This is very disappointing. If it was too opaque, it would have been quite easy to add a Wants to Conquer indicator to a mapmode. But if that's too much work, at least allow the calculation to remain so those of us who understand it can use it. If the choice is between "opaque" and "not in the game at all", then surely opaque is better? Because for people who find it too opaque to use, it's the same thing anyway - either way they won't use it.



If players can't figure out why they want to buy a non core/claim, then they can just assume that the subject won't want to buy anything besides core/claim, and they will have the exact same experience as you are proposing. But if players do/can work out why they want to buy it, they should be able to. Why dumb the game down to the lowest common denominator?



Basically, you are disabling some advanced/interesting decisions, just because some players won't be able to understand those decisions. But you're not adding anything in its place, you're just removing it for everyone. That's very disappointing.



Why not just change the -1000 Strategic Interest to say "-1000 Not interested in this province." Then keep the check on Wants to Conquer. Players who don't want to understand when the subject Wants to Conquer can just assume that every non-core/claim will by Not Interested. Those of us who find it very interesting and fun to plan strategy around the personality and other factors of Wants to Conquer will still be able to do so.



Or at least please provide a moddable flag to enable the Wants to Conquer check.



I'll repeat to be clear: I don't understand why you need to remove this check from everyone, just because some players don't understand it. Those who don't understand it won't use it, and have exactly the same experience whether it is in the game or not. But players who do understand it and find it very interesting will have no ability to use it if you remove it.



Please re-consider this change! You've already nerfed vassal feeding hugely, please don't remove this final element that for some players was actually interesting and fun and challenging to plan/strategise around.