As the title says, players noticed that with Reaper's Due the death rate has gone way up. Historical pros and cons are noted below, but the effect on gameplay is huge. Players need a bigger family to keep dynasties alive. Previously a small, well-managed family was a key to victory. Regardless of whether you like the change or not, the balance between many other gameplay elements also changes, such as AI dynasties dying out faster and an increasing number of positions having distant relations or children as rulers. In more isolated areas, courts become so denuded of courtiers that competent councillors are a rarity.
https://steamcommunity.com/app/203770/discussions/0/352792037315351216/
https://steamcommunity.com/app/203770/discussions/0/352792037311294428/
https://steamcommunity.com/app/203770/discussions/0/352792037319235755/
https://steamcommunity.com/app/203770/discussions/0/352792037322376453/
https://steamcommunity.com/app/203770/discussions/0/352792037314527615/
And in this thread, a person asked "Who else LOVES this Expansion" and got complaints instead:
https://steamcommunity.com/app/203770/discussions/0/352792037313337649/
There are many solutions possible. I recommend giving the player more options about death rates levels, be clearer about the gameplay effects in the description of each option. In addition, during play, let people see the current rate, and change rates. After all, CKII is a grand strategy game with a very long play time. It's easy to forget the settings you picked days or weeks ago.
HISTORICAL NOTES
Prior to development of modern medicine in the late 1800s and 1900s, childbrith mortality was a significant threat, and child morality rates were also large. Studies of childbirth mortality rates in 20th Century undeveloped countries, or North American slaves (who had poor to no medical care) in the 18th and early 19th Century, suggest mortality rates in childbirth alone were 30-50%. Children who survived birth still had a very significant risk of dying before becoming a teenager. The absence of this in CKII calls into question the whole idea of vastly increasing disease death rates in the name of greater "historical accuracy."
In any game, "realism" must play second fiddle to gameplay. Otherwise you quickly end up with games that are impossibly difficult to play and give the player few or no ways to succeed.
https://steamcommunity.com/app/203770/discussions/0/352792037315351216/
https://steamcommunity.com/app/203770/discussions/0/352792037311294428/
https://steamcommunity.com/app/203770/discussions/0/352792037319235755/
https://steamcommunity.com/app/203770/discussions/0/352792037322376453/
https://steamcommunity.com/app/203770/discussions/0/352792037314527615/
And in this thread, a person asked "Who else LOVES this Expansion" and got complaints instead:
https://steamcommunity.com/app/203770/discussions/0/352792037313337649/
There are many solutions possible. I recommend giving the player more options about death rates levels, be clearer about the gameplay effects in the description of each option. In addition, during play, let people see the current rate, and change rates. After all, CKII is a grand strategy game with a very long play time. It's easy to forget the settings you picked days or weeks ago.
HISTORICAL NOTES
Prior to development of modern medicine in the late 1800s and 1900s, childbrith mortality was a significant threat, and child morality rates were also large. Studies of childbirth mortality rates in 20th Century undeveloped countries, or North American slaves (who had poor to no medical care) in the 18th and early 19th Century, suggest mortality rates in childbirth alone were 30-50%. Children who survived birth still had a very significant risk of dying before becoming a teenager. The absence of this in CKII calls into question the whole idea of vastly increasing disease death rates in the name of greater "historical accuracy."
In any game, "realism" must play second fiddle to gameplay. Otherwise you quickly end up with games that are impossibly difficult to play and give the player few or no ways to succeed.
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