The world also turned out to be a lot more centralized than I hoped. Even with mid-game tag switch and taking things really slow last century or so, I can't see this being much of a challenge in Vic2. I planned to split the world a bit, but then it would be less an export and more a fresh scenario.
I felt that early game was a lot more fun than late game. It's not just the matter of being overpowered - there's just more meaningful entities to interact with. Early on there's like hundred countries that matter - if I'm Venice, then I need to care about Austria, Hungary, Ottomans, Pope, Milan, Aragon, France, Mamluks, and so on. And then their allies, and rivals. It's a rich complex universe.
By late game it's just a few fellow blobs, and the only thing keeping those trivial minors around is the guarantee spam blobs started doing a few patches ago.
Previous time I attempted to play till the end, late game lag forced me to stop early. This time late game performance was totally fine.
Some conclusions about experimental mods:
- restoring tech groups brought tech differential back (except with Ming and its free mana), but I'm not sure if that really makes the game better
- adding strong HRE emperor buffs is a great change
- unrest and rebel buffs mattered relatively little, but were mostly positive
- warscore changes mattered relatively little, but were mostly positive
Now that Google Plus is dead, I have two blogs where I sometimes post gaming content. Generally I'll post everything to my main blog, unless it's a campaign with crazy number of episodes, in which case it will go here. It's not great, but I don't want to open even more blogs.