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The consistency issue with a second League war is that the game defines the HRE religion after league war as the "official, unchangeable faith". And after fighting a huge war over religion, I think the people of the HRE would be very against some 3rd party coming in. Also League Wars really shouldn't happen after the Age of Reformation.
So if I add something to allow a 2nd league war, I'll make it new separate incidents that are more challenging. But I'm not going to add that right now because I'm working on a different project for the modathon.
In my specific game, I was using a ton of other mods to balance the gameplay experience, particularly ones to reduce blobbing rate. Thus by the time the Protestant Reformation had begun, I had only finished conquering most of the Balkans & Anatolia, and hadn't even begun securing Egypt or Italy. I don't have the gov cap necessary to reach all five centers of the Orthodox faith that fast with Responsible Blobbing active.
If you don't mind me asking - why do you say it would cause "balance & gameplay consistency issues" to have a second League War take place? With how late-game wars involve sometimes an order of magnitude more troops than the League War, I don't quite see the problem. Mind clarifying?
I disagree that they wouldn't affect each other, but it's also for balance and gameplay consistency reasons. If you want, you can use the console to fire the incident anyway with the event ID Incident_OrthodoxyCrisis.0.
No. Once the empire has an official faith, you can no longer fire the incident. It can still fire if there's no winner in the league war though (Peace of Westphalia).
Of course! Let me know when you've completed your translation and I'll link it on this page.
Thanks for letting me know. I've updated the mod so that the incident cannot be fired if there's already an ongoing League War.
The fallback is that after winning the League War all Catholic nations will be given the choice to convert, and the Electors are very likely to do so in order to keep their positions. Then on the next day the new elections occur. The nation that instigated the incident gets a massive temporary boost to reasons to elect, so if your capital is in Europe you're basically guaranteed to become Emperor.
No, your capital has to be in Europe to be elected, which is why I linked the map in the mod description. To change this would break many events/missions due to hardcoding, so I decided not to. However, if you move your capital to Europe to be elected, you can move it back after passing the Erbkaisertum and remain Emperor since there are no more elections.
Spasi Gospodi