Incompetent said:There are good storyline justifications for a powerful Bavaria. But Aberration II is meant to be a 'functional' mod, as MattyG has said. One of the balance principles is that, while we can't stop ambitious players going on an annexing spree, we won't feed such an empire with cores, cultures and inheritances past a certain limit.
As such a 'legitimate' empire of Charlemagne is out of the question, and even a country covering the HRE is beyond what would normally be catered for by events, given the wealth of the provinces in question.
The fringes of the HRE are home to the capitals of 5 Aberration majors IIRC (not counting Bavaria), maybe 6 if we make Bohemia a major. It's pretty crowded, and almost inevitable that 1 or 2 won't survive. But if more than a couple get gobbled up by a single power, however it happens, the balance will likely be broken, as even if they later revolt away, they're never going to recover major status under AI control.
The challenge here for us is similar to that of Byzantium or the Caliphate: in theory, all these powers have claims to large areas of land, too large to be balanced. So we say instead that they only have the strength diplomatically and internally to pursue some of these claims, so eg Byzantium can happily go east or go for Italy, but if it tries both the internal costs will outweigh the benefits. Similarly I think Bavaria should be able to continue to have a loose hold over the whole HRE, or get a tight hold over a large part of the HRE, but if it tries to rule the lot as if it were an absolute monarchy, it's going to be in for a world of hurt, as neither neighbouring majors and the princes of the HRE would stand for it.
well as long as we are clear that the reasoning is strictly a gamist one and not one based on probable historical outcomes or anything remotely resembling reality; I am reasonably cool with it.
But be aware that the design philosophy you are talking about is in itself self limiting as it is one that imposes artificial constraints upon the players and somewhat forces the game to be played out within as big a sandbox as you construct.
So in a manner of speaking you are by definition limiting the playability of the mod from its' inception as the players have to conform to the paths that you have laid out for them to a much greater degree then in other mods.