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Love the mod, but not being able to use Domestic Affairs on my Chancellor is really annoying :)
Question: does it mesh with "Submission to authority"? I mean, if suzerain has high level of authority, will it make greedy vassal more willing to pay higher taxes?
Royal Raven Sep 12 @ 9:55pm
I do not think Stik mods will update this soon. He said he is waiting until ModCon is over, which is end of September.
I hope this will be updated to the latest game version.
Love the mod, but not being able to use Domestic Affairs on my Chancellor is really annoying :)
Terms & Conditions May Apply will *not* be updated along with the release of 1.5, and it might be a while before it is, because Submission to Authority is getting a major overhaul, and I have to give it some time before I can asses where TCMA can go from there.
Just a week to go (+ whatever time it takes me to actually update once we get our hands on the new patch)!
Vassal Contract, which I think I've inadvertently deleted, sorry about that.
That'll probably never happen to be honest. Setting this up for vanilla contracts and balancing it is difficult enough, I really can't commit to do it for compat with other mods, sorry.
most liege players never grant title revocation protection to their vassals,
and most vassal players get title revocation protection from their liege.
The way vanilla is set up, when a vassal has a hook on their liege, they'll always go for lower taxes first, which is just as absurd.
So there will be balance changes, but in my opinion, chosing automation is an option for those that want to even the playing field with the AI a bit by playing with the same rules.
No sweat, I'm not losing sleep over a dislike ;-) and the OP was a little blunt, but I don't mind them expressing their disappointment.
To be fair, the mod needs some work, and hooks not weighing enough *is* an issue I'm looking to rebalance.
I'm both eagerly waiting for the 1.5 patch, and some tools it'll bring that I can use to improve the mod (most notably script_value breakdown to better convey the logic, and Court Position to reaffect the automation part), and dreading the work that will entail =P
Trying to make people like this happy never works, they would just find something else that doesn't meet their expectations and whine about it. It's your mod and you can do whatever you want, of course. If people don't like what a modder has created, then they should not use it., there is need to create a toxic environment.
Hooks are worth little, but in vanilla they're overpowered. A claimant gets put on the throne, owes a favor to all vassals that put him there, gets all his contracts renegotiated, and he's screwed.
I can make hooks worth more - but that also will also be true of any hooks vassals or liege of the player might have against them. Not sure that'd be appreciated any more, to be honest.
So there's definitely a design issue I had totally overlooked, and which I'll have to solve somehow!
It's not a hard block but a soft block. Sure I can negotiate but the vassal has exemption from taxation and levies with title revocation and war declaration. Thus the vassal will never accept any proposal. Plus, when I finally unlock coinage rights all of these vassals will get it automatically from chancellor because it's the only way they will accept more tax or levies. This completely destroys capital development with no real way to improve the situation. All I'm asking is, is this intended? If so I'll manage.
I'm honestly fine with auto-negotiation being less optimized than manual negotiation - that's the whole point of delegating vs micro-managing. But there are things I need to tweak, for sure.
Tying the system to a Court Position will also enable giving that position to different characters, which could be a way for the player to influence the outcome of those negotiations. For example, a Marshall negotiator would aim to maximize levies, a Steward negotiator would aim to maximize taxes, a Spymaster negotiator would never trade away Title Revocation Protection, etc etc.
1.5 also comes with script_value breakdown, which will enable me to display the math, and why the AI is willing to trade for specific obligations, which doesn't appear anywhere at the moment, and explains some of the frustration I think.
I know the feature was brought in to lessen micro management but I actually think it adds more as previously the player would just ignore smaller vassals but now they have to actively check them and try to reverse the auto dealings results.
Also I'm rather OK with the balance I struck on a global scale regarding obligations, but on a ruler level things will always seem lopsided. I'll try to rework the AI logic to introduce some randomness, instead of always going for what he wants the most.
@Chuckawookie are you also playing with Submission to Authority? Because that mod changes the default contract depending on your current Authority level.
The coinage and fortification rights legit cost me more money than they are worth when given on mass.
Council rights.... i really shouldn't have to explain this one, 16 year old heir takes over an empire and within a single year 3 of my council have been swapped out and cannot be removed. Real good timing for a fresh ruler to a 26 kingdom empire. Those slots were reserved for powerful vassals.
I do like the mod but please release a version without the auto contracts when assigned to domestics affairs, that chancellor action is very useful and im basically being forced to play without it.
Yes exactly I came here to report this. Not sure if this was intended but AI always picks the most beneficial option for its vassals so no taxes and no levies with all good things checked. I never noticed for months because I would always rebel against my liege and form my own regions so vassals started at normal. However if you take over existing dukedoms or kingdoms the vassal contract starts where AI left it, at 0, leaving us no way to ever gain anything from that vassal.