1. Mamluk government
- Ruler admin +2. I bet no one expected this. I can accept +1 considering their meritocracy and election, but +2 goes too far. Chinese emperor with full reformation only has +1.
- No bonus from diplo, military action with foreign ruler.
- If I reconquer Egypt and adopt Mamluk government as Hisn Kayfa, then will I not be able to maintain Ayyubids?
2. Islam
- Legalism gives tech cost reduction and mysticism gives land morale. I'm a bit confused.
- Hanafi gives adm tech cost -5%, instead of tech cost -5%. Inviting scholar costs 50 adm points, and you can save only 30 adm points from adm tech cost -5%. Who on earth wants to invite Hanafi scholar? I agree with that tech cost -5% is too powerful, but adm tech cost -5% is also too weak.
3. Chinese emperor
- Nerfs are good, but players will no longer want to take mandate.
- Taking mandate should give fixed mandate for tens of years to prevent mandate loss from lack of tributaries. Also, it should give more benefit at conquering China such as giving territorial cores. Currently, taking mandate isn't beneficial at all and no one will take mandate at 1.23.
4. Professionalism and Drilling
- Paying professionalism for manpower seems very good at late game, but much worse than just hiring mercenaries at early game.
- Is supply limit +50% of supply depot additive or multiplicative? If it is additive, paying 20 mil points seems too much, considering its other effect at reinforcing.
- Maintaining many mercenary regiments doesn't cost any professionalism loss. You only lose professionalism from hiring.
- You can't get benefit from 100% drill, as you should increase army morale after drilling and months needed for morale also decreases drill. Achieving 100% drill should give 6 months or so of preventing drill loss.
- Reducing professionalism from maintaing mercenaries and allowing mercenaries to be drilled seem better.
5. Ottoman government
- Adding 5 years of cooltime and giving drilling bonus to Jannisary are good.
- Janissary coup needs negative stability to be fired. Players will not suffer from the disaster. AI will be harder to have disaster, too.
- Is it compensation for nerfing Ottoman harshly? Then buff it and make Janissary coup be easy to fire.
- Giving recruiting cost penalty to Pasha seems to increase micro.
6. Merchant republic and other governments which lack of estates
- Though 1.23 updates events to give discounted advisors, with upgrading advisors, discounted advisors will become much more important.
- However, governments which lack of estates can't have discounted advisors from estates, on top of other OP bonuses from estates.
- Also, trade cities are created with no idea groups(like economy, trade, quality, etc) and no unit skins. They are created with zero idea and basic pikeman skin for musketeers and cavalry. How can this happen? In addition, their national ideas are all random and full of trashes such as looting speed, prestige from battle, rebel support, cavalry ratio, LIBERTY DESIRE IN SUBJECTS, GLOBAL TARRIFS, STATE MAINTENANCE, MISSIONARY, etc etc etc. They also pick useless idea groups like RELIGIOUS AND ADMINISTRATIVE. I checked that the bug that trade cities have alliances with countries other than trade league leader, but things I said above should've been fixed more than an year ago. No, those things shouldn't happen. I know that I went too far from the topic, but Mare Nostrum is a DLC which doesn't polished nearly at all.
- Ruler admin +2. I bet no one expected this. I can accept +1 considering their meritocracy and election, but +2 goes too far. Chinese emperor with full reformation only has +1.
- No bonus from diplo, military action with foreign ruler.
- If I reconquer Egypt and adopt Mamluk government as Hisn Kayfa, then will I not be able to maintain Ayyubids?
2. Islam
- Legalism gives tech cost reduction and mysticism gives land morale. I'm a bit confused.
- Hanafi gives adm tech cost -5%, instead of tech cost -5%. Inviting scholar costs 50 adm points, and you can save only 30 adm points from adm tech cost -5%. Who on earth wants to invite Hanafi scholar? I agree with that tech cost -5% is too powerful, but adm tech cost -5% is also too weak.
3. Chinese emperor
- Nerfs are good, but players will no longer want to take mandate.
- Taking mandate should give fixed mandate for tens of years to prevent mandate loss from lack of tributaries. Also, it should give more benefit at conquering China such as giving territorial cores. Currently, taking mandate isn't beneficial at all and no one will take mandate at 1.23.
4. Professionalism and Drilling
- Paying professionalism for manpower seems very good at late game, but much worse than just hiring mercenaries at early game.
- Is supply limit +50% of supply depot additive or multiplicative? If it is additive, paying 20 mil points seems too much, considering its other effect at reinforcing.
- Maintaining many mercenary regiments doesn't cost any professionalism loss. You only lose professionalism from hiring.
- You can't get benefit from 100% drill, as you should increase army morale after drilling and months needed for morale also decreases drill. Achieving 100% drill should give 6 months or so of preventing drill loss.
- Reducing professionalism from maintaing mercenaries and allowing mercenaries to be drilled seem better.
5. Ottoman government
- Adding 5 years of cooltime and giving drilling bonus to Jannisary are good.
- Janissary coup needs negative stability to be fired. Players will not suffer from the disaster. AI will be harder to have disaster, too.
- Is it compensation for nerfing Ottoman harshly? Then buff it and make Janissary coup be easy to fire.
- Giving recruiting cost penalty to Pasha seems to increase micro.
6. Merchant republic and other governments which lack of estates
- Though 1.23 updates events to give discounted advisors, with upgrading advisors, discounted advisors will become much more important.
- However, governments which lack of estates can't have discounted advisors from estates, on top of other OP bonuses from estates.
- Also, trade cities are created with no idea groups(like economy, trade, quality, etc) and no unit skins. They are created with zero idea and basic pikeman skin for musketeers and cavalry. How can this happen? In addition, their national ideas are all random and full of trashes such as looting speed, prestige from battle, rebel support, cavalry ratio, LIBERTY DESIRE IN SUBJECTS, GLOBAL TARRIFS, STATE MAINTENANCE, MISSIONARY, etc etc etc. They also pick useless idea groups like RELIGIOUS AND ADMINISTRATIVE. I checked that the bug that trade cities have alliances with countries other than trade league leader, but things I said above should've been fixed more than an year ago. No, those things shouldn't happen. I know that I went too far from the topic, but Mare Nostrum is a DLC which doesn't polished nearly at all.