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General Pepper

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Sep 11, 2018
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The issue of CKII annoying me is the transparent characters' attributes. Whenever you want a general/chancellor, you just choose one from the character finder. There is few interaction but only click and click and click. Those characters are only tools for the player.

So I wish, in CKIII, the other characters' attributes will be opaque to the players. the attributes might be fake values or ranges. Higher your character's corresponding attribute is, more approximating fake values are/ smaller the ranges are.

The player have three ways to estimate someone's attributes:
1) The nickname, prestige and piety;
2) The deeds log. everyone has his/her own log to record outstanding deeds(which is too short to influnce the perfomance), such as a great battle or serving as a king's spymaster for a long time;
3) Characters' interaction. You can test someone via some interactions. For example, "Play chess" is the way to test the target's martial value. However, you might misjudge if your character's martial is too low.

It's appreciated for your reading.
 
This isn't a terrible idea, but I also think making them completely opaque would be going needlessly far. Maybe have something like in HoI4's assessment of enemy countries when your intelligence isn't very good, where you get a range of possibilities, or like the mouseover in the councilor screen where it says "This person is a poor schemer"/"This person is a competent schemer"/"This person is a masterful schemer", so you have a general idea of how good they'll be but can't get ridiculously granular in selecting them because this guy has three more points in the stat than your current guy.
 
Agreed. I think it's particularly ahistorical for marriage. You should maybe have heard that a prospective marriage opportunity is known to particularly clever or charming or skilled in battle, that they might have this really obvious trait or another, but you shouldn't be able to go "oh, right, she's got 2 more points than this other woman..."

In other situations I don't think it's such a big deal.
 
I agree with what you say because I've also though about it, but if the devs implement this it MUST be a game rule. Hiding all stats from the player would remove a big part of the game's strategy. Simulation is cool, but it must come with ways for the player to manage said simulation, or the game runs the risk of becoming too opaque or frustrating.
 
I agree with what you say because I've also though about it, but if the devs implement this it MUST be a game rule. Hiding all stats from the player would remove a big part of the game's strategy. Simulation is cool, but it must come with ways for the player to manage said simulation, or the game runs the risk of becoming too opaque or frustrating.
I am 100% always in favor of making things that alter the game this dramatically toggleable game rules.