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"I've played 1,892.5 hrs of the game but haven't played since April and haven't bought a DLC since Legacy of Persia, having bought every DLC religiously before that. Nothing released since then has seemed worthy of my time or money but I live in hope that the game will turn a corner.

...

Hard/very hard modes [pure, dumb, easy, lazy AI number boosts] alone would be enough to get me playing the game again, IR/CK2 combat [stances/flanks] would make me actively excited for the game, and the ability to alter or remove arbitrary game rules I don't like [during game setup] would keep me playing."

My closing comments in the poll after having all but forgotten about the game and never coming to the CK3 forum. I like plenty of the responses I've read in here tho, so already my expectations have changed to include some of the stuff you guys have suggested heh
 
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Ok after taking the survey.

It looks like they're focusing on a Merchant and Trade DLC, a Feudalism and Laws DLC and a Religions and Crusades DLC.

Not bad choices, clearly some top ranked stuff. But the questions worry me.

The trade one sounds like they're basically asking how little can they implement and satisfy us. Like who is asking for no over land trade and only maritime trade or vice versa? Why would trade not be a thing for non merchant republics? I'm worried if you don't ask for trade goods and dynamic trade routes they'll take it as consent to half ass trade as just extra ducats from some buildings in a specific straight line.

For the Feudalism and Laws one it sounds like adding some obvious stuff to feudalism but laws really should just be int he game and universal. There's so many laws that should be in game, especially culturally and religious specific ones. I liked the implication of doing a lot more with the council though. Loved the challenge the CK2 council gave you until you took all their voting rights away.

For religions, it looks like playable popes and priests is off the table. Which is a shame, the game is perfectly fine with non dynastic play and non direct inheritance play now, there's no reason to avoid these anymore. A lot of focus on crusades, which is a sore spot but the real problem is the military system of the game which is not in any of these suggestions. I'd rather focus on the side crusades like the albagensiens, northern, and peasant crusades than yet another crusade rework that won't really do much since again warfare is still terrible in this game. No specific mentions of the college or cardinals or anti popes which both basically should already be in game. Some weird fascination with pilgrimages (yawn) and making more artifacts (double yawn).

They're gonna make more artifacts anyways, they hired 3D artists they're gonna pay em to do something. But if they're gonna 3D art anything for religious gameplay giving the pope a cool throne room would be the minimum. Give me a place to look at the pope poping.
I disagree, actually, I think that they aren't just "Asking how little they can implement and satisfy us" but instead asking what they should *focus* on, even if they added every bullet item some would naturally get more attention than others and have more depth, and I think that while coming up with a list of features is one thing, deciding how deep and fleshed out that feature is, is another, they *could* make them all equally fleshed out, sure, but what if players by and large don't care about one feature but are enthralled by another?
 
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Remember when we had this?
I want a system like this but where the characters matter.

Hard agree. This would be great but I'd also take IR tactics if copying CK2 feels too scary for casuals - surely they will be able understand at least the paper scissors rock element of that!
 
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Sounds like you should be playing the game again!

omg, yes - thank you for mentioning! CK3 is back on the menu, boys! xD

Kinda odd it doesn't have a context menu to explain difficulty and what effects it has in the menu tho
 
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tbf the primary issue isn't the UI it's that their opinions don't matter at all. if their opinions mattered and the UI was this bad we'd have constant complaints on here about succession
I mean, accolades dont matter, but people complain about their interface and them in general all the time..
 
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Military revamp so half the game is actually fun the play.

That and playable barons, it's wild you can play all these ranks and even landless but a barony is too far.
I’d also add that this could be a great opportunity to play baronies differently. We could imagine a system similar to the estates or the mechanics from POD, with city management haha that will be fun !
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And also the Legend of the Dead epidemic mechanic has great potential and was actually more interesting before it got nerfed. The issue isn’t how punishing it is — in fact, a deadly plague can add fantastic tension to a campaign. The real problem is the lack of interactivity, events, and narrative depth surrounding the mechanic.


Here are a few specific suggestions to improve it:


  1. Add more plague-related events during all phases of the epidemic — early rumors, symptoms, outbreaks, aftermaths, etc.
  2. Make the “Close the Gates” buttons (city/castle) come with meaningful events or consequences. Right now, it’s just a mechanical toggle with no flavor or narrative weight.
  3. Introduce context and buildup: add background information about the hygiene level of your city, rumors from foreign merchants, risk reports from neighboring realms, or discussions in court about poor sanitation and looming outbreaks.
  4. Add variations based on region and era — maybe the plague spreads differently or affects cultures uniquely, depending on traits, terrain, or climate.

These small additions would make the system far more immersive, roleplay-friendly, and rewarding for players who love narrative depth.
 
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And also the Legend of the Dead epidemic mechanic has great potential and was actually more interesting before it got nerfed. The issue isn’t how punishing it is — in fact, a deadly plague can add fantastic tension to a campaign. The real problem is the lack of interactivity, events, and narrative depth surrounding the mechanic.


Here are a few specific suggestions to improve it:


  1. Add more plague-related events during all phases of the epidemic — early rumors, symptoms, outbreaks, aftermaths, etc.
  2. Make the “Close the Gates” buttons (city/castle) come with meaningful events or consequences. Right now, it’s just a mechanical toggle with no flavor or narrative weight.
  3. Introduce context and buildup: add background information about the hygiene level of your city, rumors from foreign merchants, risk reports from neighboring realms, or discussions in court about poor sanitation and looming outbreaks.
  4. Add variations based on region and era — maybe the plague spreads differently or affects cultures uniquely, depending on traits, terrain, or climate.

These small additions would make the system far more immersive, roleplay-friendly, and rewarding for players who love narrative depth.

Hang the heck on, those AREN'T ALREADY in it? They were literally all in CK2 Reaper's Due! I never closed the gates during pandemics while playing MP with that DLC enabled from the host because I was terrified of the CK2 repercussions of doing so! Far out, I can see why it remains one of the worst rated DLCs and I am extra glad I trusted in my fellow gamers' good judgement and didn't buy it
 
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+Suggestion: Make Legends Reflect Character Actions and Choices More Than Just paying Gold


I understand the idea behind Legends being something you pay for — it reflects how historical reputations were often built through propaganda, storytelling, and influence. But honestly, it doesn’t feel legendary when all it takes is hiring a good narrator.


I’d love to see the Legend mechanic tied more deeply to what the player actually does in the game — through adventures, social or military achievements, and long-term choices — rather than just spending gold.


For example:
If my European character goes on a long expedition to an exotic land like India and spends years there, I’d love to see that reflected in the legend — maybe I bring back treasures, wear tiger skin robes, and people start calling me “The Prince of the East”. That’s something that feels earned — and memorable.


Also, I’d like to see the possibility of negative legends or reputations. If my dynasty produces three generations of cruel, tyrannical rulers, I want to see that stain our name. Maybe we get fewer festival invitations, our vassals whisper about our bloodline, or our children struggle with diplomacy because of the dynasty’s infamous past.


In short: make legends evolve more from our choices and actions — not just from gold. That would make them more immersive, impactful, and worthy of the title “legend”.
 
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I forgot about Icelandic Commonwealth yesterday. I know it's not a traditional republic but maybe republic mechanic is more suitable than feudal or tribal, as it may support more chieftains on iceland for more possible stories.
 
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Hang the heck on, those AREN'T ALREADY in it? They were literally all in CK2 Reaper's Due! I never closed the gates during pandemics while playing MP with that DLC enabled from the host because I was terrified of the CK2 repercussions of doing so! Far out, I can see why it remains one of the worst rated DLCs and I am extra glad I trusted in my fellow gamers' good judgement and didn't buy it
Unfortunately, no, not yet — but I hope they’ll have the time to improve it someday.
 
Feudalism should probably have some sort of 'personal buildings/estate' mechanic, considering everything else in the game does (and merchant republics inevitably will).
It should be built into castles, since that's sort of a defining characteristic of feudalism v something like admin. Castles were originally just well defended estates. Give feudal rulers more bespoke mechanics related to castles.
 
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Oh also.

Something i completely forgot about, but now that there is a travel and a domicile mechanic it is 100% inexcusable for it to be missing:

ITINERANT COURTS
 
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I think the game really needs a rework of the war and army system.
Since you're currently focused on the development of the Coronation and AUH DLCs, I imagine you're still in the brainstorming and planning phase for Chapter 5.

It would be great if you could release a war-focused DLC and a system rework next year (even though I imagine you'd prefer to focus first on the ideas you presented in your recent survey).

In the meantime, here are some ideas I had for the free update part (available to everyone), and I’ll share my ideas for the paid DLC part afterward. These are just non-exhaustive suggestions.


Free War System Update:


  1. Removal of siege weapons as MAA units (catapults, mangonels, trebuchets, bombards), and replacing them with a Military Engineer MAA unit.
    During sieges, the player could order these engineers to construct siege machines (such as siege towers, battering rams, trebuchets, etc.). These siege machines would be unlockable and buildable by engineers depending on the technological advancements of the culture.
  2. Overhaul of the current troop stationing and MAA experience system.
    Currently, military buildings massively boost MAA strength. For example, placing your war elephant unit in a county with the right building magically grants it +240 stats.
    I’d prefer a scaling-based system where MAAs start at level 1 and gain experience through battles, increasing their level and receiving stat boosts.
    Stationing an MAA in a county with the right building would grant passive experience during peacetime (to simulate training) and also raise the unit’s level cap.
    For instance, an archer unit could only level up to 5 normally, but if stationed in the proper building, it could reach level 7.
    For engineer MAAs, leveling up could increase their siege construction speed.
  3. War Captain recruitment.
    Players could recruit a captain for each MAA unit. The captain would grant their unit a stat bonus based on their martial skill and unlocked martial tree perks.
    Additionally, there would be a general leading the whole army, providing army-wide bonuses.
  4. Supply system overhaul.
    The supply system should become more interactive. Players should manage supply stockpiles from the military tab when preparing campaigns.
    If an army starts to run low on supplies, the player could choose to loot local areas to steal provisions (war crime, yay!), which would lower the organization level of the pillaged county and increase the chance of popular revolts.
  5. Battle and Siege Interface.
    The current battle and siege UI in CK3 is quite minimal. It should be enhanced with more detail.
    For battles, duel events between characters could be added.
    For sieges, the player could make tactical decisions: choosing siege weapons to deploy, organizing a blockade to starve defenders, catapulting plague-infected corpses to spread disease, etc.
  6. Emergency Measures.
    In the event of a surprise war, there should be a special decision to declare a state of emergency.
    This decision would grant both bonuses and penalties to help resist the invasion (e.g. recruit vassals' MAA, increased peasant levies, defensive bonuses on home territory), with downsides like reduced tax income, increased stress for characters, decreased popular opinion, and county disorganization.


That’s it for the free military rework. These are just the first ideas that came to mind, many other things could also be imagined and added.


Now for the Paid DLC content:


  1. Landless Military Career.
    A new gameplay path allowing the player to start as a landless knight in an army and climb the ranks to become a unit captain and eventually a general.
  2. Military Caste Influence.
    Army generals should have influence over national military matters and even be able to interfere in them.
    Rulers would need to keep their military satisfied to avoid potential revolts.
    Since you mentioned a loyalty system in your survey, one could imagine an ambitious vassal turning the king’s general against him to facilitate a military coup (via a plot with negotiations, promises, bribes, etc.).
  3. Independent Army System – Companies.
    In a way, this already partially exists through the landless lifestyle and Swords for Hire, but I’d like to see it expanded into a full Company system.
    These companies would be independent armies attached to a liege, fighting on their behalf to gain renown and unlock unique gameplay mechanics based on the liege's recognition.
    At high recognition levels, a company leader could be granted a duchy (by a king) or even a kingdom (by an emperor) as a reward for loyal service.
  4. Coalitions.
    The DLC should allow multiple realms to form coalitions against an overly aggressive or powerful realm.
    If the targeted country loses, it should have to cede land and gold to the victors.
  5. Weapon & Armor System.
    A system to buy and upgrade weapons and armor from a blacksmith, allowing players to progressively improve their gear as they advance from knight to captain to general.
  6. Ceremonies.
    A knighting ceremony held by the liege when the player becomes a knight, and also reward ceremonies when being granted land for loyal service.


These are the first ideas that came to mind for the paid content. Of course, this is not an exhaustive list—I’m sure there are plenty of other great ideas that could be added to all this!
 
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Well I would still have a lot to add but let me have these things that weren't in the survery or in the game.

AI and AI behavior:

  • Ambitions and Personality: AI characters should have certain ambitions depending on their personality. A Greedy AI ruler should always want more possessions, a Bold one glory and a Content one a safe and peaceful rule over them.
  • Agency: Vassals should be able to realize that their territory is in danger and aid the ruler if able. This is a big gripe that I have right now.
  • Dynastic Lines and Survival of the House: This is still a mechanic that is downright broken in CK3. The AI is still not able to recognize a threat of their house properly and have marriages that favour them. Marrying their daughters away without having a son. Understandable. Happened to a lot of dynasties. Marrying their eldest heir Grandson or Great-Grandson away without realizing the direct line. Now that is downright broken. This worked in CK2. Why is it still an issue in CK3.
Religions (Addendum):

I still have a list of stuff that I wasn't able to bring into the religion fold:

  • Christianity: State rites and relationships. Reliquary and artifact overhauls. Saints and monastic educations, heresies being able to lose their heresy status if requirements are met.
  • Islam: Islamic schools, rites and more mechanics around the Caliphs. Espescially with independent realms around the Caliph.
  • Eastern Religions: Dharmic rites, ambitions and schools. Actions against different faiths that intrude the realm. In certain cases Pantheons.
  • Paganism: Pantheons and their Gods, being able to make a former ruler of your dynasty a god if he had achieved certain requirements, changes in reformation of the faith. Specific Casus Belli.
  • Overall: More dynamic interactions with the religions and their choices. Culture and Religion meshing in more and rivalries between worldly rulers and spirtual ones. Maybe specific heroes and villains for certain cultures and faiths in a realm.

Minor things that I realized after over 2000 hours of gameplay:

  • More stress traits and proper stress dynamics. I like the stress traits but there should be more variety in it. At least 10-15 stress traits more couldn't harm the game and I have the feeling like the Commander Traits there should be some stages of them.
  • Infirm should also have a dynamic roster that goes from one level to another. It comes slowly but steadily and at each stage more and more choices and functions should be harder for the ruler. Also the choice to abdicate and go to a cloister if it gets worse (with should cost renown and prestige).
  • Court Languages and Languages should have some diplomatic interactions. Currently it is rather random and tedious to influence other courts.
  • Plague Resistance should matter a bit: Currently it is worth nothing. You could have a plague resistance of 100 and every minor plague comes to your town and knocks it down. I understand if it is a grave plague but Measels no 100 makes it a bit tedious in my mind.
  • I won't talk about warfare as more than a dozen other members of the forums had better ideas than I have and it is an obvious choice to be overhauled.

Societies (no joke). I think there should be another shot at societies. Not in the form of CK2 but I really want to see some stuff that could work better in CK3:

  • Changes to CK2:
    • Kings and Emperors shouldn't be able to be part of most societies and should be able to join one with a huge hit in piety and prestige. But they can sponsor one to two societies properly and have some boons. They can also choose to outlaw certain societies and make their members criminal
    • There shouldn't be huge supernatural societies like the one praying to Lucifers Taint or other stuff like that.
    • Societies shouldn't give huge boons to the members. The reward is the journey, not the destination.
    • It should be attractive for dukes and lower or independent rulers to join societies in hope to elevate their standing.
    • There should be the option to form a society to a certain degree.
    • Some societies should have regional and cultural limits for some societies. Espescially Martial and Religious societies should have limits.
  • Society types:
    • Religious orders, Certain schools and maybe a soft relaunch of the Hermetic Society for Learning Focus.
    • Chivalric orders, Warrior Lodges and Martial Arts societies for Martial and Prowess focused ones.
    • Guilds and Masons for Stewardship focused ones.
    • Assassins for Intrigue focused ones etc.
But yeah. These are some things I want to see outside of those things that were questioned.
 
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