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The latter does sound like making a game within a game. For it not to feel an afterthought it'd need a questline, radiant quests, mechanics to enable said investigating crimes and arresting people. Of course, it would also require making a distinct progression and rewards for it. End result? Lots of work for something most people will never engage with or will only engage once for curiosity's sake.
You can still scheme, go on adventures, raid settlements, travel, negotiate contracts, earn money, plot to get your family on the coucil/prestigious court position, buy a house in a city ruled by someone else, fight in battles, become a bandit, join a holy order etc. There were plenty of things already mentioned before. Yes, aside from any added mechanics, a large part of it would work through events, but that's already the case in the base game.
A mod like this already exists for Crusader Kings 2. It's called Rise to Power. With the additions CK3 has, a mod like that could be even better. Particularly with Knights being actual characters.
As for what it would take... that depends on how the game is coded, but if there's a will, there's a way. It's not like I propose adding Action RPG-style combat. Mechanics that this would use already exist in the game in some form, mostly the context would be different.
This doesn't require many new mechanics as much as a broadening of scope and reflavoring of some existing mechanics.
And I don't get how playing an unlanded noble doesn't fit with a dynastic focus of CK3. You are still playing as the same dynasty. Just instead of playing as the king, you could be the younger brother competing in tournaments and increasing the renown of your dynasty that way. Or if you lost your ancestral holdings, you go to your relatives/allies court and come back with their armies to overthrow the usurper. In the current version, that won't happen, as you get a game over as soon as you lose your titles.
Same can be said for every guild/faction in Skyrim. And you can join all of them. So why not.
They added a vampire faction and a vampire hunters faction in DLC with their own questlines and mechanics. Was that a waste as well?
So for me it would be a mod, and not in the base game.
My reply doesn't feel good I think, I'm not english so I'm sorry if that was painful.
It wouldn't need to be a huge DLC like Vagrants & Vagabonds or something like that that adds only unlanded play options.
You could for example have a DLC like For Coin and Glory that would greatly expand mercenaries and holy orders, add knightly orders and warrior lodges and as a bonus it could allow you to play unlanded as a mercenary band leader (maybe as a new government type) or maybe a leader of a holy order.
Then you could have another DLC focusing on trade that would add the posibility of playing a merchant as a side-thing and maybe even establishing a Merchant Republic if they plot their way into power.
Then some expansion focused on intrigue could add more court events and depth to courtiers, and with it the ability to play as a courtier or a minor wandering noble yourself.
But as was said, it would be more like something nice to have than something essential.
And it doesn't need to be something you would play hundreds of ingame years of. Just entertaining enough that it would suffice until you either rise to power or do something else.
Yes, I've heard that a mod like this existed with CK2. However, the devs didn't implement it into CK3. How curious...
Maybe that's why it doesn't fit into the dynastic focus of CK3. Because, if it did fit into the dynastic focus, the popular CK2 mod would have been implemented into CK3 from the beginning.
The devs didn't implement Merchant Republics and Nomads into CK3. Nor did they implement Warrior Lodges, imperial government system for Byzantine Empire or secret societies. Does that mean neither of those fit into CK3? That's nor really an argument that holds much merit.
(Don't ruin it)
Nah. Those are expansions and additional flavor that fit within the current systems, vision, and dynastic mechanics of CK3. There is a reason it's a game over when you become unlanded. What you guys have here is a good idea for a mod. That's it.
Well, I'm done talking in circles for today. Peace! :)
Does everyone want to come over for a murde.. uh.. I mean a friendly feast at my place? XD
The travel system from the next update is a huge overhaul to several base systems in the game, Characters will now travel the land instead of instantly teleporting to wherever they needed to be or simply staying at court despite supposedly going hunting. Your location will actually matter now somewhat and it's a baseline feature. Does that mean it doesn't fit the vision of the game developers since it wasn't in the game from launch? Is it wasted effort and should instant teleportation be the way to go without any changes?
I'm just saying, the feature itself being missing doesn't necessarily mean it doesn't fit in the game.
Well, it is a fun discussion so far :-)
It’s too large of an effort.
If we are all honest, without grooming and scoping no one knows what type of effort it will take. Neither side of that argument really had any validity.
It’s not in tune with CK3 dynastic story spirit.
I would say that it is. It helps create the origin of your dynasty or maybe the down times of your dynasty. You get to show the climb of your family or the rebuilding. All major parts of the dynastic story missing now.
The gameplay is based on being a ruler.
I would say the gameplay is based on your character and his interactions. Sure more events would need to be added to really flush out the gameplay but it’s already feasible. Now with regency there will actually be times when you are not in control of your realm. It’s only a small jump to get to unlanded gameplay.
No one wants to play that way.
I know I want to play that way and with the popularity of Rise to Power in CK2 there is certainly an appetite for it. Maybe we could put it up as a vote to be a contender for a DLC.
Those are the main points I have seen in the thread so far.
Until someone makes a mod for ck3, a storybook, or a powerpoint presentation about the theory or praxis, I just cannot feasibly see your dream!
I'm for it, and I encourage discussing it, but I really think the discussion should be more about implementation.
How and Why.
Many mods have ultimately turned into game features throughout the history of game design.
For CK3 specifically, we have the advanced barbershop and Coat of Arms designer, weddings expanded; all were mods before.
Personally, segway here, I would love for CK3 to implement
https://steamcommunity.com/sharedfiles/filedetails/?id=2815025787
as an official thing.
Have fish mounted on our Halls, not just fancy pelts!
Theory is all and good, but practice is what moves the engine.
CK3 is relatively easy to mod, and all the instructions are readily on the wiki. So part of my pushback is to encourage development of this mod.
Create the prototype of your dream. Turn it into a reality.
There's something incredibly enriching about creating.
I understand your points, but I cannot see them effectively while still retaining the Crusader Kings 3 personality. So I will selfishly ask for a demonstration, as I'm more a visual learner in this context!
The best way to convince the institution is to design the framework for implementation.
Everyone can pitch an idea, that's one of the lovely purposes of this forum.
Only the few can turn their ideas into a reality. I believe your passion is in the right place! If you recreate your passion into a mod, and it is very well received by the PDX community, PDX could easily think "huh, this is what the people want and there's evidence of this."
I really liked the rise to power mod in CK2 and its highly rated. Still it isn't in the sequel. There is a clear demand for this.