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Vernichtere

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Mar 26, 2010
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Please take a look into CK2+ mod. There are some things to implement into the coming game. The best thing is in my opinion the system of the court factions. In vanila we just have faction to reach one interest, like installation of a new ruler. To have a stable trade or military faction would be very fun. In normal CK" its always very easy to avoid every rebellion. In the mod you have these factions and need to please them in some ways, but on some point you are forced to fight them.
 
HIP, University, Sin's Visit Chambers, Rich Childhoold, Reduced diplomatic range, realistic longevity, no decision scaling, nicknames+++, expanded trades, commander trains you, and others.
 
I do think they should adopt some of the better aspects of mods into the game, but copyright is probably gonna be an issue.

Not a copy pasting, but as a inspiration. For examle the faction systems was not fleshed out in the mod a mentioned, because it was not possible to change the hard code for the modders. But to have stable factions which want more than to remove the current king or a single law would be great. Even more: this way you can give more developed parts of the world some more depth. Other factions and different systems for eastern rome would be possible, not just duchies which fall to the emperorer back. The same thing for dealing with other religions this way: are you tolerating pagan vasals which are in the same faction or not.
 
I do think they should adopt some of the better aspects of mods into the game, but copyright is probably gonna be an issue.

Mods don't get to claim any copyright (see modding rule 4), which I'd say partially is a thing to prevent mods from locking the devs out of doing something either accidentally or deliberately. Of course, the devs are still probably not going to copy-paste anything directly (or as closely to that as you'd get moving from a CK2 mod to CK3), since chances are they'll want to tweak anything they like from a mod to better match the base game.


As for the overall suggestion in the OP, I suspect the devs have checked out some popular CK2 mods (and perhaps even less popular ones) when brainstorming how something could be done in CK3, so it is possible that they'll be implementing something similar to what a mod does. However, it is also very possible that they won't implement any given mechanic from a mod because they don't feel it is right for CK3, because they don't like it ("This is fun!" is a very subjective opinion), or because of some other reason.
 
  1. Building trees and focuses,
  2. fear mechanic from AGOT or smoething similar hopefully better.
  3. Also could be loyality mechanic what overules opinions
  4. cultural and religious behaviour. You can expect Greece act hedonistic and whorish but for catholic breton its not normal behaviour.
  5. Man power and population system what influences income and army size
  6. Upgradable/trainable retinues
  7. Forts and land passes
  8. Attrition and traps