The religion system made of discrete and combinable parts in Crusader Kings 2 is definitely my favorite. You can build really cool and interesting religions with it, and I'd like to see that concept expanded upon.
My response; "It's not exactly a bullet point 'feature', but the thing most PDS games do best that no other series has, in my opinion, is put the player in the shoes of individuals or nations. CK2 gives players perspective on why Richard III murdered his young nephews. EU4 encourages players to push atrocious foreign policy based on economic needs. HOI4 puts players in a difficult position if they attempt to balk the conventional wisdom of appeasement. All of these things are accomplished not through any railroad game mechanics or hand-holding. Players often naturally reenact history without knowing it, making rational (and irrational!) decisions organically out of the gameplay rhythm."
Characters for me. Always and forever. Basically they decide how I get immersed into a game. Could be strategy, action, RPG, etc. I am interested in characters, their stories, and their personality.
Plus that’s what makes court intrigue and emergent CK storytelling so fun.
I considered it, but once I something that works well, I tend to stick with it. I guess that if I was more creative, I would enjoy it more.The religion system made of discrete and combinable parts in Crusader Kings 2 is definitely my favorite. You can build really cool and interesting religions with it, and I'd like to see that concept expanded upon.
The character focus and vassalage system of CK. Sorry, not a single feature, but together those are greater than the sum of their parts. They form a powerful negative feedback loop I can't stop gushing about when I say CKII is one of the best strategic games around - since all such games need negative feedback loops and so few have them. While it could be tightened up a bit, the basic idea is excellent.
You're never too small to outright lose the game - since you're a character, not a country, the worst that happens is that you become a vassal of some higher power, retaining a lot of the options previously open to you and even getting some extra benefits out of it, along with the obvious drawbacks.
At the same time, you're never too big to trivialise the rest of the playthrough - as your realm grows and external pressure drops, internal pressure rises due to uppity vassals and potential for courtly intrigue. With the stat and mechanic bloat of late CKII that effect is lessened, but it's still much better than just always snowballing like you do in other strategic games, where the whole game is decided in the middle at best and the rest is going through the motions.