Wanted to share some experiences and feedback while waiting for CM patches..after about 1600 hours playing CK2 I had started to drift away from the game, but release of EMF rekindled my interest in playing (dunno if that's good or bad considering the hours already wasted on this game, but hey ;D)
I'm right there with you. I mod, because I love this game, but I mod primarily for the intermediate to experienced player who expects more from CKII at this point in its lifecycle.
+1 on DrewBledsoe's point
[Dynasty prestige mattering too much for Papal Preferatus] Yep, addressed already in current CM patch work.
-Lucky ruler feature is absolutely great, no need for further nerfs imo
Cool. Thanks for this kind of feedback; most people assume we know that we're releasing stuff that people enjoy, but somebody does have to tell us specifically when stuff is working out nicely.
-about the child opinion modifier..I agree on the reasoning, but I think the effect is too big as it is. It now outweighs even several negative(congenital) traits combined which is not plausible imo. In my opinion it should be scaled down to +10 or +5. Or, make it regress/progress with the kids age, but seems too much work for marginal benefit.
I'll make it +10 in the next release then. I thought +15 might have been a bit too liberal. +10 seems to model the "Ah, but it's a kid." factor. Progression/regression with age would be too resource-intensive for the benefit, spot-on.
I also think its a bit funny that direct vassals have no problems with an underaged liege, but the moment he turns 16 negative teenager modifier kicks in (even more pronounced with courtiers ofc, from +15 to -10 all because of having that 16th birthday). In general I like the age modifiers though
Let's change that. I'll add an equivalent to the Teenager modifier to direct vassals of underaged lieges. Anymore than that and regencies are going to be total hell. But, hey, Pledge Peace is a strategic help for regencies. EMF giveth and taketh.
-The peace pledge ambition brings so much to the table..simple addition like this, yet so many applications throughout the different phases of the game. Its such a good tool for "damn I really need a breather here"-situations.
That really pleases me that you say as much. It's a simple ambition, but like most of the core ambitions I want to add to EMF, it has
myriad strategic value in addition to role-playing value or the value of simply always having a realistic ambition selected. Any other such unique ambitions that you'd like to see? I'm mostly interested in ambitions which at least affect the chances or likelihood of a desired outcome occurring, or even better, have nontrivial strategic value.
retinue nerf was good, they replenish so slow now that I often actually hesitate to use them as my universal tool ("what if that next door lucky ruler attacks soon and my retinues are badly depleted"?) Also the replenishment cost is _punishing_ when making a large retinue from scratch, which is very good. Leads to a realistic outcome where aggressive realms find that money is scarce for building projects. Perhaps the cost of raised personal levy could be upped just a bit as well?
Yep, retinues in general were too much of a player advantage. They were also previously not modeled plausibly. I mean, come on, it was almost two times
faster to reinforce-in-the-field professional soldiers than just press more peasants into levies back at home? Now you have to think about retinues, on a few levels. And they really aren't always the best place to put your money; it really depends. Meanwhile, the player and AI are on a much more even playing field.
I dont know if it's possible to do this, but I'd like the councillors to be able to remove FoW in adjacent duchies/2-3 counties away from controlled provinces. I get the MP aspect of this change, but I dont think its unrealistic to be able to scout nearby provinces with councillors
We can only lift FoW in the target province and in the provinces that neighbor it (and will only do the latter for the spymaster). Since our feature which demanded the ability to instantly redeploy a councillor on the map (e.g., while paused) was actually implemented in a different way, we can theoretically go back to non-instantaneous redeployment, thus removing the multiplayer exploit if councillors reveal FoW again.
empire disintegration is nice, although I've only seen it happen to ERE a few times. If Rum gets formed, its most likely the beginning of the end for ERE.
I will be weakening Rum in future updates to ensure that an Alexiad start has pretty decent odds of Byzantium retaking territory and not losing Constantinople for at least another 150 years. This will be a difficult balance.
-mixed feelings about the de jure duchy claim cb. its great for the AI, especially because it fixes border gore nicely and makes de jure claims more dangerous for the player. In the hands of a player however I feel it may be a bit OP, especially in the case of large duchies. If there's one CB that should be restricted with traits, this is it (for players). Internal peace is almost a constant in my games though so this may be subjective.
Oh, in all of our games, Internal Peace is
never passed (until now, sometimes), so we figured that'd be decent enough reason to encourage players to pass it. As you say, the CB is very effective for the AI at cleaning up border gore and posing more of a risk to the player, but we will definitely have to watch how powerful this CB is in the hands of players. It is possible that we could require the Full King's Peace or Internal + Harsh Crown Levies (which are going to get re-worked) OR Internal + Protected Inheritance OR Internal + Free Infidel Revocation. Traits are also an option, but still, if the player has the trait, they don't have to make a strategic trade-off in order to be able to use the CB-- they just get to do so automatically for being so lucky. I prefer strategic trade-offs if possible.
AI feels more threatening now with the CB restrictions removed. One thing I kind of miss is the "no betrothals to close relatives"-restriction though. Its silly to be able to wage war against a realm that you have pledged a future dynastic alliance with. If possible, at least make it so that doing this breaks the betrothal and grants such a large negative modifier that it wont be possible to re-betrothe after the war.
This is actually a vanilla requirement, so I'm not sure why it's not working for you. We can't actually mod that.
Just my 2 cents here. Most important thing however is that EMF increased the fun factor of my CK2 games by quite a lot, much appreciation to the work you have done.
Thanks for taking the time to say so! Modding is a little thankless compared to the effort that goes into it, and it's really motivating to hear that EMF has increased the fun factor of your games a lot. Stay Tuned™.
:: Ahh one last thing, I really miss a method for increasing cultural spread speed in particular provinces, maybe a steward job action or something?
Yep.
Plus one...
It'd have to be slow still. No magic culture flipping. OTOH, I'm not opposed to trying to fit a 'Force Province to Assimilate Liege Culture' job action event into things-- yeah, probably into the job_steward family.
Update on CM patching:
We are struggling with a couple 'Adapting History' problems with SWMH right now, but PB, EMF, and mostly SWMH are compatched (though SWMH shall not feature a 769 start) along with experimental support for NBRT+ (which we really don't know what we're doing with, honestly, since EOOQE is gone, and I'm no graphics modder).