In last week's dev diary, Secrets, Schemes and Hooks, I made the following suggestion:
I wanted to post it here in the hopes that it'll get more attention, and some critical discussion. Such a mechanic strikes me as a natural addition to CK. In general, the more ways there are for characters to interact with each other in ways that affect other systems, the more immersive the character simulation becomes.
Because none of us have actually seen the game, it's difficult to speculate exactly what could be promised, or what other systems the promise mechanic might tie into. The obvious ones are titles, council positions, money, favour, marriage, knightship, items, and probably some others that I'm missing. However, it would also be cool if you could give someone knowledge, help them seduce the woman they're in love with, join their scheme (if you find out about it), promise to marry a girl if she sleeps with you (that's one way of seducing her!), or to marry that strong young man with no titles or inheritance to his name if he kills your husband and then have him executed for murder. The possibilities are always endless in CK
Edit based on feedback
As some people (@Ezumiyr and @Arko ) have pointed out promises are very similar to favours. It was an omission on my part not to clarify how the two systems differ, whether they should co-exist, and if so, how.
What originally inspired the idea of this promise mechanic is to be able to promise something to a character, in exchange for them joining your scheme, that you don't currently have, but would have, if the scheme is successful. I then thought it would be cool if you can reneg on promises. This highlights three respects in which promises are different from favours in ck2.
On the issue of broken promises, I agree with @Lordlory95 that this is potentially quite exploitable, and hence not as fun as it sounds on paper, however there is a way to limit its exploitability. Suppose you promise to Charles that you will give him council support in exchange for marrying his daughter. This means that on the condition that you marry his daughter you owe him council support (but not before the condition is met). Once the condition is met, you then have to decide whether to fulfil the promise; you can't wait till the vote initiates and then break it at the last minute. This allows Charles to make plans, based on what he is owed, and hence is much less exploitable.
It would be nice if there was a promise mechanic, whereby you promise to give something to someone upon the execution of a task, such as the success of a scheme. It should be possible to promise something that you don't currently have, but would have, if the scheme is successful. It should be possible to reneg on promises, which would lead to a massive opinion hit with that character and possibly a hit to overall reputation if this is something you do on a regular basis. I think a promise mechanic could fit well into a number of other systems, not just schemes, and is certainly very thematic.
I wanted to post it here in the hopes that it'll get more attention, and some critical discussion. Such a mechanic strikes me as a natural addition to CK. In general, the more ways there are for characters to interact with each other in ways that affect other systems, the more immersive the character simulation becomes.
Because none of us have actually seen the game, it's difficult to speculate exactly what could be promised, or what other systems the promise mechanic might tie into. The obvious ones are titles, council positions, money, favour, marriage, knightship, items, and probably some others that I'm missing. However, it would also be cool if you could give someone knowledge, help them seduce the woman they're in love with, join their scheme (if you find out about it), promise to marry a girl if she sleeps with you (that's one way of seducing her!), or to marry that strong young man with no titles or inheritance to his name if he kills your husband and then have him executed for murder. The possibilities are always endless in CK
Edit based on feedback
As some people (@Ezumiyr and @Arko ) have pointed out promises are very similar to favours. It was an omission on my part not to clarify how the two systems differ, whether they should co-exist, and if so, how.
What originally inspired the idea of this promise mechanic is to be able to promise something to a character, in exchange for them joining your scheme, that you don't currently have, but would have, if the scheme is successful. I then thought it would be cool if you can reneg on promises. This highlights three respects in which promises are different from favours in ck2.
- Promises are for specific things (favours are for anything that qualifies)
- Promises are delayed till a specific time (favours can be called in at any time)
- Promises can be broken (favours can't be withdrawn)
On the issue of broken promises, I agree with @Lordlory95 that this is potentially quite exploitable, and hence not as fun as it sounds on paper, however there is a way to limit its exploitability. Suppose you promise to Charles that you will give him council support in exchange for marrying his daughter. This means that on the condition that you marry his daughter you owe him council support (but not before the condition is met). Once the condition is met, you then have to decide whether to fulfil the promise; you can't wait till the vote initiates and then break it at the last minute. This allows Charles to make plans, based on what he is owed, and hence is much less exploitable.
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