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Though, I have had plenty of imperfect play as landless. Having to actually work out plans to build up after set backs.
I also have now experienced the added game-play loop with landed play. I can never go back.
Lost a small realm, and didn't loose the 100 or so years of dynasty and world building. I even have some relatives of my first followers 100 years before.
When I was landed, I didn't pop into existence. I already has a family and decades of lineage. I also had a small legend to my name, and artifacts from my ancestors.
Simply not possible in previous iterations in any CK game. The great mod also doesn't come close to comparing.
It's one of the most solid gameplay loops now.
Or you could start as an Orissan adventurer, go to West Africa so you can take advantage of Elephant jungle advantage without being surrounded by anti-Elephant Men-at-Arms, and then be horribly disappointed when you get landed and discover you can't build Elephant Pens outside of India.
It is a very common approach in game development. First something is shown as "overpowered" to drum up interest, have people invest in it, then after a while nerf it in the name of game balance.
Now i just need the large mods that makes more intresting buildings-Rice mod also
Oh no, please don't nerf fun (i'm joking).
The Helldivers 2 devs did do that though and it didn't seem to go over too well
Not to mention if you focus you character in anything they'll basically be Master of all, Who always completes their said contract without fail, where as Jack of all, fails miserably 30% of the time and fails around 45% of the otherwise. (Granted you can get lucky and stack soldiers for example.)