Ok, so I said I would explain everything in episode 10 but I'm too excited and also shameless advertising for episodes 4 and 5
Stability cost reductions:
Statute in restraint of appeals: -10%
Italy ideas: -10%
If you conquer Italy and Iberia you are trading in wine: -25%
Religious ideas: -25%
Stab Advisor: -10%
Suffragen bisschop decision: -8%
For a Grand total of: -88%!
Now you can even take 2 policies pushing your stab cost reduction to -2% giving you 2 admin everytime you increase stability but im not doing that cuz I would need economic and defensive and I don't really like those.
This means that everytime you truce break you need to pay 12 admin in order to increase stability. Yes. 12. Just gonna let that sink in for a second. 12.
Now part 2 of the trucebreaking beauty is that countries you have a truce with, cannot be in a coalition against you. SO suppose you won a war against France and 100% them, make them annul treaties with all their allies, you can just attack them again before they even have time to refill the forts. Say theres a doomsday scenario and you need 10 wars to full annex france, thats 108 admin right there.
Finally if you have diplomatic + influence ideas you can get a total of 6 vassals, which you can all give 100% overextension before faeces start hitting the fan and 1.8 makes this easier than ever since you can just change who is occupying the province at will.
This is broken and I feel like it should be fixed. First of all, don't allow people to change the occupation to a vassal unless that vassal has a core on the province or make it soit only works when you have a vassal in that culture group, I mean I sold Iberian provinces to Milan and Byzantium. Hungarian Provinces to Ferrara etc.
Make marches an exception since they are technically under stricter control or something.
Don't more than -75% stab cost reduction just like coring is capped at 90%
Thirdly make it impossible to declare war when at less than 0 stability, that way, the player is forced to increase stability at least 3 times before trucebreaking again
Alternatively breaking truce could give a modifier increasing stability costs by a certain %
Whatever you do just dont remove the truce disabling coalitions since that's not the problem here, the problem is trucebreaking being overpowered
