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Edit: Which I don't think fixes the balancing issue as you could probably find a loophole around that system.
I'm pretty sure that it's still possible to move the capital to the new world to prevent colonial nations from forming at all.
This modifier is a constant 0.25 liberty desire per development, it doesn't care how high the development of the overlord is.
Yep. And it's ♥♥♥♥♥♥♥ ridiculous. I was playing a game with Extended Timeline before MoH came out and had pretty much the whole world and all my colonies were near 0% liberty desire. Reloaded the game after MoH and they're all 100%
Silly.
According to the game files this modifier is only for colonies and is "only" 0.1 per development. For everyone who doesn't want to place the capital in the new world, just change the liberty_desire_development_ratio in 00_subject_types.txt to 0.
I had Canada, USA, Louisiana, Mexico, Caribbean, Brazil and Australia as colonies and all were quite large colonies but only Canada and the USA went above 50% liberty desire a few times during the game.
If they do go above 50%, quickly spend some prestige or admin points on lowering the liberty desire. Although it only went above 50% when my overextension was ridiculously high (~200% OE which nearly broke me) and even then, I sorted it quickly enough for it not to be a problem.
During the last age, The Age of Revolutions, you can also select a bonus of lowering liberty desire that arises from the colony's development by 33%. If you expand into Africa, India and Indonesia, it also keeps their combined strength down compared to your own.
It actually worked quite well, as I lost no colonies to independence, whereas Castille and Portugal lost pretty much all of theirs as Aragon smashed them up in Europe.
One of the only 'problems' was when the Ottomans went revolutionary and my yearly prestige took massive hits meaning I no longer had spare prestige just in case.
What is no fun are subjects that stay loyal forever.
Exactly, colonial nations should cause issues in the late game.
I've got both diplo ideas which give dip rep, and I'm blobbing myself. To me it appears the same as before, itn the sense of just become stronger yourself so your vassal/colony won't have high liberty desire. I've still got something of 100 years to go though, so maybe I'll notice it later in the game.
Perhaps the change was made to combat that kind of low rebellion envrioment where a player would never have any troubles with successful colonies. Atleast now perhaps you'll see some interesting independant colonies running around.
They should cause problems, but this modifier is way to high. I just tried lowering the liberty desire in my current world conquest game under 100%, for larger colonies this is impossible. My country itself has over 10k development and those colonial nations just repeat declaring independence, although my military is more than ten times stronger so they never win.
Why should a colony declare indepence without having a chance of success?
Liberty desire for development relative to the overlord would make much more sense, or just increase the modifier for military strength.
But is this game one that you've carried on from before Mandate of Heaven? Or one you've strated after?
Like I say above, the new mechanics completely ♥♥♥♥♥♥ my colonies' liberty desire from the game I carried on from before MoH, but worked really well with a new playthrough.