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While I originally wanted to recommend this DLC after initially getting it, I will say that after getting this DLC, my CK2 experience feels less enjoyable. And while I will admit, there are both positives and negatives to this DLC, and there will be times when I enable this DLC to give myself greater difficulty and challenge, I personally believe the negatives seem to carry more weight than the positives. So, I'll start off by mentioning the positives, and then finish with more ambiguous or negative features that make this DLC feel like a deterrent at times.
To start, one of my most favorite features in Conclave is how raising your children was changed. I love the addition of focuses that you can apply to your children, allowing them to be tailored to what you want them to be, whether it be the dutiful first-born who shall run your realm under his large demense, or the brutish bastard who shall earn your favor in victory over enemy armies. Before, it seemed to mostly just be a bunch of RNG events where whoever the guardian was decided what trait to give or get rid of, but now, you can ensure your child has a chance at diligence, temperance, or any of the traits you so desire your children to have. Additionally, a person is no longer restricted to two wards, allowing you to have more control over children in your court, meaning you can raise a ton of them, hand them off to someone else, or let the new court guardian (forget the name but it's an honorary title for the person who you want to raise any children who aren't assigned a guardian) take care of them for you.
After children though comes the changes in policies that contrary to my complaints that will come later, actually give you a good amount of control in terms of realm policies, like levies and taxation. Now, it's no longer just minimum to maximum levies and taxes, with lowered opinions as you increase to maximum. Instead, levies and taxes are not just intertwined, but set up in such a way that not only seems realistic, but beneficial. You'll start off at a medium level, and you can tell your cities or castles if you want them to focus on contribution via levies or taxation, without ever getting much of an opinion debuff as you go one way or the other, if at all, allowing the realm to remain stable as you change these laws, and ensuring everybody that owns land doesn't utterly hate you after a few hundred years. Also, rather than four stages (minimum to maximum), there are about six to eight levels on each side, meaning changes in law won't be drastic in terms of levies or tax immediately, but you can benefit in the long-run should you choose to go full-on one way or another, or tailor it to personally suitable levels that will reap greater rewards as you expand.
Now, for the changes to military in this expansion, other than the levy policies, I feel fairly neutral on this one, simply because I didn't really notice it, or I guess didn't experiment with it enough to truly see how decisive it is. I never really noticed changes like how morale can impact a battle, especially since in non-conclave games, there were already times where I'd still lose to smaller forces without godly generals, so I never saw an impact mechanics like morale had especially in comparison to games like EU4. As for the changes to mercenaries, and the ability to start your own mercenary companies with a portion of levies, I never used it because I never really saw a use for it. Sure, you might get a bit of income when they're rented out, but why not just use said portion of levy to make money by other means. Instead, you can establish a tributary for your ruler's lifetime, who will give you money, fight in your wars if called, and you will have no obligation to defend if ever attacked. Additionally, if your Altaic, pagan, or can just raid for whatever reason, take said levy, and barge into your rich neighbors' lands, loot their realm, take their family as captives, and ransom them back to add insult to injury.
Now, here is where things will start to get negative, as I will now talk about the one thing turned around my opinion on Conclave: the changes to your council. For starters, it is a real shame how your council will basically be made up of the most powerful vassals in your realm, which would be okay... if they weren't the garbage descendents of good council members whom I gave land to. Basically, in your realm, your vassals who consider themselves powerful (even if you could easily crush them in a revolt and revoke everything you gave them) will demand a position on the council, and you must fulfill said request no matter how terrible they are, unless you want a -40 to their opinion of you, making them ripe to join factions, assasination plots against you, or just make every part of rule hard for you. Additionally, couple this with the Charlemagne DLC, where just about everyone except Muslims, Kernev, Wessex, Byzantium, and hordes have non-gavelkind succesions, you will never be able to change to primogeniture or a reasonable kind of succession (especially in large realms), because you'll either have to be a b***h to your vassals by giving them more land and money until they like you at least a little, and maybe go carousing for good measure, just so you can change succession, or have one child, join a society, and go celibate/sacrifice new children to the Devil (depending on society, and if you have Monks & Mystics DLC). Or, alternatively, you can give little Jimmy, your inbred imbecile distant cousin with 0 everything whose parents you gave a duchy he inherited, the title of spymaster, and be technologically backwards, murdered because he can't scheme, or in a foreign jail cell (actually that last one might be good so long as he doesn't convert), cause that's the only way you're gonna have him like you. So, say goodbye to the days where you could have eunuch spymaster as great as Varys, a female martial so tactically brilliant she would be Joan of Arc's precedent, or a chaplain so zealous you would've thought St. Peter was reborn. Instead, settle for five malcontents who will try to undermine your rain and the realm's prosperity in the pursuit of personal interests, which brings up another negative to the changes in councils.
Not only may you experience frustration as your council members may not be as skilled as more capable courtiers and lowborns, but even if they do manage to be good, then you have to deal with their personalities. A council member can be a loyalist (the yes men), a pragmatist (exploit weaklings), a glory hound (prefers suicide missions), a zealot, or a malcontent (there to hate you). And so, they may disagree with your decisions, which when beneficial in expanding your realm, and beneficial in non-Conclave games, they may see problems with how you did it, what you prioritized doing it, etc. And that brings me to what is my deal breaker with this DLC.
In Conclave, in your games, the player will start off in absolute control of their realm, and the council is there to do previous council tasks like in vanilla games, such as fabricating claims, collecting taxes, increasing plot power, and so on... That is... until you click one button which will empower the council, which means that the realm is a monarchy or whatever in name, but in reality, it's a democracy in the king's court, and the king is more of a president, technically in power and proposing things, but really, he's just the one that signs things off. And because of this, truly absolute and large kingdoms and empires become harder to maintain or even achieve as you face the dilemma of empowering the council but restricting your power. Or you go absolute, but face factions demanding council powers like voting on wars, who you can grant titles to, and so on. And because of this feeling of eternal regency, I would say this DLC isn't one for the average player, and can create more stress than fun at times.
👍 : 48 |
😃 : 0