Crusader Kings III

Crusader Kings III

Witchcraft
ryciebani666  [developer] 11 Nov, 2024 @ 3:18am
Are the countermeasures sufficient?
When I saw that Paradox added countermeasures as a way to deal with schemes, I was very pleased. I then removed the Double the Guard decision, considering it no longer necessary. Recently, I've had a few long game sessions and noticed that the countermeasures don't meet my expectations. They often extend the scheme's duration, which eventually still goes through. I understand that extending the time also increases the chances of stopping it, but this was not usually the case.
Maybe it's not bothersome in vanilla, but in Witchcraft, schemes against you are more frequent (hunters, artifact thefts). I'm wondering if I should add additional conventional or magical ways to deal with schemes.
What are your experiences? Are the countermeasures sufficient for you?
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Not enough, in my opinion. Especially in the early stages of the game, when your intrigues/adviser are not too pumped up, but even in the later stages, the kidnappings that happen even with double guards are quite annoying (even though I have Prowess 70, lol).
In general, given the randomness of intrigues, I would prefer that hunters declare wars and fight more fairl. Right now, you have to just hope for luck.
Last edited by All Hail Britannia!; 11 Nov, 2024 @ 8:26am
Dovenius 11 Nov, 2024 @ 10:29pm 
lol i tend to play high intrigue characters and i also develop my children to be high intrigue so they typically have good scheme resistance unless ofc the gods of RNG fails me and i get abducted by the witch hunters. I will experiment more on this and get back with you :)

but so far I think its 50 50 for me when it regards to the countermeasures.
ryciebani666  [developer] 12 Nov, 2024 @ 3:36am 
@We camping for Bubba!!&Dovenius
Ok, it's possible that I'll have to improve something here in the future. Thanks for the info ;)
Embersfall817 13 Nov, 2024 @ 4:24am 
I've recently thought that the addition of a mage guild faction as an alternative to witch coven using the camp mechanics would be cool (or you could use you coven in the camp mechanics as well), you could add these magical counter measures to schemes once you establish a guild and they become more effective the more you develop your guild, (spell blades counter witch hunters, divination mages counter artefact theft and your master wizard to defend against hostile spells) without establishing one, players would be more vulnerable to these schemes
ryciebani666  [developer] 13 Nov, 2024 @ 12:03pm 
@Embersfall817
Sometimes I think about introducing a mage guild, but for now it is just my fantasy. Also due to my technical limitations...
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