- I got an event that mentions Christianity and a book that's probably not around in Faerûn. Forgot to look up the id when I got it, but I think it should be relatively easy to find.
- At least one instance of "Lucifer's Own" hasn't been updated.
- The description for seducing someone that's much older doesn't really make sense if they're a race that lives much longer and still are young by their race's standards. I suspect things also might get weird with scandal checks and the like and that long-lived races might get unreasonable penalties for seducing someone that's too young/old by human standards but not that far off by their standards (e.g. a 400 year old elf and a 350 year old elf being in a relationship is probably not as scandalous as a 18 year old human and a 68 year old human).
- I don't think Cleopatra is known to the people of Faerûn. I don't recall what the male version of the event uses in vanilla, but it probably would be equally unfitting.
- I don't have a screenshot, but seduction checks feel pretty easy (though, to be fair, the characters I went overboard with it on had or got the Master Seducer/Seductress traits and at least one of them was Pretty...). Racial opinion bonuses probably need to be taken into account where relevant and the difficulty raised accordingly where relevant, as I'd imagine that while e.g. a human might be more likely to sleep with another human than with a non-human they'd not be more likely to sleep with another human in general (and certain non-humans could get really extreme; an Aasimar seducing another Aasimar belonging to the same religion would either get a +45 (if good_human_pantheon_group) or a +35 (if not good_human_pantheon_group), but I'd imagine they canonically wouldn't be prone to basically ignore everything other than "We're both Aasimar and have compatible orientation!" when propositioned).
- Tangential to the above: Stuff like faction/plot/council pattern opinion thresholds might need to be updated to account for race trait opinion boosts, as while e.g. an elf might be more eager to seek independence from a human liege than a human would be the human should probably be as willing to go for independence as a normal CK2 character would be.
- Looking at wol_seduction_events.txt, the bonus to seduction acceptance in e.g. WoL.303 for men and infertile women assumes women become infertile at 45, which obviously isn't true for all races.
- I don't have a screenshot, but out of my three games so far Yamun Khahan only took over Shou Lung (and its on-map provinces) once. Not sure it's something he's supposed to always do or not, so not sure if this is a bug or not.
- Not sure if it's WAD or not, but the AI is
very spammy with the Liberate Nomad Duchy CB. Granted, I have disabled the JD CBs with the game rule, which means there are fewer options than there otherwise might be, but it feels like it should be rarer. Looking at the CB definition, maybe some areas outside the Hordelands should be excluded as well, unless the intention is for nomads elsewhere to get wiped out (and possibly reappear on succession if the province has Nomad Unrest that the ruler can't get rid of due to either not having the tech or the money). Alternatively, maybe some of the non-Hordelands nomads should be tribal as that would make it impossible to target them with the CB?
- Not sure if it's WAD, but I find it a bit odd that Commonwealths don't have uses_bride_price = yes, seeing as they're a bunch of jumped-up peasants that probably should find it harder to intermarry with actual nobles (Feudal, Iqta, Divine Mandate, etc.). Magocracies and Theocracies might also be worth considering.
- Not sure it'd be possible to do it some other way, but the "Level up as X" ambitions being ambitions sometimes causes issues as you can't e.g. groom an heir
and improve in a class. Granted, vanilla ambitions sometimes interfere with one another too.
- Not sure if it's WAD, but Mephistopheles and the King of Shadows don't really seem to achieve much (I've seen them fail their initial wars or get bogged down by tiny realms and eventually dogpiled). I suppose their troop numbers are balanced to make it possible to fight back if you start in the relevant area, but maybe there could be a game rule to give them (and possibly other event invaders) more troops if you want a challenge or you want them to be able to achieve things if you're not in the relevant area? Also, giving them a depowered council and the like might be good, to ensure that they don't get stuck at peace because some random Malcontent councillors or Glory Hounds lacking a powerful target feel uppity.
- Not sure if it's WAD, but it'd be nice if we could attempt to influence the (initial, at least) class and maybe magic school (if relevant) picked by close relatives in our court a little, seeing as it might be desirable to play as a certain class (and/or to have certain spells) on succession and also might be desirable to
try to convince spares not to pick something likely to cause trouble. Naturally, personality traits and opinion might influence whether this interference works or not (e.g. a Stubborn character will probably pick whatever they please and refuse to consider anything else).
- Probably not something that'd be doable in the short term since I'd imagine it'd require a significant chunk of events, but it'd be nice if spares (particularly those far removed from the succession) and possibly heirs that are particularly unhappy with their parents could head off as adventurers (the RPG kind, not the CK2 kind), potentially picking up class levels a bit more rapidly, maybe getting friends/adventuring companions, or even becoming CK2-style adventurers and clearing out a monster horde (or attacking an evil realm (or good realm if they're evil)) but also potentially getting themselves eaten by a dragon, insulting local rulers, or the like.
- A vanilla-related issue that crops up from time to time: Adventurers sometimes spawn ships in a body of water that's really not relevant to their goal (e.g. spawning ships in the Sea of Fallen Stars when they're targeting an island to the west). I suggest updating the relevant events to spawn a second set of ships in the sea zone closest to the target's capital, which should cover most problematic situations.
- While I definitely understand that it takes a lot of time to create a society, that is an area I feel compares a bit poorly to vanilla since it feels like you often are ineligible for all societies. It'd probably take a bit of work, but it feels like at least part of vanilla's monastic orders could be adapted to serve many good religions (even if it'd be strange for servants of certain gods, e.g. Sharess, to think that celibacy/chastity are good things) and maybe Inventive could get something reusing part of the Hermetics. I really don't know enough about the setting to create something fitting (except by accident), however, so the best I can do is a suggestion.
- Another thing that I feel would be nice is if there were some flavour events tied to patron deity choices, such as potentially picking up traits related to them (or losing unfitting ones), getting tech points relevant to your god (or in general, for Gond), befriending/tumbling/rivalling people depending on the gods involved, and generally doing more things than opening up infrequent holy wars against certain targets and adding a flat modifier.
- Tech levels are currently more-or-less identical across the board (a few areas are a bit worse off). I'd suggest bumping up (primarily) non-tribal/-nomadic areas a bit in general (vanilla has Western Europe at tech 2 in 1066, with some areas having extra progress in some specific techs, while the most advanced areas in the mod are just shy of that in 1360, and my guess is that 1360 DR would be ahead of vanilla 1066 by some amount rather than behind) and maybe giving specific areas advantages in canon-relevant techs (e.g. Cormyr could perhaps get a little extra in Melee Tactics due to the Purple Dragons), techs that make sense based on geography (e.g. coastal areas getting extra Shipbuilding) or government (e.g. areas dominated by MRs could get extra Trade Practices, while Commonwealths could get extra Popular Customs), or even overall tech level if they're supposed to be particularly advanced, as this makes different starts a bit less similar and makes it reasonable to get at least some tech-gated things within a couple of rulers with a normal lifespan (e.g. Imperial Administration is at Majesty 5, and full SoW is at Tolerance 6) without rushing a certain tech (which is an option, but the AI certainly won't know to do that).
- While the overall race distributions seem to be based on what I assume is rough percentages given for certain areas in various sources and that makes sense for generic characters that are supposed to be local, it feels like events that spawn characters that are supposed to be notable and not necessarily locals (e.g. bloodline-related Great Warriors as opposed to generic "Promote commander" soldiers) could be a bit more likely to spawn characters with uncommon racial traits for the area (with some sensible limits; demons, beholders, etc. should probably be excluded), particularly since that would fit with the average adventuring party having a tendency to be rather diverse.