Preface: characters and families are managed directly by the player with instant interactions (buttons) and mechanisms (scorned families). Families are represented in the game as a group of individuals with a head of family or clan chief and an expected number of jobs for the members of the major families. The family members share the same surname, but they do not share other behavior or mechanic (except for some missions where families play a role).
Observation: IMHO families should represent lobbying groups of our nation. In addition, nation direct interaction with characters feels weird because they represent the spirit of the nation interacting through a character (the leader).
Suggestions:
I would like to breathe life into families and character interaction, taking back some control from the nation (player) and giving it to the Heads of family and Government Officers (simulation).
Families shall take care of their family members health, wealth and the continuity of the lineage. The nation is not concerned about these issues. That means no more scorned families or character interaction buttons, as the program handles all family matters with the following motives/objectives for each family:
Interactions between characters like rivalries and friendships will be managed by the program. The nation will not have a say on characters rivalry or friendship and will only be notified. Even if the leader of the nation is also the Head of the family. The nation interaction with characters will be limited to accept, negotiate or deny the Heads of the Family petitions or the Government Officers petitions described below.
Other petitions will come from the Government offices (*), that can be lawful or interested:
For example, the Emperor asks his Government to Give Free Hands to a Character. The Player can choose three outcomes or more depending on traits:
The pace of these petitions will have to be tested to achieve enough choice for the player without unnerving him/her with constant petitions.
Objectives:
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Observation: IMHO families should represent lobbying groups of our nation. In addition, nation direct interaction with characters feels weird because they represent the spirit of the nation interacting through a character (the leader).
Suggestions:
I would like to breathe life into families and character interaction, taking back some control from the nation (player) and giving it to the Heads of family and Government Officers (simulation).
Families shall take care of their family members health, wealth and the continuity of the lineage. The nation is not concerned about these issues. That means no more scorned families or character interaction buttons, as the program handles all family matters with the following motives/objectives for each family:
- Assure lineage: try to marry all family characters using schemes, money or any other means to have as many children as possible.
- Take care of health of their members: spend money to treat illness, spend money to avoid assassination schemes, pay ransoms to liberate their relatives. etc...
- Increase family wealth and prestige up to a point. When a family reaches high prestige and money, they will stop seeking more prestige and money and lose it over time while achieving objectives 1) and 2). When overall prestige and money reach a low point, they will try again to gain prestige and money. This simulates the rise and fall of families.
- The Head of a family will ask for position on government/governorship/general for family members. This is already an event but shall be more frequent and only for the families that need to achieve objective number 3). The player will be able to deny or negotiate the proposal, but petitions from Head of family that are refused will make the whole family less loyal. One option on the negotiation dialogue should be bribing the Head of family to satisfy its demands.
- The Head of a family could ask the nation to ransom one of its members if the family wealth is not enough to pay the ransom. Again, petition can be given with or without conditions, implying corruption, loyalty, etc...
- The Head of a family could ask the nation to give one of its members a cohort to send it adventuring.
- The Head of a family could ask to Hold Triumph for one of its members that has won battles as a General/Governor
- The Head of a family asks for a marriage for one of their sons/daughters to another family. Normally marriages are automatic, but sometimes could be interesting to give the player the option (specially in monarchies/Empires, but also in Republics and Tribes for flavor).
- The Head of a family could ask to Grant Holdings for one of its members
Interactions between characters like rivalries and friendships will be managed by the program. The nation will not have a say on characters rivalry or friendship and will only be notified. Even if the leader of the nation is also the Head of the family. The nation interaction with characters will be limited to accept, negotiate or deny the Heads of the Family petitions or the Government Officers petitions described below.
Other petitions will come from the Government offices (*), that can be lawful or interested:
- The Emperor asks to arrange a Marriage for himself. Normally marriages are automatic, but in this case is special as it is the ruler, and we want to give some choice to the player (3-4 options).
- Emperor could ask to Give Free Hands or Hold Triumph for a disloyal character
- High Priest will ask to execute prisoners if they are from other religions and has high Zeal.
- Court Philosopher will ask to impose Corruption Sanctions and Bring to Trial corrupt Characters.
- Steward will propose to Revoke Holdings from characters
- Chancellor will suggest Proscribing families
- Marshall can ask to Reward Veterans to reduce power from important Generals
- Physician can ask for medical treatment for an ill character
- Master of the Guard can ask to Hold Triumph for a High Martial General or Ransom imprisoned High Martial Generals
For example, the Emperor asks his Government to Give Free Hands to a Character. The Player can choose three outcomes or more depending on traits:
- Accept: usual outcome
- Deny: decreased legitimacy and -10 loyalty to all government officers for 12 months.
- Forced: usual outcome + Tyranny
The pace of these petitions will have to be tested to achieve enough choice for the player without unnerving him/her with constant petitions.
Objectives:
- Differentiate nation from character roles
- Eliminate unnecessary mechanisms (scorned families, character to character interaction)
- Identify the family with the Head of the Family, giving them an important role alongside with the Officers of your government.
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