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Wagonlitz

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Revoking their autonomy is not the same thing as mass executions.
In both cases you are taking away their power and wealth though.
 
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Bob Branagan

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Liking the changes to the Estates and Diplomacy. Always found it annoying and idiotic that Castile would turn on my little Portugal without a reason- especially when i've built up 100 trust! The more reason added to diplomacy the better, nothing worse than a sudden change of opinion to ruin a games immersion.
 

Sunspawn

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Also, taking away wealth and power of those who oppose you is smart politics, but outright massacring them is tyranny. The latter is bound to receive resistance from all vassals, not just the group getting reduced.
 
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grommile

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Also, taking away wealth and power of those who oppose you is smart politics, but outright massacring them is tyranny. The latter is bound to receive resistance from all vassals, not just the group getting reduced.
Taking away their wealth and power is tyranny, in the classical sense of the word: illegitimate rule.
 
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Wagonlitz

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People are always more scared of you when they think you're going to kill them. It's a human thing.
They would probably still have revolted; uprooting the local nobility means not honouring the feudal laws. You have showed that you disregard the right of the nobility to rule their fiefs, so what is to prevent you from doing the same to them if you so desire.
Taking away their wealth and power is tyranny, in the classical sense of the word: illegitimate rule.
This.
 
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IMT

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From a historical simulation point of view your Nobility would care if the conquered Nobility were of a similar culture, otherwise they might see it as a chance to take their place. Clergy would care if the conquered Clergy were of the same faith, they might be happy to see heathens, pagans, and heretics lose land. Merchants are Merchants :)

Don't just think about Christian Europeans conquering each other. Think about Muslims conquering Christian lands, and Christians conquering Muslim lands. Sometimes they were considerate of local traditions, a lot of the time not so much.
 

Trasymachos2

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Tribes will not have +100% manpower under the new system, the modifiers were adjusted.

Is there any chance of you tweaking the tribes estate? Specifically, as the game is now the only way to deal with a +20 influence event (once you are over a certain size) is to revoke all tribe provinces. It is also very dissappointing to never be able to utilize the interactions with the tribes, as all the good ones give enough +influence to push it above 80.
 

ius

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I don't know, in theory the Estates feature should be good for history and gameplay. (OTOH I acknowledge that gameplay to a degree is personal, and I'll admit to value history and for me gameplay and history are linked in games such as EU IV and CK II). That doesn't mean it the feature always worked perfectly, but is a very true statement.

So to just remove an Estate on conquest, I don't know, but other than that I'm very happy with the changes.

Way more complicated, but maybe another route the devs could have gone for was tying the 'conquered estates problem' to cores/primary and accepted culture.

* Estates of reconquered cores or primary/accepted culture inflict the usual penalties when removed.
* Estates of foreign cultures can be removed just at the cost of increased unrest in that province.
 
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The Entire Czech Republic

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  • The AI will no longer rival a country they have 80+ trust with under any circumstances.
  • When an alliance is about to break because of mutually vital territory, the game will now warn you via an alert that this is going to happen and give you a chance to adjust your own claims.
I lost two alliances because these weren't in the game. During my Byzantium run too. I'm so glad these are being added.
 

ocelot64

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I have a request regarding national ideas: You replaced the generic Divine national ideas for Würzburg, Bremen/Verden and Münster with unique ones. I'd like to request unique national ideas for Cologne and Mainz as well, because I feel that their status as HRE electors merits that they, too, should have unique national ideas.
Thank you for considering my request. :)
 
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Shatterfury

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I have a request regarding national ideas: You replaced the generic Divine national ideas for Würzburg, Bremen/Verden and Münster with unique ones. I'd like to request unique national ideas for Cologne and Mainz as well, because I feel that their status as HRE electors merits that they, too, should have unique national ideas.
Thank you for considering my request. :)
Cologne could use Münster ideas, Cologne actually has a COT and that trade power is useful to them.
 

Timewalker102

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Will there be any changes to the shinto faith in the future? Since it's one of the more "boring" religions with no interactions what so ever.

@Wiz

Here's my idea: What if Shinto nations could accumulate a resource called 'shrine power' (for lack of a better name) through many means (Devotion, prestige, religious unity, whatever). You could then use your shrine power to develop provinces in these ways:

Unrest
Development cost
Trade power
Defensiveness
Hostile core-creation cost
Attrition for enemies
Building cost
Local missionary strength
Etcetera...

@Wiz!
 

Zakumakura

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The AI will no longer rival a country they have 80+ trust with under any circumstances.

I was really looking forward to this. Now, wouldnt it make sense to also give a penalty to a player to break this kind of alliance? Like breaking a royal marriage, it would make sense, historically and game play wise, if you break an alliance with a country you have been allied with for centuries, you should get a stab hit, or something similar.
 
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Atlantians

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Trade ships. Subject relations being standardized to a 1444 start date is WAD.

Why? There are so few at the start, why does that matter?