Crusader Kings III

Crusader Kings III

Better AI
AeroDroo Sep 10, 2020 @ 1:20am
Hopeful Quality of Life Improvements
I'll try to be brief as possible but I have a few questions that might be worded a bit excessively so they're not unclear. (Sorry in advance for the wall of text...)

- Would it be possible to create a decision that greatly reduces worthless guest arrivals at all times, or if necessary later on, just locks down completely the constant stream of single-county claimants on lands my vassals already control?

-- Getting 3-4 "Gimme a year / GTFO " interruptions twice a month in the late game is making CK3 a daily migraine dispenser. It would be ideal to have a decisions prompt series thru which we could be spelling out as needed at any given time what the game should restrict coming to your court, given the fact 99% of guests would have already gotten those titles if they weren't garbage-stat scheme-obsessed deviants of no use to their own realm.

--- Would it be possible to have a Purge Guests Under: x, y, z Parameters decision, thus allowing you to set minimum requirements for stats or traits and just have the game auto-prune the lowborn or evil/craven/lazy 0/5/3/7/2 stat guests with honor -1000 greed 500 hostility 10M AI motivations. No medieval lord would ever welcome them if they're guaranteed to scheme against, seduce, dig up secrets on, and blackmail the people you actually do want in court, since they/re all joining each others' plots immediately. Turds of a feather, etc. Most days I spend as much time pausing and scrolling through courtiers dismissing sociopaths and lover's pox enthusiasts than I do playing in the late game.

---- And is there any way to code in some common sense to dynasty members that in RL would almost inherently understand their place in the world and their responsibilities as educated divine right rulers/heirs, so as to be more realistically resistant to seduction - like if they have a child up for inheritance or their spouse is already their lover/friend, add on a 50% extra resistance to seduction, and 100% resistance if their would-be seducers are inbred diseased covetous villains, for example, 'cause one of those genuinely sniped my best heir in 250 years out of their marriage, their religion, dumped a bastage into my bloodline, and eventually they died a pox stricken excommunicated lunatic in their spouse's prison.How a temperate midas touched character would make such a massive mistake seems like some classic Paradox artificial difficulty bypassing your smart plays to keep you from snowballing the AI.

It's srsly just murder on the immersion as is, since my hard-earned genius + herculean offspring are apparently too weak willed/stoopid to resist the dozens of 70 year old, disfigured, syphilitic evil blackguards the game dumps (many of them repeatedly) into my court, 'cause the AI must assume I always wanna go to war with my carefully built and maintained warmonger monster vassals (kept just strong enough to spread my empire borders without eating me in the process) so as to press that impossible-to-ditch character's solitary weak claim on a lvl 1 castle holding in one of my bloodthirsty vassals' capital county....

Again, sorry for the length of this post. But thanks so much regardless for all the hard work filling in for the devs at the moment in the absence of any hotfixes or patches to get this madness under control. :)
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Showing 1-4 of 4 comments
ItsJustMyShadow  [developer] Sep 10, 2020 @ 2:41am 
Thanks for the post, I have little time right now, so I'll answer briefly:
Most things you're talking about are not to be resolved by tweaking AI but by changing how the game plays, which is not something I want to do often. Creating decisions you've mentioned is probably possible but it has nothing to do with improving AI.
Regarding seduction - I've severly restricted AI picking temptation focus, so mostly young and lustful characters pick it. Giving these kind of modifiers would *probably* increase immersion and be QoL change BUT it would affect players abilities to seduce NPCs, which would result in seduction gameplay being little to no fun (would you like to be able to seduce only lowborns and courtiers?). There is already a modifier for seduction target that lowers scheme chance if target likes spouse (up to -50 at 100 relations IIRC). Traits are also taken into account but I could tweak it somewhat.
Claimants guest are probably main reason why guest system was invented in the first place so I'd rather not remove any features from the game... Message spam is something that could be tweaked though...
AeroDroo Sep 10, 2020 @ 3:07am 
That response is perfect, thank you for such a quick reply. I actually found some helpful items on your recommended mod list, so that's much appreciated too. I see what you mean regarding hard coded game functions being a separate thing from AI behavior and whatnot. It's also entirely possible there's a game rules setting or a perk etc I've just missed or misunderstood, too, so I'm gonna hit the wiki during some downtime today to get a better understanding of how those individual issues are implemented and the best ways to counter them without pestering the local modgods when user error might be the likely culprit lol
Thanks again though. Really impressive work, can't say it enough.

edit: tbh, all the lowborns I've seduced have been decent overall, both in game and RL, but I've always punched above my weight whenever possible :P hehe
Last edited by AeroDroo; Sep 10, 2020 @ 3:11am
AeroDroo Sep 14, 2020 @ 4:02pm 
Originally posted by CobraPL:
Related: https://forum.paradoxplaza.com/forum/threads/1420366

Oh nice, tyvm!
Turvonnut Sep 26, 2020 @ 3:56am 
well i think any type of factions should be rarer even if this makes the game easier. especially the weird "put (distant cousin thats your grandparents wifes kids child) on the (x) throne"
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