone and I'm fine. You can mod too, by the way. Try Game of Thrones.
Not defending a rule change, calling people out for their lack of knowledge about the mechanic and making up false information to make it look bad. How about you keep to the facts. I have even said I don't like the idea, but disliking it doesn't give you or anyone else the right to go around saying it is bad or that it should not be included. You haven't even used it.
 
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I didn't.

All I'm saying is that I hope the developers will keep in mind the whole player base, not just the most hardcore players. But whatever will be will be.
Maybe that is the problem. 3000 ? I have 900, which is twice as much as the guy I know who played the most.

I do not think that featuring the game based on 3000h players is a good thing. I actually know at least two players who stopped the game because of past "balancing".

Maybe Paradox should launch a general survey to ALL players, to actually know how many find the game too easy.

You're the one who engaged me in a conversation, where I was responding to someone who declared.

I created an account in the hopes that perhaps you can reconsider this update. I'm sorry, but this is a very bad feature and I'll hope that somebody, anybody, who is in charge of this, can come to reason and go somewhere else with the game.

If you want to support his arguments by disagreeing or trying to take something I said out of context you go right ahead. So yes you did by supporting him and disagreeing with what I said.

Don't want to get involved in the conversation? Don't quote a part of it.
 
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Coming from primarily playing EU2 -- I hope this doesn't end up being like the badboy mechanic in that game. That was a pretty artificial-feeling and poorly-executed mechanic.

It's probably worth noting that that particular mechanic was a product of different times. Grand strategy simply was different at that point in time, as were some other genres. Badboy was a useful mechanic in terms of realism as well, but it is also has the feel of one of those classic mechanics governing human-AI relations in a game (which is not to say that it didn't apply to AI). At that point in time, several years ago, or rather a dozen-odd years ago, it was acceptable for mechanics to be a rock-paper-scissors kind of high abstraction, with even some special rules for the human player. These days I think realism is preferred.

This may also have something to do with how realistic graphics, sound etc. take us away from computer games as beefed-up chessboards (think 320*200 or 640*480 pixels as screen resolution and 16, later 256 colours — you can only approximate and be figurative with that) to computer games as simulators of this or that variety.

I know that as someone who misses those old games fondly, I still prefer to have 'behavioral' realism in modern games that have realistic graphics and sounds, with the sole exception of logical games (e.g. something like Gruntz, which is very clearly meant to be metaphorical).

It still needs noting that in those old times strategy designers and coders did come up with elaborate algorithms to avoid making the rock-paper-and-scissors too obvious; the schematism of the mechanics was something you could trace and analyse if you cared, but it was understated, softened, retouched, disguised cleverly with sometimes relatively simple means.

Consequently, when a modern game like CK2 starts making mechanics very obvious and very simplistic, it's not going to be well received. On the other hand the game has some dialogue (and King Arthur did a splendid job in that regard) which with the use of some well-written text hides the rigid bones behind soft flesh.

Essentially, you'd accrue BB for aggressive conquests regardless of religion/culture, and at high levels your internal stability would plummet and you'd start drawing DoWs. Cross the magical limit and you'd get constant forced civil wars (just rebel-crushing turned to 11) and "badboy wars" in which literally everyone on the same continent as your capital or neighboring you would attack you as often as possible.

… And one of those old presumptions of old times was that the purpose of AI was to make it challenging for the human player, which often resulted in behaviours that — if we were to look at AI in a more behavioral, psychological light — resembled disinterested dogged persecution, some kind of selfless antagonism where the AI seeks to destroy you even if it won't benefit AI's interests, even if it will make AI go down with you etc.

I'm well aware that some of the old guard might actually be not only well used to but also favourably predisposed to that vision of AI's purpose, but I think players in general, these days, will be more inclined to expect AI to mimic human behaviour — especially in something that's supposed to act like a strategy/roleplaying hybrid rather than a war/history-themed logical game. Challenge (difficulty) and playability (ease) will still need to temper realism (and often more than just a little), but AI needs more psychology, emulation, or at least some basic logic, common sense, that doesn't evolve around the no. 1 goal of opposing the human player.

From the dev diary it doesn't look like the human player will be treated with either prejudice or favour, but if venerable legacy mechanics are brought up in discussion, I feel this all needs to be mentioned in order to put the discussion in perspective.

It was crude in that it was actually worse for conquering same-religion nations but applied equally to everyone, so, for example, Europeans would consider the Ottomans more of a threat if they conquered their own Sunni neighbors than if they expanded into Eastern Europe.

There definitely needs to be distinction drawn on the basis of religion — not being more tolerant of high Infamy in someone who shares your religion, that would mean the HRE being tolerant of France's infamy for eating Spain, for example), not being more tolerant about people who attack only their religious 'enemies'. France may be more tolerant of Castilian holy wars than of Fatimid holy wars for sure, but a European Christian power would not be more tolerant of, say, the Ottomans gobbling up neighbouring Turkish minors than Balkan Christian states. Hence, the distinction needs to be drawn on both ends of the stick compared to the 'beholder's' religion. Pure expansion/badboy penalty cannot accurately reflect this.

The civil wars were silly, in that an OE that smashed through nothing more than the small Anatolia countries, Byzantium, and say, Serbia, would be on the verge of unending civil wars. Had to game the system by feeding allies to avoid accruing BB, which just felt really constructed and fake.

There is a similar problem with CBs in CK2 right now where you sometimes can't join people's defensive wars for really artificial reasons (starting with Catholic vs Orthodox, like your differences don't pale before the differences you both have with the approaching Sunni army), which can make you declare your own aggressive wars vs the aggressor or join some other wars and then do gamey things like attaching your troops to the ally's army so that the ally can use the greater numbers even against people you, yourself, aren't currently at war with. (Suppose you're alredy helping France against the HRE, but then England also DoWs France, and you can't join that war, you won't be hostile to English troops. You can still attach your army to the French army, and your soldiers will fight English troops whenever the French stack does.)

Worse, you had to essentially sit around for 50-100 years waiting for the number to tick down before doing anything else, once you were near the limit, if you didn't want to pass it. Kind of a cooling-off period without any real reason for it other than the existence said number.

That's one of those situations where you can't escape having a somewhat simplified mathematical formula govern the whole thing, which won't provide great depth for every possible situation in the game, but you can still do some careful thinking and devise a set of conditions, triggers and counters and offsets in order to cover at least the most typical, most expectable needs for nuance. (E.g. dynasty change, religion change, relative validity of your reasons/context of your actions etc.)

It also could be exploited to get free wars. Since everyone would DoW you constantly once over the limit, you could freely fight them and expand without having to take the negatives for declaring war yourself. In CK that wouldn't be as much of an issue, as you can't just grab territory in random defensive wars, but it'd still give you the opportunity to take prisoners and smash other realms' armies to nothingness, which can certainly set the table for wars of conquest later on.

Well, you can, but still at the price of bleeding your own army and treasury, so it's not really such a great bargain. And if you bleed whomever declared those wars on you, you will still need to declare your own aggressive wars if you wanted to benefit from those folks' prone condition. Likely, somebody else will. Not necessarily someone you like.

In fact, in mediaeval Europe, if you're in a central position, bleeding your neighbours means exposing them to a Muslim threat, and expanded Muslims are very likely going to be more of a pain to you than whomever you fought in Europe. This may also be true the other way round, i.e. if you play as a centrally located Muslim and weaken the outliers, after which they get hit by holy wars and crusades from their Christian neighbours.

In any case the AI needs to consider its chances of victory and also its other threats — not just who is a bigger threat but also what happens if you lose the war. (For example if you play in Spain France may be a greater threat than a Muslim sultanate in terms of raw power, but France doesn't have kingdom-level CBs, not even Invasion, because you're smaller than they are. If the Sultanate bleeds you, France can move in and take like 1 county, or perhaps press someone's claim to a duchy. But any neighbouring Sultanate can go for your entire kingdom.)

I also worry how this would apply to the Byzantines or Iberians -- realms that face both expansion opportunities and threats from holy wars. I don't think expanding Christendom into southern Iberia or the Mideast would be seen by other Christian countries as a threat (though it certainly would by Muslims),

Almost definitely not in Iberia, unless from the perspective of a close neighbour (e.g. weakened France vs a large, strong Iberian realm with some claims on France). Byzantium would be a bit more complicated — it did tend to have a sour relationship with its Christian neighbours. It's conceivable to think that they might want to ally with a Muslim fellow target of the same Byzantine expanionism/restorationism (or just see the threat resulting from BYZ either increasing its levy and income base or just simply securing its borders, eliminating threats, freeing them up to turn against Christian neighbours after sorting it out with Muslims). Having a common enemy, even a common threat, sometimes results in unlikely alliances.

but it sounds like this mechanic could treat it as such (as it appears to be just a single univeral number). And their vulnerability to holy wars means it could punish such border lands disproportionately.

Yes, that's a problem. And especially with strangers from faraway — with holy-war/crusade CBs available because of belonging to a different religious group — taking it upon themselves to police you for being rough with your neighbours. I can see a Mediterranean Catholic power requesting a crusade against e.g. huge k_Africa or against the Fatimids currently jihading in Persia, though, so this is not a 0/1 issue, it's a question of 'how much is appropriate'.

Too add to @brobman22 's response. Sometimes Paradox makes changes to their games that upsets a portion of their player base. Paradox's usual response is "suck it up, or mod it out."

Yes, and not to beat them for it right now, it's an unresolved problem that, well, remains unresolved. This is probably worth noting in the context of the number of 'Respectfully Disagrees' this particular Dev Diary has received compared to its 'Agrees'. I need to stress that neither 'suck it up' nor 'mod it out' is acceptable in the context of vanilla/obligatory changes to a game with a long streak of DLCs that people have already purchased, not to mention the amount of non-monetary time and emotional attachment players have made. Well, it never really is acceptable, that kind of answer, but especially not in this kind of context. And especially not in the context of patch changes being somewhat reputed for a short approval process and insufficient QA at least as often than not (please realize that this is an approximate factual statistic, it's not an unfair generalization, I'm not detailing the calculations in order to conserve space in what's already a long post), in addition to a certain indecision and experimental attitude.

Plus, people have been asking Paradox to limit expansion in CK2 for a while. So it's not like this change is unwarranted.

Yes, and thinking about it, exploring the whole angle, is a step in the right direction. It's much welcome and much appreciated. With 3000 hours into this game, I have come to observe a certain dullness in the AI being rather passive. I tend to have likeable (virtuous but not only) player characters and pay attention to diplomacy, so this means I'm bound to face fewer declarations of war than most people, but still, I do think shaking it up and making AI react to threats, expansionism etc. is going to make the game more dynamic, more interesting.

… And limit expansion, and that's a good thing. The game is supposed to be (in so far as a sandbox game can be supposed to be anything specific — I'm going by what the score is based upon when your achievements are evaluated at end game) about prestige and piety. Also the CB system promotes permanence of possession at least among Christian rulers. For all the wars that keep going on all the time the game does actually reflect those elements of a certain institutional pacifism in Christianity. Which means doing all the things medieval rulers are doing, being able to try and do the more groundshaking things they were theoretically capable of doing (but less often getting completely away with), but principally staying within your de iure limits. (Which is also the point of de iure, gavelkind etc. — note how in Gavelkind you can end up ruling a fraction of your previous territory upon succession, which doesn't nullify your prestige or piety or the 'legitimacy' of your game or realm or whatever.)

When the Ummayyad's seized power in southern Iberia in the late 8th century, the northern Muslim rulers sought an alliance with Charlemagne. I think this would be best represented with a coalition.

Assuming the system is anything like the current system in EU4, distance will be a factor. So in this case the Christian lord's 100% dislike of the Seljuks would be modified by the fact that they are so far away, giving you a number somewhere between 100% and 0% - which seems right to me. The western Europeans would be unlikely to join a coalition against the Seljuks unless they expand westward enough to actually become a threat, at which point they would start to get worried about the giant Muslim empire that has been overrunning everything in its path and was now within striking distance of Rome.

(And others who said something about this particular subject).

I would hate to leave you guys without sources, but if you can dig up Runciman or just go through the history of k_Jerusalem on Wikipedia and carefully check the belligerents on both sides — the success of the initial crusades and then the initial survival of crusader states in Palestine and Syria was partly made possible by divisions within the Muslim camp, or even the lack of a single Muslim camp. There were often Muslim on both sides of the conflict, and even both Christians and Muslims on either side.

In Iberia there were not too rarely both Christians and Muslims on either side of the conflict. After the Sack of Constantinople, Orthodox-Muslim alliances against Catholics weren't out of the question either. Or Norse pagans in British Isles.

There is already some of that in the game, considering how e.g. Christian relatives and friends will join a Muslim's or a heretic's holy war against Catholics. You could even have Catholics defending against a crusade — not likely the target's coreligionists joining the crusade, but even that's not impossible (it's not impossible for a pope to have Muslim or pagan or especially heretic relatives).

Only, your coreligionists shouldn't normally 'hate' you for holy wars and other religion-related CBs as much as the rest of the world does. Fear you, feel apprehensive, sure, just not the kind of ignominy that the word 'Infamy' conveys. But I want to stress this needs a lot of nuance, it's not a black-and-white 0/1 issue. It's a quantitative, not a qualitative matter.
 
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I don't think in the five years I've owned CK2 that I've ever written anything in the CK2 forum. Now I have to pipe up. (edit: I've obviously owned CK2 since it was internal alpha! Kidding, I've only owned it since 2012 :p)

This is a legitimately poor idea that is clearly aimed at players who play entirely unlike me. I roleplay quite a bit and sometimes restrain myself by house rules. What I don't do is powerblob the world. I'd like to take a moment to write why I think this change would be poor both for myself and for others.

I'd argue that to implement a typical EU4 mechanic like this shows a fundamental misunderstanding of both the gameplay and history, rooted in an observation of player behaviour.

The observation is: Good players blob easily. Gameplay-wise, this is understood as negative because entertainment is correlated with mastery, which demands challenge. In short, ease = bad.
The lens through which this observation is made is one that treats our realm as a single entity. We as humans conduct our affairs with much greater focus than our AI counterparts, so this is understandable. The fault lies in equating the realm with the player when you set out to solve this problem, and that should've alerted you to a much more fundamental issue. I'll write below what many before me have said: internal politics suffice to solve the same problematic behaviour that coalitions are meant to. In the meanwhile, let me point out that I don't think coalitions could never work. They represent a useful and historically accurate feature, even though many of the examples cited in the course of the last 30 pages have been more akin to one power playing off smaller, competing neighbours against one another in order to keep them weak and/or preoccupied. What I think is clear from the DD is that it has none of the features required for it to be a good mechanic.

We can all admit that the AI in CK2 has a problem with rationally weighing the threats of growing powers and stopping them. But that 'rationale' follows a line of reasoning that is nation-based, and which we must be critical of. In 800 AD, rulers are men (or women), and subjugation does not simply mean the loss of political power or autonomy. Rather fealty could be and was to some extent treated like a tool - not something paramount to one's extinction. When modern pol-sci students talk about power relations between states in IR, they always assume a level playing field between, tellingly, "states". Today you can get away with that assumption. In 800 AD you most certainly can not hope to do so. I bring up IR because infamy (threat) seems like it's cast directly from an idea of more modern balance of power mechanics. Unfortunately, the IR-central concept of bandwagoning is not taken into account with this proposed mechanic. It also treats realms as unitary actors, which couldn't be further from the truth. 800 AD, I think we can safely say that size was *not* the same as power: Larger realms were subject to civil wars and divides that smaller ones often did not have - at least when lines of communication were an issue.

Another form of communication is also poorly represented, and makes the proposed mechanic look really poor on its own. The diplomacy in CK2 is nowhere near deep enough to afford these coalitions. The AI can never formulate a viewpoint -- it can never communicate its interests to you. You can never understand something the same way as another ruler, which is why you the developers call it INFAMY. We all know it's 'threat', but you grow INFAMOUS when you go against norms and etiquette. The problem in CK2 is that no one can formulate what norms regulate our conduct. All we can do is be slow in our conquests, as if no one will notice the HRE's growth into India if it just takes 400 years.

Suggestion section for better ways
The game can improve vastly in the area of hyper-expansion through other methods. I am an unaccomplished player after four years, but even I can see the ease with which, say, Iqta rulers rule. Conquering and blobbing up as a muslim in this game presents zero difficulty because my vassals all adore me. In comparison with Christian feudal rulers I have a slightly worse time spreading my religion, but that's sort of -the- big compensation. I'm simplifying here to make the point that internal cohesion is significant, that maintaining it is a trivial matter. So long as I retain a minimum amount of gold, decadence presents zero issue. This ease is a significant issue with Iqta rulers, but you can make the case for any ruler really, that the obedience of my vassals could be subject to a lot of healthy changes. Why don't you work on improving liege-vassal gameplay instead?

Improved liege-vassal gameplay can take many forms. Right now I perceive culture as something that is completely dead. I've wanted inter-realm culture-based coalitions for a long while now, but it doesn't seem to have gotten any attention at all. Hell, open your game, look at the game in 867 through the Cultures-tab, then fast-forward to 1066. The realms reflect a cultural homogeneity that is, sure, a bit artificial, but nevertheless it's a homogeneity which could be a substantial pursuit of ours. Instead I don't find any reason as a king or emperor to spend time on it. If I want to I can make the entirety of France Italian, but if I don't want to, then that's also okay. And I can't discern any negative consequences from that neglect. It's at the point where you, the developers, look at scripted invasion events and the odd adventurers to do the work that the AI should. That's not healthy at all! If we made internal divisions more likely so that your realm required more work, that would occupy us full time! In the world that the developers view right now, a coalition slows you down in your expansion. The mechanic imposes a threshold, a value, under which you can operate, over which you'll be punished. It's incredibly binary, so you don't actually get more to do. You're just avoiding a portion of the game. Compare that to fleshing out inter-realm politics.

Dracko81 argued that
"[Coalitions do] make the fights harder, you now have to expand through attacking multiple targets at once. Or you don't attack, the choice is yours."

Great, the choice between playing a game and not.

The DD's mechanic is arguably part of a development philosophy that seems to have taken hold: We'll add this new thing, but we shouldn't -force- it upon the player. Just tuck it away over there, and if they want to engage with it, they can. Like cardinals. Unfortunately, not engaging with conquests leaves you pretty bloody bored as an emperor. For the same reason the developers will shy away from fleshing out inter-realm stuff, fearful that it'll be too much for people to handle. Alright, well you can't have it both ways.

It's a trope by now: As a newb to this game you shouldn't start as a small count in Ireland. Instead, you should start as the HRE or Bysants, because that way you get access to all the central game mechanics and can do things at your own pace. It's acknowledged by pretty much everyone that being the emperor is the easy thing. I'm not saying that that is a bad thing, or a good thing. But that was what the game was. The game was perfectly fine for me, albeit a bit simple at emperor level. Slowing down doesn't mean making more fun, or making more difficult, or giving me a sense of mastery - sides of a coin, really. It just means slowing down. Maybe you could just... not make the change?
 
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I don't think in the five years I've owned CK2 that I've ever written anything in the CK2 forum. Now I have to pipe up.
Are you posting from 2 years in the future? The game was released in 2012. So everything else is based on what exactly? More lies? In other words didn't read.
Dracko81 argued that
"[Coalitions do] make the fights harder, you now have to expand through attacking multiple targets at once. Or you don't attack, the choice is yours."

Great, the choice between playing a game and not.

Ohh you are quoting me. :D

No, choosing not to attack a target and do something else is still playing the game. You are choosing to do something else, there is nothing stopping you from attacking. There is nothing stopping you from playing game. I suggest you get back into your time machine.
 
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Maybe that is the problem. 3000 ? I have 900, which is twice as much as the guy I know who played the most.

I do not think that featuring the game based on 3000h players is a good thing. I actually know at least two players who stopped the game because of past "balancing".

Maybe Paradox should launch a general survey to ALL players, to actually know how many find the game too easy.

Nah, Steam counts paused games too. I personally have just left my games paused while I slept or while I watched a dvr. That number means absolutely nothing and only ever says something about someone when they try to use it as bragging rights for some forum flamewar.
 
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