Crusader Kings III

Crusader Kings III

[LOT] Legitimacy Over Time
 This topic has been pinned, so it's probably important
jawwadbr  [developer] 9 Aug, 2024 @ 4:42am
Feedback and Ideas
Post any feedback and ideas
Last edited by jawwadbr; 10 Aug, 2024 @ 2:34pm
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Showing 1-15 of 23 comments
jawwadbr  [developer] 10 Aug, 2024 @ 3:08pm 
Originally posted by firespark84:
would it be possible to add legitimacy to more things that you do? like winning battles, developing provinces, having high control over periods of time, etc

Yes, it's possible, but doing that might make my mod incompatible with other mods. I'll consider it though. Thanks for your feedback.
Last edited by jawwadbr; 10 Aug, 2024 @ 3:09pm
Bio the Human 11 Aug, 2024 @ 1:22am 
Isn't it a bit too much? Why don't simply make it X per year without the multiplier?
Like Counts receive 1 every year, Dukes 5 etc (random numbers).

Or for example, Idk how hard would be to implement, it could be that if you don't lose legitimacy, you accumulate bonus every consecutive year. But once you lose legitimacy because of some action, you revert back with bonus (all the way down, or maybe only by 1 level and such).

Maybe it could also revert to a malus level and actually make you lose legitimacy over time if you lose legitimacy in a short time or in a consecutive manner. Then you would need to scale the level again to enter the positive trend.
jawwadbr  [developer] 11 Aug, 2024 @ 12:58pm 
Originally posted by Bio the Human:
Isn't it a bit too much?

All values is experimental yet.

Originally posted by Bio the Human:
Why don't simply make it X per year without the multiplier?
Like Counts receive 1 every year, Dukes 5 etc (random numbers).

I like the idea of the number going up, a static value every year I don't find it fun. The multiplier and using the years as ruler is used to make you feel the progression, I'm trying to find the sweet spot for gaining a good amount of legitimacy for the average lifespan of a character. Because having a static number for example 5 legitimacy every year it takes 20 years to gain 100 legitimacy. The way it is now a duke takes about 7 years to get 100 legitimacy, but i need to add a check for the current Era so I can adjust the amount the character can receive every year, in tribal era an emperor need 1700 to reach the max that means it takes around 50 years without receiving any legitimacy from outside source.

Originally posted by Bio the Human:
Or for example, Idk how hard would be to implement, it could be that if you don't lose legitimacy, you accumulate bonus every consecutive year. But once you lose legitimacy because of some action, you revert back with bonus (all the way down, or maybe only by 1 level and such).

Maybe it could also revert to a malus level and actually make you lose legitimacy over time if you lose legitimacy in a short time or in a consecutive manner. Then you would need to scale the level again to enter the positive trend.

I'm not a skilled modder in ck3 so idk how exactly I could implement your ideas, but I want to add something to remove the character modifier and sometimes make the character not receive any legitimacy that year. Without some penalities i can see players seeing the mod a bit much, but I'll try to add a few more mechanics to it.

Sorry for bad english and spelling, im responding from my phone.

Ty for your feedback and idea.
Last edited by jawwadbr; 11 Aug, 2024 @ 1:09pm
LiterallyReverie 11 Aug, 2024 @ 3:12pm 
Its a bit Op how quickly you get ordained ruler so I would either nerf the higher tier legitimacy or cap the auto-legitimacy at true ruler or smth
jawwadbr  [developer] 11 Aug, 2024 @ 3:52pm 
Originally posted by LiterallyReverie:
Its a bit Op how quickly you get ordained ruler so I would either nerf the higher tier legitimacy or cap the auto-legitimacy at true ruler or smth

I'm planning on decreasing the amount per year and might add a cap to the amount that the character receives depending on their primary tittle.

Btw, do you remember how many years it took for you to reach Ordained ? An Emperor that starts with an average of 600 legitimacy on the start of the game it should take almost 20 years to reach Ordained without any outside source for legitimacy. But that's just a simple math, it was not fully tested in-game, so would be nice to know how many years it took for you.
Only the Duke tittle I tested and it took a bit more than 30 years to reach ordained iirc
Last edited by jawwadbr; 11 Aug, 2024 @ 3:54pm
kgptzac 15 Aug, 2024 @ 12:59am 
Not sure who suggested personality traits should affect legitimacy because it is a bad idea. These traits are beyond the control of the character and wouldn't make a compelling game mechanic for them to affect legitimacy.

Also, having multiple powerful vassals hating you should not reduce legitimacy, it should only zero out any bonus to legitimacy from this mod. I don't think we need more AI rulers having trouble with their realms...
jawwadbr  [developer] 15 Aug, 2024 @ 1:54am 
Originally posted by kgptzac:
Not sure who suggested personality traits should affect legitimacy because it is a bad idea. These traits are beyond the control of the character and wouldn't make a compelling game mechanic for them to affect legitimacy.

About the idea of traits affecting legitimacy gain, I'm personally not inclined to implement it, to be honest. I can't find a good reason or an effective way to do it. When considering real life rulers from the old days, there were some ruthless leaders who still maintained strong legitimacy over the throne and even strengthened their realms.

Originally posted by kgptzac:
Also, having multiple powerful vassals hating you should not reduce legitimacy, it should only zero out any bonus to legitimacy from this mod. I don't think we need more AI rulers having trouble with their realms...

I ran a save test and simulated 30 years. I would say that 80% maybe more of all rulers in the game had at least one powerful vassal with a positive opinion. When all their powerful vassals disliked them, they were swaying them, if not, it was likely because there was a liberty war or something similar. So, based on this one simulation at least, it doesn’t seem like there's enough legitimacy loss to destroy the whole realm. They get destroyed for other reasons :P

You only lose legitimacy yearly if 100% of your powerful vassals have a negative opinion, and the value at the moment is (number of powerful vassals with negative opinion * 2). So, if you have 5 powerful vassals and all of them dislike you, you lose 10 legitimacy yearly. It's not a lot.

If you have 60% or more powerful vassals with a positive opinion, you get a flat 10% boost to your yearly legitimacy gain.

If you are below 60%, your yearly legitimacy gain receives a negative modifier. For every powerful vassal that dislikes you, it adds 5% to this modifier. So, if you have 5 powerful vassals and 4 of them dislike you, you get a 20% negative modifier on your yearly legitimacy gain. If, without this negative modifier, you gain 20 legitimacy, with the modifier, you will instead gain 16 legitimacy.

(NOTE: The % modifiers only affect the yearly legitimacy, it does not affect other means of legitimacy gain).

Thank you for your input. If there's anything more, feel free to say.
Last edited by jawwadbr; 15 Aug, 2024 @ 1:55am
Your Worst Enemy 24 Aug, 2024 @ 3:43pm 
In addition to balancing out the current legitimacy increase values, why not add a gamerule to allow players to tweak it themselves. You'd still need to balance the default, but it would let people increase or decrease the "difficulty" change this pod applies.
jawwadbr  [developer] 25 Aug, 2024 @ 6:25am 
Originally posted by Your Worst Enemy:
In addition to balancing out the current legitimacy increase values, why not add a gamerule to allow players to tweak it themselves. You'd still need to balance the default, but it would let people increase or decrease the "difficulty" change this pod applies.

That's something I can do. What values do you think I should add as gamerule? Legitimacy Gain Multiplier, Powerful Vassal Opinion Matter (Enable/Disable this mechanic), and Change Percentage of Minimum Positive Powerful Vassal Opinion, what else can I add ?
Last edited by jawwadbr; 25 Aug, 2024 @ 8:38am
Brooks 14 Sep, 2024 @ 4:45am 
Excellent mod. For the game rules, I suggest you use the current values as the base and simply add a 25%/50%/75% of the current value as the variations to reduce the legitimacy gain.
jawwadbr  [developer] 14 Sep, 2024 @ 5:03pm 
Originally posted by Brooks:
Excellent mod. For the game rules, I suggest you use the current values as the base and simply add a 25%/50%/75% of the current value as the variations to reduce the legitimacy gain.

Thank you.

I'll be adding the gamerules in the next update, but I'm not sure when that'll be yet.
jawwadbr  [developer] 27 Sep, 2024 @ 1:29am 
Originally posted by Brooks:
Excellent mod. For the game rules, I suggest you use the current values as the base and simply add a 25%/50%/75% of the current value as the variations to reduce the legitimacy gain.

Added game rules for version v20240927.
Jaehaerys 4 Oct, 2024 @ 8:28am 
On the idea of losing land affecting legitimacy, it DOES have historical background. John and Henry VII both faced rebellion because England lost land in France under their rule. To balance things though, I'd recommend implementing it with a limit. Losing one or two provinces wouldn't affect your legitimacy too badly, but losing a whole duchy would.
jawwadbr  [developer] 4 Oct, 2024 @ 11:34am 
Originally posted by Jaehaerys:
On the idea of losing land affecting legitimacy, it DOES have historical background. John and Henry VII both faced rebellion because England lost land in France under their rule. To balance things though, I'd recommend implementing it with a limit. Losing one or two provinces wouldn't affect your legitimacy too badly, but losing a whole duchy would.

Thank you for your feedback.

I'm not sure when I'll implement this idea, or any of the others on the list. The third one (secrets related to vassals being exposed) might be the hardest to implement at the moment. The Dread idea seems to be the easiest, but I want to add more flavor to it. I don't just want to add a simple check where, if a ruler has a certain amount of dread, they take a hit on legitimacy. I want to have more mechanics and depth.

Ty
Pch91 25 Oct, 2024 @ 4:17am 
Legitimacy could reduce the gain according to its level... we know that today the highest level is 5, so we could make a curve so that with each higher level you would receive less legitimacy, so that for you to go up to level 1 it would be easy, but to reach 5 it would require a lot of effort. If you need help and like the idea, I can help you with the mathematical formula for the curve.

It would basically be the greater your legitimacy, the less you earn RS
Last edited by Pch91; 25 Oct, 2024 @ 4:18am
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