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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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To me, the only reason I play as a historical character is if they have a decision or achievement I want to get. Both Matilda and Robert do have special events and achievements. Which is why I’ve played as both.

What I don’t understand is why anyone would want to play as the landless historical characters if they don’t have any unique events, achievements, or decisions. It will be the same as the other landless characters. Who gets excited by 100 bland characters that will work the same as all other landless characters?
Brand Recognition.

Jokes Aside, the same reason people were psyched to play as El Cid even before they knew he'd have special content, because even if he didn't they could gallivant around the map with him and say "I did this thing as El Cid" and now "I did this thing as Nachmanides" or "I did this other thing as the historical Medici family" etc. You say you only play historical characters to get an achievement? so the rest of the time you play a custom character I'm assuming, why would you get excited by that when there are literally hundreds of other characters that will work the same as your custom character?

To sum it up: The names are cool, and the ability to play as historical characters (even with no other fluff) is an inherently attractive option.
 
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If they can do it without adding a leverage system, yeah that'd be good. I thought it might be better to teach the AI to use a leverage system well rather than hooks, gold and prestige (they don't use it well) among others and it would be easier for the player to see how much leverage a councilor has at a glance. There should be a power growth for councilors if they are good at their job, land and MAAs. If they have more power they can demand more depending on their traits and denying them would be more costly so that would make them a bigger pain to deal with. You'd have to put a check on their power before it gets out of control and that would cost something too, but better than losing your empire.

it doesn't feel like my vassals grow in power. I mean sure I see them fighting wars and gaining more land but they don't confront me as a more powerful vassal/councilor and maybe that's the problem. So they don't need a new system, they just need to feel like they have more power with bigger risks and bigger deals/demands. The more power they have they might feel like they can act with impunity.
I think that it would be *better* to teach the AI to use existing systems rather than provide them a new system purely to make up for them not being able to use existing systems well.
 
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Albeit unnecessarily limited in word count in (t)his "pop-up" about it, we now know that @Wokeg sucessfully finished the scheme rework scheme. Despite the target being a high tier feature and the scheme starting with challenging starting odds, he definitely decided to go for scheme potential in the setup. There was only a single breach (we did know that some kind of rework would come over us), but for the details secrecy was kept until now. Despite some inevitable iterative casualties on the way, the execution overall seems to have been done with a "cover all angles" approach and I can only hope that all the participating agents behind received their deserved bribes...

Or in short: I'm simply amazed by this news...I always felt the schemes in their current form were lacking, though without being clearly able to express what could be improved. Reading this DD for me was from the start to the end full of moments where I though "yes, thats exactly what we need here" :)

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

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

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.
For the scenario of AI vs. player character it has to be kept in mind that under stock rules (it can be cured by a mod, though) multiple muder schemes against the human player character at the same time are not possible because of a coded restriction here. While that of course doesn't directly hamper the progress of the one running scheme allowed, it overall decreases chances to get murdered, as a long-running, low-odd murder scheme by e.g. a wandering rival blocks any potential of more powerful opponents here. The scheme rework in best case (= the AI knowing how to use the new tools and toys and understanding all odds and ends) will make the possible single running scheme more dangerous or ending it more quickly, but unless formentioned extra protection of the human player is removed I see, despite the great rework which has happened here generally, little room that the overall chance to get murdered significantly climbs.
 
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the new scheme system looks fantastic and across the board improvement for schemes
however, will the old scheme system still be accessible for modders who have used the old mechanic for things that work better that way?

also Herewald the Wake questions

1. Who are his parents? is he english or danish? did you go with Charles Kingsly version?
2. WILL HE HAVE HIS FAIRY BEAR/POLAR BEAR SKIN CAPE?
 
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I think that it would be *better* to teach the AI to use existing systems rather than provide them a new system purely to make up for them not being able to use existing systems well.
if possible yeah, agreed, but it's been years and they can't use it any better lol. Still it doesn't change that vassals/council power growth needs to be felt more through events and actions with more risk/reward. It really doesn't matter to me if it's through existing mechanics or new ones, as long as the AI can use it well and the impact is felt by the player.
 
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Yes I agree with councillors being to unimportant and not threatening in any way. Historically in the Byzantine Empire an unlanded courtier with an important council position has a pretty good shot of usurping the emperorship if he has good palace connections which right now the game can't modell effectively.
 
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Very nice work with schemes!
 
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For the scenario of AI vs. player character it has to be kept in mind that under stock rules (it can be cured by a mod, though) multiple muder schemes against the human player character at the same time are not possible because of a coded restriction here. While that of course doesn't directly hamper the progress of the one running scheme allowed, it overall decreases chances to get murdered, as a long-running, low-odd murder scheme by e.g. a wandering rival blocks any potential of more powerful opponents here. The scheme rework in best case (= the AI knowing how to use the new tools and toys and understanding all odds and ends) will make the possible single running scheme more dangerous or ending it more quickly, but unless formentioned extra protection of the human player is removed I see, despite the great rework which has happened here generally, little room that the overall chance to get murdered significantly climbs.

I do hope they add in a game rule option to turn off this restriction - I understand why many players won't want multiple murder schemes directed at them but I'd really like the added difficulty.
 
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I do hope they add in a game rule option to turn off this restriction - I understand why many players won't want multiple murder schemes directed at them but I'd really like the added difficulty.
They just need to make a "Hard" game rule already, where the AI has all its blinders and restrictions taken off and it treats the player as another AI.

Also, there needs to be a "threat" statistic in this game like CK2 had so the AI can evaluate and prioritize taking out a player who is expanding too fast. Because this does not exist in CK3, the AI is completely blind to someone who is taking over the map.
 
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They just need to make a "Hard" game rule already, where the AI has all its blinders and restrictions taken off and it treats the player as another AI.
To treat the player as another AI, the player would have to be forced to play like an AI.
 
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To treat the player as another AI, the player would have to be forced to play like an AI.
I don't understand your post. Currently, the AI babies the player with only one murder scheme at a time. There is no aspect where the AI treats the player more harshly than it does other AI rulers. Please correct me if I am wrong, I don't think I am.

Also, I did mention the threat statistic which would hamper the player more than the AI rulers (because the AI never goes for world conquest). I think this is desperately needed to make the late game more interesting. Some mechanic like the Aggressive Expansion mechanic from EU4 but maybe tamped down in intensity.
 
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I don't understand your post.
While the specific case of "you can only be targeted by one murder plot" is straightforward and logical to remove because it's literally just a handcuff, there are probably other differences in how the AI treats the player that aren't so much handcuffs as "it literally doesn't make sense for the AI to interact that way towards the player, because it doesn't have, and can't have, enough information to know whether it's a good idea to do so".
 
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I wish schemes could partially succeed. I.E. a murder attempt fails, your cover is blown, but the target actually gets ill from the poison (gets ill trait) or is only seriously wounded by the assassin, etc. So a failed attempt could still result in the targets early death if they die from their injuries later.
 
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While the specific case of "you can only be targeted by one murder plot" is straightforward and logical to remove because it's literally just a handcuff, there are probably other differences in how the AI treats the player that aren't so much handcuffs as "it literally doesn't make sense for the AI to interact that way towards the player, because it doesn't have, and can't have, enough information to know whether it's a good idea to do so".
Could you provide any examples of these differences? As far as I can tell, the AI does not ever treat the player any harsher than other AI rulers so an equal treatment in behavior would mean a difficulty bump for the player. I keep failing to see how this is bad for the AI's situation, vs being bad for the player (which it is and I am all for it).

The only time the AI would be disadvantaged from equal treatment was if it was treating the player worse than other AI rules in the current version. I don't think this state exists at all in the game.
 
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Could you provide any examples of these differences?
Admittedly no, but...
As far as I can tell, the AI does not ever treat the player any harsher than other AI rulers so an equal treatment in behavior would mean a difficulty bump for the player.
You've misunderstood my point (which is at least partly on me).

It's not about "harsher" or "milder". It's about different.

There are situations where the AI at the very leastshould treat the player differently – not for the game to be "nice" or "mean" to the player, but because the player is not forced to respond to the AI's actions the same way another AI would.
 
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Admittedly no, but...

You've misunderstood my point (which is at least partly on me).

It's not about "harsher" or "milder". It's about different.

There are situations where the AI at the very leastshould treat the player differently – not for the game to be "nice" or "mean" to the player, but because the player is not forced to respond to the AI's actions the same way another AI would.
I am agnostic on this stance about how the AI treats you, which is why I prefer a game rule that just switches the AI to ignore any player-specific scripting/code and just use the generic AI code. You can leave the current behavior as the default of course.

What I really want is a smarter AI but it has been years and the "intelligence" of the AI has not improved much. Maybe Admin governments will have more competent AI that challenges you effectively because of the influence mechanic and unique Byzantine culture aspects.

I am hoping that the new mechanics can focus on AI competition vs the player in a way that feels "intelligent" and "challenging". For some reason, I doubt the AI will rise to the occasion.
 
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I like the way we can customise the scheme focus. If I am not playing an intrigue-oriented character I tend to avoid schemes altogether because I don't want to get caught out. With this new system I might give it a shot if II can focus on the secrecy. Bring able to shorten schemes may come in useful too, and sometimes I might just desperately need someone locked away tight without any care of how long it might take, or if I get caught.

The stories I am also looking forward to. I think they should be a staple to every bookmark -especially given we have so few start dates. Character depth is very welcome, especially now that characters and realms have effectively been decoupled.
 
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Yes I agree with councillors being to unimportant and not threatening in any way. Historically in the Byzantine Empire an unlanded courtier with an important council position has a pretty good shot of usurping the emperorship if he has good palace connections which right now the game can't modell effectively.
It should scale with the title. The councilors of a duchy should be less threatening and demanding, but a kingdom and empire title is where the power could start to go to their head. Yeah I agree with the right connections they should feel invulnerable. There is revolt power if a vassal wants independence or to take the throne they have backers. They should expand that so that councilors/vassals can make more demands (gold, buildings, MAAs, war support). and if powerful enough they start with a higher base power. Like murder plots not all backers of the demands are going to be known. Your spymaster would have to work to uncover who's backing these demands/plots.
 
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