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Dev Diary #157 - Schemes & Stories

Welcome comrades! I’m Wokeg, and today we’ll be going over some of the upcoming changes to the scheme system, as well as some of the story content we’re adding for a few lucky landless adventurers this DLC.

My word count is going to be restricted in this Dev Diary because Community says that if I can’t edit myself down, they’ll edit it for me. Please send help.

[CM’s note: Woe, word-count limit be upon ye.]



Schemes

Alright, those of you who are paying attention will have likely seen the reworked schemes interface in several previous dev diaries — what have we done here, and why have we done it?

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[The new intrigue window, with a murder scheme spinning up]

Put simply, we felt the old scheme system was a bit too random. It’s difficult to conduct political machinations when the machinery by which you politic is more of a catapult than a crossbow. It’d rarely be practical to have a foe murdered on a strict timer (say, for war or a timely inheritance), but more than that, it was very… binary.

You could either almost definitely pull a scheme off, or it wasn’t even worth attempting, with a very small middle ground for maybe-worthwhile schemes. This wasn’t helped by most positive aspects of a scheme being strongly positively correlated, so if your chance of doing it at all isn’t high, then you’ll likely also be slow and lacking in secrecy.

Likewise, when on the receiving end of a scheme, you were generally either completely safe or utterly screwed, with no real room for manoeuvre or concern due to changing circumstances and enemies. If I’ve got good intrigue and my spymaster likes me, you ain’t murdering me.

What we wanted to do was to significantly widen the gap in the middle between “scheme’s done the second I start it” and “scheme isn’t even worth attempting”, making it easier to both murder and be murdered by allowing characters to invest resources other than intrigue and gold in their schemes, as well as making agents more individually meaningful. The idea has been to give you more precise tools and interactivity within schemes, without notably increasing the micro required to conduct a basic one.

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[An adventurer contract scheme]

Early on in development, we had actually intended for most of what adventurers do to be different varieties of schemes that would require vastly different characters as agents. This didn’t turn out quite how we’d hoped, so we iterated, and eventually pivoted away from it to the current contract model — a few scheme contracts are still scattered through adventurers, though, they’re just not the only thing they do.

Making Agents People

We wanted to get away from agents as faceless masses of people who hate a scheme’s target and little else. Most of the time, you don’t even know who’s in your scheme unless they’re a victim’s spymaster.

Instead, we wanted agents to be — generally — just a few people who you pick carefully, fitting the right characters to the right job. What we’ve done to accomplish this is reduce the number of agents you get down to a general max of around 5, and give them each a specific role in the scheme, their agent type.

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[The tooltip for an agent type, the Footpad, which makes schemes faster]

These roles all boost some aspect of the plot, so one might help it go faster, another helps keep it secret, and a third helps increase success chance. Different agent types have different requirements, so not every character is a good fit for every role, and different schemes have different agent types available.

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[The tooltip for an agent type, the Assassin, which increases a scheme’s maximum success chance]

At the start of a scheme, you choose which broad type of agents you want to focus on from a set of several packages, generally selecting between focusing on success chance, focusing on speed, focusing on secrecy, or going for a balanced mix. We initially trialled adding agents randomly over time from event options, letting the player select between two choices, but this proved frustrating and micro-intensive, so we moved away from it and towards the current system of pre-defined groups.

005.PNG

[The new murder interaction window]

What we hoped to create here was a situation where you might have different specialities within your scheme based on who you could get to join it, as well as be able to configure the same scheme type in different ways for different purposes — “here’s my speed-focused murder scheme, we’re gonna get the job done and fast but it won’t be quiet”, that type of thing.

In order to humanise them a bit more, we’ve also added a smattering of agent-specific (rather than scheme-specific) events. These let them have interpersonal conflicts, learn on the job, or bond over common hatreds, as well as dole out rewards for selecting agents that work well together and punishments for doing things like putting two nemeses in the same plot and asking them to work closely together.

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[An agent event]

Lastly, we do still have an auto-invite agents button, so you don’t have to micro-manage agent adding if you don’t want to. The button won’t always grab the best person, and it won’t help you with bribes or anything, but if someone would be easy enough to murder, it’ll do the job.

Agent Acquisition

Agents can now come from a broader pool, too; this changes a bit per scheme, but notably you can often bring in your own courtiers and vassals to help you conduct illicit business abroad, making intrigue-focused realms better able to wage war from the shadows without depending entirely on their targets’ weaknesses.

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[Inviting an agent to a scheme, with many new bribes pictured — though not all]

In order to lure in better possible characters, we’ve added many new types of bribes besides hooks and gold: if you really, really, _really_ need someone dead, well, you can empty your treasury, expend your good word, maybe proffer land or use your scheme’s progress to sway them.

Anatomy of a Scheme

Other than agents, the other big change we’ve made is to scheme progression.

Under the old system, a scheme had a random chance to progress every X months. This could be very slow and ponderous, and meant that (barring event content interference) you could not murder someone in less than ten months, regardless of your own skill or how much people hated them. Your chance to succeed was also largely fixed outside of adding more agents. You plod through the progress bar chunks, then you execute the scheme.

Under the new system, your success chance starts out low (sometimes below 0%, especially for higher tier targets), and grows over time up to a maximum. Instead of having a progress bar with discrete chunks, your speed determines the interval of time it takes to gain a boost of success chance. Every time you complete one of these phases, you gain an advantage point: you can use these to help you recruit agents and a certain amount are required to execute a scheme.

This means that you:
  1. Start with a low chance to succeed (exactly how low mostly depending on the target).
  2. Grow your actual success chance by a certain amount every phase (exactly how much is mostly determined by your intrigue skill).
  3. Can increase your speed, giving you faster phases, by adding the right agents.
  4. Increase your maximum success, your scheme’s potential, by adding the right agents.
The general idea is that high intrigue will very much aid you in speedy, stealthy kills, but strong agent composition is needed to get to the finish line reliably. Scheme potential is tied extremely heavily to agents, having a base of only 30%, so you can’t do schemes by yourself reliably.

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[The tooltip for a scheme’s current success chance, showing how much has been gained over time]

TL;DR = there’s a bar for success chance that grows over time, you affect how the bar grows over time and to what level, and you decide when you want to risk an ending.

Secrecy

Since the new system makes schemes, on average, much shorter, we’ve also increased the frequency with which they’re detected. There’s a grace period of about six months, and then after that, a low chance to be detected monthly.

To help you make an informed choice about whether it’s worthwhile executing a scheme early, we’ve formalised the old system of segmented scheme discovery into a simple number that you can see in the interface, your scheme’s breaches. Every time your target gets a notification about your scheme, whether it be rumours of someone plotting to kill them or an agent rooted out or the actual scheme being exposed, that constitutes a breach.

When you hit the maximum number of breaches, your scheme is automatically destroyed.

Execution

Once you’re ready, you execute (most) schemes manually. If you’ve accrued excess advantages, you can use them to boost your scheme success even further here. After you execute, the scheme proceeds just like it used to.

009.PNG

[Schemes may now be executed manually, as pictured]

This lets you make a meaningful choice on when to finalise your plans: is 60% success good enough if this dude is bearing down on me with an army? Can I simply murder a rival commander or troublesome spouse? How many breaches can we afford before discovery?

Likewise, we’ve done some magic behind the scenes to make the blocking of different types of murder a bit more consistent. The mechanics of this are a bit specific, but in short, rather than the prior system of determining which murder method was being used then looking to see if the victim had anything that might block it (which made balancing murder blocks virtually impossible), we roll two flat checks. One to see if they’ve got a one-use murder blocker (e.g., a dog throwing itself in front of the knife) — and then pick the highest from that list — and one vs. repeatable murder blockers (e.g., bodyguards), which takes a sum of all repeatable chances to a max of 75%.

Countermeasures, Odds, & Basic Schemes

Another thing about schemes as-is is that… you can’t really do much about them. You can replace your spymaster (if you didn’t hire the best one you could before unpausing on day 1), and you can set them to Disrupt Schemes (if you weren’t already just defaulting to that).

To complement a more varied scheme system with more tools to interact with it from the schemer’s side, we’ve added scheme countermeasures. These provide ways to proactively oppose hostile schemes, acting a little bit like council tasks. Their benefits are varied and excellent for buying time, but each also comes with severe drawbacks that mean you don’t want to have one toggled on for long without good reason.

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[The various countermeasure focuses]

If you suspect someone is plotting to murder you or seduce someone you don’t want seduced, countermeasures can give you a solid way to oppose them in the short to medium term at the cost of potential eventual instability.

All countermeasures come with different tiers, generally unlocked by religious tenets or cultural traditions, though sometimes traits help too. These generally lower the penalties and increase the effects, meaning that some cultures, faiths, and just people are better able to resist scheming than others.

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[A specific countermeasure, reducing opposing secrecy drastically for a significant cost]

Odds replace the old scheme chance prediction — they don’t give an exact value, because that’s very difficult to successfully build with the new mechanics, but they give a general idea of how likely a scheme is to succeed.

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[Sway, a basic scheme, still uses simple mechanics]

Basic schemes are what we’ve done with schemes that don’t have agents: they have a simple success chance prediction ala the old system, and one long phase after which they execute automatically. We actually did experiment with adding agents to all schemes initially (even sway and seduction), but this proved very unfit for purpose during play-testing, so we created basic schemes as a way to allow plotting without all the extra clicks of the new agents system.



Stories

Coming up this DLC, we’ve got some pre-scripted historical story content for four of our new landless adventurer characters. Unless I’m very much mistaken, this is CK’s first venture into this type of thing since Charlemagne aaaaallll the way back in CK2, and I’m sure some of you are curious as to why.

As people came over from the Legends of the Dead team to Roads to Power, we had a bit of a grey zone whilst they were onboarding to working on a different DLC.

We took a bit of a risk, and asked some of them to try making story content for our more famous landless adventurers — we had some really cool people lined up, and couldn’t easily represent why without giving them some bespoke mechanics (is it really Hassan Sabbah if you don’t found the assassins? Can you call Hereward Hereward if he never murders a Norman?). That just sorta ballooned into this experiment into narrative content.

As a result, we ended up with narrative content for four characters:
  • El Cid
  • Wallada bint al-Mustakfi
  • Hasan Sabbah
  • Hereward the Wake

The size of this content is unevenly distributed, because the people making it had drastically different amounts of time given. We initially assumed everyone would get a very small amount of time to make just a little bit, which is what happened for El Cid, but then we found a bit more time for the person covering Hasan Sabbah, two designers collaborated (one from a different game team offering some spare time) on Wallada, and Hereward just… absolutely swelled in scope, because the designer allocated was able to spend much more time on him than expected.

We didn’t prioritise who got the most story content based on anything at all, it just worked out that El Cid got a light touch whereas Hereward got a whole sub-system.

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[The new adventurer bookmark]

All story content is optional, so if you don’t want to engage in it, you don’t have to.

El Cid

As El Cid, you’ll go through a small chain representing his travails through Iberia after being exiled by his foolishly-misled lord, King Sancho the Strong of Castille. As you progress, you will get opportunities to demonstrate your loyalty or assert your independence.

If you remain steadfast and resolute even in exile, King Sancho will doubtless eventually welcome you back to the fold (assuming he lives…), though a more ambitious Rodrigo may set his eyes on the prize of Valencia in the south.

El Cid also starts with many of his historical friends and family, like Alvar Fanez & Martin Antolinez, as well as his uncle, nephew, and mother. Alas, in 1066, he is not yet married, though his future wife Jimena de Oviedo is yet available to romance and elope with from her brother’s court.

He begins as a Sword-for-Hire, and has plenty of work for him amidst the Iberian Struggle.

Wallada bint al-Mustakfi

Wallada is the last of the Umayyads in 1066, daughter of Caliph Muhammad of Andalusia, and inheritor of a great legacy and great wealth. Historically, she spent her life writing poetry, tutoring women at a school she founded, and generally causing consternation in her home city of Cordoba. She never married, nor did she have children, though she did take a broad variety of lovers, making her something of an eccentric by the standards of her time.

As an adventurer, her story content revolves around securing an adopted child, tactical use of seduction and romance, and writing and selling poetry in order to level up both her unique Violet Poet trait and the Double-Moon Tome (an artefact collating her works). She can also found a literary salon for the ages in a county of her choosing, once she has acquired suitably talented courtiers.

Wallada begins as a Scholar with ample starting gold and a decent prestige level. As she is quite old in 1066, her story may be inherited by her chosen successor and played for an additional generation.

Hasan Sabbah

Hasan Sabbah is not a particularly religious teenager in 1066. He is, however, about to become one — after a chance encounter with an Ismaili preacher, he finds himself radicalised and set on a path to found the deadly Hashashins, eventually becoming the legendary Old Man of the Mountain.

As an adventurer, his story content lets him fast-track the religious conversion of counties. By doing so, he will eventually be summoned to Egypt, convert once more to Nizarism, and then take on the fierce might of Seljuk Persia. With the people of the land behind him (or not, depending on how conversion goes), Hasan tries to lead a revolution against the Sunni Turks.

Eventually, he may found the Assassins, leaving them in a mountain fastness to defend all good Nizaris going forwards.

Hasan starts play as a Scholar, though given the nature of the work set out before him, he may not stay one for long.

Hereward the Wake

Hereward begins exiled to the continent, but unless there’s a player involved in the Conquest, he won’t stay that way for long.

The decisive win of William of Normandy puts a Norman yoke on English necks, and begins the elaborate mechanics of the Harrying of the North, where Hereward, William, Norman invaders, and Anglo-Saxon lords compete to pacify or incite the country’s populace to revolt against the new status quo. As he kills Normans and rallies the locals against their attacker, Hereward levels his unique trait, becoming a better and better guerrilla fighter in his native fenlands in the east of England.

Hereward begins play as a Freebooter, and history could hardly describe him as anything else.

Smaller Stories

We’ve also got a smattering of smaller pieces of story content available — Prince Suleyman Qutalmishoglu, another bookmark character, has a small introductory event where he chooses how to react to his exile in the mountains of Cilicia…

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… Basileus Basileos has an introductory event featuring the (early) murder of his predecessor and a tie-in to the Many Roads to Power comic…

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… and Siward Barn has a small chain forking off of Hereward’s content where you can go on to found the colony of New England in its natural, rightful, obvious place — the shores of the Black Sea.

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Right, and that about does it for our final dev diary before release. As ever, I’ll be around in the thread to answer questions for a couple of hours.
 
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Why, Paradox? Please explain yourself.
 
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two things
1. is it possible to have more than 5 agents (with non-super-complext modding)
2. does arresting, banishing and exileing agents effect the schemes chance and or remove them from the scheme
 
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The new system for scheming looks good.
 
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This looks like excellent work and a valuable improvement to make scheming more engaging - looking forward to it in action!

The question I had in mind since I first saw this topic is still lingering: are there any plans to introduce some of the scheming for position we're seeing in admin realms with the Political Scheme category to other governments? Maybe just ways to undermine someone's relationship with the liege/another character, or their performance in a court/council position in hopes of getting them replaced? Other hostile schemes in general?

Feudal/clan/tribal courts feel full of murder and seduction and not much else, and I think that feeling is going to be more salient after RtP drops.
A bigger variety of hostile schemes would be great to have too. Rivalries and house feuds would be a whole lot more interesting. At the moment, all you can really do is murder and I don't feel like that fits with every character. House feuds always just end up having endless murder schemes against each other. Sure, you can kidnap but that's locked behind the schemer perk tree and I've never seen the AI use the kidnap scheme.

Is there any chance we'll see more hostile schemes added in the near future? I know the Byzantines will be able to raid estates and blind people but what about for everyone else?
No strong plans at the moment, we've focused largely on making sure that the ERE is suitably schemey, but it's not off the table for the future.
When someone starts scheme against a landless adventurer, how would schemer know target's whereabouts? Did you model this somehow?

How "Elope" scheme works? For example, can I elope with a princess? If yes then what happens after that?
Are there any pursuers, maybe implemented as "Search" or "Pursue fugitives" scheme?
  1. Abstracted. Every character in the title knows every other character's whereabouts atm, we've made no changes there (because ho boi that'd be its own monstrous task).
  2. Yes, though you're unlikely to be popular afterwards. The AI is quite judicious about expelling people, so if you don't hightail it, you may be forced to.
Since the personal schemes like Sway or seduce (and befriend or learn a language too I guess) are basic schemes, does that mean that there are no changes at all made to them? You just have to wait and click a few events like before or did you make some changes to them as well?
Largely no changes — I think I did say in the DD, but we trialled making them more interactive and the feedback was violently negative. ^^' As it turns out, people like a bit of optional micro for murders, but they don't want the same every time they want to chat someone up or suck up to their spymaster. Basic schemes were a result of us walking that back in the affected areas, so that we only use the detailed scheme mechanics where the extra detail is actually desirable.

Fun fact: the original version of the romance scheme had a special agent for hunting wolves. If you know, you know.
Nice dev diary, I loved the flavor for specific adventurers.
1- Will this be moddable? Can any adventurer have unique content?
2- Any plans to give flavor to other adventurers in the future?
1. No reason why not, they're as moddable as any other scripted content.
2. I'd really like to sort something for Robert Crispin, he got done so dirty, but otherwise not especially. Though tbh starting events like Suleyman Qutalmishoglu got would be very nice for many of them.
A few questions about Hereward the Wake and the Norman Conquest

1.) Does Hereward have his merry band of characters with him as part of his camp. The Gesta Herewardi describes a few that I hope were there. In particular I do hope that Turfrida who the gesta describes as “was already superior to the usual feminine weaknesses and regularly proved capable in every exigency which befell her celebrated husband.” who was working with Hereward when he did his exploit is his wife and soulmate. Seeing Hugo the Breton and his brother Wivhard, Winter the short but strong knight, and Wenoth and Ælfric giants of bravery and size, and the rest of his merry band of outlaws would be cool.

2.) How does the Harrying of the North work mechanically. Which pretty much was ethnic cleansing if not out right an attempt at genociding the english in the north considering that writers of the time describe as horrific slaughter. Orderic described the harrying as:

Thats just one writer and source but so many describe the slaughter and destruction. So curious how Mechanically this would be reflected.

3.) What happens if one of the claimant to the throne of England defeats William and takes the throne back for the Anglo-Saxons? In particular I am thinking of Edgar the Ætheling or the sons of Harold Godwinson?

4.) Speaking of Edgar will he be a landless claimant in the court of Malcom Canmore of Scotland?

5.) Anything for Eadric the Wild?

6.) Anything about the Silvicatici who supported Eadric and Hereward?

7.) Can you show off his unique trait?


Side note: if anyone wants to read the Gesta Herewardi. The University of Rochester has it online. :)
  1. Turfida, but that's it AFAIK. I didn't handle the implementation there, just some light bugfix, but I'd hazard a guess that it's due to others turning up after the Harrying begins (I'm woefully underread here, feel free to correct me if I'm wrong)? 1066 picks up before the Conquest, so Hereward is still bumming around Belgium at game start.
  2. A lot of control ticking up and done, a lot of province modifiers, a lot of dread gain. Genocide is always a difficult subject to broach (whether arguable or certain, intended or accidental) but we've made an attempt here — partially because we felt a bit more comfortable have English people writing and reviewing it. We haven't gone full-on into the more elaborate tales of cannibalism and infanticide, but they're implied.
  3. IIRC, that's an Anglo-Saxon win.
  4. He starts as landed in Godwin's realm in 1066, and if he's not expelled during the Conquest, has a small amount of custom content to go wandering again as an adventurer.
  5. Afraid not.
  6. Afraid not there either.
  7. :p Yes, but it's only a week, so I'm going to be cruel and make you wait. It levels up as you kill Normans.
I mean, I feel like a broken record here but.... were there any changes to reforming the Roman Empire as anyone other then the ERE? Not all of us like playing ERE while we are also interested in reforming the Empire. This has been asked countless times over the past few weeks and never gets answered that I've seen. Can we get an answer?
Nothing as far as I know. The DLC is focused on Byzantium/the Eastern Roman Empire/the remaining Roman Empire, with adventurers supporting, so content's been largely focused on one or the other.
Another great dev diary to capstone a good series of them, thank you Wokeg - and the entire team behind the diaries, and of course the dev/design work itself! I really like what you've done with the schemes and they look fun to play with. The story content for the adventurers makes it harder for me to pick who to play first, as I was originally thinking El Cid, but the Hereward content looks great.

It's a shame that adventurer agents have been cut, but I do hope you are able to revisit it at some point and tying it into contracts potentially in the future, as it'd be great for that kind of fantasy. Even though you've not added anything, would it be possible for modders to do anything with playable agents, or is it totally off the table for now?
^^ Glad you liked it! Sadly, I'm fairly sure agents being AI only is still kept in code, so I don't think it's moddable.
two things
1. is it possible to have more than 5 agents (with non-super-complext modding)
2. does arresting, banishing and exileing agents effect the schemes chance and or remove them from the scheme
1. Yes, absolutely. It can (rarely) happen in general play, even: some events give you extra agent type slots, most notably there's an upgrade for estates that gives you poisoners in murders, and the 6th+ agent just begin a new row (and so on, and so on).
2. IIRC, they're force-removed on a scheme from discovery.
 
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Really cool dev diary. I love that the dev tream is trying to rework the intrigue scheme. It was fun to murder people when I started to play CK3 but it gets boring and too easy when you played the game for long enough. This new agents sistem looks like it will make assasinations 10 times more interesting and unpredictable, really solves a lot of the issues.

I do have a couple of questions for the devs regarding its implementation and ideas

First, does the distance to your assasination target affects your success chances, as well as the position of that character, wheter if he is in a castle, or commanding an army or sourrounded by family? For example, does your target going to a war affects your chances of succes. Also, being from a different culture from the character you are trying to assasinate or speaking another language could have any effect? I remember managing to assasinate Genghis Khan where my character was in India and thinking "maybe this is feel unrealistic and too easy."

Related to this, I was wondering if the team ever thought on the idea of using the travel mechanics for assasinations schemes. Not sure wheter is duable or easy to implement technically but I think is an interesting idea to use the travel sistem to make other mechanics of diplomacy and intrigue more interesting, connecting your characters on the map with the schemes.
 
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Will agents be criminals as well now? If a murder is successful, will the agents get the secret "Orchestrated the death of" or something, since they play a bigger, more significant role now? It would be quite nice to know who were involved in the assassination of my innocent, definitely not tyrant father and hunt every last one of them, while also being completely justified. The closest thing we have to that right now is that spymaster event where he finds out that someone is an agent, but that's before the scheme is done.

Also the new art at the top of each window is absolutely beautiful! I didn't even realise how boring the old windows were beforehand! Can't wait to have all windows in the game have similar decorations!
 
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One more question related to the Norman Conquest (and also tying in to the new start date where Henry II starts off as Norman culture) - are there any plans to change things so that the Normans don’t immediately select the decision to switch to English culture (with any culture shift more in line with the Royal Court mechanics), or will this have to wait until a future England flavour pack?
 
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Does this make the player more likely to be targeted by schemes? Currently it is very rare to get any hostile schemes which feel like a threat and can ignore most of time by using the 'disrupt schemes' councillor option
 
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  1. Turfida, but that's it AFAIK. I didn't handle the implementation there, just some light bugfix, but I'd hazard a guess that it's due to others turning up after the Harrying begins (I'm woefully underread here, feel free to correct me if I'm wrong)? 1066 picks up before the Conquest, so Hereward is still bumming around Belgium at game start.
  2. A lot of control ticking up and done, a lot of province modifiers, a lot of dread gain. Genocide is always a difficult subject to broach (whether arguable or certain, intended or accidental) but we've made an attempt here — partially because we felt a bit more comfortable have English people writing and reviewing it. We haven't gone full-on into the more elaborate tales of cannibalism and infanticide, but they're implied.
  3. IIRC, that's an Anglo-Saxon win.
  4. He starts as landed in Godwin's realm in 1066, and if he's not expelled during the Conquest, has a small amount of custom content to go wandering again as an adventurer.
  5. Afraid not.
  6. Afraid not there either.
  7. :p Yes, but it's only a week, so I'm going to be cruel and make you wait. It levels up as you kill Normans.
Thanks Wokeg. :) In regards to 3. I was more wondering what does Hereward get if the Anglo-saxons get a king on the throne. Does he get land?
 
New intrigue looks fun to play with.

Sadly, it reeks of another system the player will routinely outshine the AI in.

ive worried about this since the screenshots first began trickling out, but i have to ask now how well the ai manages to keep up with the increased layers of complexity wrt schemes. like no offense lads bc i know ye are planning on addressing it eventually, but the ai struggles with really basic systems already. its a large part of why people feel the game is too easy - more complex and engaging systems are all well and good, but if the ai cant navigate them then its just another thing the player dominates at

i mean the ai cant even appoint a half-competant council. its not gonna be hard to assassinate the hre if he keeps appointing a 0 intrigue spymaster bc he doesnt know how to shuffle people around, for instance. can they really deal with any of this at all?

Does this mean the AI is more likely to scheme against the player? Might I actually die of a murder plot for once??

Does this make the player more likely to be targeted by schemes? Currently it is very rare to get any hostile schemes which feel like a threat and can ignore most of time by using the 'disrupt schemes' councillor option

I personally wouldn't count on AI murdering you more.

If I’ve got good intrigue and my spymaster likes me, you ain’t murdering me.

Yeah, I'll believe it when I see it, unless you are outright stating that Spymasters will regularly join schemes against you or if the effectiveness they bring to protecting you is heavily nerfed.

Hopefully I am wrong on all of this, and the AI starts actually using intrigue to make the game more challenging.
 
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Everything looks really good! I'm very excited to have complex murder schemes!

I do have a couple of questions that I raised in a different thread.

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I managed to nab this from the live stream the other week and it looks like only the Target's courtiers, guests, and vassals can be recruited as agents. Do your agents have to travel to the target's location to commit murder or am I misunderstanding? Also, it looks like being an agent is a scheme is a crime now? Is that true for the agents or just the player?
 
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How many schemes can happen to the same target at once? Say an emperor that just started reigning is unpopular (not preferred heir, different faith, sinful trait, and such), could we see something like 50 different murder schemes created on him on that month he started reigning?

Also, do murder schemes still retain fixed 5% minimum success chance and 95% maximum success chance like the old system? If it's still have the same 5% chance and have no cap to amount of murder schemes active then in case of the 50 murder schemes above the emperor would have died at least twice over on average even with all the help he can employ on the countermeasure.
 
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The new scheme system looks fascinating and really excited for the DLC as a whole. One thing I was hoping to clarify with landless adventurers: would players receive traits/stats from cultural traditions like Swords for Hire, Caravaneer, etc. in accordance with their description or are they barred from it for not technically being wanderers?
 
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