• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ray243

General
34 Badges
Oct 19, 2010
2.406
7.207
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Europa Universalis IV
  • Cities: Skylines
After plating RtP for some time, while the new admin government has made the game more interesting for the Byzantines, I think there's a lot to be done on reworking admin AI and the mechanics.

1. Admin noble families AI are too passive

You never get a strong sense of the intense rivalry for titles and influence that the Byzantines are known for. AI doesn't spend a lot of its influence on getting their family members in line for nominations in the 'easy governorships'. A lot of governorships often reverts back to the emperor because there's no candidate, even if it should cost an AI very little influence to become 1st amongst nominees.

AI instead spend a lot of their influence on candidacy for the imperial title even if their chances are extremely low.

Solution: AI should actively find and locate the governorship that doesn't cost them a lot of influence to become the number 1 candidate.

2. Noble families often don't have enough children

I get the point of not wanting to flood the game with noble families all having insane number of children, but the problem is there are often not enough male children to become governors. You often end up with ahistorical scenarios with a lot of female governors even if the realm law disincentivised female candidates. Mostly because there are only female candidates from the families.

A solution to this is AI should look for more matrilenal marriages where they will seek non-noble male husbands who can then become part of the family in order to be nominated as potential governors.

This creates a patronage system where old noble families without enough male children can seek to still gain clout and influence by ensuring their daughters are married to non-noble promising candidates.

3. Marriage ties between admin noble families should result in AI doing more to help their in-laws gain more offices and influence. In admin realm, alliance between families isn't about military strength. This isn't feudal nobility where all families have their own private armies to ally and win wars. Instead, the point of alliance in admin realm is to seek favours in the bureacracy. A marriage should enable to ask you to call your in laws to "invest influence for my family member for the governorship".

4. We need more admin realm civil wars

Currently, civil wars are few and far between for admin realms. This makes admin realm rather OP with the amount of title MAA it can call upon.

Solution is to make civil wars a much bigger occurrence and threat. A governor who spent too long in a province with big armies could become more powerful as the soldiers become loyal to him rather than the emperor. A general that often wins battles in command of the army could become a threat to the emperor it they have more support amongst the army than the emperor.

An implementation of some loyalty mechanic is needed for your strategos.

4. Maintaining a decent MAA army should be a constant balance between income and spending.

It should be some sort of way you scale expense of the title MAA in your realm. Admin realm can maintaing a much larger MAA than feudal realm, but it's constantly a balance between income and expense.

5. Governors should get paid a salary. Governors shouldn't be earning income from taxes of the province but rather a fixed income from the state. The salary can be negotiated and change as governors might demand higher and higher salary for good performance and if you said no to their salary raise request, they might eventually threaten a revolt.
 
  • 3
  • 1
Reactions:
I would also make it impossible to give court or council positions to administrative vassals because being a governor is effectively such a position in on itself.
 
  • 2Like
  • 1
Reactions:
Obviously the admin mechanics were balanced with the Byzantines in mind, where you start with lots of provinces up for grabs and several large noble houses with historical members. But I've been running a campaign as admin Guiyi lately to fool around with admin mechanics in a different setting, with a few interesting takeaways.

For one, playing admin with a polygamist religion (Mahayana in this case), I've found that my ruling house has drastically outbred the other noble houses just through normal play with each king maintaining the expected number of spouses. So my house produces far more candidates for office than any other.

On top of that, AI nobles do tend to concentrate entirely on the top title to the detriment of lower offices. The result was that there were very close calls in the first two or three royal successions but by the fourth, my house was so totally dominant in the provincial governorships that every royal candidate was a house member (and often a close relative too).

Civil wars are fairly common now, but only because of claimant factions. Since most governors are related, most of them have claims on the kingdom and on each other.
 
  • 1Like
Reactions:
Obviously the admin mechanics were balanced with the Byzantines in mind, where you start with lots of provinces up for grabs and several large noble houses with historical members. But I've been running a campaign as admin Guiyi lately to fool around with admin mechanics in a different setting, with a few interesting takeaways.

For one, playing admin with a polygamist religion (Mahayana in this case), I've found that my ruling house has drastically outbred the other noble houses just through normal play with each king maintaining the expected number of spouses. So my house produces far more candidates for office than any other.

On top of that, AI nobles do tend to concentrate entirely on the top title to the detriment of lower offices. The result was that there were very close calls in the first two or three royal successions but by the fourth, my house was so totally dominant in the provincial governorships that every royal candidate was a house member (and often a close relative too).

Civil wars are fairly common now, but only because of claimant factions. Since most governors are related, most of them have claims on the kingdom and on each other.

The AI really needs to value even the lower offices. Because even holding lower offices can still help to generate more influence. And even low ranked count governors should be in higher position for promotions to higher titles than the ones without.

This brings me to the other issue. We should have a system of promotion for governors. An admin count governor should be amongst candidates for duke admin governors, and those who are duke- governors should be higher ranked in candidacy for imperial title.