Hi,
In the current settings, having feudal law is by far the best law to have, it gives you a loyalty bonus with your vassals and the only bad event is event 6613, see below, which may fire and gives you two options.
A) lose prestige -50, raise the loyalty of the burghers in some province (33% chance) lowers the burghers loyalty in some province (15% chance) or even give you a revolt in a province (10% chance)
B) gives you 100 prestige, gives you some money, lowers the loyalty of the burghers in a province but raises the loyalty of the nobles in a province and there is a 75% chance of a revolt in that province.
The only time, I pick option A is when I rollplay to have a weak or just ruler who want to see that all his subjects are treated equal, but even then I might still get a revolt.
For a gameplay perspective, option B is the way to go. You get 100 prestige (nice !) you get money (nice !), you get a revolt (a shame but not a big problem)
I think the options should be more balanced. Maybe make option B give you +50 prestige but lowers your piety with -25 while option A should lower your prestige with -50 but raises your piety with +25. Also when you choose option A. The result is that your burghers in a province get more loyal. The other two chances (lower loyalty or revolt) should be removed.
Option A should then also change the feudal law to popular law, so you can't exploit it.
In the current settings, having feudal law is by far the best law to have, it gives you a loyalty bonus with your vassals and the only bad event is event 6613, see below, which may fire and gives you two options.
A) lose prestige -50, raise the loyalty of the burghers in some province (33% chance) lowers the burghers loyalty in some province (15% chance) or even give you a revolt in a province (10% chance)
B) gives you 100 prestige, gives you some money, lowers the loyalty of the burghers in a province but raises the loyalty of the nobles in a province and there is a 75% chance of a revolt in that province.
The only time, I pick option A is when I rollplay to have a weak or just ruler who want to see that all his subjects are treated equal, but even then I might still get a revolt.
For a gameplay perspective, option B is the way to go. You get 100 prestige (nice !) you get money (nice !), you get a revolt (a shame but not a big problem)
I think the options should be more balanced. Maybe make option B give you +50 prestige but lowers your piety with -25 while option A should lower your prestige with -50 but raises your piety with +25. Also when you choose option A. The result is that your burghers in a province get more loyal. The other two chances (lower loyalty or revolt) should be removed.
Option A should then also change the feudal law to popular law, so you can't exploit it.
Code:################################################### # Your burghers resent your Feudal Contract rule # ################################################### province_event = { #The burghers resent your heavy-handed and tradition-bound rule under feudal contract. They demand a change. id = 6613 picture = "event_town" trigger = { condition = { type = difficulty value = 2 } condition = { type = has_law value = { feudal_contract_law = yes } } condition = { type = not value = { type = has_law value = { elective_law = yes } } } condition = { type = or condition = { type = religion value = catholic } condition = { type = religion value = orthodox } } } mean_time_to_happen = { years = 60 #balancing a bit for game difficulty level modifier = { condition = { type = ai } factor = 2 # to give the ai rulers a bit of a break from these } modifier = { condition = { type = difficulty value = 3 } factor = 0.9 } modifier = { condition = { type = difficulty value = 4 } factor = 0.9 } #the following are intentionally cumulative modifier = { condition = { type = not value = { type = burgher_power value = 0.25 } } factor = 0.8 } modifier = { condition = { type = not value = { type = burgher_power value = 0.20 } } factor = 0.6 } modifier = { condition = { type = not value = { type = burgher_power value = 0.15 } } factor = 0.5 } modifier = { condition = { type = burgher_power value = 0.30 } factor = 1.25 } modifier = { condition = { type = burgher_power value = 0.35 } factor = 1.5 } modifier = { condition = { type = burgher_power value = 0.40 } factor = 2 } modifier = { condition = { type = burgher_power value = 0.45 } factor = 3 } modifier = { condition = { type = trait value = arbitrary } factor = 0.8 } modifier = { condition = { type = trait value = proud } factor = 0.8 } modifier = { condition = { type = trait value = indulgent } factor = 0.8 } modifier = { condition = { type = trait value = just } factor = 1.1 } modifier = { condition = { type = trait value = moderate } factor = 1.1 } modifier = { condition = { type = trait value = temperate } factor = 1.1 } modifier = { condition = { type = not value = { type = ruler_prestige value = 0 } } factor = 0.5 } modifier = { condition = { type = not value = { type = ruler_prestige value = 100 } } factor = 0.9 } modifier = { condition = { type = not value = { type = ruler_prestige value = 200 } } factor = 0.9 } modifier = { condition = { type = ruler_prestige value = 400 } factor = 1.1 } modifier = { condition = { type = ruler_prestige value = 500 } factor = 1.1 } modifier = { condition = { type = ruler_prestige value = 1000 } factor = 1.1 } } action_a = { #I may consider changing the law in the future. effect = { type = ruler_prestige value = -50 } effect = { type = burgher_loyalty value = -0.25 } effect = { type = random chance = 33 #the bughers believe you effect = { type = burgher_loyalty value = 0.25 } } effect = { type = random chance = 15 #the bughers don't believe you effect = { type = burgher_loyalty value = -0.25 } } effect = { type = random chance = 10 #the bughers utterly disbelieve you effect = { type = burgher_loyalty value = -1.0 } effect = { type = add_province_effect value = revolt } } } action_b = { #They dare? I will crush them! effect = { type = ruler_prestige value = 100 } #ruler is making an impression by not caving in effect = { type = ruler_gold scale = 0.5 } #confiscation of property effect = { type = noble_power value = 0.2 } # they are pleased at the enforcement of feudal rights effect = { type = peasant_power value = -0.05 } #they are caught in the crossfire effect = { type = burgher_power value = -0.15 } effect = { type = noble_loyalty value = 0.5 } effect = { type = peasant_loyalty value = -0.10 } effect = { type = burgher_loyalty value = -0.5 } effect = { type = random chance = 75 effect = { type = add_province_effect value = revolt } } } }