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Whilst I understand your reasoning, this presents two problems: 1) they then aren't playable; 2) you can't represent them as independent entities, as (with a few special exemptions such as holy orders) baronies automatically become a vassal of their de jure county liege.
You're right, it's a "temporary" solution, until, that is, they make merchant republics playable again. They'll either have to "reshape" Italian counties for this or make a new system based on baronies (a-la "Family Palace" of CK2).
 
That's not what a county in medieval times is, though. Counties are neither cities or regions, they are somewhat in-between.


The problem here isn't only the number of provinces.
In Imperator there are a LOT of meaningless provinces, with gigantic cultural and religious blobs.


Well yeah it's more "granular".
Just like if instead of walking normally I did very very little steps all the time. It's useless.
You can also have features such as mountain passes and the like without such a big number of provinces. And it doesn't make the world bigger, it makes it more dull. And honestly if you even have a small background in ancient history it makes Imperator simply unbearable because of the amount of inaccuracies. You can't stop wondering why they decided to add so many provinces that are basically all similar except for a few ones. Imagine if you played Civilization but you have 10 interesting tiles on the map and the rest is just plains. And add the fact that most countries are boring as well. So it's like if you had 3-4 interesting civs and the rest is just basic variants of the same thing.
There are things Imperator does well with the map, but the amount and lack of diversity of provinces is certainly not one of them.
I actually am a huge nerd in acnient history, and history in general. But ancient Rome is my favorite era. I am not a fan of Imperator: Rome however, and my argumetn about the map is not based on history but gameplay experience from my part. We can disagree what makes it interesting, but in my opinion Imperator: Rome is dull at the moment for many reason, but it's not the map in my opinion. However, eveything is the same, no personality, again in my opinion, the UI is... under par.. It has a diplomatic gameplay which is... dead, it feels like the game has no sould and is too easy. But thats mjust my opinipon and why I struggle to have fun with Imperator: Rome. I think I'll like it after a bunch of updates and dlc's.

The reason in CK3 however is that it could expand the diplomatic/political landscape, more baronies means more charcters(It seems like there is more baronies and counties than CK2 when looking at Scotland photo's). More charcters, tiles to upgrade, move you armies in, build defensive strategies with mean more options and that in the en mean a bigger game and a bigger world.

But we can disagree, that's actually okey too.
 
Has anyone else noticed from the recent dev update video that there’s counties missing in southern Italy? Amalfi and trapani have been removed. At first I thought they had been replaced with more accurate names but no southern Italy is now 2 counties less just from seeing the map for a moment.

I know to some this may be unimportant but from someone such as myself who plays in Italy quite a bit I had always thought Italy wasn’t given enough importance to what it was during the medieval era as well as I had also always believed Italy needed to have more counties not less especially in southern Italy it always felt like I was a minor king rather than the strong Sicilian kingdom it was under the normans. This has been the one and only disappointment I’ve seen so far with CK3, I’ve always been a supporter of more counties rather than taking away. I hope we don’t see the same thing across the map.
This is purely speculation upon my part, but I would not at all be surprised if the overall county density was downgraded slightly from CK2, in part to accomodate for an eventual map expansion.
 
Merchant republics will not be playable in CK3. This leads me to suspect that the new development mechanics will be much more involved than we've seen previously, perhaps including a stronger presence of trade.

One county in Italy could easily outproduce three in Scotland. This looks like a strong indicator that playing tall will become a much more viable option, otherwise we wouldn't see nerfs in historically high pop areas and buffs in historically rural areas.

They know what they're doing ;)
 
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As far as I can tell development Will be about as simple as civilization value in Imperator: Rome.

Development is the measurement of technological advancement and general infrastructure in a County. Development directly increases taxes and levies you get out of the holdings, and it also unlocks some other special options. Development increases very slowly across the duration of the game, and radiates outwards from high-development Counties to those nearby. For example, Constantinople (aka the City of the World’s Desire), starts with a very high Development level. This will slowly spread outwards, reaching the most remote areas much slower than their Greek heartland. Naturally, there are other ways to increase your development, such as through the Steward’s ‘Increase Development’ task, although this is a fairly slow process, and usually only worth doing in certain Counties. Having terrain such as Farmland or Floodplains in your Counties make them ideal candidates for development, and when they have gotten some levels of development you can just sit back and enjoy, as it slowly spreads throughout the rest of your realm!

One county in Italy could easily outproduce three in Scotland. This looks like a strong indicator that playing tall will become a much more viable option, otherwise we wouldn't see nerfs in historically high pop areas and buffs in historically rural areas.
The total economic output of Italy may have been larger than the total economic output of France during the CK time period. In terms of GDP per capita it may have taken into the 1800s for many countries to reach the GDP per capita of North Italy. Well technically North Italy is still richer in terms of GDP per capitathan France or United Kingdom.
 
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I wonder whether Amalfi being missing is to do with republics not receiving much of a focus in CK III (at least initially) - presumably Pisa, Genoa and Venice are returning though.
 
I agree with @Jack Hohenstaufen I'm also not a fan of such large personal demesne caps, and I hope CK III has something more like 2-3 as a general cap.

Demesne caps in CK2 are ludicrously low in historical terms. Mountains of historic positions are unplayable because they necessitate giving away much of one's land before unpausing.

I don't know how to stop having a huge demese be overpowered while keeping it historic, but a big improvement over what's in the game now would be to make each county one goes over the limit have diminishing returns, so that with a limit of 4, having 15 counties is twice as good.

Another think would be having circumstances where you suffer disadvantage for not giving away land; for instance, after a holy war, involved vassals should greatly dislike you if not compensated with conquered land.
 
In many cases less is actually better, especially if it improve the player experience. Having 10 counties you care about is better than 100 faceless ones.

It is like graphic, beautiful graphics are practical graphics.

Counties are the basic feudal unit in this game. CKII is mostly about feudal politics. You can't have very interesting feudal politics without enough counties and Sicily was an important enough kingdom to justify having enough counties. Maybe not a crazy amount like 100 and higher development if you want to portray a higher degree of centralization, but not far less than backwater Anglophone kingdoms.

It should be at least somewhat tempting for a German Emperor to laze around far away in Sicily.
 
Counties are the basic feudal unit in this game. CKII is mostly about feudal politics. You can't have very interesting feudal politics without enough counties and Sicily was an important enough kingdom to justify having enough counties. Maybe not a crazy amount like 100 and higher development if you want to portray a higher degree of centralization, but not far less than backwater Anglophone kingdoms.

It should be at least somewhat tempting for a German Emperor to laze around far away in Sicily.
I agree with the arguments, I just feel the urge to point ot that it can be tempting for outsiders to be conquered even if it has fewer counties. Number of counties doesn't equal importance... I mean more provinces =/= more important.

I argued this when people demanded more provinces for Bohemia. They failed to understand that if a country is to be centralized, it is better if it has fewer countrues.
There are also other tools to make it important.

But I agree that in areas which were politically fragmented the request for more counties does make sense.
 
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In many cases less is actually better, especially if it improve the player experience. Having 10 counties you care about is better than 100 faceless ones.

It is like graphic, beautiful graphics are practical graphics.
The thing is, they weren't faceless, because Italy (especially Northern Italy) was incredibly urbanized. You could put a dozen counties in Lombardy alone, each with their baronies and flags, no sweat at all. There just were that many large (for the time) cities.
 
The thing is, they weren't faceless, because Italy (especially Northern Italy) was incredibly urbanized. You could put a dozen counties in Lombardy alone, each with their baronies and flags, no sweat at all. There just were that many large (for the time) cities.
Italy had a larger population than Germany last time I checked and maybe a higher economic output than France (even with smaller population) during the CK3 time period so it should be quite powerful.