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Marmelado

First Lieutenant
Oct 21, 2019
245
1.080
In CK3 there is an opportunity to dramatically improve intrigue system by hiding some information about NPCs.

For example, a player may have a vassal with +20 opinion with clear reasons for such an opinion: traits, religion, culture etc. But in CK3 you may color +20 in grey instead of green. That is a visual feedback showing a player that there is more to the vassal than meets the eye. Maybe he has some trait that you don’t know about yet and he actually has a much different view on player’s character.

To make it less of a hassle and streamline the gameplay, UI can show how much is still unknown, so the player can work on getting to know the NPC better. At some point the number would get to usual green or red color meaning that you’ve learnt most relevant things.

Maybe high diplomacy and intrigue stats would be a passive way to learn more about an NPC while sway/provoke and spying would be active and risky ways.

Benefit of this is that a game would get somewhat more risky, but not too much. No longer relying on guaranteed +100 content yes-men, now there could be a betrayer. No longer considering unruly vassal as hopeless case, because maybe he may provide some help in hard times.

This opens doors to secret relationships and other things. Considering that CK3 seems more like RPG game than CK2, it would fit well.
 
I agree that some things about other characters should maybe be hidden from you (including hidden opinion-modifiers). Appointing +100 opinion people to all important positions isn't particularly interesting. You could find out about traits, skills and opinion-modifiers with intrigue-things.
 
I agree that some things about other characters should maybe be hidden from you (including hidden opinion-modifiers). Appointing +100 opinion people to all important positions isn't particularly interesting. You could find out about traits, skills and opinion-modifiers with intrigue-things.

It would make sense for high intrigue NPCs to hide and protect their secrets better, especially socially unacceptable traits. So the player would have to work harder to “crack” these people.

Maybe another passive way to learn those things is a close relationship. Childhood friends, relatives growing up together, councilors working together for a long time, should learn more about each other.

Other idea I had is the NPC and maybe player ability to straight up lie about their traits, cowards pretending to be brave, ambitious pretending to be content etc. High diplomacy and intrigue protect the masquerade better. This may make the game too realistic and uncomfortable for some, so not sure yet.