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Zylathas

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May 27, 2013
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So there are a lot of threads about ck II (DLC) features that CK III should have, even some saying "It should have ALL features". But what are features that you would not miss in CK III or even be rather happy about?

To start of, first that came to mind, the chronicle. Absolutely useless and poorly implemented.
 
The ability to turn every character in to a god tier ruler.

Honestly, it has become so easy in CK2 to gain an incredible amount of stat points and all the good traits (also, there should be less strictly good traits, except from intelligence. Or rather, their opposite traits (the bad ones) should have distinct benefits as well). As a pagan with maybe 7 martial, join a warrior society and go raiding and you'll end up having 37 martial after a few decades. That's ridiculous (especially given that anything higher than 23 is considered excellent). I'm not against character progression, but it should be reasonable. You cannot go from below average to the most brilliant strategist of the world.
 
China. It was a good idea, but it feels kind of odd to interact with China. And giant spawned armies of Protectorate in awful terrain are a huge annoyance rather than fair challenge.

If makes it's way back in game, it should be done better.
 
Diseases and having to manually seclude your ruler every 6 months or so regardless of game options.
 
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Decadence, unless the mechanic was redone basically from scratch.
 
castle that dont have a zone of control, super restricted CBs in war, numbers winning everytime, basically they could just throw out the entire warfare system and replace it and id be happy
 
-> Defensive Pacts.
-> Provincial revolts that are an instant game over for small realms and irrelevant for large realms.
-> Viceroyalties, or at least the way they were handled in CK2. They made handling your vassals too easy.
-> A static silk road. There should be a more dynamic trading system that can handle trade with china as well as other forms of trade.
-> Laws that read "Councillors cannot join factions".
-> Favors that you can't refuse.
-> Immortality.
-> Satanists.
-> The weird matrilineal transfer-rules for Bloodlines.
 
Empire-tier nomads

"Hello Basileus, I'm the ruler of a single county in the middle of Central Asia, can I marry your daughter?"
 
The current nomad system really sucks. The 1/1 correspondence of ruler culture/religion and province cultrue/religion results in some highly ludicrous situations (e.g, entire kingdom-size realms instantly converting to a reformed religion), It's straight-up impossible to model things like multi-ethnic confederations, and the fact that all nomads are empire or king tier completely breaks the marriage system. Marrying the child of the Byzantine Emperor and the child of the Pecheneg Khagan should not give you an identical amount of prestige. The entire nomad government system needs to be completely overhauled.
 
How did it change? I'm interested.
Don't quote me on this because my memory might be fuzzy, but when your liege raised your levies, he took control of a portion of your direct levies. As in, he didn't magically conjure men up from your levy limit - which allows you to also raise your own levy. Basically, when your liege raises your levies in the current game, it has no impact on how much you can raise immediately after.
 
  • Satanists. Leaving plausibility aside (which you really shouldn't), they were OP at release, and were then nerfed to the ground. Now they just sit there giving people diseases randomly and messing with moral authority for no real benefit.
  • Secret cults.
  • Whack-a-mole raiders (or worse, raiding adventurers). If you're going to do something like that, at least let me do something like designate one of my vassals to handle the squashing.
  • The current combat/tactics system. It's needlessly complicated (you literally have to run large-scale Monte Carlo simulations to answer simple questions like "which retinue is better") and largely irrelevant if you play the game as designed (relying mostly on vassal levies, whose composition you can't control), but potentially game-breaking if you do things like build all your retinues according to a specific ratio (determined by said Monte Carlo) and grab a commander of a specific culture (or conversely, utterly disastrous if you do seemingly intuitive things like "recruit Cataphracts as Byzantium"), none of which you will figure out on your own.
 
1) Satanic society, semi-fantasy half of hermetic society, immortality, religious rituals actually giving material benefits magically out of thin air etc. Supernatural stuff in general. It also tends to break balance by its very nature. Yes I know we can disable it in ck2 but I prefer if devs didn't waste any time for its at all.

2) Too much priority for very niche, dead, undead or borderline fantasy religions, instead of prioritizing major religions. With all due respect, Islam, Orthodoxy, Hinduism and Buddhism (if you wanna include India) should get WAY more attention, polish and flavor WAY before we get into nitpicky borderline fantasy stuff. I do enjoy Holy Fury pagan mechanics but it's ridiculous pagan faiths got way more attention that freakin ISLAM, probably more central religion to this time period than Christianity (certainly more advanced before 12th century).
Polish main religions on release, balance them in patches and only then pay much attention to Slavic paganism, Manichaeism, Zoroastrianism, Judaism, Taoism, Bon and whatever dying or geopolitically marginal rate religion (assuming 867 start date).

3) Strange systems of Jade Dragon, either straight add China or don't bother with spending half a year of dev time and resources on weird box interactions players won't use 95% of time.

4) 769 start date. Impossible to properly balance and leads to crazy results warping medieval world way too much.

5) Tactics system. It is simply incredibly overcomplicated. You either don't look into it and compose troops basing on blind intuition or need to memorize like 300 different numbers from wiki.

6) Defensive pacts, nothing like AI Mongol invasion because everything between Egypt, Pakistan and Finland is in three insane 20th century style rock-solid power blocs. Idiotic solution both from gameplay and historical perspectives.
 
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