Crusader Kings II

Crusader Kings II

Assassin's Guild : The Black Cat
Pippin123  [developer] 22 Oct, 2014 @ 2:01am
Interested in any feedback on the balancing
Are they too costly ?
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Showing 1-15 of 18 comments
footman 22 Oct, 2014 @ 10:20pm 
rather too cheap i mean in a mp match if i have 500 gold coins i can easily game over my rival players with this mod
Pippin123  [developer] 25 Oct, 2014 @ 10:36am 
To be honest, I never thought about multiplayer. But wasn't this already the case with the assassin's button ? What should be a "fair" cost ?
Jormundgand 26 Oct, 2014 @ 2:32am 
If you want to balance against mutiplayer, consider making an alternative mod "The black cat: expensive assassins" and encourage people to play with that in MP.
Jimbo 26 Oct, 2014 @ 5:50am 
Pippin, are you one of the developers for Crusader kings 2 or just mods?
footman 26 Oct, 2014 @ 9:26am 
Dont listen to the ♥♥♥♥♥♥♥ with one friend
Pippin123  [developer] 26 Oct, 2014 @ 9:52am 
Originally posted by James the Fair:
Pippin, are you one of the developers for Crusader kings 2 or just mods?
Just amateur mod, I'm afraid
Kouga 26 Oct, 2014 @ 10:35am 
It should cost a minimum of 50 gold in my opinion. And it should have a chance of failure and/ or reveal. Think of the dishounorable dislike-opinion for everyone that is even slightly involved with your target.

The beta had an option to kill anybody for 50 gold, with a chance of failure depending on their importance. That's not in the game for a reason, but it could be used as a template.
Pippin123  [developer] 26 Oct, 2014 @ 1:05pm 
The thing is the cost is situational. Each assassins brings between 15-25% Plot power.
So if a plot is already at 80% plot power, you get it to 100% for a cost of X.
Your more or less guaranteed a kill in the next two years, cheaply, if you're in no hurry.

Trying to get quick results, with no other plotters, you'd probably require sending 15+ assassins to reach 200% Plot power.

I'm not sure what was the "average" assassinate chance, let's say 30% ?
That means 10 attemps to reach a 97 % success rate

So I'm tempted to say the cost should be : 15X=10 Assassination Cost, i.e X = 2/3 of assasination cost.

Assassination Costs were E 450 /K 350 / D 250 / C 150 / B 50 so maybe a good price target would be E 300 /K 230 / D 170 / C 100 / B 30.

That's triple current cost, so I'll wait for more input before changing anything
Jormundgand 26 Oct, 2014 @ 1:27pm 
As far as I know the chance to succeed is based on your intrigue (and most likely also the intrigue of the person who proposes the attempt) versus the intrigue of the target. Hence, the better you are and the better your assassins are, the higher chance to succeed on each attempt.

I have no idea if the costs are reasonable though. It would require more insight into how the plotting system actually works.
Wallo420 26 Oct, 2014 @ 1:53pm 
@Pippin123 I think the triple current cost is better, the current ones are a bit to cheap in my opinion. Maybe only double it but i think its a bit cheap at the moment :guardian:
Jimbo 26 Oct, 2014 @ 3:52pm 
Ok but I do like your mod though, it sounds similar to an idea of mine of what I was about to post on the forums in the next couple of days. Anyway, i'll post and copy it to you now....


Hiring Assassins

I think hiring assassins in the way you can hire mercenaries could be a good replacement for the assassinate button of there would be a list of assassin groups you can choose from of where it will show the total plot power of each group that will help you increase your plot power against the ones you want assassinating. However, they will be hired for a cost and then will have a monthly cost for them just like mercenaries do.




Pippin, could something like this be made into a mod for us? thanks.

Last edited by Jimbo; 26 Oct, 2014 @ 3:53pm
Pippin123  [developer] 27 Oct, 2014 @ 3:40am 
@James the Fair. I tried various options to send assassins, but never figured out how to add straight Plot Power to a plot , that's why I took a shortcut by sending High Intrigue courtiers.

Also, creating a fake mercenary outfit as an "assassin's guild" is probably possible, but I don't know if you can prevent the AI to try and use it as "regular mercenaries"...

Adding a monthly cost should not be too difficult I guess.
Jimbo 27 Oct, 2014 @ 1:57pm 
Ah yes I see what you mean about the AI using them like mercenaries which could well pose a big problem as the assasins guilds may not be always available to us. I'll try and think of some other ideas and send them here on this thread for you if I think of anymore.
phinweg 27 Oct, 2014 @ 8:26pm 
Speaking of the AI, does it use the Black Cat decision? It would be ideal it the AI used it intelligently, but I would satisfied if it's confirmed that the AI uses it at all.
Pippin123  [developer] 28 Oct, 2014 @ 12:03am 
No, the decision is currently disabled for the AI, I'm looking into it.

I'm not quite sure how you code AI behavior (seen a few exemples in the decision files, but seems tricky)
To be honest I'm afraid of the AI blowing up all its cash on low priority murder plots and then being left with low cash and unable to buy mercenaries...
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