A lot of video games, especially single-player video games operate by the rule of making the game more challenging as the player becomes more powerful. A player can go around collecting new powers, weapons, skill points or anything else that makes them more and more powerful the more they play in a campaign.
But this needs to scale in difficulty. So while a player can defeat your random spiders mooks more easily, them becoming stronger should mean they should be facing new tougher sort of challenges.
But so far, CK3 does not conform to such a rule. It has all the RPG elements of making a player dynasty and character more and more OP the more they play, that any decent player will have insane stats and buffs for their dynasty, character and empire. The issue? This creates a snowballing effect as everything starts stacking and it becomes more and more easy to just wiped out smaller AI realms from the map.
PDX have tried to deal with this late game problem by.... simply spamming and creating either late game Mongol army spawn, or have the new conqueror trait for AI, or create artificial challenges with eternal plague and uprising if you form pagan Roman empire. All these doesn't make the game more fun because the new "challenges" aren't a result of difficulty scaling accordingly. It's mostly just an arbitrary late game level 100 boss spawn because it's an easy solution to the problem.
I think one way to actually make the game more challenging is to ensure the gameplay difficulty scale as you grow your kingdom and dynasty.
The challenge shouldn't come from artificial new threats like Mongol spawn army or the black death.
Tech advancement : Even late stage tech needs trade-offs!
Even new tech unlock comes with opportunity cost. Say you unlock merchant guilds. Yes, you get new bonus for trade, but this also means you have traders starting to get grumpy about the power of the old landed nobility. Merchants seeks to turn castles into cities, they want higher court positions over your old nobility.
Tech that unlocks better infantry that makes knights MaA less effective? Well suddenly your army based around heavy armoured knights as noble warrior class isn't that important anymore!
Tech that unlocks gunpowder weapons? Well overtime, you should start to see castles becoming less effective as they can be destroyed by better and better cannons! A societal class that defined itself by castles for feudal nobility is less useful than a mass infantry army with cannons.
These aren't necessarily suggestion that is based on historical reality, but they should at least reflect some form of trade-off that tech advancement make. It might make some parts better and stronger, but it comes with certain trade-off that can affect your societal, economic and political structures in different ways.
But this needs to scale in difficulty. So while a player can defeat your random spiders mooks more easily, them becoming stronger should mean they should be facing new tougher sort of challenges.
But so far, CK3 does not conform to such a rule. It has all the RPG elements of making a player dynasty and character more and more OP the more they play, that any decent player will have insane stats and buffs for their dynasty, character and empire. The issue? This creates a snowballing effect as everything starts stacking and it becomes more and more easy to just wiped out smaller AI realms from the map.
PDX have tried to deal with this late game problem by.... simply spamming and creating either late game Mongol army spawn, or have the new conqueror trait for AI, or create artificial challenges with eternal plague and uprising if you form pagan Roman empire. All these doesn't make the game more fun because the new "challenges" aren't a result of difficulty scaling accordingly. It's mostly just an arbitrary late game level 100 boss spawn because it's an easy solution to the problem.
I think one way to actually make the game more challenging is to ensure the gameplay difficulty scale as you grow your kingdom and dynasty.

The challenge shouldn't come from artificial new threats like Mongol spawn army or the black death.
Tech advancement : Even late stage tech needs trade-offs!
Even new tech unlock comes with opportunity cost. Say you unlock merchant guilds. Yes, you get new bonus for trade, but this also means you have traders starting to get grumpy about the power of the old landed nobility. Merchants seeks to turn castles into cities, they want higher court positions over your old nobility.
Tech that unlocks better infantry that makes knights MaA less effective? Well suddenly your army based around heavy armoured knights as noble warrior class isn't that important anymore!
Tech that unlocks gunpowder weapons? Well overtime, you should start to see castles becoming less effective as they can be destroyed by better and better cannons! A societal class that defined itself by castles for feudal nobility is less useful than a mass infantry army with cannons.
These aren't necessarily suggestion that is based on historical reality, but they should at least reflect some form of trade-off that tech advancement make. It might make some parts better and stronger, but it comes with certain trade-off that can affect your societal, economic and political structures in different ways.
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