Looks like a nice update into how dinasties and families worked in CK2. Legacies seems like an upgrade / revision of bloodlines?
Yeah, I really like what I'm hearing. The way cadet houses work sounds great, and I like that the game is going to be giving you different ways to spread your dynasty and have it make sense beyond just trying to get their titles for yourself.
This seems to be amazing. In ck2 i always enjoyed ploting to make my dynasty members important in other kingdoms. Its great to finally see that it will give something back!
I would assume members of different houses in your dynasty will probably get a slightly different colored version of the blood drop for dynasty members.This seems to be amazing. In ck2 i always enjoyed ploting to make my dynasty members important in other kingdoms. Its great to finally see that it will give something back!
I jsut hope that there is an easy way to know if a house is part of your dynasty or not (without needing an extra click or a tooltip). I imagine the way i play my dynasty will have a few dozen houses very quickly!
Also there was a DD of stellaris about federations
It sounds amazing!
I really liked tying stress mechanics to you breaking the role playing of your character. It pushes you towards you actually roleplaying your characters while still giving you the option of doing more gamey stuff (although for a small hindrance).The enhanced RPG elements in CK3 sound amazing, but I really, really hope it doesn't collapse under its own weight with all those modifiers and stuff flying around.
Same for Stellaris and its federations, actually.
I just want the AI to at least appear to be playing along the same game as me, even if its internal logic is a weird mess.
I assume there'll be a toggle in the game setup to switch it off, in case you want to go nuts.
Definitely. That's a brilliant addition.
It was pretty impressive the last time I saw it, but weirdly things seem to have thinned out a little? A lot of the mods I used to run seem to no longer be supported.
I agree that the increased granularity is good both in terms of army movement and fleshing our the map. It just seems weird to then put restrictions on how that granularity is used in terms of your holdings.I mean I'm pretty sure army-movement and terrain granularity is precisely the point. That's been the primary emphasis in the Map Updates to CK2 and EU4, and the move to the new engine enables them to properly execute on it instead of hacking it in to old games in a rather awkward manner. Also as a neat side-effect it actually gives a sense of where said locations are in their counties.
And I believe they've already said that Baron-level characters are going to be much more of an influence than they are in CK2, particularly for Counts.
Could be a fun mechanic avoiding a barons rebellion (Henry II and John, for instance),The barons and other petty nobility were (usually) the actual government of a country, so anything that expands or adds systems for them is better IMO. I don't think it's much to ask for ways to simulate the extraordinary influence these people had on the monarchs.
Minor rebellions as well, sometimes leading to neighboring barons seeking the player's help. All sorts of interesting gameplay could come out of them and they don't have to be this micromanagement hell.
IMO they are very different types of strategy. The biggest differences are:
i agree with the exception of base game stellaris i have yet to play a grand strategy game with a serviceable tutorial. HOI IV and Ck2 tutorials are so horrible that i still remember how quickly i lost.I've always felt that 4Xes are very numbers-driven in a way that grand strat games aren't. 4X games have players chasing a more optimal way to play, with Civ at the apex of the hunt, while GS games are more of a broad simulation sort of thing. It's not that 4X games are less complicated, they're just smaller in scale.
I think grand strategy games have a reputation for being deep more because they, as a genre, have not focused on tutorialising (and thus have less institutionalising) the way you play, which makes each new one seem like a much steeper cliff than, say, Civilization 5 to 6. It's sorta like Dark Souls in that its mystique adds to its perceived difficulty.
So, er... Grand strategy games are the Dark Souls of the broad strategy genre. I'm sorry.
There are currently 18 Origins in the game, where some of them were converted from previously being Civics. Origins that were converted will be unlocked by the same DLC that they were unlocked by when they were civics.
Origins are not meant to be balanced against each other, but rather balanced within themselves (as in they don't start in severe resource deficits or "feel broken" by themselves). There are Origins that are "stronger" than other Origins.
Origins are gonna completely change the game. Those pesky 4X symmetrical starts (more or less) are finally gone, and now the galaxy can truly live.The Origins
Prosperous Unification: Start with 4 additional Pops and 2 additional Districts. (Available to everyone)
Mechanist: Start with 8 Pops being robots, and the ability to build more. (Utopia)
Syncretic Evolution: Start the game with 12 Pops being of another species. (Utopia)
Life-Seeded: Start on a Gaia World. (Apocalypse)
Post-Apocalyptic: Start on a Tomb World. (Apocalypse)
Remnants: Start on a Relic World. (Federations)
Shattered Ring: Start on a Shattered Ring World. Your empire lives on the only intact section of the ancient megastructure, and it is possible to repair most of the other sections. (Federations)
Void Dwellers: Start on a Habitat above your destroyed, former homeworld. Adept at living in habitats, and start with the technology to build new ones. (Federations)
Scion: Start as the vassal of a Fallen Empire. (Federations)
Galactic Doorstep: Start with a dormant Gateway in your home system. (Available to everyone)
Tree of Life: Only for Hive Minds. Start with a powerful Tree of Life on your homeworld. Disastrous if you would somehow lose control of it. (Federations)
On the Shoulder of Giants: Start with an Archaeological Site related to a mysterious benefactor. (Federations)
Calamitous Birth: Lithoid Only. Start with a Massive Crater on your Homeworld. You are also able to build Meteorite Colony Ships, which colonize planets in a more dramatic fashion. (Lithoids)
Resource Consolidation: Machines only. Start with a Machine World as your homeworld. (Synthetic Dawn)
Common Ground: Start with as the leader of a Galactic Union federation, and with The Federation tradition unlocked. (Federations)
Hegemon: Start with as the leader of a Hegemony federation, and with The Federation tradition unlocked. (Federations)
Doomsday: Your homeworld is doomed and it will explode after 64 years, so you need to find a new home for your species. (Federations)
Lost Colony: Another empire with the same species as you will exist somewhere in the galaxy. (Available to everyone)
IMO starting as fallen empire vassal is the most OP assuming the fallen empire doesn't mess with you and it works like a normal vassal. Since nobody can mess with you you can freely expand and attack to your heart's desire. Essentially you have a guardian so strong that only 4 other empires in the galaxy can pick a fight with.
We'll have to see who the fallen empire AI reacts but i feel like they're gonna limit FE joining you. Otherwise this would be like me as nepal allying the soviets in HOI and taking over asia.IMO starting as fallen empire vassal is the most OP assuming the fallen empire doesn't mess with you and it works like a normal vassal. Since nobody can mess with you you can freely expand and attack to your heart's desire. Essentially you have a guardian so strong that only 4 other empires in the galaxy can pick a fight with.
you can even have atrition wars with more powerful foes since that even white peace can be beneficial after all i doubt any other empire will pick a fight with you even if you have almost 0 ships
I think that's still okay since it's only one planet whereas you get 4 on the ring world.
That they specifically said that these aren’t really meant to be balanced against each other makes me hope that they won’t really nerf stuff like that unless it’s too crazy.
i'm pretty sure you start only in 1 section and the other 3 are destroyed. I don't know if you start with the tech to repair it ready to be researched (which generaly happens when you discover a megastructure)
The dev diary says you will be able to repair the other 3 sections relatively quick which is the problem imo.
It probably means that you can repair them without the technology, but taking into account the resource hog that fixing damaged ringworlds is, it isnt as op as you think (as until midgame you cannot really afford them without nuking your economy).