Crusader Kings III

Crusader Kings III

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KGD: The Great Rebalance
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7 lutego o 6:33
15 października o 3:47
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KGD: The Great Rebalance

Opis
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
Popularne dyskusje Zobacz wszystkie (2)
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22 września o 22:19
Feedback
Captain Smollett
Komentarzy: 165
Krashuk 3 godz. temu 
@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 października o 4:29 
@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 października o 3:31 
@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 października o 12:07 
@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 października o 11:21 
Good stuff, this will be a must have in my load order. I made a compatch for Cultural Armies II here: KGD + CAII Compatch
Captain Smollett  [autor] 15 października o 11:25 
@Fidel Castro no idea actually, i didnt play it at all. If i recall their changes correctly this mod should be a lot more "fair", as of you and AI playing more or less by the same rules, and there's a bigger focus on AI, like tweaking mechanics to make them less powerful in player's hands and allow AI to use them/make them better at using them, messing with AI weights for things to have AI do things better in general.
Oh and i guess i mostly go the "cut the gains" route instead of "inflate costs" one for gold/prestige/piety/that kind of stuff
Fidel Castro 15 października o 10:11 
Which are the main differences between this and Realism & Balancing would you say?
Captain Smollett  [autor] 6 października o 22:12 
@CHERNOBOG а, ну и, есь тебе нравится, порекомендуй всем кому хочешь, напиши пост какой-нибудь где-нибудь и все такое, сам знаешь.
Captain Smollett  [autor] 6 października o 22:08 
@CHERNOBOG ну, если ты видел очень размытый абзац "Plans:" в конце описания то должен знать что это все на моем радаре, просто я пока не знаю что конкретно сделать.

По армиям - у СРИ контракты плохие и оно вроде как стартует почти без домена на всех датах? Может я плохо помню. Ну и поляния все-таки племя, они немного помногочисленее обычно.. Там вон Венгр в 1178 10к армии имеет, потому что на абсолютном авторитете стартует.
CHERNOBOG 6 października o 15:19 
В любом случаи тебе виднее и судя по планам - ты и так это все прекрасно знаешь. Желаю тебе удачи и буду следить за твоим модом и твоей работой.