Crusader Kings III

Crusader Kings III

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No More Levies
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19 May, 2022 @ 6:29pm
2 Oct @ 8:01pm
47 Change Notes ( view )

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No More Levies

Description
Have you ever been annoyed with the amount of late game spam that comes off of fighting huge empires off of the pure numbers of levies that they are able to throw into the meat grinder? Tired of how the stronger powers can easily absorb independent realms when, historically, they took centuries to obtain their borders?

One major factor affecting military strength is just how easy it is to have armies entirely composed out of brainless and easily reprehensible levies, making warfare less strategic and more about who has the bigger blob, rendering your men-at-arms less important. This mod alters that by allowing for the customization of levies, mercenary costs, garrison sizes, and levy replenishment, with different modifiers available for the player and the AI.
-A realm priest that approves of you will provide you will levies unless you reduce AI levies to 0. This is because they don't use the vassal contribution system so it's a different beast I don't know how to affect. Think of it as a bonus for having to deal with a realm priest.
-Allow one week to progress in-game for the other modifiers to be applied correctly
-This does not affect starting/event troop numbers, as those aren't generated by baronies.

GAMERULE GADGET COMPATIBLE (not required): -- highly encouraged to sort out the rules --
1. Launch the game with Gamerule Gadget.
2. Play normally.
3. Change your gamerule and save your game/quit your ironman.
4. Load the new save/ironman.
5. Wait an in-game week to apply the changes.

Levies/Vassal Contribution Rules
Rules
Zero
25%
50%
75%
100%
125%
150%
175%
200%
Effects
No levies
75% less
50% less
25% less
Normal Amount
25% more
50% more
75% more
Twice as many

Mercenary Costs, MAA Recruitment, and MAA Maintenance Rules
Rules
Cheap
25%
50%
75%
100%
125%
150%
175%
200%
No Mercs /
No Recruiting /
Bankrupting
Percentage
Nearly Free
75% less
50% less
25% less
Normal Amount
25% more
50% more
75% more
Twice as expensive
100x as expensive

Garrison and Levy Reinforcement Rules
Rules
25%
50%
75%
100%
125%
150%
175%
200%
Effects
75% slower
50% slower
25% slower
Normal Amount
25% faster
50% faster
75% faster
Twice as many/twice as fast

MAA Cap (Amount of Regiments), MAA Limit (Stacks in a Regiment), and Knights Rules*
Effects
-99*
-2*
-1*
Regular*
+1*
+2*
+3*
+4
+5*
+6
+7
+8
+9
+10*
+25*
+50*
+99*
-Knight rules are those with the * asterisk.
-AI rulers in the initial wars who are beyond their limits will only remove their MAA when their wars are over; expect to see a lot of debts in England, Anatolia, and southern India

Accolade Limits
Effects
-5
-4
-3
-2
-1
Regular
+1
+2
+3
+4
+5
-Accolades only show up in the UI if your limit is greater than 0[ck3.paradoxwikis.com]
-The limit of Accolades is still 5, even if you have gained more due to innovations, due to the size of the window.

This mod used to include Vassal Contracts in its system, which I have separated out into its own mod Men at Arms Contracts, since I started having some issued with its hard-coding and these easily-accessible options.

This has included a rework of feudal contracts so that a decentralized realm cannot field as many men-at-arms as a centralized realm, which has weakened its vassals. However, it isn't perfect, since your personal men-at-arms are unbalanced by all of your vassals, and so I would recommend some AI factional balancing mods like Loyal to a Fault or More Interactive Vassals so that you don't always stand alone against all of your vassal's MAA.

Thanks for the idea /vst/ thread #1055327 and Anon #1058723

Want to use your own numbers for modifiers?
Go into your steamapps/workshop/content/1158310 and look for 2810220558, go into common/modifiers, and change numbers in the nu_modifiers.txt file; I've tried to keep modifiers fairly descriptive to matching up with the rule. But take in mind that some modifiers are additive (0.25 means 1+0.25 = 1.25) and some are multiplicative (0.25 means 1x0.25 = 0.25).

--An alternative version exists with a hardcoded, but with greatly reduced levels of levies called Less levies. As of 1.9, it is rather redundant with all of my additional rules, but maintained for preference.--

Due to problems I can't understand (that don't appear in the error log), the new rules don't have localization. Sometimes the mouse graphics don't load and I can't explain that either.
I've also added a placeholder rule that does nothing, but just makes sure all of the rules are adjacent to each other: I'll remove this if the number of game rules balance out.
Popular Discussions View All (2)
2
2
13 Mar @ 3:46pm
I fixed ai not building MAA and stagnating
vanshprateekgodara
0
5 Jun, 2022 @ 12:46pm
Mongols, Almohads, and Varangians
S A I N T P E P S I
84 Comments
Adena.Lilys.Samleter 4 Oct @ 12:01am 
plz~:crusader_helmet:
S A I N T P E P S I  [author] 26 Sep @ 5:44pm 
I won't have time until this weekend
RichardRuppig 25 Sep @ 1:47am 
Will you update this for RtP? This is a must-have for me to start playing
NPC233333 24 Sep @ 11:48am 
更新
socialcat98 31 Aug @ 11:12pm 
is this mod compatible with dark ages?
Ryse 28 Aug @ 1:13pm 
@Thexppkiller I've tested it with AGOT and it works.
Ryse 28 Aug @ 11:25am 
@Thexppkiller I'll try it and share the result, hope it's compatible with AGOT.
Thexppkiller 27 Aug @ 12:21pm 
Compatible with AGOT?
S A I N T P E P S I  [author] 20 Aug @ 4:35pm 
I had that idea when I was making the garrison reductions, but, for some reason, the value of a garrison always gets set to 25 even when I try various multipliers to reduce it further. Even without the Marshal on Organize Army, it still remains at 25.
https://files.catbox.moe/szwrzv.jpg
swagjohnn 20 Aug @ 1:13am 
hey bro can you make option to disbable garrison? beacsue i would love to play ck3 with only real characters battles