Your mod sounds very interesting but I must say that the shipwrecks are rather terrifying, with their high chance to kill you or your commanders outright. To be honest, since you can change leadership of your armies at any time, why would you even put your commanders on the ship? Just teleport them to your army after they've crossed.
Can the feature be turned off?
It might be more interesting if there was a risk/reward and entertainment component for the player, dynasty members or commanders who get on a boat:
Can the feature be turned off?
It might be more interesting if there was a risk/reward and entertainment component for the player, dynasty members or commanders who get on a boat:
- Positive opinion and prestige from having led your troops at sea (similar to the bonuses in this mod from leading armies https://forum.paradoxplaza.com/forum/index.php?threads/mod-immersive-army-leadership.1069652/ ) since it's so dangerous.
- 75% chance of gaining positive traits, 10% chance of negative traits
- Event chains where you chance upon a shipwreck full of gold, relics or interesting characters for your court
- Encounters with various sea monsters and legends (sirens, mermaids, kraken, ghost ship) - was what you saw true, or did your senses deceive you?
- Multiple ways to cheat destiny for your troops, important characters or just you, if the storm actually happens:
- Pray to the Virgin Mary (which is what Christian sailors would do) or <insert favority god here>, chance of success based on your piety or how much piety you spend.
- Make a vow - you'll join a religious order or shave your beard or other life-changing action if you survive.
- Use leadership to designate an inspired new captain who leads you to safety (you owe a favor, and/or a new character joins court), or take the reins yourself if you have at least basic proficiency.
- Throw food, weapons, (people?) overboard to lighten the ship, increasing the chances of surviving at the cost of gold, troops, relics, prestige, and the risk of being attacked by pirates or starving later down the line.
- End up in a small embarcation or on a raft, with a chance to be picked up by a (friendly/neutral/enemy) ship or reaching land (desert island or civilized area)
- Another character sacrifices himself to save you.
- The idea is to reduce the chance of outright destroying the player's hours of effort to a very, very low percentage like 0,1%.
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