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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.

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[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.

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[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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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."
Not especially for location I'm afraid, or at least no more than the current modifiers — gets back into the territory of becoming too easy to game if just being in command of an army gives you or your enemy a significant bonus/penalty. Culture and language do matter a bit more now because they'll affect your relations with your agents, who are individually more important. Learning a language can easily save you significant financial cost in agent recruitment, as can a cheeky sway.

I did add some agent event content for both being located very close to your target and being too far away from them, but it's just a smattering.
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.
Aggh, actually another casualty of iteration. :/ Early in development we had hopes of both adding playable agents and requiring agent travel at least some of the time, but neither proved practical for the timeframe we had.
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.
We considered this but opted against it — it makes for much more complicated secret reveals both mechanically and for the purposes of defending against them ("I have a great spymaster but Duke Geoff's an idiot and blabbed the whole murder scheme, I couldn't do anything about it, this makes murder totally unviable!"). I actually wouldn't mind seeing something like the conspirators stored on the initial murder secret itself, but again, iteration time. We had to focus pretty hard on making the new system feel good, so an amount of nice-to-have frills got cut away.
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!
I shall pass that on to the artist!
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?
It's blocked for the duration of the Harrying, but available thereafter (so still very early). Generally it's in a bit of a wonky state, because CK doesn't represent a separate ruling class culture above the local culture very well, especially for long periods of time. I don't think we're happy with the current situation either, so I'd expect future tinkering in future patches'n'DLCs.
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.

View attachment 1188863

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?
:eyes: I think that's just a game concept we missed, from the looks of things. Agents do not have to travel to the target's location (it was a nice to have but we didn't get to it), and you've always been able to rightfully imprison agents.
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.
AFAIK, there is no limit there. The AI should be a little more scheme-happy but they're not likely to spam murders without good cause.

:p Per the DD, there is not a 5% minimum success any longer, you can go under 0%. This is generally and especially true when targeting high-ranked rulers, like kings and emperors. It's possible to murder them fast if you're an adroit schemer, but you'll need to work for it. Most schemes retain a max of 95% success chance, though contract schemes are allowed to get up to 100% after heavy play-testing and a lot of complaints about the random roll nature of ending a contract with a scheme. Folks just didn't like the odd nat-1s they'd get.
Why a word count? Longer is better. More info is good.
^^' So uhhh, Landless Adventurers Part 1 broke the forum when we posted it. Twice. We blew past the word limit we support, had to disengage the warning on that, then hit a technical limit in what the site can even handle that we didn't know was there.

And I'd do it again.
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?
Barred, I'm afraid. :) Adventurers have plenty of other bonuses available through the camp, they don't really need the extra buffs there.




Aaaaaaand that's me done for this week, I'm afraid, folks. Back to the change log mines for me, thence onwards to bug fixing once more!
 
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"A little more scheme happy" is nice to hear, but I think a few of us would love to know what "a little more" means here!

Obviously very excited for this DLC too : )
 
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The Schemes rework looks promising. All the justifications given for the design seem sensible, though I will reserve judgement until I see how it works in practice. It appears that this feature depends heavily on getting numbers that work well for both players and the AI, so I hope you have had enough time to iterate on them. We all remember the eras when AIs were constantly castrating or committing adultery with one another, so I don't envy you and QA trying to get the balance right.

I would like to add my voice to the chorus asking for a wider variety of Schemes. There's already a Theft Scheme mod, which seems the sort of thing that nefarious characters (especially Landless Adventurers) might engage in. But I also think there should be more potential for non-criminal Schemes of the kind that RTP will add for Admin Empires. I thought this as soon as CK2 introduced Plots, and CK3 has already given us a few (e.g. Learn Language). I hope that you always have Schemes close to your mind as you consider how to model various real-world behaviours in future patch/DLC cycles. A Trade DLC might allow a Scheme to sponsor a trading voyage (someone to build the boat, someone to captain it, someone to buy goods at home, and someone to handle negotiations at the destination). A Religion DLC might allow a Scheme to found a monastery (you need someone to build it, someone willing to become abbot/abbess, and a bishop to consecrate it),manouvre a particular person into becoming your Realm Priest/Court Chaplain, or gather a group of fellow-believers to pray/mediate/study/dance together for a mutual increase in Piety. Or to go back to Hostile Schemes, you might be able to get a few learned bishops/imams/abbots together with some travelling gossips in order to rebrand your enemy as a heretic. We don't need a new Resource for everything; often a Scheme will do the job well.
Wokeg, while we have your attention and given the new story content for Hereward, I wonder if the team had had chance yet to update the name of the barony of Arun, not too far from the heart of William I’s invasion…On the basis that other holdings are named after the relevant settlements, the barony of Arun in England should be renamed barony of Arundel. The Arun is the name given today to the river that runs through the town, which was actually usually known as the Arundel river (after the town) in Medieval times. Arundel is the name of the town itself as well as the castle, famous for its role in the opening stages of the war between King Stephen and Matilda.

Sources included at the link below:

https://forum.paradoxplaza.com/foru...-should-instead-be-barony-of-arundel.1586880/
This is the kind of well-sourced suggestion that the PDS ask for, so I really hope that this gets implemented.
 
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Aggh, actually another casualty of iteration. :/ Early in development we had hopes of both adding playable agents and requiring agent travel at least some of the time, but neither proved practical for the timeframe we had.
I completely understand you can't do everything in the time allocated. I would be prepared to wait longer for a dlc if it would make it completer, but I also understand you need revenue coming in.

Where I have a problem is that Paradox rarely comes back to a previous dlc to improve it. An example is Friends and Foes. The feud mechanic was a great idea but the execution lackluster. Because Paradox gave it a shot, the feud idea is now basically dead. I would pay for FF. 02 if you decided to make it. Reworking something that exists often gives a much better result than when you start from scratch. A lot of potential just stays potential and time is spent on newer stuff.
 
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^^' So uhhh, Landless Adventurers Part 1 broke the forum when we posted it. Twice. We blew past the word limit we support, had to disengage the warning on that, then hit a technical limit in what the site can even handle that we didn't know was there.

And I'd do it again.
The poor team maintaining the forum software were basically screaming like Navigators in the Warp when they realized what we were doing
 
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When murder scenes trigger, are there any active chances of fighting back?

I'd really like a window similar to engaging in a duel 2v6 (with the help of my bodyguard), drinking poisoned wine and throwing myself out of the window -- risking to become severely injured, maimed or even incapable. Just, some way of putting up a last struggle with a small chance to survive. Would really add to the experience of fighting for my life and the anger/stress of feeling myself dying, as opposed to just getting the message "You have been murdered".
 
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While this is still very cool, I'm saddened to see nothing specifically mentioned for Eadgar Aetheling, the rightful king of England in 1066.
Wokeg said this:
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.

That said it depends on when in 1066 you are calling him the rightful king. The Witan chose Harold in January so he is the rightful king at the start in 1066. After his death at the Battle of Hastings, the witan then chose Edgar to be king. That is when he was the rightful king of England.

Later on he actually would advise Robert Curthose in the power struggle between Robert Curthose and William Rufus.
 
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Will there be stories/events for Master Georgi the Kavkhan kindered (Georgi Voiteh) in 1066 and for the Asen Brothers in 1178? Both are very relevant to Byzantium, especially the Asen Brothers.
 
I'd love to see Haesten have an event at the start where you can chose to stay as the count of Montague, go down your historical path and stay as a landless raider. Or become a landless raider and do whatever you want. It would also be cool to see the new historical path have a bunch of unique content and a unique story. He is after all, by far the most popular character in the game.
 
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How will Alexios Komnenos be handled in this DLC? One thing that usually happens in my games is that since Alexios is the house head but his father is still alive and not in line to inherit the house head, his father usually creates a cadet branch. The biggest issue here is that all his children becomes part of this cadet branch and Alexios aunt becomes the sole member of house Komnenos and the house dies with her. Can this be looked at?
 
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Are there any changes to the secret? Now I basically can’t protect my secrets. I can only pray that others don’t come looking for my secrets.
 
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Aggh, actually another casualty of iteration. :/ Early in development we had hopes of both adding playable agents and requiring agent travel at least some of the time, but neither proved practical for the timeframe we had.
I completely understand you can't do everything in the time allocated. I would be prepared to wait longer for a dlc if it would make it completer, but I also understand you need revenue coming in.

Where I have a problem is that Paradox rarely comes back to a previous dlc to improve it. An example is Friends and Foes. The feud mechanic was a great idea but the execution lackluster. Because Paradox gave it a shot, the feud idea is now basically dead. I would pay for FF. 02 if you decided to make it. Reworking something that exists often gives a much better result than when you start from scratch. A lot of potential just stays potential and time is spent on newer stuff.
I suscribe to your comment completely. I feel like some DLCs are be really promising but they are in need for an improvement to be really impactfull. The feud mechanic as you said, also the travelling sistem should be used somewhere else (at least it will be used on the adventures now). Stuff like the Royal Court having no connections with other DLCs, or travels not giving you extra options to fight plagues.

I know that others have said this already and maybe Paradox will consider it at some point but I believe CK3 looks in need of a Custodian teams to introduce new functions to older dlcs and smaller options so developers can flesh out ideas that were not as ambitious as planned.

Regarding limitations of time development , I wonder if wouldn,t be any better to add some of this features later? Maybe the team needs to have this done on time of launch of Roads to Power, and I see why putting everything interesting in the update, (as many free features in top of paid dlc) but if means to leave important key mechanics less flesh out, I just wonder if they should just add this later or leave the rework for another time. Of all the features they added since launch, travel is easily the one that has the most potential and can be used for things like nomads. Watching the connection bewteen the map and the characters is one of the most interesting things of any Paradox game in a while and its a shame not to design many features around it. Also, maybe taking into acount the position of the assasination target (chance affected by distance, the knowledge of the terrain or cultural features of the assasination target) would be another way to improve.

Again, I like the improvements and I am as happy as I can be around reworking a basic mechanic (assasinations are going to be hella a lot more interesting now) but if the team manages to pull off connecting travels with the intrigue sistems it would really really make very confident in the team,s vision. Sometimes I think about buying another DLC and but also feels like I just want more reworks for basic mechanics and thats why I am hopeful on an intrigue rework being a really good idea.
 
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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.
Small thing, but the spelling used on the starting map screen does not match the spelling used on the achievement:
on map.png
on achievement.png

Also, I just noticed that should be an 's in the achievement's description
 
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