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Kvesir

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Jul 1, 2014
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Given the thread about how this game is broken and @PDX-Trinexx 's reply there I decided it might be useful to open a new thread for various more specific suggestions that people might have. If CK3's devs had a "custodians team" that took a significant amount of time and effort to revisit, fix, change, and rebalance core parts of the game, what would we (the veteran CK3 players who want to keep returning to it) like them to do?

Hopefully if we redirect actual suggestions here from the original thread and keep the non-constructive complaints there it would be useful for the devs and they'll do something about it.

I'll start, and I apologize beforehand for the wall of text.
Even if you disagree with some of what I'll say please add your own input.


The AI
As many have said, the AI needs improvement, and not the kind of improvement that just gives it flat buffs. Since the AI plays the game against the player it should know how to play it.
The AI hardly ever builds new MAA and appropriate buildings. Money unspent = wasted potential. The AI currently seems to be weighted towards saving up a large treasury and then spending it on mercs when a war starts (or on activities otherwise), and that is much less effective than buying new MAA and buildings in the first place.
I understand that the way each character spends their gold is decided by their traits, which determines their "Economical Archetype", but the decisions they make are currently very bad by any standard, resulting in it being too easy for the player to grow and win wars. The AI should always be weighted towards optimal decisions to some degree, and not just make random bad decisions whenever it accumulated enough gold.
Demonstration from a fresh game:
1745063601405.jpeg

Here I played in Ireland and switched to the Kaiser of the HRE once he started a war to demonstrate the incompetence of the AI. The Kaiser chose to spend 550 gold on a mercenary company of 400 pikemen while not building any MAA since the start of the game. His enemy is the duke of Veletia, a tribal who has a smaller army overall, 0 cavalry and mostly relies on skirmishers - while the Kaiser has heavy infantry. The Kaiser would have been better off keeping his money or investing in an income-generating building to offset the extremely expensive maintenance cost of his army. He also did not appoint any accolades, nor did he appoint a Master of the Horse (for extra knights and knight effectiveness) but at least he stationed his MAA regiments and switched his marshal to the task that increases knight effectiveness.
  • The decision of when to spend its money should derive from the number of years it would be able to keep its army raised - especially if it plans on starting a war. The Kaiser shouldn't declare a war if his treasury after hiring the mercs only lasts him for 1 year. In all likelihood the AI calculated that the treasury would be sufficient before hiring the mercs, hiring them was a mistake.
  • The AI should evaluate strength primarly using the strength of MAA, and take counters into account. Basically each unit's weight should stem from the regiments' actual modified stats, and modified by whatever the enemy (or future enemy) has. The evaluation currently gives levies too much weight, resulting in the AI consistently losing to the player's superior MAA.
  • When the AI chooses to build a new MAA regiment it should be considering how good that MAA is given all the buffs that apply on it, including buffs that would apply after stationing it, and also the counters that its future enemies have (if it plans on having a future enemy).
  • Obviously during a war the AI should also consider strength evaluation and MAA counters when choosing to hire a merc company.
  • When the AI chooses to build a new building, it should focus on tax-generating buildings if its income is too low to support its raised army for too long, and otherwise on buildings that boost the MAA that it actually has.
So if I have a lot of spearmen an AI that plans to attack me should be weighted towards getting heavy infantry, and if the AI has a lot of heavy infantry it should be weighted towards improving it by building appropriate buildings, choosing appropriate accolades, wearing appropriate artifacts, etc. This is simply how this game is played so the AI must know this, especially in the long term decisions like buildings. Just like how in EU4 a country that does a lot of trade is weighted towards taking trade ideas.


Modifiers
There are some additive modifiers that have too many sources. Sometimes it does not take a lot of active effort to stack them to the point they overwhelm any sense of balance and challenge in the game, and it can happen without even noticing. If a modifier can get stacked without deliberate planning then it has no strategy, which is pretty bad in a strategy game.
Let's look at some of the worst offenders:

Number of knights + knight effectiveness:
whenever these two modifers are sufficiently stacked you get space marines that can win any battle. One can understand their strength from the CK3 wiki:
1745066813194.png


While medieval space marines can be fun, the issue lies in how easy it is to obtain these modifiers. Let us look at the knight situation of two random tribes from the same game above:
1745067234652-jpeg.1283173

1745067297137.jpeg

The duke of Samogitia has 71% more knight effectiveness than his almost identical neighbor, the duke of Prussia, thanks to one trait - Chivalric Dominance. The poor lad pays for a Master of the Horse to deliver a knight effectiveness bonus of 8%, as if that's going to help.
Many rulers around them have only 110%, by the way.

And I wish the 75% from that one trait was the only broken source of knight effectiveness - we have buildings that increase it by 25% every upgrade, a cultural tradition that increases it by 100%, a type of accolade that give 40%/80%, up to 15% from each artifact, and various modifiers from a billion other sources.

The situation with number of knights is similar:
1745068100257.jpeg

This is the number of knights of William the Conqueror after his conquest of England. +4 from a perk, +4 from martial, +3 from master of the horse are some very strong and very accessible modifiers
  • Most of the knight modifiers that currently exist should instead become modifiers that improve the effectiveness of marshal tasks. This way they would still be considered powerful even if they are turned into much smaller bonuses - since the marshal can do other stuff beside improving knight effectiveness. Otherwise they should all be lowered to the same kind of scale. 200% knight effectiveness should be the result of some very deliberate end-game stacking that required a long time to pull off - normally you should have between 100% and 140%.
  • Martial should not increase the number of knights, nor should a perk and neither should the master of the horse. +4 is few for England but a lot for Nottinghamshire, so the number of knights one has should be pretty static. You want more knights? Build an academy.
  • The Only The Strong tradition is way too strong and should have a bigger drawback.

Prowess (and other stats):
As we've seen before, each point of prowess grants a knight 100 damage and 10 toughness. A knight with 20 prowess deals 2000 damage before modifiers, which is as much as 200 levies. That's fine. The issue is that most sources of prowess, just like many other modifiers, are all over the place. You do not deliberately train to build up your prowess, you just happen to have a lot of it. The result is that late enough into the game you are guaranteed ridiculously high stats due to being aware of their sources.

Let's look at the prowess of William the Conqueror:
1745071579569.jpeg

William is, of course, an exceptionally powerful individual. But what did he do to acquire such power?
Well, he took two perks in the Gallant perk tree for +8 and he bought a mace for 100 gold for +6. He also got +2 from his culture, +2 from his house and +4 from his actual personality.
Those are, of course, rookie numbers, as any player knows that with enough time and gold one can become ironman (the superhero) through artifacts alone.
There is a rather simple solution to the stacking of prowess:
  • Make the primary sources of prowess be the Blademaster trait and the prowess education trait set. Those traits are currently criminally underused. They should give a LOT more prowess, be experience-based and be hooked up to the train commanders marshal task, to duels, to fighting in battles, to anything relevant. Most current sources of prowess should only give experience bonus and thus improvement would require actual effort, investment or risk.
  • It makes sense that artifacts give prowess but lower that amount a bit.
  • The same philosophy as above would really improve how the other stats are handled as well. ALL education traits should be experience-based and many of the current personality traits should give an experience bonus to them instead. We would be able to level them up through various proactive means like activities. Make us work for our high-stat characters instead of just lucking out on traits.
  • Genetic traits are overpowered.

Opinion modifiers (and relationships):
Waaaaaay too many of them, and once again they're all over the place. A character's opinion of you is a sum of 10 to 30 different modifiers and that, put simply, is a bad system. When you rule over 10 vassals and each of them has 10 reasons for being mad at you you aren't even going to open the opinion tooltip, you're just going to throw a feast to get that +50 - or give them some gold - and forget about them. Any kind of big opinion bonus that you can get is just a bandaid solution to the very real problem of this being a non egaging system. And just like the other modifiers above, opinion tends to get stacked in the late game and you get lots of vassals with +100 opinion of you even if you murdered their whole family.

1745079971685.jpeg

Prince Imrahil sure does love Aragorn. In fact, he loves him so much I'm pretty sure he still would even if Aragorn killed his mother and slept with his wife.
And have no doubt: it absolutely does happen in vanilla playthroughs.


The worst and most meaningless thing about these huge lists of opinion modifiers is the relationships. Being a friend with someone grants you +60 opinion with them, which is just slightly better than getting properly drunk with them in a good feast and about as good as giving them a title. The way you acquire friends and rivals also seems to be pretty random and depends entirely on events, unless you happen to have access to the befriend scheme.

To prove the point of this rant and understand how better the opinion and relationship system could be and how important it is that it improves (this game is all about characters and their relationships, after all) I'd like to compare it to a different PDX game, which used to have the same system but changed it into something better - Stellaris.
In Stellaris relations between empires range between 1500 to -1500 and are the sum of the opinions of both sides towards eachother. General opinion modifiers like having the same traits are worth roughly as much as they do in CK3, but you also have the option to improve - or harm - opinion.
Opinion has tiers: -1500 to -750 is terrible relations, -750 to -300 is tense relations, -300 to 300 is neutral relations, 300 to 750 is positive relations and 750 to 1500 is excellent relations. The tier of relations, as well as other circumstances, determine the AI's attitude towards another empire. An empire's attitude towards another is the main thing that determines what kind of diplomacy they'd be willing to do, and there are like 30 of them.
The reason this system is better is that it is able to simulate the building of a relationship in a continuous manner, and it is able to tell you with a single word what your relationship actually is. It is extremely clear to understand your relationships with everyone in Stellaris and it is impossible to give someone a gift to bump their opinion of you to the point of a true friend (well, maybe if you give them a lot of gifts).
1745078072856.jpeg

You don't even have to open the tooltip to understand their opinion of us, one word is sufficient: suspicious. The way this system works enables relationships to be shown in a compelling manner.

Fundamentally such a system carries the same amount of information the current system does, so it is not like implementing it in CK3 - which has way more characters than Stellaris does empires - will hurt performance.
Here is how this can be applied to CK3:
  • Relations would range between -1500 to 1500 with five tiers, and be the sum of both sides' opinions, just like in Stellaris. This way opinion modifier stacking - which happens way too often - would simply cease to be an issue. Double-sided opinion boosts such as alliances or dynasty would become worth twice as much.
  • Some of the actions that currently give temporary opinion modifiers would become an equivalent of "improve relations". Not all, only ones that are clearly more personal and friendship-building, such as sway, being in activities together, and being pleased from various events. Thus my relationship with people wouldn't just jump by "+50", it would grow towards friendship as a result of our actions.
  • Friendship and rivalry would be the result of being in the high or low tier of relations respectively, in addition to actually becoming a friend via event. Same for best friend and nemesis. No more randomly befriending people without realizing it. You would also break up with your lover or soulmate if your relationship reaches a tier that's too low.
  • Friend, rival, best friend, nemesis, lover, ward, guardian, mentor, student, soulmate, intimidated, terrified, obedient, and much more would all be a character's attitude towards another. A character would always have an attitude towards us - even "neutral". In fact it would help to have a bunch of neutral attitudes, as most of your vassals and the rest of the world would be various shades of neutral. Those attitudes would be more important than opinion in diplomacy.
  • In particular, having a positive attitude should be required to get enough acceptance for a good marriage, because right now getting high value alliances through marriage is way too easy. Alliances should be the result of cultivating a relationship.
  • All attitudes would have their own icons displayed on a character's portrait, like friends and rivals currently do.
  • Events that do things like create a new friendship or rivalry would have the natural effect of immediately switching the attitude and a big opinion change.
  • Hostile actions such as murder or vassal revocations should lower opinion much lower, so that they could completely sour relations.
  • The trust system, where being allies and honoring deal builds up trust which aids in diplomacy deals acceptance, is also a good system to replicate.
  • Some of the general opinion modifiers currently in game, in particular the ones from diplomacy and fame, should become something else - opinion improvement speed, trust growth speed, whatever. There's just too many modifiers and they drown out the opinion maluses that are supposed to be important.
1745080761955.jpeg

I could have seduced Sauron if the mod devs didn't disable it.

More difficulty for higher titles
In RPGs leveling up does not make the game easier. You get more power, but so do your enemies. The game knows to continue giving you challenges appropriate to your level. In CK3, however, rising to a higher rank absolutely makes the game easier, because you get more troops, gold and prestige but the challenges around you stay the same. As for the challenges inside your now larger realm, well, the factions don't do anything most of the time.
As long as you remain stronger than your hater vassals you can continue growing and snowballing.
To demonstrate the issue, let's look at the factions that the HRE has a few years after the beginning of the game, to see whether playing as the emperor is any challenge:
1745082173505.jpeg

I would even go so far to say that CK3 doesn't have a factions system. It merely has a revolts system.

Another issue is the inflation of resources. Here we can see a very modest inflation of piety of prestige, that happens in most successful playthroughs where one stays emperor-rank:
1745081195251.png

The gold income can also be ten times as large.

I propose to hit two birds with one stone by once again looking at how Stellaris implemented factions - for the last time, I swear.

The Stellaris faction system isn't that good for Stellaris itself, in my opinion, but it holds a good principle around which the CK3 factions system could be overhauled.
The factions in Stellaris are a representation of your pops in accordance with their values. Supposedly, your pops join factions according to their ethics, making the respective factions stronger. The factions all have an approval rating which is determined by the laws and actions of your empire - different factions want different things according to their values. The reward for pleasing a faction is more unity, based on how strong that faction is.

Now imagine if CK3's factions system wasn't a rebellions system directly imported from CK2, but rather actually represented what your vassals were thinking about your rule. If only the game categorized each vassal in accordance with their values and expectations.... Oh wait! It does:
1745083691602.png

The vassal stances could be the basis of a much better factions system.

In a well-balanced faction system, the larger the realm gets the more factions there are and the harder it is to please everyone.
  • Vassals would have to choose a faction or suffer a prestige malus (due to not taking parts in the affairs of their realm).
  • There will be different factions for different vassal stances, but several ones for the same stance might exist for different kingdoms, or different cultures or religions or something.
  • Each faction will have an approval which will change based on the actions of the liege. Particularly high approval would make a faction loyal and particularly low approval would make it disloyal, and that would have an impact on the relations between the vassals in it and the liege.
  • Each faction would expect different things, in accordance with their vassal stance and maybe other variables, like culture values, depending on how these factions are actually defined.
  • There might be various generic ways to raise faction approval temporarily by spending gold, prestige or piety, thereby providing a "vent" for resource inflation to keep the realm stable.
  • Factions should be able to split - if a faction becomes disloyal but it includes loyal members the loyalists should be able to quit and form their own faction. Same for the other way around.
  • Disloyal factions would be able to choose a cause for rebellion - which would work the same way the factions currently do. Other factions will be able to join the same cause, and if there is enough strength behind a cause they would all rebel. Members of loyalist factions will always side with the liege and neutrals will get the event that allows them to pick a side.
  • Bonus points if the factions can fight eachother for some reason, and vote together in elections.
An external way of limiting snowballing could be useful as well. Maybe the confederations that are introduced in the new DLC will be a form of local defensive pacts and slow down snowballers.
 

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I agree with most of what you suggested to a point. I definitely don't want to go too far in the opposite direction of having the AI always play optimally because that will force players to always play optimally themselves and just be boring and frustrating. One thing I wholeheartedly disagree with though is the idea that defense pacts were ever a good gameplay mechanic. They were there purely as speed bumps for the player, and with no meaningful way to get rid of them other than waiting for them to go away (boring, frustrating) or ignoring them because you were so powerful you could fight off the whole world (also boring and frustrating because that takes forever, it also makes pacts useless) it just ends up being a way to punish players for success, which games shouldn't do. Which brings me to this:

In RPGs leveling up does not make the game easier.

This is just blatantly wrong. Leveling up absolutely makes the game easier. If you go into a late game area as a level 1, you get destroyed. If you go as a level 50, you don't. What you're talking about is level scaling, which is pretty reviled by a lot of RPG players. CK3 doesn't work like that kind of RPG anyway, so it's a bad comparison to make. Success shouldn't be punished. The game should be easier as an emperor than it is as a count, to a degree (or at least the difficulty should shift to different aspects of realm management) But the journey from count to emperor should be much harder than it currently is. I really like your ideas for opinions and factions, and to add onto that I think something like going from count to duke should create problems with your fellow vassals unless you're appointed by the king/emperor (and even then ambitious and treacherous vassals shouldn't like that you're improving your own station). I think if you suddenly form a dukedom after conquering several of your fellow counts your king should have some opinions about that. There should also be some penalties for being a disloyal vassal and enticements for staying loyal. Make court appointments matter, give them some fun mechanics for players to interact with instead of just flat modifiers. I think, in general, enticements for staying at your current "level" are better than punishments for "leveling up". And making playing as a vassal fun and unique would go a long way towards giving players something to do other than speedrunning to Emperor and conquering the world.
 
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I agree with most of what you suggested to a point. I definitely don't want to go too far in the opposite direction of having the AI always play optimally because that will force players to always play optimally themselves and just be boring and frustrating. One thing I wholeheartedly disagree with though is the idea that defense pacts were ever a good gameplay mechanic. They were there purely as speed bumps for the player, and with no meaningful way to get rid of them other than waiting for them to go away (boring, frustrating) or ignoring them because you were so powerful you could fight off the whole world (also boring and frustrating because that takes forever, it also makes pacts useless) it just ends up being a way to punish players for success, which games shouldn't do. Which brings me to this:
Defensive pacts could be beat by marrying family and forming non aggression pacts to remove key players.
This is just blatantly wrong. Leveling up absolutely makes the game easier. If you go into a late game area as a level 1, you get destroyed. If you go as a level 50, you don't. What you're talking about is level scaling, which is pretty reviled by a lot of RPG players. CK3 doesn't work like that kind of RPG anyway, so it's a bad comparison to make. Success shouldn't be punished. The game should be easier as an emperor than it is as a count, to a degree (or at least the difficulty should shift to different aspects of realm management) But the journey from count to emperor should be much harder than it currently is. I really like your ideas for opinions and factions, and to add onto that I think something like going from count to duke should create problems with your fellow vassals unless you're appointed by the king/emperor (and even then ambitious and treacherous vassals shouldn't like that you're improving your own station). I think if you suddenly form a dukedom after conquering several of your fellow counts your king should have some opinions about that. There should also be some penalties for being a disloyal vassal and enticements for staying loyal. Make court appointments matter, give them some fun mechanics for players to interact with instead of just flat modifiers. I think, in general, enticements for staying at your current "level" are better than punishments for "leveling up". And making playing as a vassal fun and unique would go a long way towards giving players something to do other than speedrunning to Emperor and conquering the wworld.
Court positions definitely should be more important
 
As many have said, the AI needs improvement, and not the kind of improvement that just gives it flat buffs. Since the AI plays the game against the player it should know how to play it.
Ideally, this is how it should be — with perhaps a few minor flat buffs. The AI, at the very least from the duke level upward, should have a reasonable ability to actually play the game. And I'm not talking about lobotomizing counts (though perhaps counts could be encouraged to prioritize creating duchies if they have the option, by giving that decision extra weight). What I mean is that for the sake of performance optimization, it makes sense to limit any major improvements in AI behavior (if such improvements are even coming) to dukes and above. However, I also believe that difficulty doesn't need to come only from AI improvements — after all, the AI still needs to play a role in the world, not just win wars or pursue hyper-efficient economic development.

Both the economy and the military system need an overhaul — and here we can discuss the scale of that overhaul. My impression is this: we've already seen the developers implement a sort of game within the game with adventurers, so unless I'm being overly optimistic, it's possible the devs want to completely scrap the current military/economic system and rebuild it from the ground up. That could explain why we haven’t seen incremental tweaks — because they may already have plans for a comprehensive rework (not just tweaking numbers). That’s the optimistic take — I’m just putting it out there, but let’s not build our hopes around it.

Now let’s look at the pessimistic (or, as others might say, realistic) view: the devs aren’t planning any deep military and economy overhaul. So, I’ll try to phrase all my suggestions as the least labor-intensive possible — at least from my perspective.

The most obvious change: something has to be done about MAA and the stacking of bonuses for them. In my opinion, MAA bonuses should be removed entirely and replaced with something different. For example, you could choose to pay double maintenance for a regiment, and over time it would gain scaling bonuses, up to +50%. Buildings like barracks should then increase the maximum size of a regiment (or even allow creating new regiments of that type), rather than simply giving percent buffs.

This system would be better than the current one because instead of a one-time investment for permanent stat boosts (via buildings), the player would get more MAA — but at the cost of ongoing gold upkeep. If I’m not overlooking anything, this approach would increase the monetary cost of maintaining the same military power. We could brainstorm even more changes, but the core idea is: the ability to stack MAA bonuses so heavily needs to go.

The next mechanic that needs serious rethinking is counters. Ironically, the way counters work right now encourages spamming a single unit type as the most effective strategy. And honestly, after thinking about it — I don’t even know how to fix it. Counters feel arcade-like and disconnected from any sort of realism, to the point that I think they should just be removed and replaced with something else entirely. But that would mean creating a completely new system. Something like battle formations, unlocked by having diverse unit compositions? Flanking systems? Or even a proper battle map? All of that would overhaul the primitive system we currently have and require totally new mechanics from the devs.

As it stands, unique MAA from different cultures completely break any attempt at a coherent counter system. So much so that I honestly think it would be better to just ignore it — or scrap it outright — because I don’t see a way to fix this without reworking the whole military system. I don’t know how to solve the problem of "single-unit-type maximization" without either redoing everything or adding some clunky workaround, like diminishing returns on repeating the same unit type. And to be clear, the goal isn’t just to force army diversity for its own sake, but to make compositions more historically plausible. I’m oversimplifying, but for example, nomads often did fight using mostly one unit type.

What else could we change in the military system without designing whole new mechanics? Here's an idea: merge knights and accolades, and turn knights into captains — they wouldn’t deal damage directly, but instead grant bonuses to their army based on their traits and how many are present. Yes, this would somewhat devalue the prowess stat — it would mostly be used for events, duels, and tournaments. But I don’t think that’s a huge problem.

Now, here’s a concept that just came to me while writing: maybe we could merge the counter system with the advantage system. Say, for example, that if your commander is skilled enough, he has a chance to "convert" his unit counters into advantage — like using your pikemen effectively against enemy heavy cavalry to gain +10 advantage. That way, you have a rough abstraction of your commander making smart tactical choices.
Pros: this makes counters feel more grounded and realistic.
Caveats: it puts even more emphasis on the commander’s traits and skill, which may or may not be a good thing. Personally, I think that’s totally fine and historically accurate (and maybe knights/captains could even play into this system).
Cons: it would require careful balance tuning, as it could make battles feel too random — which players might find frustrating.

Next topic: logistics. Honestly, it deserves its own separate system. Right now, logistics are so simplified that they basically don’t exist. So either overhaul them properly or just leave them in their current sorry state. This also touches on naval mechanics — which are also practically non-existent. Logistics and fleets both deserve dedicated systems.

At the beginning I mentioned the economy. We probably need to wait until 2026 when they add trade. I sincerely hope that trade brings with it a broader economic rework. This is, of course, a long-term expectation — but there’s also a more immediate issue that could be addressed with minimal effort. Right now, different activities scale off your income — and that can be immersion-breaking. Like when I’m asked to pay several counties’ worth of gold just to clean up a mess my cat made. This kind of thing should be adjusted — events of this kind should be distributed based on your current income. In other words, after a certain income threshold, you should simply stop receiving these events altogether or start receiving a modified version of them. To be fair, in my last two campaigns I didn’t find it particularly annoying anymore. Maybe they've already softened the impact to some extent.

So, those are some of my surface-level suggestions on how the military system could be improved without tearing it all down and starting from scratch.
 
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I think at this stage the Devs are not making improvements on the difficulty not because they don't know how but rather because they simply don't want to.

I fear OP just wasted a good 30 min of their life.
 
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I think at this stage the Devs are not making improvements on the difficulty not because they don't know how but rather because they simply don't want to.

I fear OP just wasted a good 30 min of their life.
Well, anyone who puts that much effort into a suggestion post gets a like from me.

I'm of the extremely unpopular opinion that the entire combat system needs to be scrapped.

I can feel the red 'x's flowing in for saying that, but if we had Ck2's combat system back, I wouldn't even complain at this point. [Burn the heretic!] (With a few of the improvements they have made. like fortified holdings defaulting to defense, so that you aren't having to attack into the mountains of your own territory when you have a defensive garrison there).

At least the human and the AI had an equal chance. Battles could take an unexpected turn as a flank suddenly collapsed.

I don't, and never did care for the dice-roll system, and thought it was a step backwards. If you have 30-advantage, does anyone care if the 'battle roll' is +4 or -3 day-to-day? It has practically no impact. You're fighting against an AI general that might have 20 martial if he's lucky. And his troops aren't properly buffed. And his knights suck. The AI is basically doomed and the dice-roll is meaningless. They came up with a new system that has been rendered obsolete by the various updates and desperate attempts to improve it. And every attempt to flesh out this overly-simplified combat system, has only served to make it a breeze for the player while the AI flounders about helplessly. Might as well go back to the old 3-flank system, with multiple commanders who have a 'chance' to make great tactical 'choices' but nothing is 100% guaranteed like it is now (but make it waaaaaay more intuitive so that new players aren't like, "WTF just happened?" as they see their army get cut in half)

EDIT: I never thought I'd be defending RNG, but given the state of things . . .
 
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I'm of the extremely unpopular opinion that the entire combat system needs to be scrapped.

I didn't realise it was unpopular. The combat and war system is just.....so bad.

Honestly I would make the argument that the war and combat system should be more in line with the general character focus of the game. At the moment, and especially with activities, war is either something that gets in way of other parts of the game, or the other way around.

I would suggest war becomes something more background that you interact with as a character, rather than something you control. It would limit a lot of inherent gaming of the system. Instead wars would be won by how well you prepared, and how effective your generals are....unless:

You join the war yourself. Instead of juggling multiple armies, if you join the war on the front line that would become an activity in itself, where individual battles are more involved, as you engage or the tactics of that battle and that army. The gameplay becomes more directed at keeping that army going, and winning.

I think this would help significantly and would be more in line with the character focus of the game. And also do wonders for improving vassal play, and balance.



As an aside. I think the other aspects of difficulty come down to stability.
There a lot of issues that spur out of this, but snowballing is what it comes down to. And playing as a vassal isn't very fun because of how unstable realms are. And interacting with vassals feels pointless because of how unstable realms are.

I think this could be helped with two things:
1) territory should be much harder to take.
2) realms should be much more stable within their denture borders and much more stable outside of them.

For point one. I think this should come ina few forms, namely bit conquests should be much more limited, and stalemates should be much more common. In many cases wars might just be to reinforce a claim. With my aforementioned changes to war, it wouldn't feel like a chore to declare whack a mole on someone over something small..

For the second point, this would mostly manifest in more generally stable bodies. Such that they retain character. This would lead to periods of consolidation, then expansion and retraction. Once a kingdom is established, it becomes far more stable as an entity. And although it might expand at times, it's denture territory is likely to remain the same. Vassals and various realms are constantly fighting various ears of conquest or tyranny or whatever. Faction allegiance feels very arbitrary, and it should be far more common for peripheral non de jure territories to break way, but doesn't result into the total collapse of the realm.
 
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Maybe some opinion maluses should be a malus to *maximum* opinion.
 
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When the AI chooses to build a new MAA regiment it should be considering how good that MAA is given all the buffs that apply on it, including buffs that would apply after stationing it,
YES! Finally someone else said it.
But also considering countering is a fools errand because it's a bad system rn and it might as well not be there
Martial should not increase the number of knights, nor should a perk and neither should the master of the horse. +4 is few for England but a lot for Nottinghamshire, so the number of knights one has should be pretty static
Funny but they changed that literally last update. It WAS tied to title tier a lot more, but now it's mostly martial and horse master, idk how i feel about that
More difficulty for higher titles
And this is prob the most reasonable thing we can be asking for. People always deflect any difficulty suggestions through saying "but think of the new players they struggle enough already" , which i dont agree with, but even then, lategame challenges is something paradox could absolutely do without disrupting gameplay for new players.

And for opinion..... Euh, idk how i feel about -1500 to +1500, but bumping it to at -200 +200 would be very reasonable. -100 +100 is just not enough of a range. Eu4 has -200/+200, basically every major hoi4 mod also bumps it to -200/+20, why not ck3?..
 
I'm of the extremely unpopular opinion that the entire combat system needs to be scrapped.
This is an unpopular opinion? Ck3s combat is the worst, least engaging and most mind numbingly bad mechanic in the entire game and that's saying a lot. For a game that pretty much forces you to go to war to have any sort of fun the warfare system is just so terrible and lacks any engaging mechanics. It doesn't even help roleplay either because it feels like a completely alien mechanic foreign to every other mechanic in the game.
 
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This is an unpopular opinion? Ck3s combat is the worst, least engaging and most mind numbingly bad mechanic in the entire game and that's saying a lot. For a game that pretty much forces you to go to war to have any sort of fun the warfare system is just so terrible and lacks any engaging mechanics. It doesn't even help roleplay either because it feels like a completely alien mechanic foreign to every other mechanic in the game.
It may not be so unpopular anymore. I don't know. I do know that when the first dev diaries were released back in 2019, wherein they covered the way combat would work, many folks (myself included) were shocked that paradox was going back to a 'dice roll' system. It's so . . . Victoria 2.

But as I said, what's so interesting is how this foundation for the combat system, is now irrelevant, so many updates later. It begs the question: What even was the point of coming up with something different (and by different, I mean the same as Vicky 2) for CK3?

If you have good knights, stacked buildings, the correct MaA to counter your enemy, maybe a few juicy artifacts, then the advantage combat system—which is (or was) the very core of the way combat 'works' in the game—doesn't even matter. I guess they tried to fix it a few updates ago by tweaking the damage output per advantage point, but forgot that also buffs the player when it works in the player's favor. From what I've tested, it doesn't matter if you set it to 1x, 2x, 5x, or 10x in the options. Once you hit a certain point, it's irrelevant.

I quit my last CK3 playthrough when I realized I was beating enemy stacks without even having a commander. He died, or otherwise disappeared, at some point (lots of notifications going off, and I missed it) while sieging a holding and the enemy kept throwing themselves at my army. Even with the "no commander" penalty, the jellyfish-brained AI can't compete. The only way they could make combat any easier and less rewarding, is if everyone just surrendered as soon as you declare war.
 
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was going back to a 'dice roll' system.
Wdym "going back"? Im pretty sure they were a stable feature in all GSGs. Even hoi4 has ones for tactics and some hidden RNG in the battles themselves, and all the other games have very clear dice rolls for combat

And comparing ck3 to vic2 combat system wise.... They're not anywhere close to comparable, even down to rolls, which matter a lot more in vic2 while in ck3 they never matter unless armies are basically the same in strength....

Also there's no "no commander" penalty to my knowledge.
 
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Wdym "going back"? Im pretty sure they were a stable feature in all GSGs. Even hoi4 has ones for tactics and some hidden RNG in the battles themselves, and all the other games have very clear dice rolls for combat

And comparing ck3 to vic2 combat system wise.... They're not anywhere close to comparable, even down to rolls, which matter a lot more in vic2 while in ck3 they never matter unless armies are basically the same in strength....

Also there's no "no commander" penalty to my knowledge.
I think having no commander causes -10 advantage. It doesn't matter, because you won't even notice with all the other modifiers.

I'll try to elaborate, but it's a bit difficult to explain:

There's no complexity to it. I realize that "behind-the-scenes" dice-rolls are part of all paradox games.

At the same time, there shouldn't be a whole lot of "extra." Does that make sense? When they add in extra 'features' for buffing your army, the AI doesn't make even a half-hearted attempt to utilize them. So, you have to come up with a system that is simple enough for both the player and the AI to make full use of, but complex enough that you, the player, aren't guaranteed to win every battle you start. CK2's system did that.

It's like . . . CK3's combat system is trying to be too many different things. If the foundation of a house is faulty, adding more insulation to the walls isn't going to make it structurally sound. It just makes it easier for the player while the AI is like, "8 is a really good prowess level for a knight, right?"

I also realize that one of the complaints about CK2's system was that all of the moving parts were very hard to grasp. You had to study the wikis https://ck2.paradoxwikis.com/Combat and https://ck2.paradoxwikis.com/Combat_tactics if you really wanted to understand it. Even the traits of your commanders might cause them to choose bad or sub-optimal tactics. Shy commanders might choose 'cautious advance' when you really need them to hurry up and finish off an enemy flank, so they can support another flank that might be faltering.

In essence, you could create the most super-human army and stack modifiers, but . . . bad commanders (or sometimes just that element of bad luck) could throw the battle for you. Likewise, you could could have a weaker army, and better commanders might save the day for you.

In CK3, they went back to: "My number is bigger than your number." It's really dumbed-down, as far as having a foundation for combat goes. Now add in accolades, building buffs, temporary modifiers, artifacts, strategist lifestyle traits . . . none of which the AI can grasp (maybe if you come up against one who has maxed out the strategist tree, they might be able to manage a close loss).

The "solution" seemed to be a nuclear option:

1745155256881.png
Conqueror
  • 24px-Icon_gold.png
    +5.00 Monthly Tax
  • 24px-Icon_gold.png
    −75.00% Men-at-Arms Maintenance
  • 24px-Icon_gold.png
    −75% Title Creation Cost
  • 24px-Scheme_power.png
    +25 Days Enemy Hostile Scheme Phase Length
  • 24px-Scheme_success.png
    -3.0% Enemy Hostile Scheme Growth
  • 24px-Scheme_max_success.png
    -40% Enemy Hostile Scheme Potential
  • 24px-Legitimacy.png
    +5.00 Monthly Legitimacy
  • Yes
    Unlocks the Forced Vassalization Casus Belli
  • Yes
    Casus Belli are Free
  • No
    Factions cannot form
  • Yes
    Every 3-6 months the realm capital gains a building
  • 24px-Icon_soldier.png
    Every 3-6 months men-at-arms reinforce and increase their size by 1
  • 24px-Icon_gold.png
    Every 3-6 months the character gains random gold
  • 24px-Icon_prestige_01.png
    Every 3-6 months the character gains 150 prestige
  • 24px-Stress_loss.png
    Every 3-6 months the character loses 40 stress
  • 24px-Unknown.png
    Every 3-6 months the character increases a skill by 2
  • 24px-Unknown.png
    Every 3-6 months the character has a 15% chance to increase their education trait level
  • 24px-Unknown.png
    Every year a claimant joins the court
  • 24px-Unknown.png
    Can gain various beneficial events
-------------------
But . . . Why? Giving the AI insane personal buffs wasn't necessary in CK2 to give the players a challenge.

Which leads me to the conclusion:

It was a better, albeit flawed, system.
 
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I think having no commander causes -10 advantage. It doesn't matter, because you won't even notice with all the other modifiers.

I'll try to elaborate, but it's a bit difficult to explain:

There's no complexity to it. I realize that "behind-the-scenes" dice-rolls are part of all paradox games.

At the same time, there shouldn't be a whole lot of "extra." Does that make sense? When they add in extra 'features' for buffing your army, the AI doesn't make even a half-hearted attempt to utilize them. So, you have to come up with a system that is simple enough for both the player and the AI to make full use of, but complex enough that you, the player, aren't guaranteed to win every battle you start. CK2's system did that.

It's like . . . CK3's combat system is trying to be too many different things. If the foundation of a house is faulty, adding more insulation to the walls isn't going to make it structurally sound.

I also realize that one of the complaints about CK2's system was that all of the moving parts were very hard to grasp. You had to study the wikis https://ck2.paradoxwikis.com/Combat and https://ck2.paradoxwikis.com/Combat_tactics if you really wanted to understand it. Even the traits of your commanders might cause them to choose bad or sub-optimal tactics. Shy commanders might choose 'cautious advance' when you really need them to hurry up and finish off an enemy flank, so they can support another flank that might be faltering.

In essence, you could create the most super-human army and stack modifiers, but . . . bad commanders (or sometimes just that element of bad luck) could throw the battle for you. Likewise, you could could have a weaker army, and better commanders might save the day for you.

In CK3, they went back to: "My number is bigger than your number." It's really dumbed-down, as far as having a foundation for combat goes. Now add in accolades, building buffs, temporary modifiers, artifacts, strategist lifestyle traits . . . none of which the AI can grasp (maybe if you come up against one who has maxed out the strategist tree, they might be able to manage a close loss).

The "solution" seemed to be a nuclear option:

View attachment 1283612 Conqueror
  • 24px-Icon_gold.png
    +5.00 Monthly Tax
  • 24px-Icon_gold.png
    −75.00% Men-at-Arms Maintenance
  • 24px-Icon_gold.png
    −75% Title Creation Cost
  • 24px-Scheme_power.png
    +25 Days Enemy Hostile Scheme Phase Length
  • 24px-Scheme_success.png
    -3.0% Enemy Hostile Scheme Growth
  • 24px-Scheme_max_success.png
    -40% Enemy Hostile Scheme Potential
  • 24px-Legitimacy.png
    +5.00 Monthly Legitimacy
  • Yes
    Unlocks the Forced Vassalization Casus Belli
  • Yes
    Casus Belli are Free
  • No
    Factions cannot form
  • Yes
    Every 3-6 months the realm capital gains a building
  • 24px-Icon_soldier.png
    Every 3-6 months men-at-arms reinforce and increase their size by 1
  • 24px-Icon_gold.png
    Every 3-6 months the character gains random gold
  • 24px-Icon_prestige_01.png
    Every 3-6 months the character gains 150 prestige
  • 24px-Stress_loss.png
    Every 3-6 months the character loses 40 stress
  • 24px-Unknown.png
    Every 3-6 months the character increases a skill by 2
  • 24px-Unknown.png
    Every 3-6 months the character has a 15% chance to increase their education trait level
  • 24px-Unknown.png
    Every year a claimant joins the court
  • 24px-Unknown.png
    Can gain various beneficial events
-------------------
But . . . Why? Giving the AI insane personal buffs wasn't necessary in CK2 to give the players a challenge.

Which leads me to the conclusion:

It was a better, albeit flawed, system.
I dont disagree that the warfare is bad, that's why i took offence to comparing it to vic2, where i feel like it was at least harder and/or required game knowledge to break (in ck3 you only need to reed tooltips and station MAAs in places where buildings give them bonuses).
The solution, funnily enough, also wasn't nuclear enough. Sure, if a conqueror, especially with SoG spawned on your doorstep 2 years into campaign you'll be cooked. But, say, 100 years into a campaign? You can most likely beat them (easily if they're not SoG). And 150+ years onwards? It'll be just as easy, if a bit annoying coz of movespeed and insane siege rate SoG provides. Oh and for the record, insane siege ability is what SoG HEAVILY relies upon to be successful. Take that one thing away and you'll barely distinguish them from regular conquerors.

I will however nitpick this thing you said:
I think having no commander causes -10 advantage. It doesn't matter, because you won't even notice with all the other modifiers.
1745158924364.png

Nope, it does not (should've prob picked a place without a river but i knew there wasn't a penalty so i just checked it quick and dirty).
 
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I dont disagree that the warfare is bad, that's why i took offence to comparing it to vic2, where i feel like it was at least harder and/or required game knowledge to break (in ck3 you only need to reed tooltips and station MAAs in places where buildings give them bonuses).
The solution, funnily enough, also wasn't nuclear enough. Sure, if a conqueror, especially with SoG spawned on your doorstep 2 years into campaign you'll be cooked. But, say, 100 years into a campaign? You can most likely beat them (easily if they're not SoG). And 150+ years onwards? It'll be just as easy, if a bit annoying coz of movespeed and insane siege rate SoG provides. Oh and for the record, insane siege ability is what SoG HEAVILY relies upon to be successful. Take that one thing away and you'll barely distinguish them from regular conquerors.

I will however nitpick this thing you said:

View attachment 1283646
Nope, it does not (should've prob picked a place without a river but i knew there wasn't a penalty so i just checked it quick and dirty).
I stand corrected. *tips hat*

It's still pretty awful that you can beat the enemy without even using a commander. This is my first character, BTW, an adventurer, who should be struggling to make ends-meet, and yet I'm untouchable. I have to pretend like I'm weaker and I have to go begging for a lord to grant me a title of my own. Curry favor, arrange marriages, befriend them. I guess that's the 'roleplay' right? But, here's what's actually happening:

Granted I did have superior numbers here but . . . the game's tool tip expects that I'm going to lose this battle, given the minus sign.

Enemy commander has a skill level 33.

(Insert the 'honey-badger don't care' meme - Language warning)

I just run right at the enemy, and fight in the open desert and his cavalry, should counter my crossbowmen. Light infantry should counter my heavies. But I slaughter everyone. Without using a commander. Advantage modifer set to x5 in the options. This advantage system is just, pointless. It's just a number. There's no 'turning the tide' of battle. The enemy commander isn't going to change tactics mid-battle. There's no flow and ebb. It doesn't get you sitting on the edge of your seat.

It's just a massacre. The AI is just a punching-bag.

Even the pre-battle tooltip is surprised. It's not even close.

(not to sound like a broken record, but even if I'd taken it seriously, this would have been a fairly even fight in CK2 (all things considered), and could have gone either way - definitely it would NOT have resulted in a stack-wipe before the first phase is over. It's actually quite difficult to get a stack-wipe in CK2)
 

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No mention of 'provide less information to the player?'

The mod "obfusCKate - Hidden Information" is a regular high-recommendation because simply limiting the specificity, or availability, of information can change in how you make decisions when you don't trivially know what's 'best.'


To pull from a reddit post review from a few years ago- or Proud Bavarian's youtube review-

- Character's skills are graded from F to A rather than being exact numbers, so you have an approximation of their abilities. If you don't directly know a character or aren't swaying them, this approximation is even vaguer - if you don't know them at all or they're not famous or being extremely skilled, it will only display as question marks.

- Character relationships with you aren't exact numbers but approximations - "great," "good," "terrible," etc.

- Unless you personally know them, ALL character traits are hidden from you - including congenital traits, both good and bad.

- Personalities are hidden from you unless you know the character.

- The chance of a scheme to succeed is now approximate - "likely" or "unlikely" or "very unlikely," for instance.

- The amount of soldiers, gold, dread, etc. of other rulers is hidden from you, including when going to war with them and on the war score screen.


It's evolved in the years since. Now you do things like use hooks on rulers to send emissaries to gather information, or use captured knights for that, and so on.

One of the better changes is how it incorporated Tours and Tournaments and the travel system. Now, meeting people for activities- grand tournaments, or tours, or inviting them for feasts- is a way to gain otherwise-scarce information on them. As a result, the player is incentivized to both *conduct* more activities, but also to *attend* activities more.

Which, of course, slows down the usual meta-climb where you'd not waste gold that could be used for expansion on activities.



None of this changes how the AI acts at a macro level. It does, however, change how *the player* acts, because the space of 'I have to play deliberately suboptimally to choose this obviously inferior option' narrows a good deal if you don't, in fact, know the obvious eugenics candidate / loyal vassal / etc.

This isn't claimed as presented as 'this is the only change you need,' but the point on information asymmetry is one of those 'very unbalanced' things in CK. The AI doesn't make decisions based on the statistics of others per see. Players will naturally ruthlessly exploit even marginal advantages to build larger margins, and not invest more than they need to. This is what lets you do that early-game power climb, when you know exactly how many and what sort of MAA divide you and the target.

Reducing the information to the player reduces that, and does so in ways that changing the AI wouldn't.
 
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No mention of 'provide less information to the player?'

The mod "obfusCKate - Hidden Information" is a regular high-recommendation because simply limiting the specificity, or availability, of information can change in how you make decisions when you don't trivially know what's 'best.'


To pull from a reddit post review from a few years ago- or Proud Bavarian's youtube review-

- Character's skills are graded from F to A rather than being exact numbers, so you have an approximation of their abilities. If you don't directly know a character or aren't swaying them, this approximation is even vaguer - if you don't know them at all or they're not famous or being extremely skilled, it will only display as question marks.

- Character relationships with you aren't exact numbers but approximations - "great," "good," "terrible," etc.

- Unless you personally know them, ALL character traits are hidden from you - including congenital traits, both good and bad.

- Personalities are hidden from you unless you know the character.

- The chance of a scheme to succeed is now approximate - "likely" or "unlikely" or "very unlikely," for instance.

- The amount of soldiers, gold, dread, etc. of other rulers is hidden from you, including when going to war with them and on the war score screen.


It's evolved in the years since. Now you do things like use hooks on rulers to send emissaries to gather information, or use captured knights for that, and so on.

One of the better changes is how it incorporated Tours and Tournaments and the travel system. Now, meeting people for activities- grand tournaments, or tours, or inviting them for feasts- is a way to gain otherwise-scarce information on them. As a result, the player is incentivized to both *conduct* more activities, but also to *attend* activities more.

Which, of course, slows down the usual meta-climb where you'd not waste gold that could be used for expansion on activities.



None of this changes how the AI acts at a macro level. It does, however, change how *the player* acts, because the space of 'I have to play deliberately suboptimally to choose this obviously inferior option' narrows a good deal if you don't, in fact, know the obvious eugenics candidate / loyal vassal / etc.

This isn't claimed as presented as 'this is the only change you need,' but the point on information asymmetry is one of those 'very unbalanced' things in CK. The AI doesn't make decisions based on the statistics of others per see. Players will naturally ruthlessly exploit even marginal advantages to build larger margins, and not invest more than they need to. This is what lets you do that early-game power climb, when you know exactly how many and what sort of MAA divide you and the target.

Reducing the information to the player reduces that, and does so in ways that changing the AI wouldn't.
I disagree with the whole "less info" thing. Eu4 manages to be pretty fun, and that game has a whole ledger with all the info in the world available at your fingertips. It's not a brutal game in any ways, but victories in eu4 feel a lot more earned than in ck3, because of depth, AI that is noticeably better at playing the game and generally having less get out of jail free cards.

IMO the only thing "less info" will do is make it less obvious how bad AI is. And i dont think doing that is a good solution.... But that's just my opinion, it's a bit of a weird one, but you can probably see where im coming from.
 
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I stand corrected. *tips hat*

It's still pretty awful that you can beat the enemy without even using a commander. This is my first character, BTW, an adventurer, who should be struggling to make ends-meet, and yet I'm untouchable. I have to pretend like I'm weaker and I have to go begging for a lord to grant me a title of my own. Curry favor, arrange marriages, befriend them. I guess that's the 'roleplay' right? But, here's what's actually happening:

Granted I did have superior numbers here but . . . the game's tool tip expects that I'm going to lose this battle, given the minus sign.

Enemy commander has a skill level 33.

(Insert the 'honey-badger don't care' meme - Language warning)

I just run right at the enemy, and fight in the open desert and his cavalry, should counter my crossbowmen. Light infantry should counter my heavies. But I slaughter everyone. Without using a commander. Advantage modifer set to x5 in the options. This advantage system is just, pointless. It's just a number. There's no 'turning the tide' of battle. The enemy commander isn't going to change tactics mid-battle. There's no flow and ebb. It doesn't get you sitting on the edge of your seat.

It's just a massacre. The AI is just a punching-bag.

Even the pre-battle tooltip is surprised. It's not even close.

(not to sound like a broken record, but even if I'd taken it seriously, this would have been a fairly even fight in CK2 (all things considered), and could have gone either way - definitely it would NOT have resulted in a stack-wipe before the first phase is over. It's actually quite difficult to get a stack-wipe in CK2)
I just noticed the screenshot is from 907, just 30 years off game start. Looks like i wasn't lazily maintaining my adventurers nerf mod for nothing :Р
 
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Wandering nobles added many events that spawn high gold characters, which the player is allowed to recruit, land, then once they've spent all their money upgrading stuff, can have their title revoked. Decreasing the amount of these characters that spawn, or decreasing the amount of gold they spawn with, would reduce this exploit which the ai will rarely use itself
 
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