Crusader Kings III

Crusader Kings III

Rise and Fall
Sugestion
Hi Mr. Balls Johnson — thanks for the brilliant Rise and Fall framework. Below is a concise, game-design focused suggestion on how county-level mechanics (Popular Opinion, Control, Development, Corruption) can be made meaningfully relevant to Realm Stability, and how they could be integrated into your existing stability framework in a clear, tunable, and lore-coherent way.






- Design Rationale (short)

All counties are the basic administrative units of a realm and are direct, measurable reflections of local governance. When the ruler directly holds a county — especially the capital — those county metrics are the strongest, most concrete signals of how well the realm is governed in practice. Making county health feed into Realm Stability will:

Increase long-term emergent drama (local mismanagement → national crises).

Reward competent micromanagement of key holdings (capital, strategic counties).

Give players clearer, local levers to affect high-level stability (fix a corrupt county to stabilize the realm).





- Overall Proposal

Introduce a “County Health” score computed per county from the four metrics you listed: Popular Opinion, Control, Development, Corruption.

Aggregate county scores into a single County Stability Contribution for the realm. This contribution is then combined with existing stability components (ruler stats, regency, debt, RNG, vassal relations).

Weight counties by political importance: capital > directly held non-capital counties > vassal counties. Optionally weight by development or population for large empires.

Make the system tunable via a single game rule / slider (e.g., county_contribution_max_percent) so players and testers can adjust its overall influence.

Concrete formula (example, fully tunable)

Per-county normalized metrics (all 0..1):

opinion_norm = clamp((PopularOpinion + 100) / 200, 0, 1)

control_norm = clamp(Control / 100, 0, 1)

dev_norm = clamp(Development / 100, 0, 1)

corr_norm = clamp(1 - corruption_severity, 0, 1)
(corruption_severity = 0..1 where 1 = max corruption effect)

County health (0..1):

county_health = 0.30*control_norm + 0.30*dev_norm + 0.25*opinion_norm + 0.15*corr_norm


(Weights are suggestions — dev & control emphasized because they represent infrastructure and enforcement.)

Weight by political importance:

Capital: weight = 2.0

Directly held county (non-capital): weight = 1.0

Vassal county: weight = 0.6 (or 0.4–0.8, tunable)

Realm county aggregate:

realm_county_index = sum(county_health * weight) / sum(weight) // normalized 0..1


Integrate into Realm Stability as a percent modifier:

county_contribution_percent = (realm_county_index - 0.5) * (max_county_influence_percent)


For example, with max_county_influence_percent = 25:

realm_county_index = 1.0 → +12.5% stability (or reduce instability by 12.5 depending how you treat signs)

realm_county_index = 0.0 → -12.5% stability

Make max_county_influence_percent a game rule (suggested initial range 0–25). This mirrors your existing percentile components and keeps the new effect commensurate with ruler stats, vassals, debt, and RNG.






- How This Maps To The Existing System

Your current stability framework already blends ruler stats, debt, regency, RNG and vassal relations. Adding county_contribution_percent as one additional component preserves design clarity: each major gameplay domain (personal competence, financial health, vassal politics, and local governance) visibly affects realm stability. Treat the county contribution as systemic evidence of governance competence, complementing the ruler stats component rather than replacing it.






- UX / UI Suggestions

Character screen tooltip: a compact “Realm Stability — County Health” line that breaks down the top 3 contributing counties (capital + worst direct county + worst vassal county) with small arrows and values. This gives players actionable feedback: “Fix County X to gain +Y% stability.”

Hover detail: clicking opens a modal listing counties sorted by county_health with quick actions (e.g., send Steward, increase Control, build courthouse, collect taxes less aggressively).

Optional toggle: allow enabling/disabling county influence in game rules (for players who prefer macro-only play).

Visual indicator on map: overlay “stability heat” or show counties underperforming with a red tint for easy identification.





- Gameplay Implications & Balance Notes

Positive feedback: healthy counties increase stability, which reduces risk of revolts. But avoid runaway snowballing — cap contribution magnitude or add diminishing returns.

Player agency: Owners of the capital should feel pressure to maintain it. Minor nobles can be prompted to act because their worst counties affect the realm.

AI behaviour: implement heuristic bonuses for AI to prioritize steward tasks in important counties (it should attempt to fix capital issues).

Edge cases: handling newly conquered counties (apply penalty decay over time), frontier low-development lands, and tribal realms (different weights or multipliers).

Playtest guidance: start with max_county_influence_percent = 10–15 and iterate. Keep an eye on single-county exploits (e.g., intentionally holding poor counties to game other mechanics) and patch with minimum caps or balancing costs.






- Interesting Additional Ideas

Let corruption function as a stability multiplier (e.g., heavy corruption in capital multiplies instability effects).

Add localized crises that can cascade: a county hitting very low control + high corruption triggers local uprising events which temporarily subtract from realm stability and generate interesting emergent play.

Allow development to provide long term stability resilience (i.e., higher dev slows the rate at which stability drifts toward target).
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Showing 1-3 of 3 comments
Mr. Balls Johnson  [developer] 28 Aug @ 11:44am 
Thanks for the suggestion, a lot of it is AI so it doesn't know what it's talking about but I understand the idea. I have ideas for stuff like that in the future, you'll see
Caught in 4K.
English is not my first language, and I was intrigued by seeing what you were trying to achieve in regards to making the game more difficult. The guys at paradox don't really have a good grasp on how the game should be played, so they let the community get away with being ♥♥♥♥♥♥♥, the way I perceive things. As such, I figured I might as well give some use to an AI I'm helping to develop atm. Anyways, thanks for the attention, man.
Mr. Balls Johnson  [developer] 29 Aug @ 6:44pm 
I appreciate the suggestion, there will be some sort of corruption mechanic I'm working on but it will be used to boost stability, something like that probably. The main issue with crazy mechanics is I will also have to code AI logic for it and that's going to be a pain in the ass/performance issues so it will be something that will have to be looked at later.
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Showing 1-3 of 3 comments
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