#More realm politic through laws

6 messages · Page 1 of 1 (latest)

rose solstice
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For a game about playing medieval rulers, there's a surprising lack of, you know, actually ruling. The interaction with other characters (vassals, family, courtiers...) is fleshed out, but interaction with your common subjects... not so much. This is a shame, given that how you rule your realm is important for the game's fantasy (play as a good king, or a cruel tyrant ?) and would also offer an interesting strategic layer. I think this rulership could come in the form of the laws of the realm. For example :

  • Taxation. It's telling that currently, yielding to peasant revolts leads to lower control, the only way to lower how much gold you get from a county, despite control being how much control you have of the place and not how generous you are. Why would leaving more wealth to the common people leads to bandits running rampant, for example ? Thus we need laws on taxation of counties. There could be both gold and levies (how many men you want to levy) laws, with effects on the county (development, opinion...)
  • Criminality. Currently it's done through faith. But it would be interesting to have your realm follow, or not, your faith. Going against it could lead to negative opinion with coreligionists, especially head of faith, and factions to change the laws.
  • Clerical appointment. Same thing as before.
    And many more. Overall internal politics would help the game be more fun and interesting.
flint ether
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I want Themata and iqṭāʿ to be reproduced.

sly flax
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As far as I am aware, law-making (legislating) in the Middle Ages (at least in the european feudal world) was something that was done with noble aid and consent. So it would be interesting if there was a certain number of general laws that could be enacted (perhaps through an "enact law" decision or just as part of the Realm tab on the right, as is with Succesion) that essentially required vassal approval; and other laws that could be more easily enacted in your domains which would have different requirements and/or effects and consequences; since medieval cities were basically an opposition to feudal world, law making towards them could be made more conflicting, idk.
As crown authority is increased, the power to enact laws and to execute them could be made easier and less dependent on vassals and maybe news laws are unlocked according to the era the culture has reached.
As for Clan and Tribal, that may be tricky, I don't know what would be the best approach to those.

rose solstice
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For what it's worth, this could be a good way of differentiating Clan and Feudal governments more, as is wished by the devs according to the last dev diary. Different mechanics make sense for different forms of governing.
I think tribes should follow the current state. Everything decided by culture and faith, except maybe taxation. It would make sense that tribal rulers struggle to impose their will on their people given how decentralised tribal government is.
And of course, I 100% agree on the need for vassals to be important in lawmaking, like they were in CK2.

rose solstice
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Update to highlight another reason this could help the game : currently what realm laws would cover is divided between faith and culture. It's obvious that faith and culture should have a say in what is considered lawful in a society, but the current implementation leaves a lot to be desired. For example, the only law culture is directly tied to is martial gender... Isn't it strange that faith has no say in this ? Or, conversely, culture has no say in criminality of adultery, same sex relationships, or witchcraft? And even on things culture can have a say in, it's done through traditions. this is bad for two reasons : first it takes up a tradition slot for something that should simply be a pillar like martial gender (it's very arbitrary martial gender is a pillar and ruling gender is not) and it gives anti synergy with religions that have the same views. If you have a culture with equal inheritance and you go for a faith that has equal too... Congrats, you basically lost a tradition slot. You don't even get an easier conversion or anything. It literally does nothing, when it should help.
So yeah, make those kind of things in realm laws chosen by the ruler, with culture and faith having preferences (or not) toward some laws. Much more sense, much more flavour, much more strategy

rose solstice
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To be clear for my idea : culture and faith preferences determines which laws can be enacted (male dominated means agnatic or agnatic-cognatic for example) and further than that you get opinion malus depending on how your realm laws fit a character or county's culture and faith.
Example : your culture likes equal martial rights, and your faith have no preference. You can only enact equal martial rights (or maybe something akin to shieldmaidens where one gender is favoured but the other can still do it under conditions) and you get no opinion malus with characters and regions of your culture, but if one of your vassal is from another culture that prefers knights to be only male, they're gonna have an opinion malus. And they might join a faction to try to push for a law that fit their view more.