I would like to see the BB system done away with completely. It's just an artificial cap on the player's expansion. The game needs to cap player expansion with realistic mechanisms and well played AI controlled dynasties. BB is just lazy programming in my estimation.
Hopefully with a more challenging AI in CK2 we could have a more realistic system which reflects how different parties would react differently to a dynasty's or a kingdom's agression. If I'm the King of Georgia and manage to turn back the Seljuk tide and save the kingdom along with my vassals lands, I can hardly see why the Prince of Tao and Abghazia would be upset and led to rebel by that.
Characters would be more likely to take a positive view of agression towards characters, dynasties, or realms with which he/she has negative relations (modified by how negative those relations are) and vice versa. This implies that the game could keep track of feuds or alliances between families which would create more interesting gameplay and a framework to help stabilize a realm.
If I've married into the Rurikovich's and fought their enemies for two hundred years I ought to have some reasonable assurance that if I give them land in my realm they'll be loyal and faithful stewards of that land and not be just as likely to be led into rebellion by the random number generator gods as anyone else. Betrayals should still be able to happen obviously but it should be an event (not an event file but a kind of BIG DEAL) and far more rare.
Interpersonal relations could still be goverened by traits but ought to also be affected by the interdynastic relations (i.e. this guy has conflicting traits but I'm more willing to put up with his shit because he's family). The base level of relations between certain characters should be affected by the overall relationship between the dynasties.
If the Dunkelds and de Normandies have fought each other for centuries, it ought to take more than a handful of traits in common to make characters from those dynasties to like one another.
Exceptions could be made for characters that have rebelled against their family. Perhaps the interdynastic relationship modifier would be increased or decreased based on how loyal a character is to his family or dynasty with things weighted a lot more towards loyalty than they are now.
[/wall of text and unrealistic pie in the sky wishes]
Hopefully with a more challenging AI in CK2 we could have a more realistic system which reflects how different parties would react differently to a dynasty's or a kingdom's agression. If I'm the King of Georgia and manage to turn back the Seljuk tide and save the kingdom along with my vassals lands, I can hardly see why the Prince of Tao and Abghazia would be upset and led to rebel by that.
Characters would be more likely to take a positive view of agression towards characters, dynasties, or realms with which he/she has negative relations (modified by how negative those relations are) and vice versa. This implies that the game could keep track of feuds or alliances between families which would create more interesting gameplay and a framework to help stabilize a realm.
If I've married into the Rurikovich's and fought their enemies for two hundred years I ought to have some reasonable assurance that if I give them land in my realm they'll be loyal and faithful stewards of that land and not be just as likely to be led into rebellion by the random number generator gods as anyone else. Betrayals should still be able to happen obviously but it should be an event (not an event file but a kind of BIG DEAL) and far more rare.
Interpersonal relations could still be goverened by traits but ought to also be affected by the interdynastic relations (i.e. this guy has conflicting traits but I'm more willing to put up with his shit because he's family). The base level of relations between certain characters should be affected by the overall relationship between the dynasties.
If the Dunkelds and de Normandies have fought each other for centuries, it ought to take more than a handful of traits in common to make characters from those dynasties to like one another.
Exceptions could be made for characters that have rebelled against their family. Perhaps the interdynastic relationship modifier would be increased or decreased based on how loyal a character is to his family or dynasty with things weighted a lot more towards loyalty than they are now.
[/wall of text and unrealistic pie in the sky wishes]
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