Crusader Kings III

Crusader Kings III

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KGD: The Great Rebalance
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7 FEB a las 6:33 a. m.
21 OCT a las 9:52 p. m.
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KGD: The Great Rebalance

Descripción
WARNING! Things in this mod may change a lot and a lot of things may be a bit raw.
ANOTHER WARNING! NOT recommended to combine with any other mod unless you know what you're doing (or at least tried the pure version out)

The mod aims to provide more interesting vanilla-eque experience with more challenges and less ridiculous player snowballing. Very TL;DR of changes:

Domain limit is more static, Levies are stronger and MAAs are smaller, leading to vassal contributions mattering for your army and economy.

Economy buildings are weaker, MAAs and Levies get more expensive with time and Court Amenties cost scales with total realm development, leading to less ridicilous late-game economies.
In compensation holdings provide more tax than in vanilla (otherwise 867 would be a slog to play through).

Passive Opinion and Prestige modifiers are nerfed hard while penalties for opposing traits, different culture, faith, low legitimacy and low court grandeur are increased, leading to having to actually do something for characters to like you.

AI is more competent overall and might be at a bit more theatening.


Recommented to use with KGD: Adventurer Nerfs (put this mod BELOW Adventurer Nerfs, later in the load order). There might be issues, including balance ones. when using both, and you probably want to change Adventurer Nerfs default gamerules a bit for a smoother experience.

If you have a "Is it compatible with X" question that means it probably isn't.

Official sub-mods and compatibility patches and such:
KGD: The Schizo Balance (click here)
More Interactive Vassals Compatibility Patch (click here)
Unofficial sub-mods and compatibility patches and such:
Cultural Armies II Compatibility Patch (click here)



More in-depth list of changes can be found here.



Plans:
- Finish messing with buildings
- More anti-snowballing mechanisms
- Add a bunch of simple interactions with vassals/liege/family/friends
- Do a bit more with regencies
- Reduce annoying things
- Do something with religions and tenets
- More AI handholding scripts
- Keep playing whack a mole with game breaking things

This mod and/or some of its features were inspired by other balance mods. If you care, check them out: MND, Dark Ages, Realism & Balancing, Major Rebalance
Discusiones populares Ver todo (2)
5
22 SEP a las 10:19 p. m.
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Captain Smollett
170 comentarios
Captain Smollett  [autor] hace 15 horas 
@CHERNOBOG да я честно говоря тоже, я за визу не играл ни разу даже, но т.к. в длс оюычной бюрократии казну прикрутят то думаю не стоит и начинать покачт, мб казна все радикально поменяет...
CHERNOBOG hace 19 horas 
Окей, просто я за бюрократию не шарю, но главный девиз Византии как я понял "Жить, жить, пожить...". Так что так и скоро азия выйдет с новыми системами правления, так что надеюсь ты справишься.
Captain Smollett  [autor] 20 OCT a las 10:21 p. m. 
@CHERNOBOG впринципе так и должно быть и она у меня пару раз даже не умирала. Там основная проблема (кроме того что возможно боты не берут титуляров щас) это то что у нее в консте 0 контроля все время, хз почему, наверн какието ивенты роняют или что. Это надо конкретно по игре порыться потому что в других адмниках такого вроде не происходит. Я там крутил вертел но пока виза все еще сидит с 0 контроля в консте..
CHERNOBOG 20 OCT a las 9:46 p. m. 
Привет еще раз. Соглашусь с Krashuk. Византия кажется очень жидкой. За многие партии с твоим модом я ни разу не видел, чтобы она хотя бы раз захватила юг Апеннинского полуострова, да и север Африки тоже ни разу, хотя без модов Византия чувствует себя очень уверенно, как и должно быть. Можно конечно сказать, что рандом, мол, ИИ может ошибаться, но закономерность такова, что греки не вывозят со своей империей. Даже нищие кочевники умудряются с 300 армией отжимать крым, хотя казалось бы...
Captain Smollett  [autor] 20 OCT a las 9:25 p. m. 
@Krashuk no, it isnt. I guess i'll have to roll something back.
this is also the second time this issue happens, weird.
Krashuk 19 OCT a las 5:36 a. m. 
@Captain Smollett It seems like the Byzantines dont recruit MAA to their thematic armies and they start empty, is that working as intended? They feel very weak
Captain Smollett  [autor] 18 OCT a las 4:29 a. m. 
@Krashuk none, basically. Unofficial patch and better barbershop, imo. should be in every playset ever, faster transitions in case i wonder into a tournament, and both this mod and adventurer nerfs. Not a big fan of massive mod lists, neither do i feel like i need any.

For gamerules - i usually play with more frequent conquerors and no conqueror inheritance. Sometimes with 20% SoG chance (added it coz i felt like 5% was too low) and i cant recall any other ones that are off default (keep in mind TGR changes default harm targets rule to all so i dont count it).
Slower culture/faith convertion could be interesting to try i think and also MGR is more or less compatible with TGR so you can use that and, idk, shuffle the world around or smth, that's good fun too once in a while.
Krashuk 18 OCT a las 3:31 a. m. 
@Captain Smollett Out of interest, what other mods (if any) do you play with? What about game rules, any recommendations for KGD?
Captain Smollett  [autor] 16 OCT a las 12:07 p. m. 
@Krashuk Thanks! And i see a txt file of almost a megabyte in size, scary stuff, i'll add your compatch to the links in the description
Krashuk 16 OCT a las 11:21 a. m. 
Good stuff, this will be a must have in my load order. I made a compatch for Cultural Armies II here: KGD + CAII Compatch