I understand this view but when I look at the game with all this years, patches and DLCs I get the impression the devs never enact this way of thinking on them self. This leads to your problem to be never satisfied with certain features/mechanics in game. I choose to take the game as such and don't take it too historical accurate for my mental health.I refer both of you to my first post in this thread when I said it was "neither historical nor logical." CKII is an historical simulation, therefore it should approximate history, in a way which is logical and easily understood by the player. To be clear, what I am saying is that not that it should always be "history first" but equally the game should avoid anachronism and mechanics that are blatantly counter-historical. Generally speaking there should be a way to "approximate" history if you design all the mechanics to works together.
I wouldn't define it as counter-intuitive rather than complicated and bad explained. In the moment you understand it you can act accordingly. Other could say gamey.The "Gavelkind" law fails both those tests, it's demonstrably nothing like historical practise of gavelkind and it's counter-intuitive in the way it assigns land and titles. On top of that it can lead to consistently odd behaviour from the AI and gamey tactics from the player. Giving less land to the liege creates a weak liege with one or more vassals stronger than himself with a claim on his titles. This provokes both player and AI (player more than AI) to make an internal land grab, either revoking titles or just straight up murdering their kin. That could still happen if gavelkind worked logically but it would be less likely.
The AI doesn't understand succession at all, Gavelkind in particular.
What would a good Gavelkind succession look like in your opinion. Maybe I can integrate it in the CCIL.
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