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I could not for the life of me be able to find the post, but the reasoning was that it would disrupt the flow of multiplayer. A few months later they released Tours & Tournaments which introduced activities that bombard you with events.

I'm pretty sure the post was by someone who has left the team, but used to constantly post on the forums. Unfortunately can't remember their name.
I believe you’re talking about this post and this one.
A pre-emptive "no promises, no timelines" on all of the below, FWIW, but in a rough order.

On knights: though this would be interesting, I'm afraid it's not particularly easy to do. Tl;dr here is that knights can get killed in battle, and the methods of doing so are not fully fledged events, nor is the title currently particularly adapted to cope with just expanding them to be full events, especially if we want people to be able to play multiplayer whatsoever without desyncing or autopausing during every player war. The alternative is just randomly dying with zero input or response when leading an army sometimes, which, whilst perhaps realistic, is neither great drama nor super fun. If the player is going to die without any agency, it should at least be a bit of a spectacle.

I think many of us would agree that playable knights would be an interesting addition to the gameplay, but there are some pretty significant design challenges and moderate-to-mildly significant technical ones to be overcome before they could be added to vanilla.

On wards & hooks: as a few people have pointed out, we'd need to be careful about the exact implementation, honestly. No one is ever going to give a ward away if it means giving a strong hook on that child - that would mean that anyone who has control of that child would have sufficient blackmail material on you to force you to help them plot to kill that same child. Even a weak hook is sadly something many folks are reluctant to agree to. Hostages are such an interesting aspect of medieval history that I can't help but agree that there's something interesting that could be done there, but I'm afraid I don't think your suggestions are quite it.

On internal wars: hmm, honestly, I think we're a bit wary of adding more feed messages, though they would certainly be very easy to add. I'll have a think about interference in internal wars... on the one hand, you're not wrong that perhaps the liege should be/at least be able to interfere more in such dramatic internal dealings, but that's also opening up a much larger tin of worms in terms of realm management, the viability of vassal play, and so on. You can demand some things atm and try to enforce that through war, but it's not the clearest flow in the world, nor particularly heavily telegraphed to the player.

On demanding de jure holdings from other rulers: I believe you're looking for the Convince De Jure Territory council action, added with Royal Court :).

On giving land away outside of your realm: I'm actually pretty interested in something like this, to be honest. I don't know about just giving it away, feels a bit gamey, but I certainly think there's room for land transfers between realms like this.

Edit: corrected typo.

... went to post this, already quoted, Flockingbird got hands.

^^' I don't think I would've been allowed to make those events otherwise. Though I think the original reasoning was sound at the time (it's generally better to not design features that just... won't work in certain game modes if you can avoid 'em), it's certainly been shown that the appetite is there, folks are willing to make the compromise, and with ToTo, we can see that it's really not as big a deal as long as it's not constant.

Now we're into weedier design questions. Do we have time for this? Should we do a basic implementation? Should it be its own feature and get a dedicated chunk of a DLC? Is this something we can handle in down-time or for a free patch or something, or does it require a DLC? If it does, does that mean we need a whole warfare DLC? :) All of these are much easier to answer (albeit with a bit of discussion) than the MP thing. Glad to have the MP problem (and I must stress that my words are non-binding here, it's just me speaking), in my opinion, mostly answered.

I'd certainly like to! Love writing gore content. Some of my favourite writing in the title is in the duel system, and it's been ages since I've had a chance to sit down and write some horrible grisly first person deaths.

FWIW, my gut feeling is that playable knights'd do a lot to allay this. We can check what your base prowess is. We can check what your actual prowess is. Event content can see if you're a sixteen year old wearing the best gear in the world and assuming that means you don't need skill. Technically battle events as they are now could too, but they're so hidden most folks barely remember they exist, and doing niche skill interpretation content like that'd be way too obfuscated.

Were we to do playable knights, there'd doubtless be some power fantasy in there, but tbh I'd want to do more with the chaos of war, the ultra-chaos of battle, and the ability of armies other than the stereotypical doomstack or Space Marine squad to fight.

All excellent points.

For future plans: Oxycoon and I spend a not-insignificant amount of time conspiring about warfare content. We're often a tad stymied, generally for very good (if very frustrating) reasons, but playable knights alone've got... about three drafts for different potential designs atm? There might be others from different cabals on the team. As ever, I can't promise them, let alone a timeline, but at least some of these designs look a helluva lot more plausible right now than they did six months ago.

Sadly correct. AFAIK, it's hardcoded not to be possible. Likely not too hard to script around hackily, I imagine that's how most mods do it, but it's not natively doable unless I'm very much mistaken.

Worth noting that, technically, knights are considered to have retinues, so it's not supposed to be just them fighting alone. That said, I think we've let that become a bit of a cop-out — prowess is individual for every other check in the title, it's individual in duels, and none of the prowess modifiers are flavoured around supporting characters, so ehhhh. If we add more warfare content, this is something I'd like to address, either to revise it or to reinforce it.

Man, the stuff I'd do with heartstrings on the battlefield. Locking eye contact with your child as someone drives a spear through their heart? Your best friend riding to your rescue when you get cut off, as your bodyguard is falling all around you? Watching a rival break ranks with their troops to assault your section of the line? So much narrative potential.
 
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Why is this being disliked? It's a useful first impression.
Dunno, I did say it was fun but that at least my opinion was that it doesn't improve upon Ck2 concepts which is a bit extreme but I held to that opinion.

Also I have realize that the 3 personality trait limit which I liked was from a mod (dark ages) so bad example that I picked lol.
 
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Dunno, I did say it was fun but that at least my opinion was that it doesn't improve upon Ck2 concepts which is a bit extreme but I held to that opinion.

Also I have realize that the 3 personality trait limit which I liked was from a mod (dark ages) so bad example that I picked lol.

With the right mods for each one's taste, CK3 is a game that offers an unlimited number of hours of excellent gameplay. Besides the lack of challenge, unfortunately for me it is less a wargame and management game than CK2 and that will be felt throughout the entire arc of the game development, I am sure.
 
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