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I'll probably include cuomo860's balancing fixes as well
Also Clem: I KILLED A BUNCH OF PEOPLE AND THERE WERE CONSEQUENCES! THIS MOD FUCKING SUCKS DICK!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2817570835
@JOHN LONFONG yeah, that's what i experienced, that's why Earendel suggested the population control mod, to reduce the memory use.^^
Awesome, thanks for that information!
I will dive into some stuff and look around :)
Example A)
I lost 40 relations with a dynasty in Bohemia (Salza) for being at war with an inapplicable party in Scotland (Alpin)
Why am I losing relations with one dynasty for fighting another half the continent away?
Example B)
Why am I losing relations for fighting different dynasties, but a call to arms I honour doesn't improve relations?
I most likely am missing something, but I am quite confused about the related changes to an unrelated party.
Thanks
Or maybe implement a system where a dynasty can only have 1 dynastic enemy and friend and that one dynasty could be any of the three tiers. The non-player dynasties would compete for that spot. So all dynasties later in the game still each only have one Dynasty rival/ally at a time and how strong that rivalry/friendship depends on its current tier.
What if there were tiers like:
Tier-1: ("They have thwarted us throughout history"/"They have helped us throughout history") = no changes.
Tier-2: ("current blood feud"/"current alliance") = dynasty/house heads war or marry each other more.
Tier-3: ("eternal blood feud"/"eternal alliance") = eternal nemesis or eternal alliance of dynasty heads if dynastic relations are maintained.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2826886934
Having more rivals isn't bad, but you don't see to get much from the flip side. It seems more difficult to build up friendly dynastic relations, and once you do I don't see myself getting much for the effort.
What I was hoping to get from this mod was more family vendettas and family alliances. More eternal blood feuds and generational alliances based less on actions happening now than they are on things that happened in your grandfather's and great-grandfather's lifetimes.
I think the mod would benefit from a slower build-up of both positive and negative modifiers, that each last a lot longer, along with major events like murders and betrayals, or life-saving and protecting/restoring their family lands being big and near permanent shifts in relations.
Along with this I recommend using the More Game Rules mod and the option that limits who utilizes murder schemes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2817570835
the base game definitely needs this mechanic