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Max Wax

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Jul 2, 2024
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The more I play ck3 the more shortcomings I see. I wonder if I want to invest more in this game. I'm asking myself if this game is fundamentally poorly put together making it's core game loop too easy and uninteresting!? Simple can be good when it is highly engaging, but the speed of challenge fading away in CK3, leaves this game kind of naked - it seems to be made to be cozy, casual players game!?

On one hand I realized some of my frustrations came from misunderstanding CK3 - that it is a game focused more on characters, their interactions and story telling, than (complex) strategy systems (warfare, diplomacy, laws, etc). On the other hand, let's be honest, BOTH the story telling and strategy parts lack depth, complexity, nuance, even immersion. Does CK3 unfold into a series of challenging, surprising problems the more you play? Four years of development and I'd say CK3 keeps going wide with new mechanics/content: we get a new feature that is basic in form and not developed to its full potential. And basically only one core expansion a year; the rest is "flavor", skins, event packs.

In CK3 I like the character creation, lifestyle trees combined with the game's sandbox, aesthetics of the menus and art in general. Great soundtrack! The map is interactive to a little extent (that players can create new spots to visit). The modular culture and religion systems – quite diverse with interesting options. The game has been very stable for me also. I like all these. Then there is the gameplay. Is there a system/mechanics/content in ck3 that I consider well designed?

At this point I'm probably the least bothered with CK3's economy (represented as the system of barony buildings and upgrades). I think it is simple in a good way so you can focus on the game's "emerging story". Although, strange there is no trade.

Then there is the rest of systems:
Religion: I haven’t experimented much with it. I see potential for shocking abuses with the communion tenant, becoming head of faith and making everything a sin. But what bothers me a lot is the pope throwing your way tons of money regularly, and cheap kingdom claims - extremely careless ideas.

Warfare: the bigger territory rulers have, the more tedious is moving armies around (with their different speed; different random, troops mixed up - a level of micromanagement I don’t like to engage with). There is also the weak AI aspect in strategizing.

Research: my record is to wait 18-19 years, for the date threshold to unlock more research! Then after reaching the unlock date, I had to wait 3 years more for the culture to be ready for the new innovations!??

Interactions with vassals - one of the core mechanics: just befriend them all. Could not be more simplified. Becoming rivals? what is my/his motivation to be serious about any rivalry in CK3? Mostly I don’t even know who they are and why should I care.

Events: I'll just say events variety, concepts and frequency is problematic. Events could be better if there was more of them and if they were contextualized historically, culturally and regionally, thus repeating less and giving players an incentive to play in different map parts. This could be the real in game flavor to role-play something different regionally/culturally; if events were created with anthropology and history knowledge more, than today's policies of representation.

The list can go on.

Is there a system/mechanics/content in ck3 that you consider well made?

PS I don’t have Chapter III content. Perhaps the administrative government has the level of complexity I'd enjoy.
 
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The more I play ck3 the more shortcomings I see. I wonder if I want to invest more in this game. I'm asking myself if this game is fundamentally poorly put together making it's core game loop too easy and uninteresting!?

What do you think the core game loop of CK3 is? Or even the main strategic challenge?

You don't say, so there's no real way to answer the question of 'is there a good system?' A system is good if it suits its purpose, be that as part of a gameplay loop (or which there can be several) or as part of the strategic challenge. If you don't have an idea of either, then you also can't know if that's a premise that you'd even enjoy. If you wouldn't enjoy it, there's no way to know if the system is fundamentally poorly put together or if it's put together well enough but in a direction you just don't enjoy.

If you think the core gameplay loop is rising the feudal hierarchy, though, that's a pretty easy 'it's not that.' There's only four (arguably five now) ranks to play as, and they put the Meritocracy perk 1-perk deep for a reason, and that reason is not because they intend it to be the campaign's main challenge to become an Emperor.
 
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Thanks for your post.
The main strategic challenge and the core game loop aren't the same things. Strategically, I guess Ck3 is about pilling up your dynasty's influence on the world. For the developers, according to the Vision - Dev Diary 0 from Oct 2019, Ck3 is about catering to "all player fantasies" and experiencing "memorable, emerging stories" - does it sound like a goal of a grand strategy game?

The Ck3's core game loop - as the core game mechanics or the main, repeated actions that players engage in repeatedly, in a looping sequence - in this case on a ruler to ruler basis:

Marry. Create heir. Beef up your ruler with stats and traits. Gather resources - strategize/ set up objectives ( f.e. acquire land - build buildings - build relationships/befriend (deal with vassals) - climb up in ranks - deal with challenges / events ...)

The question is how engaging, challenging, and satisfying this looping fundament is. I am not asking to thrash CK3. Rather hope to see it in a different light; perhaps inspire changes to it.
 
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Cultures.

I do think they are too modular, like many other aspects of the game, which butchers any and all identity turning them into just randomly generated stacks of bonuses, but it's an interesting system for bonus stacking.

There are admin governments too, they are neat, the option of going landless is pretty cool too, Rtp was probably the one very good DLC CK3 has received so far as it's packed with content, but I wouldn't miss anything else, even traveling, which is unique to CK3, feels more like a chore than an actual mechanic after a playthrough.

Can't think of much else tbh, every mechanic it shares with CK2 is done better in CK2.

PS: Event spam is still physically painful.
 
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The travel mechanics, DNA and character appearance mechanics, family tree mechanics, the map generally looks really good, I like the struggle system, I would add some more mechanics but the ones I'd list have huge massive flaws that kinda ruin them most times.
 
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Thanks for your post.

Thank you for engaging it in good spirit / faith. I sincerely appreciate it, and hope my tone comes off as good faith in return. (It is intended to, which is why the rest will be so long.)

Strategically, I guess Ck3 is about pilling up your dynasty's influence on the world.

This is a good answer, and better than many. Now, how do you measure that?

No, really. What is the metric for strategic success that separate's dynastic influence from realm influence? World conquest map painting? Gold? Military victory advantages?

The reason I ask this is because if your answer to any of the above is 'no'- that these aren't the game's strategic success for dynastic influence- then the fact that they can be easily achieved in and of themselves doesn't actually mean a failure of the strategic system. The strategic challenge isn't realm success, but dynastic success, and so what's good for one isn't good for the other, in the same way that gold maximization doesn't mean military power maximization.





Going further, I'll share my own perception of the intended measure of dynastic influence- monthly renown generation.

Renown is a fundamentally pro-tall (as opposed to anti-wide) system, as you can generate a lot more renown by simply landing / releasing an Empire's worth of counts compared to conquering the world in a single empire. Further, various systems- Court Grandeur, expected Legitimacy- mechanically favor tall play, as characters of smaller realm / lower rank can get more benefits more easily than Emperors. The system allows for Emperors to get some benefit, but a King can be much higher above expected renown generation than just their rank.

While there are renown artifacts, the overwhelming majority of monthly renown comes from having dynasts outside your own realm. Placing them underneath you is not enough, as a Dynastic emperor smothers the monthly renown potential of the dynasts under them. 1 Emperor = 2 Kings = 4 Dukes = 8 counts.

And that, in turn, means that many of the game's 'easy' systems- such as the ease of conquest- aren't the end of the strategic challenge, but the start. Whether you catch-and-release or use marriage game or anything else, keeping family on seats is where the game's strategic balance starts to kick in, as the player's ability to protect family starts to sharply decline the moment an alliance is no longer a practical guarantee.

It's a problem, in other words, that you can't just conquer your way through. And if you invest more things than you need into the military side, you're passing on tools for the non-military issues.

The game, as a strategy game, starts to make far more sense design-wise when you realize a lot of the mechanics aren't about you, the player, overcoming the challenges of an individual ruler, but the multi-generational challenge of keeping relatives from acting like inbred idiotic shortsighted nobles to the dynastic detriment.

For the developers, according to the Vision - Dev Diary 0 from Oct 2019, Ck3 is about catering to "all player fantasies" and experiencing "memorable, emerging stories" - does it sound like a goal of a grand strategy game?

Sure. As much as a game about managing armies / wars / realm succession sounds like goals of a Sims game.

CK, as a franchise, is and always has been an awkward fit that doesn't really fit well into any particular genre. Despite the occasional rose tinted glasses, CK2 wasn't a particularly good strategy game either, once you got past the user interface. In some areas it was even easier than CK3, such as how the tributary system allowed functional/superior vassalization of same-size realms or how you could trade religious artifacts you couldn't use to China to shatter any realm on the map.

What CK as a franchise does- and what Paradox does in general- is bring in a lot of factors together in ways that no one else does, for experiences no one else provides. There's a reason that the criticism that CK3 is a Sims game is made by people who aren't playing the Sims for their medieval dynasty simulator experience.





The Ck3's core game loop - as the core game mechanics or the main, repeated actions that players engage in repeatedly, in a looping sequence - in this case on a ruler to ruler basis:

Marry. Create heir. Beef up your ruler with stats and traits. Gather resources - strategize/ set up objectives ( f.e. acquire land - build buildings - build relationships/befriend (deal with vassals) - climb up in ranks - deal with challenges / events ...)

You forgot the most relevant point of the player's lifecycle, and part of why I'd say you need to pull back your perspective- death, succession, and dealing with the consequences of the previous generation.


If you approach CK as a game about a single player character's lifetime, then sure- the gameplay loop is the events / resource gathering / using resources f a lifetime for a goal.

But CK is designed as a campaign of a series characters. Just on the loop structure, the core loop can't be within a character's lifetime, but the loop between characters. The gathering resources/events/actions are sub-loops of those larger loops, with those larger loops being the stabilization of the realm upon assuming power, what you do when stable, and then preparations for the end.

This paradigm matters because your core loop strategies aren't about what happens within a single life, but how one life shapes the next... and in many cases, makes the next loop harder.

For example, Crusader Kings' primary strategic challenge on a realm level is domain partition. Partition fractures a player's direct income base, empowers claimants who can start civil wars, reduces the ability to deter vassals, and provides early-lifetime distractions that prevent the ruler from focusing abroad. It's a major strategic detriment to the realm, even though it increases the dynastic renown, i.e. the game's strategic challenge. Partition is so important to the game's design that Primogeniture 'one child inherits all' is locked to the second-to-last tech era, and entire eras after Absolute Crown Authority's 'pick your primary heir' of the second era.

In turn, there are many, many ways to mitigate partition. However, the crux of succession management is that these ways have their own tradeoffs and require preparation, whether you count on elective, clan harmony, disinheritance, fratricde, and what have you. Sometimes these come with implicit expectations of lifestyle commitments (use of the 1-year-before-death warning to set affairs in order versus pre-emptive landing), but the character-life loop involves trying to set up the conditions for a smooth transition, and dealing with the consequences if you don't.

But it's not just succession that one life can set up / ruin for the next. The transition from tribal to feudal is notoriously hard if you don't (over)prepare, since it's much easier to trigger the transition than afford the aftermath. Pacifying a vassal for one generation via friendship doesn't mean that vassal won't start eating your realm out from within, removing your dynasts you'd been keeping under protection and requiring ungodly amounts of tyranny to uproot entirely. Raise a child for an intrigue-centric next generation, and don't be surprised if their sins lead them to a bunch of blackmail scandals or loss to various pope-favors.

You can deal with them, sure. But if you're dealing with those you're not doing other things, and maybe you wouldn't have had to with a different strategy. In CK, strategy is not 'how does one character conquer the thing,' but 'how does character 1 set conditions for character 2.'



I'll give an example I was just playing today. Have you done an Alfred the Great playthrough?

Alfred is listed as a 'hard' start, but that's a misnomer. Alfred is a beast of stats, and depending on his wife's semi-random stats can have 7-8 county limit as a duke, which is godly in a part of the game where the average is like 4. He starts with one of the fan-favor Eugenics traits (Intelligent). He has amazing martial, and with some luck (and if you ditch your own starting MAA to inherit your brothers), you can plausibly crush the great heathen army in the first five years of the game, removing the primary military threat from the UK. Alfred starts with such high legitimacy that he really just needs 500 gold to form the Kingdom of England, and he has such high diplomacy (and, again, legitimacy) that he can credibly diplo-vassalize the Catholic parts. Alfred is eligible for the Legend of Arthur legitimizing legend, which at max gives him claims to all of the British empire. Alfred has a virtue and good learning and it's very easy for Alfred to cozy up with the Pope for Pope-gold and claims on some of the regional, usually sinful, Kings.

Alfred is arguably one of the strongest characters in the game to start as, despite his bad intrigue / high-stress traits / a wife with no eugenics who's almost impossible to divorce because she has two Catholic virtues, meaning you have to embrace a Romance-Elope scandal to marry someone else without (trying) to kill her..

Alfred also has really, really bad laws, and can easily out-militarize his economy.

Alfred's starting culture doesn't have the tribal Plenary Assembly tech, which means Alfred can't raise crown authority. Because Alfred can't raise crown authority, Alfred can't revoke titles from vassals, which lets them conquer eachother and grow strong. It also means that Alfred can't pass Feudal Elective, which means Alfred has to deal with confederate partition the hard way if you can't get the tech in your first lifetime. Further, while Alfred inherits a lot of territory from his brother, the best counties- nearly all the unique buildings of Southern England- are given to AI vassals who, again, you can't easily revoke from (and who Alfred really isn't in a position to kill with his mediocre stats and without threatening his diplo-vassal potentail).

Moreover, Alfred can build a military even he struggles to afford. The Anglos start without the MAA-boosting innovations, but due to the Hirds innovation they can hire the Huscarl MAA, which are just below Varangian Veterans in cost. Two full stacks- especially if boosted in size by a Vanguard accolade- can basically consume your entire income in upkeep. Yeah, they're incredibly useful in taking down the levy doomstacks of the Heathen Army, but this econ challenge is made worse when the rank-scaling of the activity econ means that your activities are even more expensive.

Further, diplo-vassalization is a bit of a double-edged sword. It's a massive potential expansion... but the starting Britain is dominated by large Dukes. Meaning you are going to have multiple, powerful vassals conquering eachother inside your borders and with considerable domains of their own, especially if you got their allegiance via low vassal tax conditions. It also requires you to be a King, meaning that Catholic Scotland up north can't be rolled up the same way, but can be a tribal raiding roadblock which- even if you do conquer / get an earlier claim- leaves you a tribal-unhappy-with-feudal dynamic to sit on.

And this is without addressing the Saxon Elective in the room. Alfred's culture does have access to a form of Kingdom/Empire-level elective, meaning that you can conceivably even make your primary heir your eugenics-success son... but powerful vassals can vote for themselves, and adding this law to the Kingdoms basically guarantees you are locked into county-partition.

What this means is that it's really really easy succeed your way into a very awkward second generation, where Alfred was all-powerful and all-beloved, and then the heir has a fraction of the domain, is barely able to afford their inherited MAA, are sitting atop powerful vassals who they can't disempower, and oh yeah election setup. Across 3, even 4, different types of elective.

But that's experience Alfred will never get, or anyone who just plays Alfred to the top of the British Empire and calls it a run, even though Alfred's entire life determines how that experience plays out (if it does).



The question is how engaging, challenging, and satisfying this looping fundament is. I am not asking to thrash CK3. Rather hope to see it in a different light; perhaps inspire changes to it.

I believe you, and this is why I'm going to say it like this- I think you're missing the forest for the trees, in a game where shaping the forest is a large part of the game.

At a design level, while the strategic challenge of CK3 as a strategy game is on the dynasty, there is no strategic victory. There is no Civ-style 'you were too slow and someone else won the game' victory condition, or a Total War 'the game ends when someone conquers everything.' All renown-scaling is in and of itself is just a competition between yourself and your own goals / how well others do.

The objective of CK, in turn, is whatever the player wants it to be.

CK is, and always has been, a sandbox game. This is why map conquest is not 'wrong,' even if it's not the goal- it's just another thing a player can do, just like a player can do a eugenics simulator, or try to spread the one true faith, or the meme faith, or get everyone speaking the same language, or make a custom culture-religion combo to survive and thrive.

The fact that there are different ways to get the same results is its own question. Say you want to tailor an ideal culture. Well, that requires prestige. How are you getting prestige? You could do that by doing nothing but romance schemes, or feasts, or getting involved in wars... but depending on how you do it, you could choose a really safe, easy, boring way to grind it. Like, say, doing nothing but gold-for-hooks to fund feasts to simply press the prestige-awarding buttons, instead of getting a defensive alliance to fight in other people's wars.

So when you ask if those mechanics are engaging/challenging/satisfying... well, your satisfaction depends on what you choose to pursue, and how you choose to go about them.

The rules you play by- both imposed by the game (such as game settings) but also self-imposed- are the 'forest' by which specific mechanics (trees) can make or break the experience. If you're familiar with the expression optimizing the fun out of the game, CK gives you the tools to do that because these are the exact same tools that let other players mitigate the parts of the game they don't find fun, but which a min-maxer would look at and not see a reason not to do so.

Don't do that. CK's mechanics are at their least engaging or satisfying if you try to min-max grind with them.
 
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Thank you for engaging it in good spirit / faith. I sincerely appreciate it, and hope my tone comes off as good faith in return. (It is intended to, which is why the rest will be so long.)



This is a good answer, and better than many. Now, how do you measure that?

No, really. What is the metric for strategic success that separate's dynastic influence from realm influence? World conquest map painting? Gold? Military victory advantages?

The reason I ask this is because if your answer to any of the above is 'no'- that these aren't the game's strategic success for dynastic influence- then the fact that they can be easily achieved in and of themselves doesn't actually mean a failure of the strategic system. The strategic challenge isn't realm success, but dynastic success, and so what's good for one isn't good for the other, in the same way that gold maximization doesn't mean military power maximization.





Going further, I'll share my own perception of the intended measure of dynastic influence- monthly renown generation.

Renown is a fundamentally pro-tall (as opposed to anti-wide) system, as you can generate a lot more renown by simply landing / releasing an Empire's worth of counts compared to conquering the world in a single empire. Further, various systems- Court Grandeur, expected Legitimacy- mechanically favor tall play, as characters of smaller realm / lower rank can get more benefits more easily than Emperors. The system allows for Emperors to get some benefit, but a King can be much higher above expected renown generation than just their rank.

While there are renown artifacts, the overwhelming majority of monthly renown comes from having dynasts outside your own realm. Placing them underneath you is not enough, as a Dynastic emperor smothers the monthly renown potential of the dynasts under them. 1 Emperor = 2 Kings = 4 Dukes = 8 counts.

And that, in turn, means that many of the game's 'easy' systems- such as the ease of conquest- aren't the end of the strategic challenge, but the start. Whether you catch-and-release or use marriage game or anything else, keeping family on seats is where the game's strategic balance starts to kick in, as the player's ability to protect family starts to sharply decline the moment an alliance is no longer a practical guarantee.

It's a problem, in other words, that you can't just conquer your way through. And if you invest more things than you need into the military side, you're passing on tools for the non-military issues.

The game, as a strategy game, starts to make far more sense design-wise when you realize a lot of the mechanics aren't about you, the player, overcoming the challenges of an individual ruler, but the multi-generational challenge of keeping relatives from acting like inbred idiotic shortsighted nobles to the dynastic detriment.



Sure. As much as a game about managing armies / wars / realm succession sounds like goals of a Sims game.

CK, as a franchise, is and always has been an awkward fit that doesn't really fit well into any particular genre. Despite the occasional rose tinted glasses, CK2 wasn't a particularly good strategy game either, once you got past the user interface. In some areas it was even easier than CK3, such as how the tributary system allowed functional/superior vassalization of same-size realms or how you could trade religious artifacts you couldn't use to China to shatter any realm on the map.

What CK as a franchise does- and what Paradox does in general- is bring in a lot of factors together in ways that no one else does, for experiences no one else provides. There's a reason that the criticism that CK3 is a Sims game is made by people who aren't playing the Sims for their medieval dynasty simulator experience.







You forgot the most relevant point of the player's lifecycle, and part of why I'd say you need to pull back your perspective- death, succession, and dealing with the consequences of the previous generation.


If you approach CK as a game about a single player character's lifetime, then sure- the gameplay loop is the events / resource gathering / using resources f a lifetime for a goal.

But CK is designed as a campaign of a series characters. Just on the loop structure, the core loop can't be within a character's lifetime, but the loop between characters. The gathering resources/events/actions are sub-loops of those larger loops, with those larger loops being the stabilization of the realm upon assuming power, what you do when stable, and then preparations for the end.

This paradigm matters because your core loop strategies aren't about what happens within a single life, but how one life shapes the next... and in many cases, makes the next loop harder.

For example, Crusader Kings' primary strategic challenge on a realm level is domain partition. Partition fractures a player's direct income base, empowers claimants who can start civil wars, reduces the ability to deter vassals, and provides early-lifetime distractions that prevent the ruler from focusing abroad. It's a major strategic detriment to the realm, even though it increases the dynastic renown, i.e. the game's strategic challenge. Partition is so important to the game's design that Primogeniture 'one child inherits all' is locked to the second-to-last tech era, and entire eras after Absolute Crown Authority's 'pick your primary heir' of the second era.

In turn, there are many, many ways to mitigate partition. However, the crux of succession management is that these ways have their own tradeoffs and require preparation, whether you count on elective, clan harmony, disinheritance, fratricde, and what have you. Sometimes these come with implicit expectations of lifestyle commitments (use of the 1-year-before-death warning to set affairs in order versus pre-emptive landing), but the character-life loop involves trying to set up the conditions for a smooth transition, and dealing with the consequences if you don't.

But it's not just succession that one life can set up / ruin for the next. The transition from tribal to feudal is notoriously hard if you don't (over)prepare, since it's much easier to trigger the transition than afford the aftermath. Pacifying a vassal for one generation via friendship doesn't mean that vassal won't start eating your realm out from within, removing your dynasts you'd been keeping under protection and requiring ungodly amounts of tyranny to uproot entirely. Raise a child for an intrigue-centric next generation, and don't be surprised if their sins lead them to a bunch of blackmail scandals or loss to various pope-favors.

You can deal with them, sure. But if you're dealing with those you're not doing other things, and maybe you wouldn't have had to with a different strategy. In CK, strategy is not 'how does one character conquer the thing,' but 'how does character 1 set conditions for character 2.'



I'll give an example I was just playing today. Have you done an Alfred the Great playthrough?

Alfred is listed as a 'hard' start, but that's a misnomer. Alfred is a beast of stats, and depending on his wife's semi-random stats can have 7-8 county limit as a duke, which is godly in a part of the game where the average is like 4. He starts with one of the fan-favor Eugenics traits (Intelligent). He has amazing martial, and with some luck (and if you ditch your own starting MAA to inherit your brothers), you can plausibly crush the great heathen army in the first five years of the game, removing the primary military threat from the UK. Alfred starts with such high legitimacy that he really just needs 500 gold to form the Kingdom of England, and he has such high diplomacy (and, again, legitimacy) that he can credibly diplo-vassalize the Catholic parts. Alfred is eligible for the Legend of Arthur legitimizing legend, which at max gives him claims to all of the British empire. Alfred has a virtue and good learning and it's very easy for Alfred to cozy up with the Pope for Pope-gold and claims on some of the regional, usually sinful, Kings.

Alfred is arguably one of the strongest characters in the game to start as, despite his bad intrigue / high-stress traits / a wife with no eugenics who's almost impossible to divorce because she has two Catholic virtues, meaning you have to embrace a Romance-Elope scandal to marry someone else without (trying) to kill her..

Alfred also has really, really bad laws, and can easily out-militarize his economy.

Alfred's starting culture doesn't have the tribal Plenary Assembly tech, which means Alfred can't raise crown authority. Because Alfred can't raise crown authority, Alfred can't revoke titles from vassals, which lets them conquer eachother and grow strong. It also means that Alfred can't pass Feudal Elective, which means Alfred has to deal with confederate partition the hard way if you can't get the tech in your first lifetime. Further, while Alfred inherits a lot of territory from his brother, the best counties- nearly all the unique buildings of Southern England- are given to AI vassals who, again, you can't easily revoke from (and who Alfred really isn't in a position to kill with his mediocre stats and without threatening his diplo-vassal potentail).

Moreover, Alfred can build a military even he struggles to afford. The Anglos start without the MAA-boosting innovations, but due to the Hirds innovation they can hire the Huscarl MAA, which are just below Varangian Veterans in cost. Two full stacks- especially if boosted in size by a Vanguard accolade- can basically consume your entire income in upkeep. Yeah, they're incredibly useful in taking down the levy doomstacks of the Heathen Army, but this econ challenge is made worse when the rank-scaling of the activity econ means that your activities are even more expensive.

Further, diplo-vassalization is a bit of a double-edged sword. It's a massive potential expansion... but the starting Britain is dominated by large Dukes. Meaning you are going to have multiple, powerful vassals conquering eachother inside your borders and with considerable domains of their own, especially if you got their allegiance via low vassal tax conditions. It also requires you to be a King, meaning that Catholic Scotland up north can't be rolled up the same way, but can be a tribal raiding roadblock which- even if you do conquer / get an earlier claim- leaves you a tribal-unhappy-with-feudal dynamic to sit on.

And this is without addressing the Saxon Elective in the room. Alfred's culture does have access to a form of Kingdom/Empire-level elective, meaning that you can conceivably even make your primary heir your eugenics-success son... but powerful vassals can vote for themselves, and adding this law to the Kingdoms basically guarantees you are locked into county-partition.

What this means is that it's really really easy succeed your way into a very awkward second generation, where Alfred was all-powerful and all-beloved, and then the heir has a fraction of the domain, is barely able to afford their inherited MAA, are sitting atop powerful vassals who they can't disempower, and oh yeah election setup. Across 3, even 4, different types of elective.

But that's experience Alfred will never get, or anyone who just plays Alfred to the top of the British Empire and calls it a run, even though Alfred's entire life determines how that experience plays out (if it does).





I believe you, and this is why I'm going to say it like this- I think you're missing the forest for the trees, in a game where shaping the forest is a large part of the game.

At a design level, while the strategic challenge of CK3 as a strategy game is on the dynasty, there is strategic victory. There is no Civ-style 'you were too slow and someone else won the game' victory condition, or a Total War 'the game ends when someone conquers everything.' All renown-scaling is in and of itself is just a competition between yourself and your own goals / how well others do.

The objective of CK, in turn, is whatever the player wants it to be.

CK is, and always has been, a sandbox game. This is why map conquest is not 'wrong,' even if it's not the goal- it's just another thing a player can do, just like a player can do a eugenics simulator, or try to spread the one true faith, or the meme faith, or get everyone speaking the same language, or make a custom culture-religion combo to survive and thrive.

The fact that there are different ways to get the same results is its own question. Say you want to tailor an ideal culture. Well, that requires prestige. How are you getting prestige? You could do that by doing nothing but romance schemes, or feasts, or getting involved in wars... but depending on how you do it, you could choose a really safe, easy, boring way to grind it. Like, say, doing nothing but gold-for-hooks to fund feasts to simply press the prestige-awarding buttons, instead of getting a defensive alliance to fight in other people's wars.

So when you ask if those mechanics are engaging/challenging/satisfying... well, your satisfaction depends on what you choose to pursue, and how you choose to go about them.

The rules you play by- both imposed by the game (such as game settings) but also self-imposed- are the 'forest' by which specific mechanics (trees) can make or break the experience. If you're familiar with the expression optimizing the fun out of the game, CK gives you the tools to do that because these are the exact same tools that let other players mitigate the parts of the game they don't find fun, but which a min-maxer would look at and not see a reason not to do so.

Don't do that. CK's mechanics are at their least engaging or satisfying if you try to min-max grind with them.

This comment compelled me to see CK3 in a completely new light and consider that renown could be a strategic goal that represents my dynasty's long term success. But this raises some questions regarding how much the game actually emphasizes the importance of dynastic-focused gameplay:
  • Why are most of the dynasty legacies - literally your reward for accumulating renown - so underwhelming? It varies so much, some of them are good and some are outright useless, but very few are actually worth the gameplay investment that would be required to gain this much renown. The tier 5 Law legacy is +1 domain limit and +5 controlled territory defender advantage, seriously? It would have to be double for me to even look at it. For renown to be considered the pivot of strategic gameplay the dynasty legacies should be like the tradition trees in Stellaris: they should be powerful and critical, each of them should unlock new gameplay potential. Feels like the devs didn't explore this feature enough. The dynasty legacies could give different dynasties different personalities, either in weighing in on the likelihood of certain traits to appear or by providing bonuses that may affect entire realms (like how Powerful Families in Administrative gov give their liege a bonus depending on their personality, which incentivizes the liege to select proper families to become powerful. Why not have a similar dynamic for powerful vassals in other governments?).
  • Why is the house unity mechanic locked only to clans? It is a fantastic addition to inner dynasty relations and gives you reason to always shift unity one way or the other to enjoy various bonuses at any given point, and it truly shines only after you went through several generations of growing and landing your dynasty. It rewards you or punishes you according to your actions towards your dynasty members. Clan in general is more focused on having a wide dynasty but if the entire game is designed with growing your dynasty in mind wouldn't this system be fantastic to implement for the whole world? The devs implemented it as flavor for muslims rather than as a game-wide improvement to dynastic gameplay.
  • Why do house feuds have no UI, and why are there no more interesting inter-house generational dynamics beside the feuds? Feuds were hated by the community when they were introduced, and I think it was mostly due to the lack of UI and transparency on what is going on. It was a small addition to what was otherwise an event pack (Friends and Foes).
  • In tangent with the previous question, if the game is dynasty, why doesn't the AI play the game? You are describing a loop of struggling against the game's mechanics to grow your dynasty, and yet you are not challenged by enemy dynasties that do the same thing. Your enemies in any given moment might be claimants from various dynasties that exist due to many marriages that were outside of your control, but you will hardly see a particularly renowned dynasty getting more of those. You could be annoyed by the Karlings but you wouldn't feel threatened by them simply due to their size, and them losing a kingdom never feels like a big thing. Maybe level of splendor should get some more buffs like giving an acceptance bonus to marriages and other diplomatic requests.
 
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Hooks. It is a perfect simple mechanic that was able to cover both stuff like blackmail and favors. I just wish NPCs used such mechanic against you more strongly, otherwise it just they reveal stuff about you that give opinion penalty that you don't really care about.
 
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This comment compelled me to see CK3 in a completely new light and consider that renown could be a strategic goal that represents my dynasty's long term success. But this raises some questions regarding how much the game actually emphasizes the importance of dynastic-focused gameplay:

I'll take my gander at guessing, if you'd like, but most of these come down to considering game design implications.


  • Why are most of the dynasty legacies - literally your reward for accumulating renown - so underwhelming? It varies so much, some of them are good and some are outright useless, but very few are actually worth the gameplay investment that would be required to gain this much renown. The tier 5 Law legacy is +1 domain limit and +5 controlled territory defender advantage, seriously? It would have to be double for me to even look at it. For renown to be considered the pivot of strategic gameplay the dynasty legacies should be like the tradition trees in Stellaris: they should be powerful and critical, each of them should unlock new gameplay potential. Feels like the devs didn't explore this feature enough. The dynasty legacies could give different dynasties different personalities, either in weighing in on the likelihood of certain traits to appear or by providing bonuses that may affect entire realms (like how Powerful Families in Administrative gov give their liege a bonus depending on their personality, which incentivizes the liege to select proper families to become powerful. Why not have a similar dynamic for powerful vassals in other governments?).

Because you won't make a mechanic most players will never see, and may not be able to choose, build-critical.

Legacies cost 250 renown + 500 per previously unlocked legacy. If a player is playing with a modest 50 renown a year (about 4.166 renown a month), this is 5+10L years, where to unlock the fifth legacy is (250 + 500x4) / 50 = 45 years to earn.

Most players don't even play 100 years. Players who start with custom or most historical characters won't be making 50 renown a year on characters who start with no family either. Yes, there are ways to brute force more renown than just passive income, but- again- the historics on CK campaigns is that most campaigns end in the first generation, i.e. after teh rise to emperor... and having most of their dynasts placed under them. Most legacies will never be reached.

Additionally, for the players who do choose historic dynasties for that starting income boost are quite plausibly not going to be in the position to choose the legacy. For example, in 867 6 of the recommended-ish starts are members of a single dynasty: 2 rulers in Scandinavia, 2 rules and 1 adventurer in Britannia, and 1 ruler in Kyiv. Whoever is the dynast head- i.e. the the most forces- picks for the whole dynasty, regardless of the player. If legacies are critical to builds, then the AI choosing for you will also mean the AI choosing 'wrong,' or else inveting a gameism (player-only selection) that diminishes a tradeoff of a dynastic role (dynasty leader).

There's also the general point that if Legacies are super-powerful, they are going to benefit the player (who plans for / rushes them) more than the AI (who will just choose), resulting in an easier game.



  • Why is the house unity mechanic locked only to clans? It is a fantastic addition to inner dynasty relations and gives you reason to always shift unity one way or the other to enjoy various bonuses at any given point, and it truly shines only after you went through several generations of growing and landing your dynasty. It rewards you or punishes you according to your actions towards your dynasty members. Clan in general is more focused on having a wide dynasty but if the entire game is designed with growing your dynasty in mind wouldn't this system be fantastic to implement for the whole world? The devs implemented it as flavor for muslims rather than as a game-wide improvement to dynastic gameplay.

Because the effort to make different styles of gameplay / governance more distinct, and thus mitigate criticisms that the map feels the same no matter where you play, means that the things that make things distinct can't be shared across everything, or else you'd lose the distinction.

Further, the House Unity mechanic was introduced with a DLC, and that DLC was intended to incentive people to play a particular part of the map, i.e. the muslim part, where the DLC's paid-for mechanis (the Iranian Intermezzo) was located. Additionally, DLC's in the CK3 design process have consistently served to test out and establish new capabillities to see their impact before expanding them elsewhere. Not all elements of all DLC are welcomed- see how the Royal Court critiques shaped the Estate/Camp concepts even though they are basically both 'imaginary locations outside your coutny-title that provide modifiers'.

Additionally, the Clan House Unity mechanics demonstrate a tension the renown system, as the high versus low house unity provide distinct different benefits that entail different strategies. One of these issues is succession- as high-unity means stronger forms of partition in the early game while lower means worse- that don't work well outside Clan. Feudal and Administrative governments could reap the benefits / ignore the downsides of low house unity by employing elective / appointment successions,.






  • Why do house feuds have no UI, and why are there no more interesting inter-house generational dynamics beside the feuds? Feuds were hated by the community when they were introduced, and I think it was mostly due to the lack of UI and transparency on what is going on. It was a small addition to what was otherwise an event pack (Friends and Foes).

Presumably because of design-scope-implementation considerations and the fact that house feuds got bad feedback.

House Feuds were a minor part of a small DLC, which is to say limited resources were attached to it, including the means to fix/resolve issues with proposed ideas. Whether a UI was never proposed, or a satisfactory UI had unexpected developments, the general answer for 'who doesn't thing exist' in development is always 'because it wasn't prioritized.' Lower scope projects have fewer and more limited priorities.

As for why more inter-house dynamics, you said it yourself- the trialed inter-house dynamic was hated by the community. You may think it was just a UI issue, but other interpretations (player dislike of AI dynasts doing things beyond their control that create issues for the player) can imply an expectation of similar issues with other inter-house dynamics. Inter-house dynamics will variously provide either negative effects (the issue of players disliking things AI dynasts force them to deal with), no effects (the issue of too many pointless events / text boxes, which is a common criticism), or beneficial things (more stacking modifiers in a game of stacking modifiers).

All elements of this spectrum can provide predictable critiques that make it not worth purusing inter-house dynamics over other projects (like, say, the work in Roads to Power that enabled Adventurers).




  • In tangent with the previous question, if the game is dynasty, why doesn't the AI play the game? You are describing a loop of struggling against the game's mechanics to grow your dynasty, and yet you are not challenged by enemy dynasties that do the same thing. Your enemies in any given moment might be claimants from various dynasties that exist due to many marriages that were outside of your control, but you will hardly see a particularly renowned dynasty getting more of those. You could be annoyed by the Karlings but you wouldn't feel threatened by them simply due to their size, and them losing a kingdom never feels like a big thing. Maybe level of splendor should get some more buffs like giving an acceptance bonus to marriages and other diplomatic requests.

Because the AI isn't actually intelligent, and cannot be for CK to be a game the average player can play on an average gaming laptop, which is a design-specification limitation all coding mechanics must plan around.

Paradox games don't actually have artificial intelligence. They have variations of build orders and conditional-reactions (if X, then Y) modified by variables on what they will choose (AI personality). An AI claimant does not plan on how to press a claim- they have conditionals (they are a claimant; they have a relative military advantage) and modifiers (they are a personality type to purseue it; their personality type doesn't mind the odds). Similarly, an AI rival does not plot- an AI rival has heavy modifiers that meet the conditions that prompt it to choose schemes (or not) based on personality. These conditionals and variables provide an illusion of personality, but there is no intelligence behind the actions. This goes for most paradox games, where AI decision making is usually gated between levels of how much they like/dislike you and a relative strength ratio, and the modifiers that move you around the break points (or vice versa).

This is simple (but also so very complex) because it has to be- the game has thousands of AI to model for. Unlike a game like Stellaris, where the number of AI empires (actors) to model for is in the law dozens, CK3 is a game with literally thousands to possible rulers at a time, not even including the characters in / between courts. All of these characters must be supported by the AI decision-making matrix, which in turn means checking / rechecking / making new calculations per leader per cycle. The more computationally complex you make these AI models, the more burden you put on the computer processing them.

This is why CK2 had mods named things like 'Performance 3.0', which just... removed India and Tibet from the game. And why Stellaris's end-of-year dev diary teased concepts for doing away with the pop-system that the game has had for half a decade. And why a regular pushback from every 'add China' proposal includes a system-performance based objection, and why India/Tibet are often raised as complaints by people who never play near them. The more things the computer has to handle- both in terms of characters and the complexity of the AI- the worse the burden on the computer system.

None of this means that AI can't be better, but complexity is not free. It's not free in the ability for Paradox to provide it (the complexity of the AI), or in the ability of the computer running the program to implement it (see late-game slog, over-heating slowdowns), but it's definitely possible to over-deliver it (removing / scoping back previous mechanics).

What it does mean, however, is that rather than add AI-behavior scripting to renown levels- which require additional checks and referencing of every single AI dynasty's renown level- it might be better to do something simpler for an equivalent effect. Conqueror AI, for example, is more aggressive not because of AI personality changes, but because Conquerors basically cannot bankrupt themselves by waging war. It is a 'simpler' AI, rather than a more complex one, that provides for more AI aggression.
 
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So when you ask if those mechanics are engaging/challenging/satisfying... well, your satisfaction depends on what you choose to pursue, and how you choose to go about them.


If my satisfaction with Ck3 depends on "what I choose to pursue, and how" - so far, I've been getting it all and plenty at once (in most games): gold, solid army, long life, powerful genetics and stats, tons of artifacts and trophies, stable kingdom/empire, tons of friends, no factions, no assassinations etc. Some effort, a lot of rewards. In Ck3 the promised "memorable, emergent story" quite quickly becomes "everyone lived happily ever after". Only the sandbox and experimenting with self set goals has helped to keep going, but I'm running out of ideas.

I get the renown concept - that’s what I meant with my answer. Ironically, it is hard to realize what renown measures, or as a concept, even after hours of playing Ck3. I think you clarify it very well. (at least one benefit to starting this thread). And @Kvesir - very valid questions and points.

I also get the originality of the CK franchise - the mix of the sims with strategy in medieval setting; and that CK3 is primarily focused on simulating ruler's mundane life with RPG activities, simplifying/removing many of the strategy elements. The irony is, it's a bit of a hostage situation: no other games do what CK franchise does; and it's appealing but also frustrating that this expensive game, in its 3rd version does not deliver - the growing complain about CK3 being easy and unchallenging. Sure, the early game is the most fun and you can abstain from playing to the end and just stick to repeating the fun part. But I think there is a problem with the quality of experience of Ck3 the longer you play it.

Probably the issues are not on the level of Ck3 game loop. It's pretty the same as in Ck2 and it’s the unique part. (and yes, there are different levels of looping in a game design).

When I asked myself "Is there a system/mechanics/content in CK3 that you consider well made?" I struggled to see something that I could say is well finalized and brilliant as a building block of this game. (I don't have the same struggle when it comes to Stellaris for instance). I think, even after 4 years, so many mechanics of Ck3 lack or are too basic (not to mention how quickly difficulty evaporates or any pressure to play proactive). As @Kvesir said about renown "Feels like the devs didn't explore this feature enough." And the devs keep adding more "unexplored enough" new stuff in dlcs (royal court or legends for instance) and move on!? How much money and time more to have all the features polished and developed to have a great experience?

I find it interesting, that in the Dev Diary 0, the Vision, Paradox promised the (base?) game to be: “Crusader Kings III should be user friendly without compromising its general level of complexity and historical flavor.” and “... we decided to go deep rather than wide”.

Perhaps the question about "the trees" (mechanics) is not the best one to evaluate the state of Ck3. Perhaps, the franchise is in a new era and designed for maximum appeal and casual players to be played light and easy, without being invested in. I wish it was not the case.
 
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Perhaps the question about "the trees" (mechanics) is not the best one to evaluate the state of Ck3. Perhaps, the franchise is in a new era and designed for maximum appeal and casual players to be played light and easy, without being invested in. I wish it was not the case.

This is just framing personal non-enjoyment in the form of a pejorative. I suspect you weren't using phrases like 'maximum appeal,' 'casual players', or 'light and easy' terms you would have used to characterize the game in earlier phases when you were enjoying yourself more.

It's fine if you don't enjoy it- again it is fine if you do not enjoy CK3- but there is an objective element to the objectivity to such a characterization. There's nothing particularly maximum appeal about a medieval map-watching game of niche historical time period interest- there's a reason that WW2-era games like Hearts of Iron are so much more of the gamer market. There is plenty of mechanical complexity in CK3 to enjoy if you enjoy that sort of complexity, given we just had a discussion of how different systems do / do not represent the strategic challenge. Even the general CK player base is not what would be considered the 'casual' player market, given that the franchise is one where players often consider the first dozens / hundred hours the tutorial phase.

And if that's how long it takes for a game to lose it's luster, that's an argument that there was a number of good systems / mechanics / content that kept people interested. People are not exactly adverse to entirely dropping games they're not being engaged with. (See the recent Concord example, where the maximum player retention was only 2 weeks because the game was shut down after only 2 weeks.)

If a player spent 100 hours on the game having a good-enough time, and on hour 101 decided they've had enough, 100 hours of content is still more than most games are ever intended to offer. The mechanics don't magically transform in quality to 'was there ever anything good' just because they grow tired of them, any more than they are bad if they didn't like them from the start. Burnout is not evidence of bad mechanics.

I am not going to ask how long you've played CK3 because that point isn't meant to be about you, but recognizing the framing matters in how to answer a question. Your thread is titled 'Is there a systems/mechanics/content you consider well made?' I am not answering that because I don't think that's your actual question. My perception from your opening ("The more I play ck3 the more shortcomings I see.") and (good faith!) responses is that what you're actually asking for is some sort of validation for you no longer liking the game.

The answer to that is- absolutely. It's fine if you aren't enjoying yourself as much over time. Go play something you might enjoy more- life is short enough to stick with a hobby you don't enjoy anymore.

But that's not a matter of if there was anything well made in the first place, or if it's only enjoyable to 'casual players' who prefer 'light and easy' things made for 'maximum appeal.' That's just the sort of language of trying to rationalize a feeling as a result of someone else's agency (the developers not making a good enough game for you) in a game that's fundamentally about your own agency (your ability / interest / creativity in coming up with ideas to play with).

It's no one's fault if you stop enjoying a complex luxury product made by a Swedesh video game company for a niche audience, even if you consider yourself a fan of complex and niche things. This is true regardless whether some women (or men) on said company's internet forum on the holidays agree with it or not.


(Particularly when the forum's fan-culture is on the hostile / negativity end. If you wanted positive expressions of mechanics people enjoyed, it'd be better to ask on Reddit.)
 
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There is plenty of mechanical complexity in CK3 to enjoy if you enjoy that sort of complexity, given we just had a discussion of how different systems do / do not represent the strategic challenge.
Such as? Which "complex mechanics" of CK3 do you enjoy the most? That's my question. Just give us one example.

It's no one's fault if you stop enjoying a complex luxury product made by a Swedesh video game company for a niche audience, even if you consider yourself a fan of complex and niche things.

Ck3 as a luxury, niche audience product? Paradox has sold over 3 million copies of CK3 (announced in 2023). It's almost constantly among Steams' best selling games. It's a globally marketed game.
 
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Such as? Which "complex mechanics" of CK3 do you enjoy the most? That's my question. Just give us one example.

I decline, because I perceive you are using "quotes" to convey skepticism on complexity existing, and engaging in this framing offers a follow-on argument on whether it is complex or not as a way to discredit the claim. This is an example of aggressive framing that could just as well be reversed. What CK3 mechanics are so simple that you could program better?

The answer to both is that it does not matter. The status of "complex" neither elevates nor lower a mechanic someone enjoys, because complexity is not substitute for merited enjoyability. Similarly, your ability to do better (or not) means nothing on the quality of the work, or your merit in judgement.

As such, I see no benefit from providing a potential quibbling over personal taste that others would want to fight over.



Ck3 as a luxury, niche audience product? Paradox has sold over 3 million copies of CK3 (announced in 2023). It's almost constantly among Steams' best selling games. It's a globally marketed game.

And yet, it requires a sufficiently capable computer with sufficient spare time and further spare funds to spend on consumption of the product.

A luxury market, practically by definition, is for more-expensive-than-necessary good and services that are not necessary for living or productive functions but are considered desirable. Paradox games may sell globally, but it certainly isn't necessary, and so do luxuries. The entire market is for unnecessary but desirable ways to spend spare money and time-that-could-be-used-productively by people who can afford not to.

Complaining about video games is the epitome of first world problems. That more of the globe is gaining the income to also spend on luxuries is good, but it doesn't change what is a luxury versus a necessity.
 
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It's a myth that to get renown faster your dynasty members need to be independent. Just give land away only to your members. Take tanets like polygamy and renown farming culture traditions. With all the renown trophies, events and other stuff, you win by mass.

For me is the game loop to conquer as much land as possible for my dynasty and also have as much of my members landed possible. Also unlocking renown abilities.
 
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It is a simple question (but hard to answer in my opinion in case of ck3). Just replace "complex", with what you "enjoy" or which mechanic you consider "well made".

You sound like a thoughtful player (I'm not going to ask how many hours you have played, because it's not about you). If you could skip the psychological motivation analysis of why I write and answer in a non patronizing way, we could benefit, for sure.

So what mechanic in CK3 do you enjoy the most? Or which system do you consider well made @DeanTheDull ? I'm asking without using quotes.
 
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The culture system is ok. The religions system has also a good foundation for more. It's fun to see the hybridization. The genetics game is fun, just absurd overpowered. The system with perk tree for your Charakter is fun.

Some systems could be fun, but lacking good UI. No automatic repair or mass sell for items. It's not fun to trade hooks for money when you have to click through 100 people. No automatism for teaching unimportant children.
 
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For it's also not about hard to play or not, most of the time. I need something to do and storytelling through game mechanics, not through stupid event spamm.

I described my game loop. So I would maybe add a deeper religion mechanics. A church hierarchy. When your dynasty member is pope or a leader of a holy order, you get a small bonus and renown for your house.

Yes it's mostly a Powerfantasy. For this reasons I like to play fantasy mods like elder kings or after the end.
 
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I don't play CK3 anymore due to it's short comings. When I purchased the game I thought I was purchasing a grand strategy game, then as more content was released, the devs steered the narrative more towards it being a story generator. Many people swallowed this line and forgave the lack of challenge, they accepted the devs lack of commitment to make the game more challenging. I tried upping the challenge with mods (Dark Ages Mod being my favourite) which was good for a time but then I voted with my feet and just stopped playing.

One of the most challenging games I play is Battle Brothers, it's very strategic in creating builds, tactical on the battlefield, immense fun and a great story teller. It is proof that a game can be challenging and great at story generation, the two are not mutually exclusive. I feel the devs for CK3 have created the argument that these two aspects are mutually exclusive and have stuck to that position for years.

One small change for me that could tempt me back would be to overhaul the Control, Development and Popular Opinion mechanics as these are terrible in their current form and do not allow for interesting decisions to be made. Want more Control, drop in the Marshal, want more Development, drop in the Steward, want more Popular Opinion, hmmh, wait for an event?

I'd prefer to see Control tied to Development, geography and distance from the capital. I'd prefer to see Development tied to Buildings rather than being an arbitrary number. Imagine playing a game where a popular uprising was actually terrifying! If these systems were overhauled, I could be tempted back. Otherwise I'll leave CK3 well alone.
 
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