As with each patch before this I've been trying to work out what could go wrong and trying to make it go wrong.
Thank you Ols, that exactly what I need! Keep the reports coming and I'll be following with fixes as quickly as I can.
I am currently fixing the Cynwydion/Northampton issue, I really forgot about that and I see what you mean with 'Aenglaland remains in the centre of Britain' (de jure map, right?). Do you think it should go back to Gwent or become part of Icenia?
About Derfel: did you see him becoming King of Anglia and turning against the Britons? I haven't seen that happening since many versions ago, so I thought it wasn't an issue anymore.
About High Lordships names: I was going to ask you all what you think of Pengwern and all the new names that replaced Western this, Eastern that and such (also in Ireland). I was afraid some of you could miss (I mean, prefer) the old names... but I guess that's not going to happen. Instead, I should probably continue following this approach and replace the others as well. I am sure I will find something for Rheged, but Dumnonia is harder, because I'd like to stick to the novels as much as possible. Central Dumnonia could be Durotrigia, and I like the idea of having it creatable only by a non king and have it 'non existant' in 479 AD. On the other hand, having West Dumnonia become just Dumnonia could be confusing, especially since the High Lord of West Dumnonia, following the novels, is called 'Prince'... that would make him 'Prince of Dumnonia' which is the same title as the King's heirs, even if he is not one of them. For East Dumnonia I was almost going to use something related to Stonehenge... like just "High Lordship of the Stones" but I'm going to look for more accurate tribe-based name.
About Aenglaland forming early in the game: since this latest patch, the Cynerice of Aenglaland has changed significantly. Now it works (more or less) like the High Kingdom of Britannia. It has nothing to do with what will be the medieval Kingdom of England. Instead, it's a sort of honorary 'King of Kings' title. In the novels, Aelle claims to be the Bretwalda as early as 480-85 AD. The title is very personal, and while it's still gavelkind (I mean Aenglaland, Britannia is elective), there is a very high chance that the title will be lost if the heir is not worthy of his father. The way it is configured now, it will work very differently from other titles of the same level: the High Kingdom of Ireland, Alba, and especially the Imperium Galliarum will tend to stick around once formed. Something very bad must happen for them to dissolve. On the other hand, Britannia and Aenglaland can be formed and dissolved many times during the 400 years of campaign, and most times they will last only for the duration of a single High King's rule. In addition (and this is probably the extreme consequence of this 'King of Kings' approach), Britannia and Aenglaland can only be formed if there is more than one King around. Meaning:
if you conquer all other Kingdoms, you will NOT be able to become Bretwalda or High King. You'll just be a single King with a single Kingdom covering the whole island. You can see how deeply different it is from the Roman Imperial title: the Imperium is based on the fact that there is a single ruler. Britannia and Aenglaland instead are: we've got many Kings, shall we appoint one as High King? If there is only one King, there is no need to have a King among Kings.
Hope it makes sense. And this mod
definitely needs a manual...! :happy:
Finally, to answer your doubts about what happens when Aenglaland dissolves... the truth is that it is really hard to control. There is no way of predicting what will happen while the High Kingdom exists. The interal borders of the sub-kingdoms may change a lot, since usually there is no king's peace. Restoring the borders as they were when the High Kingdom formed is not viable. As a vassal King you could have conquered lands from your neighbouring Kingdom and you would lose them all when the Bretwalda dies. Not really fair I think, especially for human players.
Maybe another kind of solution could be found to 'rationalize' the dissolving process, but restoring the borders as they were doesn't seem the right one (and also I have no idea how it could be implemented).
Thanks again for your valuable feedback! L.