Crusader Kings III

Crusader Kings III

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KGD: Adventurers Nerfs
   
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Gameplay
Compatible Version: 1.18 'Crane'
Tags: Balance
File Size
Posted
Updated
2.587 MB
30 Sep, 2024 @ 7:27am
17 Nov @ 6:16am
32 Change Notes ( view )

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KGD: Adventurers Nerfs

Description
Contains bits and pieces of Unofficial Patch

Game Rules:
  • Camp Upgrades Restrictions:leave them as i set them to be, allow all camp upgrades for wanderers only, or allow all for everyone. (added due to incompatability with similar mod)
  • Contract effects on AI: option to make contracts "generate" their own gold, so you dont bankrupt AIs by playing the game. (added due to incompatability with similar mod)
  • Gold from Contracts: options let you half, double or semi-revert to vanilla base gold gained.
  • Courtiers consume Provisions: off by default. Turning it on will make your courtier "eat" some provisions each month (you get notified about it yearly). Also includes options to half or double the amount eaten.
  • Adventurers army after landing: option for Adventurers Men-At-Arms to turn into Special Troops on becoming landed.
  • All game rules are compatible with Gamerule Gadget

Contracts:
  • Contract rewards (gold) have been reduced by at least 50%
  • Contract rewards (gold) for travelling contracts have been reduced a lot more
  • Scheme contract gold rewards should be higher than non-scheme ones
  • 150 prestige penalty for failing a contract (vanilla: 25)
Camp:
  • Camp buildings give less skill stats.
  • Camp buildings give less MAA limit/regiment size
  • Camp buildings give less MAA damage/toughness/pursuit/screen
  • `Second` Camp position gives less stats and requires a bit more attitude for breakpoints, also gives lifestyle experience gain increase
  • MAA specific camp positions no longer give regiment size at excellent attitude and require a bit more attitude for breakpoints.
  • Other camp positions generally grant less bonuses
Lifestyles:
  • Nerfs to lots of adventurer-specific perk bonuses (notable mentions below):
  • Stewardship: "High-Stakes Bartering" perk gold per holding reduced to 1-10% of raid value (scaled down by cultural era)
  • Stewardship: "See How it's Done" perk gold per point of interest reduced to 5
  • Intrigue: "Crime pays" multiplier reduced to +33%
  • Intrigue: "I look better in comparison" gives a lot less prestige per secret exposed (150 max)
  • "Radiant" (Learning) and "Dignitas" (Diplomacy) bonuses revered to non-adventurer ones. Added small bonus to compensate.
  • "Benevolent ruler/intent" buffed sway phase lenght reduction.
Camp Purpose:
  • Wanderers now gives some very minor buffs
  • Swords-for-hire now allows "Martial Study" internal building.
  • Scholar no longer allows "Train Siege Engineers" internal building. +20% monthly lifestyle experience replaced with +20% monthly stewardship and learning lifestyles experience.
  • Explorers now give +10% monthly diplomacy and intrigue lifestyles experience.
  • Freebooters embark cost reduction reduced to -25%.

Miscellaneous:
  • MAA cost at least twice as much provisions, even more so for non-light MAA (light footmen, bowmen, light cavalry)
  • 'Make a Request' base acceptance lowered to -35 (vanilla +30), gives a lot less money and costs x1.5 the prestige
  • Gallowsbait trait: more opinion penalties, less bonuses
  • Wipe Slate decision: increased cost, should scale with prestige level, reduced the effectiveness
  • Many adventurer-specific modifiers have been nerfed and brought more in line with other modifiers (no more +3 to all stats from hosting a feast).
  • Adventurers have -5 base travel safety and some camp buildings reduce it further.

This is not an exhaustive list of changes, if you really really care you can check the changelog.

Thanks for the Chinese translation to NONAME

Also check out my totally normal rebalance mod - KGD: The Great Rebalance
Popular Discussions View All (3)
7
20 Oct, 2024 @ 6:35am
What's overpowered?
Captain Smollett
3
19 Nov, 2024 @ 2:59am
What's underpowered?
Captain Smollett
1
25 Oct, 2024 @ 3:40am
Suggestions
Captain Smollett
85 Comments
Captain Smollett  [author] 18 Nov @ 2:45am 
@unknown thanks for feedback. Seems like there isnt much difference? The distance values may be too large...
Mortician tools are located somewhere else and i forgor they do kind of the same thing. But euh, it's only 1 per 100 anyway
unknown 18 Nov @ 1:00am 
It does show the amount you will get before you Take the contract (take first, accept next)
all exceptional successes:
1500 km artifact 33 gold
1500 km escort 11 gold (for baron?)
370km artifact 41 gold (for count)
400km escort 25 gold (for count)
Apparently escort pays less?
The variety is better, amounts not very nerfed though. I think the contractor rank shouldn't matter at all or very little. (contract tier yes, contractor rank no) Since the higher ranks would even be inclined to pay you less because they would bring their own guards and supplies, and hire you only as a guide rather than full travel package. But that's RP interpretation and it's usally their courtiers who are travelling, not themselves.
I will report further when I get a T3 travel contract.

2000 strong army stackwipe - 20gold mortician's tools + 40gold excellent master of spoils
2200 peasant army stackwipe - 23gold mortician's tools + 11gold excellent master of spoils

I'm fine with these amounts.
Captain Smollett  [author] 17 Nov @ 6:24am 
@unknown added some of the requested things, but im waaay to busy with eu5 rn so i did not test if the transport contract thing actually works. They should give more money for VERY long travels, please report it if you encounter one like that and it pays the same as regular ones
Captain Smollett  [author] 14 Nov @ 8:53am 
@unknown my question was WHEN is the destination set, because knowing paradox jank i assumed it might've been set after you already taken the contract and the rewards are already set, but i checked it and it seems like it's doable, so maybe one day. Not soon, though, im a bit busy with EU5 rn.
unknown 14 Nov @ 8:33am 
ad travel contract distances There's this mod: https://steamproxy.net/sharedfiles/filedetails/?id=2743500919
Maybe it can be adapted. It factors distance calculation into scheme success by comparing squared_distance to some predetrimned variables.
...
add = -30
}
else_if = {
limit = {
scope:ttd_owner_residence = {
squared_distance = {
target = scope:ttd_target_residence
value < ttd_squared_distance_huge
}
}
}
add = -35
}
I wouldn't mind a mission to escort another Marco Polo from Venice to Yuan court, if it was insanely lucrative.
Also would be nice to have events like, if traveler is your guest or in travel entourage, then it has a chance to fire some related events. Like requiring you to duel or take maa casulties, basically increasing the difficulty of the contract, and the gold value would inform you how dangerous it's going to be before you accept it. Either short and dangerous or far away and mellow. Or any combination of those, each with its gold tiers
Captain Smollett  [author] 14 Nov @ 8:04am 
@unknown nope, there's no follower_opinion or anything like that, and also you cant do conditions in modifiers like that, traits accept faith and culture params but not government ones im pretty sure?..

yea and that change is ported over from unofficial patch, sure i could at least partially roll that back
unknown 14 Nov @ 7:57am 
Also btw. in events\dlc\ep3\ep3_laamp_decision_events.txt
you changed:
set_variable = {
name = 1031_has_reveled_recently
days = visit_settlement_small_cooldown_days #Unop: Was using months = (so the CD was 180/12=15 years)

This lets you gain 1 skill point every 180 days. And you can choose a specific skill too like diplomacy, simply by going to another tavern.
The way this event works, it first gives you hastiluder Wit xp on short cooldown (~15xp for 30 gold or so) until you max out. After you max out you get the option "I know this one!" which gives you a straight skill point and you see in tooltip which one you'll get. So that's why they put 15 year cooldown on it.
unknown 14 Nov @ 7:48am 
I think the game differentiates between follower opinion and courtier opinion. Followers are adventurer's courtiers. Only adventurers have followers, so after getting landed the opinion bonus wouldn't apply to them, because they would become courtiers instead. It should be de facto possible to make, but I haven't found any mention in vanilla game files of follower_opinion property or anything like that. It's always courtier_and_guest_opinion.
Or maybe make it conditional like { NOT = { has_government = landless_adventurer_government } }
But I do agree that getting landed is the caveat for the gallowsbait opinion bonus.
Captain Smollett  [author] 14 Nov @ 1:42am 
@unknown
As for mortician's tools and master of spoils and levy/MAA giving different gold for those - i dont think i can implement that at all, as im pretty sure we just cant access who are the casualities in the battle, the most i could do is lower it overall (i bet it's at least a bit too high) and maybe try to jank it so it gives less in peasant wars specifically, but it's also more overwrites....
And for gallowsbait - so are you saying i should swap same trait opinion with courtier opinion? You keep it when you get landed and at that point that change would feel weird. On the other hand if i were to just add courtier opinion then courtiers WITH gallowsbait trait would have bazillion opinion of you by default which also feels wrong.
Captain Smollett  [author] 14 Nov @ 1:40am 
@unknown
for siege engineers - that was just a cheeky little comment, there're 2(+1) military purposes and 2 non-military purposes, i think siege engineers fit better with mercs (and scholars are pretty strong already)
I didnt check contract modding at all but it looks scary, so i doubt i'll ever implement scaling for distance, i dont even know if the destination is predetermined per contract or gets rolled after you accept it or smth. But that is a good idea, maybe i'll look into it at some point. For now i would rather keep transport contracts underpowered as they're way too free most of the time.