According to this mod's author, they implemented new overrule logic in 1.4.1:
This mod fixes the balance issue where rulers keep getting all the damn fiefs a kingdom conquers by changing a few key elements in the game's decision making.Éste mod arregla el problema en el
Apparently it has gone sideways in some way.
Aye! I had to make a new version of the mod to work with beta 1.4.1. In that version, I disabled the part of my mod that affected that in case that the new logic they implemented was fairer, but it seems like I gotta start working on re-implementing that part.
The old logic was basically like this: If the winning result (highest %) isn't the result that the king likes, then first he checks how much influence it'd cost to overrule it (which depends on the difference between the highest %, and the % of the option that he likes), then it compares that to how much influence he currently has. It was a random roll, but the less influence it cost and the more influence he had, the higher the chance that the king overruled the council. My mod fixed this.
The new logic seemed much better, it instead does stuff like checking how much he likes the winning option vs the option that he liked the most (so he won't overrule if he barely even cares), among other things.
I'll start working on fixing the new logic, I'll probably have it up by
saturday or something (uni's killing me).
For the people using my mod in 1.4.1, how greedy has your ruler been? (ie: has my mod been helping, despite disabling that bit in the beta version?) The candidate-logic fix should still prevent the king from getting the chance to go mad with fiefs, but that should only be a problem for the player's faction, yet in that screenshot there's several factions suffering from it.