Crusader Kings III

Crusader Kings III

Employ Landless Adventurer
JKL 14 Mar @ 5:08pm
Suggestions for 2.0 release!
Regarding the branding: It's easy the man. don't use images just put {Ourg} before the name of each mod. Anyways thats not so important.

Btw this is some gameplay ideas for the <<2.0 release>> xd:

1) I hope the chance of completion isn't set but random. What I mean is not: if adventurer's trait is above 10 then it succeeds. I think it's better as percentage to be more realistic. Don't know how it's inside the mod rn tho so might already be implemented.

For example: chance of success for all contracts.

0–4 Terrible -> 30% chance (-20)
5–8 Poor -> 40% chance (-10)
9–12 Average -> 50% (standard)
13–16 Good -> 60% (+10)
17-100 Excellent -> 70% (+20)

This introduces that <<human factor>> and the randomness of life. Some things can go south regardless of one's qualifications.

2) I feel like by the time the mod is complete there needs to be 1 contract for each attribute so these are my suggestions: (I feel like those are realistic for adventurers to help with, are useful in game and are not too hard to implement.)

- Diplomacy: increase in popular opinion

- Martial: (I haven't modded in a while and not remember if there is such an option but a flat 1 time levy increase for example 500 men and when dead this bonus goes away --> I remember this is this mechanic in game but don't know how easy it is to mod it. It's like men at arms but semi-permanent, have to balance it tho)

- Stewardship: Development increase in a county of your choice by a flat number (+3 immediate for example)

-Intrigue: Legitimacy increase (flat bonus)

- Learning: Tutoring (Like it's rn)

- Prowess: Knight training (like it's rn)

3) Small chance for complete failure can be added:

0–4 Terrible -> 30% chance
5–8 Poor ->20% chance
9–12 Average -> 10% (standard)
13–16 Good -> 5%
17-100 Excellent -> 0%

{Here is how it could be implemented in my previous idea:

- Diplomacy: decrease in popular opinion

- Martial: desertion! (death of 50% of you current levies so it paralyzes the player) again don't know if that's modifiable.

- Stewardship: Development decrease in the county you choose by a flat number -X

-Intrigue: Legitimacy decrease (flat amount)

- Learning: decrease in stats in tutoring

- Prowess: decrease in stat Knight training }

Won't bother you with more ideas. Just want to help <3. Tell me your opinion and if you need any help brainstorming for those or thinking about balancing them I am here.
Last edited by JKL; 14 Mar @ 5:11pm
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Ourg  [developer] 15 Mar @ 12:25pm 
thanks for the suggestions. Will look at it got already some ideas in the view.

For the point 1) just to precise :

No it's not "random", it's based on the skills of the adventurer, the more he has, the more it can succeed. For those who know about modding is use the duel fonction for every contract with a compare modifier at 3.5/-3.5.
then I add some flat modifier depending of the camp purpose and some few other things

To have a 50%/50% chance (without flat bonus) the adventurer need 15 in the skill concerned then decrease/increase by 3.5point per skill (for exemple at 10 in skill it's 33%/67%)
Last edited by Ourg; 17 Mar @ 2:47pm
JKL 15 Mar @ 1:40pm 
:steamthumbsup:
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