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I disagree with everyone saying they don't want supernatural stuff in the game. It should be included, and the player should be given the option to disable it in their games if they don't want it.
 
I disagree with everyone saying they don't want supernatural stuff in the game. It should be included, and the player should be given the option to disable it in their games if they don't want it.
That's definitely fair, I think, but I'd prefer supernatural stuff not getting quite the focus it got in CK2 with Monks and Mystics and beyond. It seemed to just cascade with more and more fantasy, and not elements one could toggle off with game rules, even. Definitely open to supernatural stuff being added as a DLC, for example, but if in the base game, I would hope it wouldn't receive attention at the expense of more realistic material (ex. satanists at the expense of more nuanced religious societies, which themselves had a fairly fantasy take, with emperors becoming pseudo-monks).
 
That's definitely fair, I think, but I'd prefer supernatural stuff not getting quite the focus it got in CK2 with Monks and Mystics and beyond. It seemed to just cascade with more and more fantasy, and not elements one could toggle off with game rules, even. Definitely open to supernatural stuff being added as a DLC, for example, but if in the base game, I would hope it wouldn't receive attention at the expense of more realistic material (ex. satanists at the expense of more nuanced religious societies, which themselves had a fairly fantasy take, with emperors becoming pseudo-monks).


I believe it was stated in the announcement that the supernatural stuff was going to be left out the base version of the game and added later in dlc.
 
Number 1 thing I dont want is Muslims incorporated the way they were in CK2. Decadence was a terrible system.

Other things
- don't want too many CB's like from Jade Dragon.
- Don't want stat bloat (want to have shit rulers sometimes where it's just a challenge to keep your kingdom together... but not too often!)
- Don't have the earlier start dates. I'd much rather have a shorter, more focused game. There can be another game that focuses on the era between the fall of rome and the start of CK3.
- this one wont happen, but i'd actually like a smaller map that doesn't contain india
- the "prosperity and depopulation" system introduced in reapers due is good, but i'd prefer something even more in depth
- hospitals. I hated gow they were implemented. Not only the UI of it, but the fact that it was such an expensive money sink, more expensive than a castle, and i think a little unrealistic for the times
- going into seclusion
- secret societies (added some RP and character, but i hated that i should join it with every character for the stats and items. Would rather have them exist as a minor thing with occasional events and a character traits - for ie, "is a member of such and such a society" should only be a trait, and people that have that trait occasionally have events related to it)
- relics / special items. I dunno. Its kinda cool to see things that are important to your character, but after a few generations i feel like i have this vault of stuff that just gives me bonuses and i dont even remember everything thats in there. I def think if there are items, their bonuses should be way toned down.
 
Jade Dragon in terms of resource investment from Paradox vs my interest.

I like a lot of the stuff like Sunset Invasion and dumb Satanic Cults, I just think that should always come with a toggle option on game setup. Letting people tailor their options is a godsend that I wish some other Paradox games had to the extent CK does. Lookin at you EU4.
 
The whole Fantasy Aztec setting, which i kept disabled most of the time.
769 start date: It contained mystical and random rulers ,and of course too many Blobs.
Raiding Adventurers:Explained above
Random nomad Emperor and King-tier rulers asking for your daughters hand ( because game thinks you are in a same tier as them, despite you being a feudal king, or emperor).
 
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Manually having to raise levies to ward off tiny raider groups, lest they devastate the countryside. This gets better when you get duke tier vassals, since sometimes they actually respond to the threat, but there is no reason why a city with 1.200 levies/garrison would not raise at leas some of them to challenge the 74 vikings torching the nearby fields and farms.
 
Well I wanted to say the lifestyles/Focus, mostly because in CK2 it was a locked option for a long period of time which frankly made no sense to me that restricted actions that felt a lot more general. Why do I need to *focus* on war to duel? Surely the focus should craft bonuses to me but the action itself should be available whenever I want. Similar for seduction and other such lifestyles. Allow me all actions but let the lifestyles be passive modifiers and event triggers.
 
Grape percentage. It's just the laziest most boring mechanic ever, besides being trivial for a player to keep in check, and the AI needing to be gimped on purpose to fall victim to it.
 
Thinking on it, and though it doesn't exactly fall into the category of this thread's title (as I don't want it entirely removed) but: The Reaper's Due disease mechanics and physicians. This was the first significant mechanic that I can recall being added to the base, vanilla game that even now cannot be fully toggled off that began to ruin my immersion.

Now, as I said in parentheses above, I don't want them entirely removed, but I do feel like it needs some severe overhaul for reasonable balancing. I tire of seeing characters die of cancer in their 20s (which yes, while it can happen IRL, it isn't to this frequency at all), warrior-kings being infirm by age 50, or the constant maiming and disfiguring of vast swathes of the nobility of the world. While Game Rules address the disease portion to a certain extent (I almost play exclusively on "rare" for non-epidemic diseases), one still has to deal with the bizarre physician treatments for mundane illnesses that arise. Now, I don't feel like these should be removed entirely, but I do feel like it is rather strange for non-insane doctors to even consider, say... removing part of your face (and giving you the Disfigured trait) to heal your gout. While yes, a player has the choice of never using experimental treatments and thereby avoiding some of these outlandish results, the AI is not quite as wary. Either that, or with even let's say a 0.5% chance of choosing experimental treatments... that's 1 in 200, and there's hundreds upon hundreds of treatments for illness. If CK3 could address this and bring it back to reasonable levels, making it so that having a character who had to have their hand amputated actually be significant... I'd be quite happy.
 
Supernatural/memey events and societies helped keep the game interesting once I was north of 3,000 hours played, so I hope they eventually make their way into CK3 as well, but if they're not in at release, I won't really mind at all.

Ditto for republics. I don't mind that they won't make the cut in 1.0, but I sure hope they get added later (and totally re-designed as well). I'd splash out a few bucks for a CK3 Republic dlc if they can do a significantly better job with republics than CK2 did.

I see a lot of people on here naming China's off-map interactions. I really like it. Sure, it could be improved, but I'd certainly rather have it than not have it; I play inside of China's diplomatic range in about half of my games, and if it's not a thing in CK3 I'll be pretty disappointed. I'm confident it'll make its way in though, since Jade Dragon was developed after work on CK3 began, so I'm betting that Jade Dragon, like every dlc after Horse Lords, was developed with an eye toward both games; the content is probably already in Paradox's dev builds. Also noteworthy is the modding potential with off-map powers, so it'd be a pretty lousy oversight if they hit the cutting room floor.
 
Conclave's "powerful vassal -40 for not being on council" mechanism. Honestly it is stupid, it is a major pain in the butt, and isn't even balanced. I would've disabled conclave out of frustration if it wasn't for mods.

Merchant republics from CK2. The new game should have its own new system for it.

Honestly, CK3 can have a lot better coastal merchant (and especially, non-merchant inland) republics than the way CK2 represented them. Lets be honest, Republic mechanism in CK2 were pretty stupid (get some money, win every election, repeat ad infinitum, no terms or term limits or stuff found in actual republics) and had major trouble when it came to compatibility with other government types.
 
Though the Mongols/Genghis Khan should be an empire-tier once they acquire enough real estate.
Sure, but the current system (where an OPM nomad is treated as a emperor-tier, just because all nomads are emperor-tier the way the mechanic was kludged together) should go. Let them earn their imperial title like everyone else: by conquering a giant swathe of land.
 
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.
Regardless of China's representation in-game, it'd be quite nice to keep some semblance of the offmap powers system. It's been a godsend when modding CK2.
 
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