Hey guys, I'm finally ready to share my game experience and impressions with you. Hope this helps you to improve this already briliant mod.
Now, I've done 200 turns into the Norway campaign and had some success with it. This is what I found during the period.
AI.
"+" The Ai seems to act logical. Seems to me like it tries to save money, not spending a last coin on troops, so it doesn't make hundreds of stacks and get an empty treasury. Smaller kingdoms tend to keep to the budget, having 1-2 well trained armies for protection, while economizing money for developing (at least it seems like that).
"+"Estimates the chances correctly and tries to attack the most vulnerable targets.
"+" AI uses fleet for invasions and agents.
"-" AI doesn't tend to arrange alliances at all. OR when it does, it doesn't keep them. Max allies factions have 1 or 2. Constantly keeps breaking alliances, trading one ally for another in time.
"-" Reputation pool is extremely low for the player, so when trying to arrange an alliance and it's really profitable for the AI (i.e. it estimates the proposal as very generous) it'll still decline with "firmly rejected" formulation. Same for the marriages. Another problem is that it's really hard to raise that reputation except only for throwing enormous money at it. Even if a faction was my ally long ago and I fought it's enemies, or simply didn't act harmful towards it, the reputation still kept falling down.
Population.
It's a mystery to me how to keep positive growth rates. Some settlements wouldn't grow even if they had chivalrous rulers, low taxes and all buildings built. Any recipes on how to defeat the squalor?
Corruption.
Sometimes reaches hellish amounts. Any clues about fighting it?
Rebellions and Civil War.
The mechanic is quite confusing rather then improving the gameplay. Too many traits, mostly useless or coinsiding each other, such like "Usurper" and "Usurping", "Unhappy with leadership", "Plotting" and many other.
First of all - why do people with these traits have reduced movement points?
What's the point of "Plotting" and "Unhappy with Leadership" giving authority to family members?
"Usurping" trait gives +1 to Loyalty? Regardless it's description ?
But the most hilarious is that none of this gives +to unrest or cut the public order? No severe cut in loyalty? Not increased bribe chance?
The other weird thing was when a general got "Gone Rebel" but the only effect was him having no movement points, while public order and growth in the settlement were still positive, so I could do just nothing to him.
Suggestion: Cut the amount of "disloyal" traits, make the remaining ones more transparent. For example, there is a "Feels Unappreciated" trait. If a character stays unwatched and just sits in a settlement without moving anywhere he can later get "Unhappy with Leadership" or something like that, which can increase unrest, decrease income or his own loyalty etc. If nothing is done than he will become "Rebel" or "Plotting", which would in the end make the settlement rebel. The Same mechanic could be applied to the family members who feel more suitable to rule the kingdom (example - former king's son becomes next ruler instead of the king's brother and he's not satisfied with that).
Also, I wasn't pretty sure about the conditions of igniting a Civil War. Sometimes my king just got "Inspires Civil War" trait without a clue why.
Suggestion: make more transparent conditions. For example:
A king isn't crowned for a long time. To get a crown ancillary he should visit the faction's capital(now you just need to wait some turns until he gets a crown).
The royal treasury is empty and keeps decreasing.
The faction is waging too many wars OR many battles were lost and lots of people died etc.
A King gets his Faction excommunicated and his piety is not high
A new King ascends to the throne, particularly if he has low Authority
Then the king should get "Offends the Nobility" trait which could later ignite a Civil War...
Re-emerging factions
The feature is really cool, adds some MTWI flavour, But still is not perfect. What's frustrating is that it's 100% predictable. Example: Conquered Novgorod, exterminated the populace. The population keeps on growing fast and when it reaches a certain level the unrest is that high that you won't be able to hold it by any chance -> Novgorod re-emerges. Looks like a vicious circle. Just need to keep a full-stacked army there and exterminate it the next time, but everything would repeat after the population grows high enough. Same's with London.
Another strange thing I experienced when London was rebel, AND England faction was alive, not present on the isles but somewhere on the mainland, the next turn the "A rebellion In England" poped-up and 2 English armies spawned near London and Bristol...I besieged and conquered London before them and the aI just transported them to the mainland via ships to fight the French.
Missions.
Not sure if this is a vanilla bug, but often I got missions to assassinate heretics who were on the other side of the map. It would take longer to get to them then turns available to succeed. Could you fix that?
Etc.Etc.Etc.
Can guilds be acquired only in stone-walled towns?
Why ballistas and catapults no longer available for recruitment? Why can't a siege workshop be built in a castle?
I built a hospitalier chapter, but couldn't train any knights. Why?
Later though, after I could finally hire 1 knight unit, the next turn it disappeared from the recruitment tab...
Lastly, got lots of CTDs when fighting Novgorod, had to load the battle several times to be able to fight it till the end. Also have a log after I got CTD in a battle versus Rebels.
Rebel Battlesystem.log.rar
The overall impression of the mod is great, really enjoy playing it. It's now quite harder and challenging. The balance seems to be, most of the factions still exist and keep to their territory, which is fun.
Also uploading the save, hope this helps somehow.
Norway 200.rar