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Ck2 roman republic mod
Ck2 roman republic mod







It's a balancing act between a robust "clean-up" system and the amount of CPU load added as a result of the engine looking for the conditions under dozens of potential scenarios.īeyond that, there's behavioral considerations like a vassal getting a revolt from a sub-vassal involving a title you bestowed (or the character won an election), in neither case should the vanilla behavior of having almost no way of getting involved in that fight be the norm. The model is using several flags/modifiers as conditions on titles, provinces, or characters and there is far far more work that has to be done to get the system to remove those conditions under the right circumstances. The existing mechanics have to continue working without disruption. I'm shooting for something resembling the "Principate" era where the Emperor is certainly in a dominant position over the Senate, but the power is not absolute and practical considerations have to be made despite the theoretical supremacy of the Emperor.īy far the bigger challenge, however, is the myriad of ways that titles can leave your control.

ck2 roman republic mod

My intent is not to create a "Byzantine model", however. Also this removes the need to add in AI decision weighting (and their typical tendency to screw up the hierarchy). The model works, although to address the amount of workload put on the player at the end/beginning of each cycle I am trying to work up an automated "election" system.









Ck2 roman republic mod