I would like to go back to just a dozen or so religions instead of hundreds of modular ones.
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A lot of it comes down to players needing to feel like they received value from a DLC. A lot of people would be annoyed or even upset if a DLC feature turned out to be no better than a base game feature. And aiming for sidegrades carries a risk that the feature won't actually be a sidegrade but a strict downgrade due to unforeseen and unintended interactions. Or simply missing a moving balance target as players devise new ways of using game elements to their advantage.Yeah, the thing is that feudal lord's castle IS his (or her) estate and should be able to have everything that estate has, buuuuuut it's a dlc feature, so it is locked in the dlc region and is wildly overpowered compared to base game mechanics. As 'dungeonman from youtube' noted, a lot of features in RtP are marketed as being 'powerful', powerful tools for power fantasy – and this is why I really didn't buy the premise of RtP despite its high praises: admin government trivializes succession, vassal management and military, and landless allows to have more tools at your disposal than actual landed nobility has in the game, both feel to me like they are moving into 'press X to win' direction.
To be fair, I used to believe this as well.A lot of it comes down to players needing to feel like they received value from a DLC. A lot of people would be annoyed or even upset if a DLC feature turned out to be no better than a base game feature. And aiming for sidegrades carries a risk that the feature won't actually be a sidegrade but a strict downgrade due to unforeseen and unintended interactions. Or simply missing a moving balance target as players devise new ways of using game elements to their advantage.
The smart thing to would be to have a dozen fully-fleshed out religions, and hundreds of smaller modular ones that just have some mechanics and tenets shuffled around.I would like to go back to just a dozen or so religions instead of hundreds of modular ones.
The Events in this game are basically this:Less events, and the ones they keep be interesting or at least have fluid outcomes.
As of now most of the events are plain stupid, way too repetitive, take no consideration of traits, and the outcomes are hardcoded and always the exact same.
Make traits more fleshed out so they actually matter
More interactions with your courtiers/family: you can be married for 60 years and never interact with your spouse in any way