In this thread I'll be listing ideas on how to make the current Kingdom mechanics (as of 1.5.10) more dynamic and to be prevent the current homogenous
state it currently is in
Increasing relation gains and decreases
- (Bug) As a ruler, your decisions have no gains or decreases despite the text saying it will. This bug has existed since EA launch and needs to be fixed.
- Currently, when voting in favor of a decision or fief grant, you receive +5/15/30 for voting with a lord and -1/3/5 for voting against. I think that
voting against a lord should have the same impact. So when you vote in favor of another lord, you receive -5/15/30 respectively for those you vote against.
This would apply to all voters in a decision.
- Rulers would receive a base +/- 15 for decisions for those you vote with or against. In cases where the popular decision is ignored (greater than 20%), the +/- would instead be +/- 30.
- Proposing a policy or diplomatic action does not carry any relation increases or decreases currently. I propose adding a +/- 15 relation mechanic instead.
Periodic relation gains and decreases
- Each week, lords will receive gains and decreases towards ruler clan based on their settlement ownership
- Castles would give +1 each, and towns would give +3 each.
- Ownership of no fiefs would give -5 per week.
Policy and Diplomacy influence cost increased
- Proposing a policy is increased from 100 to 200 influence.
- Proposing war is increased from 100 to 250 influence.
- Proposing peace is increased from 100 to 200 influence.
Policies need to be renewed
- Two years after enactment, policies would be put up to a vote to continue or discontinue its continued use.
- This would be automatically and not cost influence.
This next section is more evolved and my personal opinion on how to create greater involvement with Kingdom mechanics
Political Parties
- AI clans would be assigned to political parties within a kingdom. This would be based on the clan leaders traits and relations within the kingdom.
- These clans would have greater preference towards certain policies and would strongly oppose policies against their parties' ideology.
- Their party preference could change based on the ascension of a new clan leader.
Political Party Examples
Loyalist
- Leaders with honorable or valor traits
- Party Agenda: Extend the power of the ruler clan to ensure that the Kingdom is ruled by a strong central leader.
- Example policies: Sacred Majesty, Royal Privilege, Debasement of Currency
Stability
- Leaders with generous or merciful traits
- Party Agenda: Ensure settlements are peacefully ruled and reduce chance of rebellion.
- Example policies: Charter of Liberties, Forgiveness of Debts, Bailiffs
Economic
- Leaders with close-fisted or cruel traits
- Party Agenda: Maximize profits from settlements
- Example polices: Road Tolls, Land Tax, Hunting Rights
Independent
- Leaders with devious or calculating traits
- Party Agenda: Strengthen the power of individual clans.
- Example policies: Senate, Peerage, Marshals
Why I suggest this
- Kingdom relations are stagnant at the moment. Vassals are far too loyal to all Rulers despite the situation their kingdoms are in. There exist no rivalries within factions and nothing can threaten the stability of a kingdom apart from player interference. By increasing relation gains and decreases, this can hopefully lead to a more dynamic campaign map that will ensure new situations in each playthrough. To this date, I have never seen the AI attempt to remove a clan or annex a settlement and wonder why these are even in the game.
- Policy voting is stagnant. The AI always votes favorably for the same policies and against other policies. It's only concern currently is increasing troop size, influence gains, and profits. By assigning policy preference with traits, we can see more variety in this mechanic.
- Influence is currently a poorly implemented resource. Clans will have thousand of influence by day 600 and it is reflected in campaign decisions. Forming large armies is hardly a problem, constant wars will be declared, and this creates a snowball effect in which the player kingdom will constantly be attacked by its neighbors. By increasing the cost of diplomatic actions and creating differing opinions within a kingdom, hopefully we can avert this issue.
state it currently is in
Increasing relation gains and decreases
- (Bug) As a ruler, your decisions have no gains or decreases despite the text saying it will. This bug has existed since EA launch and needs to be fixed.
- Currently, when voting in favor of a decision or fief grant, you receive +5/15/30 for voting with a lord and -1/3/5 for voting against. I think that
voting against a lord should have the same impact. So when you vote in favor of another lord, you receive -5/15/30 respectively for those you vote against.
This would apply to all voters in a decision.
- Rulers would receive a base +/- 15 for decisions for those you vote with or against. In cases where the popular decision is ignored (greater than 20%), the +/- would instead be +/- 30.
- Proposing a policy or diplomatic action does not carry any relation increases or decreases currently. I propose adding a +/- 15 relation mechanic instead.
Periodic relation gains and decreases
- Each week, lords will receive gains and decreases towards ruler clan based on their settlement ownership
- Castles would give +1 each, and towns would give +3 each.
- Ownership of no fiefs would give -5 per week.
Policy and Diplomacy influence cost increased
- Proposing a policy is increased from 100 to 200 influence.
- Proposing war is increased from 100 to 250 influence.
- Proposing peace is increased from 100 to 200 influence.
Policies need to be renewed
- Two years after enactment, policies would be put up to a vote to continue or discontinue its continued use.
- This would be automatically and not cost influence.
This next section is more evolved and my personal opinion on how to create greater involvement with Kingdom mechanics
Political Parties
- AI clans would be assigned to political parties within a kingdom. This would be based on the clan leaders traits and relations within the kingdom.
- These clans would have greater preference towards certain policies and would strongly oppose policies against their parties' ideology.
- Their party preference could change based on the ascension of a new clan leader.
Political Party Examples
Loyalist
- Leaders with honorable or valor traits
- Party Agenda: Extend the power of the ruler clan to ensure that the Kingdom is ruled by a strong central leader.
- Example policies: Sacred Majesty, Royal Privilege, Debasement of Currency
Stability
- Leaders with generous or merciful traits
- Party Agenda: Ensure settlements are peacefully ruled and reduce chance of rebellion.
- Example policies: Charter of Liberties, Forgiveness of Debts, Bailiffs
Economic
- Leaders with close-fisted or cruel traits
- Party Agenda: Maximize profits from settlements
- Example polices: Road Tolls, Land Tax, Hunting Rights
Independent
- Leaders with devious or calculating traits
- Party Agenda: Strengthen the power of individual clans.
- Example policies: Senate, Peerage, Marshals
Why I suggest this
- Kingdom relations are stagnant at the moment. Vassals are far too loyal to all Rulers despite the situation their kingdoms are in. There exist no rivalries within factions and nothing can threaten the stability of a kingdom apart from player interference. By increasing relation gains and decreases, this can hopefully lead to a more dynamic campaign map that will ensure new situations in each playthrough. To this date, I have never seen the AI attempt to remove a clan or annex a settlement and wonder why these are even in the game.
- Policy voting is stagnant. The AI always votes favorably for the same policies and against other policies. It's only concern currently is increasing troop size, influence gains, and profits. By assigning policy preference with traits, we can see more variety in this mechanic.
- Influence is currently a poorly implemented resource. Clans will have thousand of influence by day 600 and it is reflected in campaign decisions. Forming large armies is hardly a problem, constant wars will be declared, and this creates a snowball effect in which the player kingdom will constantly be attacked by its neighbors. By increasing the cost of diplomatic actions and creating differing opinions within a kingdom, hopefully we can avert this issue.