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Antoine

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May 16, 2003
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Open discussion on a core concept of ck. I don't really have one answer, as a masochistic roleplayer I like playing even lunatic excommunicated rulers untill they meet accidental/natural death, but as a strategy gamer I hate having no incentive to do so.

You play a character but also a dynasty identifying itself with a nation.

And in many cases your interest as a dynasty or nation is to get rid as soon as possible of your bad character. Extreme negative traits are so extremely negative (and often triggering events giving more negative traits or more and more problems) that you can hardly allow a flawed character a full reign without seeing your dynasty lose most of its territory or his heir suffering the same problems as the bad previous monarch (if for example you had to annex 12 times all your vassals due to chained revolts the problem will probably continue for some generations).

Except in the very beginning of the game, when your dynasty can still lose its throne, there is just no incentive to play your character instead of suiciding him if he gets a negative trait. After two or three generations, when there are cousins with your blood everywhere and once you have pressed the "My dynasty won't lose" button (called "salic primogeniture") or the "My dynasty will probably win" one ("salic consanguinity") there is just no reason, out of masochistic roleplaying or will to give the AIs a chance by playing like them, to let your throne to a lunatic/excommunicated/kinslayer or other unlucky ruler suffering realm duress for long or just to allow an heir with bad stats to sit on it.

With a problematic ruler the game become making him take as much risks as possible untill you succeed to have your character killed (or for less scrupulous players tired by decades of continuous revolts, "F12 die" works too). The interest to have a bad ruler killed asap is so strong that MP players have to establish house rules to forbid players to ask others to assassinate their own rulers.

Often, when your character has extreme negative traits, the heirs are as rebellious as other vassals or even the main rivals. So... the interest of your character is to win this war to keep his throne and get rid of the rebellious family members through assassinations, while the interest of your dynasty is to see him lose and let the throne to a better heir claiming it. You need some real schizophrenia to be able to both roleplay the ruler (supposed to have some sense of self preservation) and play a strategy game (where you want your dynasty to succeed) in this case.

So... I don't have very precise ideas of a better system but I'd like the game to find a way to reward the player (dynasty ?) for fully playing (allowing to reign as long as possible) a bad character, and force him more often to do so. I'd also like the game to make playing such rulers more manageable (with more ways other than the death of the character or the annexion of all vassals to solve the problems) while keeping the very bad traits as bad or even worse for a while.

I think a minimum would be to have a "score" for the player rewarding him for long reigns of direct line heirs, and more for the long reigns with problematic rulers, so even competitive strategy gamers would find a reason to fully play an excommunicated lunatic.

I think it would be even better if allowing bad rulers to reign has some other purpose than just improving this score (as most players wouldn't pay attention to something having no effect in game), and so reward the player/dynasty with some positive long term effects. For example a realm ruled by an heretic during decades may have less problems to make several religions coexist in the future or maintain regal supremacy (as the pope is so happy once a non heretic heir take control, he don't ask for more). A dynasty who allowed a cruel despotic ruler to keep the throne during decades, destroying his vassals estates in civil war and slaying rebellious heirs, may have become feared, and make the next generations of vassals/pretenders think twice before they rebel. Etc...

But I think there shouldn't only be rewards, the game should also be made harder for those playing to beat it (chosing the best possible rulers instead of roleplaying them).

First thing I'd like to see is the number of characters considered as your blood, and so the choice of potential rulers, reduced a lot, with families branching every generation, so you don't have hundreds of heirs allowing you to continue to play your nation, and may sometimes be forced to allow a very bad one to stay on the throne, like in the early game. I'd support his uncles and their sons becoming a different dynasty as soon an adult character has the family crown. When the Capet have been replaced by their cousins it was no longer the Capet but the Valois. Someone playing the Capet dynasty should have no reason to want a Valois to take the throne, as long a true Capet from direct line remain. Eventually the player may be allowed to continue the game with the Valois (a first degree cousin / uncle), but he should lose something big in the process (legitimacy ?).

Also I don't think the player should ever be rewarded if a rival of his character inherit. I would even say : if a rival of the player character gets the throne, no matter how, the player should just lose the game, so you eventually find a serious reason to become a kinslayer. On the other hand chance of direct heirs to become rivals of their ruling father/brother who hasn't disinherited them should be reduced a lot, not something happening every generation (I find totally lame to see rivalry happening so often when you give big duchies to your heir, as a lot of rivalry events seem to be triggered between ruler and the biggest vassal).

Finally, while there should be both incentives to fully play bad rulers and situations where you are forced to play them, the game with a bad ruler should be make a little more manageable, instead of a continuous succession of revolts where everyone is finally against you and chained bad events making things worse and worse. I think courtiers/vassals ambitions should play a big role there, with a reasonable amount of people (personnality types) accepting to serve a problematic ruler as long he satisfies their own ambitions. The worst despotic dictators in history have always find some people ambitious enough to forget who they were and support their reign. It should be the same for ck rulers with the worst traits. Each bad trait should be tolerated by some people, at least as long the ruler serve their ambitions. While of course a fanatic believer should never accept to serve an heretic king, a sceptic shouldn't find too much problems doing so, especially if this king has served his own objectives, ie given him the advisor post he always wanted ; as well a cruel vassal may tolerate a liege who slayed his brother, etc..
 
You bring up an interesting point. How to reward the player to encourage him to play those 'difficult' Rulers.

I'm sure someone will come along and say, "The reward is the self-satisfaction of successfully living through that rein". The problem for me is, after doing it for the 20th time in a game, the 'self satisfaction reward' isn't as great. It's more a case of "Sigh, I have to go through THIS again!"

I too would be interested in hearing more possible ways to reward the player 'in-game' for working through those types of Rulers. Another example of a difficult Ruler would be the case where a '0 year old' son/grandson inherits. For CK, it means you have to once again divest yourself of almost all of your demesne lands and hope and pray you've got the best advisors money can buy and then just hunker down and wait for him to grow into his job. In this case it might be the chance of getting a 'Long lived Ruler' bonus from the game. Something that could add stability/reknown to your game (that applies to the Current Ruler the longer he Reigns or to the next Ruler?).

Edited to add a point---
 
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All excellent points. However, I think incentivizing longterm (twenty-forty or even longer) play as a bad monarch while retaining the realistic and (gameplay wise) necessary misfortune that befalls him is ultimately impossible. Perhaps a very robust, realistic character system that rises to the level of RPG-immersion would do it, such that it's actually great fun to trash the realm or bring ruinous to Europe, but the instinct of strategy gamers is so deeply to maximize that I doubt it.

What I would like instead:

1. Your proposal to trim heirs is excellent and would help in other areas of the game as well. Under the most draconian inheritance law available, the player continues only if the direct line inherits. This is the stablest system. The law is clear, provides no prize to the brothers and nephews of the ruler and preserves the blood. There should be some room to move, but changing the inheritance law should cause great instability, the next succession should be contested or result in much lower loyalty and less prestige, and the further the prevailing law from strict direct line inheritance the lower the loyalty, prestige generation and realm stability in general and the likelier the succession is to be contested. Even so, the most liberal law should allow the player to continue only if one of the ruler's direct descendants, brothers or first rank nephews inherits.

2. Inheritance by a rival ends the game, as you suggest.

3. Most importantly, any rebellion by kin (named, those with the blood drop icon from CK) offers the option to switch sides. Doing so means fighting for independence or overthrow, or accepting revassalization, and severs the family between the loyalists of the two branches. The chances of an opportunistic war during or immediately following civil war are increased, the trait Traitor must be endured pending settlement and any peace short of overthrow leaves the AI eager to invade at the first sign of weakness. Moreover, if one wins in rebellion, loyalists may not make peace, loyalists and neutrals may simply quit the realm in light of its instability, family members will be less loyal for a generation (and claimants to the throne likelier to rebel), Pretender events may crop up and cause further instability and so forth. Civil wars ought to be a lot of fun but challenging, with event chains regarding what to do with the other side in the aftermath (brutality eliminates threats but alienates foreign powers and one's people; mercy may be exploited) including the deposed ruler (imprisonment encourages loyalists to keep up the fight, banishment may lead to insinuation at a foreign court and execution loads one with the trait Regicide). The severity of the civil war, and the consequences for rebellion, ought to be dynamic, dependent upon the ruler's traits, relationships with other characters, relationships with other rulers and so forth, but always serious enough that the player, while not having to stick it out with the drudgery of a bad ruler, faces the challenges to continuous advancement that make CK more fluid than the other Paradox games and has to carefully consider just how bad the ruler is anyway.

Meanwhile, eliminate the F12 Die cheat. It will always be possible to engineer a succession, through absurd risks to life and limb or editing the save file, but if it's easy, quick and painless it will present too great a temptation.
 
4. Birth rates need to be much lower, lifespans much shorter, casualties of war much more common and infant death much, much, much more common. There shouldn't be many heirs that keep the player in the game at any given time.

And running off of 3, simply allowing the player to switch peacefully to a character in the line of succession, or perhaps any character in the family, with land at any time would also be useful. That way one can ride out the necessary and historically accurate period of instability without actually being stuck playing it.
 
Meanwhile, eliminate the F12 Die cheat. It will always be possible to engineer a succession, through absurd risks to life and limb or editing the save file, but if it's easy, quick and painless it will present too great a temptation.

I agree with much of your points execpt this one. I never use it myself (except to kill of undead courtiers (mainly diocese bishops)), but I don't think it should be taken out because we believe it is too easy to use when having bad rulers. If you are the kind of guy who would use it to rid yourself of rulers or heirs or rivals or whatever, then feel free to cheat. You can't really use it, and then complain that the option is too tempting to use.

It is not like it is a visible button that you could "accidentally" click from time to time. It is also easy to get out of endless debt by using the cash cheat. That doesn't mean that it needs to be removed.

let people play as they want .... if they have fun with cheat codes, then by all means let them play that way :)
 
Make ruler's death a very bad event. We read expressions such as "succession crises" in the history books but back then every succession was a little crisis. Even with clear-cut laws.

Suddenly someone new is on the throne. In the best of case he has some experience of ruling through a minor fief, bu not always, and hardly ever a whole kingdom. In many cases there is a lot of kitsch, highly complicated ceremonials to bury the old king and oint the new ones, often stretching over the course of months. If there was a campaign going on, it ends almost always in a disaster as the host disperses. If the country is big enough, rumours and counter-rumours start spreading. Advisors lose their positions, sometimes their lives. More to the point, everybody (vassals, moneylenders, foreign powers, the clergy) tries to cajole or bully the new king into something, because they can sense weakness or just to see how he will take it. Discontents decide the moment is ripe to strike, et cetera.

So here's how I would translate it in gameplay terms, whenever a king dies :
- each vassal makes a random demand for a province, or gold, or changing a law or something. If you fold you lose prestige, if you don't he may lose loyalty.
- stability drops
- money loss, commensurate to the kingdom's treasury
- every advisor as a 1/2 chance to become a rival of the ruler, making it necessary to switch
- if at war, you must grant white peace if the enemy will take it, give in to demands if he won't. That, or give a massive morale loss to all units in the field and let things sort themselves out.

With all these disincentives for playing wrong suicide kings would be rarer. (incentives to play right is nanny-gaming :D )
 
I don't really think any form of succession crysis can be worse than 10 or 20 years of a kinslayer/lunatic/excommunicated king reign, as suiciding such king is basically trading several decades of turmoil for one or two years.

Now it's possible to just remove the possibilities to suicide a character, as they mostly come from events where any character having some sense of self preservation should always chose the less risky option (in events like "an holy man offer to heal you" only asking for 10 gold to have 50% to remove illness, there is just no reason to allow the player to refuse) or battles at a big disadvantage where the losing army should auto-retreat before suffering too many losses (sending anyone to battle at one vs 10 should just trigger this leader disbanding his army and going home).

But I'd rather like to see roleplaying rewarded instead of control removed, globally. It would be cool to be able to unlock some "dynasty traits" working like achievements, some of them being unlocked by long reigns of bad monarchs, but if this kind of system is used, there can be achievements for a lot other situations (ie : having a saint in your ancestors, having a character who freed Jerusalem from heathens and let the province to Jerusalem kingdom, having owned provinces of all religions, having converted x provinces, having given one of the king title the family owned instead of keeping all, having killed all the rivals of a ruler, having given fiefs to all his friends, etc).
 
Very good points.
And some really good arguments in the posts above.

I think there should be both.
Some kind of punishment for too often short reigns like
- Succession crisis
- Loyality drops
- etc.

and also benefits for the long reigns.

But imo to give the player a really good roleplay-element there must be integrated a complete new system.
There should be additional to stability, loyality etc. something like "dynasty-credibility"

This could be handled in some way like the stability, while stability should be connected to the controlled lands and population all internal matters and dynasty-credibility should affect the foreign policy and of course the family ties.

So if you have a very high dc every foreign ruler who is in some way connected to the family should have more trust. Even so the neighbours or in some way politically connected other realms would think about your dynasty is trust worthy and constant.

In the other way, if you get low dc because multiple changes of rulers, heirs (perhaps even advisors family) , everyone could be more suspicious.
Your dynasty will be known as unreliable, unsafe political partner.

These modifiers should affect everything which is related to trust like foreign relations, family ties, inheritance (a low dc should rise the chance of succession crisis/vassal/civil war) advisor possibility and of course events and decisions...



The system could also much more complex, so that high dc isn't always good and the other way around.
If some 4th cousin inherit the throne this should drop the dc, but some "traditional" enemys could see a chance of solve the old issues.
On the other way, a high value in dc should represent a more conservative relation where former enemies would have the same bad opinion about the inherit son like their old enemy his father was.
So it would depend on the play-style and/or ambitions if a high or low dc is good for the player.
 
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All excellent points. However, I think incentivizing longterm (twenty-forty or even longer) play as a bad monarch while retaining the realistic and (gameplay wise) necessary misfortune that befalls him is ultimately impossible. Perhaps a very robust, realistic character system that rises to the level of RPG-immersion would do it, such that it's actually great fun to trash the realm or bring ruinous to Europe, but the instinct of strategy gamers is so deeply to maximize that I doubt it.
Actually, it may be possible if there is a way to give a kind of "score" like Antonie mentioned, but make it usable. IE, the player can use it to give him/her special perks or "miracles" from God. This could be along the same lines as Rome's "miracles" or it could be more fantastical.

Another way is if we have stability to have a hit to that anytime a new ruler comes to power. If you have a ruler die to quickly you can send your realm into turmoil.
 
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Frankly, I feel like Crusader Kings is a game for the type of person who roleplays their bit. I've always just enjoyed the way it feels like an interactive storyline, and there's nothing quite as entertaining as the Prince of Rashka living the majority of his life under the firm belief that he is the Messiah. These sort of difficult times gameplay-wise are what made the game feel different, and I think adding some arbitrary, gamey reward for playing through to an incompetent ruler's death is unnecessary and detrimental to the feel of the game.
 
...but changing the inheritance law should cause great instability, the next succession should be contested or result in much lower loyalty and less prestige...

It is here that I hope HTTT's legitimacy system will be imported and reworked with greater detail. With some added fucctionality, it would help do all of this.

3. Most importantly, any rebellion by kin (named, those with the blood drop icon from CK) offers the option to switch sides. Doing so means fighting for independence or overthrow, or accepting revassalization, and severs the family between the loyalists of the two branches.

What I like about this is that it helps avoid the "Half of Europe is part of my family, so I get loyalty bonuses and can never lose the game" problem in CK1. Cadet branches of established dynasties can become new dynasties, which more or less did happen in the period.

4. Birth rates need to be much lower, lifespans much shorter, casualties of war much more common and infant death much, much, much more common. There shouldn't be many heirs that keep the player in the game at any given time.

I know why you suggest this, but I'm not sure it would actually be a good feature without some kind of "Create random courtier" function. In almost every version of CK1, there would be at least one stretch of 20 years in every game where I would run completely out of male characters in court thanks to battles, disease, and bad luck in terms of people being the same age and all dying off at the same time. The medieval period turns into the period in which women hold 90% of the positions of power in various realms. While I don't think tons of heirs need to be wandering around court, running out of men and having no one to even lead your regiments, nevermind take up duties like marshal or steward, is kind of weird.
 
IMO, roleplaying is really what made CK so cool. (I like to call it Sim Dynasty.) As a strategy game, CK is sort of mediocre at best.

I agree that sticking it out with these rulers should be the best option; not because it will help your situation on the map, but because it is more fun.