Crusader Kings III
KGD: The Great Rebalance
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Обновление: 2 юли в 9:56

- Fixed turkmen culture having herd head determination
- Fixed granting temple holdings creating nomad barons in certain cases (maybe)

Обновление: 2 юли в 5:28

- Reduced Cataphracts damage by 5
- Made holdings in 1066 start a bit more built-up
- Increased Forced vassalization's base max defender realm size
- Made Forced vassalization max defender realm size scale with attackers' innovations*
- Relaxed Forced vassalization's restrictions for conquerors
- Reduced Forced vassalization's prestige cost a bit
- Added bonus income while at war to War declaration Rights
- Buffed tax income bonus of Coinage Rights
- Buffed Born in the purple prestige per month
- Added 0.05 monthly prestige and 4 prowess penalty negation to Varangian trait
- Replaced +1 diplomacy per level with +2 diplomacy in Poet trait
- Removed prowess from Cannibal trait
- Ruler designer:
- - Decreased cost of Fickle, Gluttonous, Brave, Patient, Compassionate, Forgiving traits
- - Increased cost of Eccentric, Lustful, Generous, Arrogant, Humble, Lazy traits
- - Increased Disloyal and decreased Loyal traits cost
- - Increased Flagellant and Varangian trait cost
- - Decreased Gardener and Cancer trait cost
- Increased cultural head fascination bonus of Armilary Sphere innovation
- Increased short reign duration bonus of Gavelkind innovation
- Added short reign duration malus to Tribal era itself
- Made Judaic faiths inherit Head of Faith (HOF) creating restriction
- Reduced marriage acceptance penalty for age for men
- Changed around (improved?) a bunch of AI values for yurt buildings
- Fixed being able to create temporal HOF despite doctrines forbiding HOF creation

* - scales with defenders' innovations in vanilla for some reason?

Обновление: 27 юни в 22:05

- Buffed Trade deal county modifier
- Allowed nomads to hold temple holdings
- Added enemy hostile scheme phase duration decrease to Prestige levels
- Added different faith opinion malus to Piety levels
- Accolade-MAAs and House guard are no longer recruitable as title MAAs
- Made AI more likely to promote vs old and/or dying governors
- Made AI less likely to promote vs young and healthy ones
- Made AI hire unique unit variations instead of generic ones of same type
- MAde AI less random at picking MAAs
- Made AI re-raise armies at war in less then ideal conditions less often
- Fixed AI building way less hunting grounds OUTSIDE (and not inside) India

Обновление: 25 юни в 8:53

- Made nomad de-jure drift apply to empires only (fr this time)

Обновление: 24 юни в 6:05

- Travelling abroad for years will now swing Scales of Power against you
- New divergent/Hybrid cultures will have appropriate head determination logic depending on the government of the characters creating them

- Made legendary sightnings last for longer
- Lowered health penalty for pool characters a bit
- Made nomad de-jure drift apply to empires only
- Made pregnancy complications more common
- - Player can now actually die to pregnancy complications
- Building changes:
- - Added a bit of plague resistance to tribal holdings
- - Added levy reinforcement rate bonus to lvl 1 orchards (consistency with other levels)
- - Added control growth bonus to lvl 1 regimental grounds (consistency with other levels)
- - Added Strength in numbers MAA limit bonus to lvl 1 barracks (consistency with other levels)
- - Added MAA maintaince bonus to lvl 1-4 military camps (consistency with other levels)
- - Added Frugal Armorers MAA limit bonus to lvl 1 smiths (consistency with other levels)
- - Removed monthly prestige and levy size bonuses from orchards building line
- - Removed levy and garrison size/reinforcement rate bonuses from barracks building line
- - Removed levy size bonus from regimental grounds
- - Removed knight effectiveness bonus from wind furnaces
- Reduced all Strength in numbers barracks MAA limit bonuses to 1
- Reduced all Frugal Armorers smiths knight and MAA limit bonuses to 2 and 1 respectively
- Increased AI friend soft-cap
- Made AI liege weight opinion a lot more for accepting petitions
- Made AI less likely to build hunting grounds, especially in India
- Made AI a bit less likely to build workshops
- Made AI always build wheat farms before orchards if both can be built
- Made AI use all eparch tasks more often (i hope, last time it didnt work)*
- Increased AI activity host score threshold. Yes, Again...
- Fixed AI heavy cavalry spam on later start dates
- Fixed AI with culture of latin heritage not building barracks as much as they should
- Fixed admin vassal tax add modifier from Bureaucratic authority not working
- Fixed desinherit costs... probably.
- Fixed some special contracts counting in favour of the wrong side
- Fixed Adventure raid intent from Longboats innovation not being restricted enough
- Fixed many more minor things

* - i think it didnt work this time either..

Обновление: 19 юни в 0:21

- Half-reverted Recovering from plague modifier nerfs
- Removed Cultivated sophistication development bonus from upgrading estates
- Restricted Organizer/Logistician trait on enter province XP gain if at peace

Обновление: 17 юни в 11:15

- Removed MAA recruitment cost modifier from Greedty and Generous traits
- Reduced title creation and MAA maintaince cost modifiers of Greedy and Generous traits
- Reduced raze holding cooldown to 3 years
- Reduced XP from travel points of interest
- Removed Domicile build speed from Royal Architect modifiers (double counting issue)
- Nerfed Reduced troop levy and Troops levied for construction modifiers
- Reduced passive development growth of Recovering from plague modifiers by a lot
- Added development growth multiplier to Recovering from plague modifiers
- Doubled tyranny gained from unjustly revoking baronies
- Made Dismantle papacy check for Pope being NOT landed instead of NOT being playable
- Reduced diplomacy penalty from being in House arrest
- Increased dread-related penalties from being in House arrest/Dungeon
- Ransom changes:
- - Ransom values now scale with diplomacy skill ratio between imprisoner and ransomer
- - Decreased penalty from hard/very hard difficulties
- - Decreased herd ransom cost of counts
- - Increased ransom value of Guests/Wanderers with 50+ (but less than 100) gold to 50
- Made Bureaucratic authority way stronger (now more closely resembles crown authority buffs)
- Doubled influence cost of Force resignation (as liege) interaction
- Restricted Mentor in governnance scheme to only be avaliable vs extended family
- Fixed administrative not having access to tributaries at all
- Made AI use Appease populace and Enforce public order eparch tasks more often

Обновление: 14 юни в 3:27

- Special Multiplayer ruleset: allowed player vassals to reject otherwise illegal contract changes

- Added small passive development growth bonus to cities
- Increased recovering from plague modifiers' plague resistance
- Doubled prestige gain from marriage
- Increased on-birth prestige from dynasty renown level
- Buffed Mapped wilderness (from hold court event) modifier
- Reverted Legendary watchtower back to giving MAA size limit, reduced garrision size bonus
- Disabled Call dynasty member to war interaction
- Nerfed Law dynasty legacy 5th perk defender advantage
- Nerfed Nomadic dynasty legacy perks 2, 3 and 4
- Tweaked some numbers for Havsarsan zud
- Nerfed passive development growth from eparch task
- Nerfed both Itinerant liege modifiers
- Fixed wind/watermills and caravanserai buildings not being disabled outside of county capital
- Fixed berber cultures having herd-based culture head determination even if not nomadic
- Restricted Ask for gold acceptance bonus from attacking in a holy/excommunication war a bit
- Reduced cap of Ask for gold acceptance bonus from target's current gold
- Reverted the reduction of warlike AIs
- Made AI more likely to sway confederation members (so they can maybe unite)
- Made AI always accept Stop/Demand surrender in vassal war if they're imprisoned by their liege

Обновление: 8 юни в 9:53

- Special Multiplayer ruleset: now allows joining other players wars instead of calling them in yours
- Allowed Players to refuse the Join war interaction

- Lowered average health by another 0.25
- Removed kingdom of Romagna from Pope's starting titles
- Nerfed nomad uprisings and their leaders, especially vs nomads
- Added negative influence gain multiplier to player in Additional Difficulty
- Made Stength in Numbers heavy MAA ban actually apply to most heavy MAAs
- Vassal obligations:
- - Increased opinion malus from very high feudal tax/levy contribution
- - Increased opinion impact of most other contract obligations
- - Added vassal opinion bonus to Fortification and Coinage rights
- - Fortification rights: Lowered vassal castle building and castle holding costs
- - Coinage rights: Lowered development impact for vassal and increased it for liege
- - Coinage rights: Added tax multiplier bonus for the vassal
- - Forced partition: Made avaliable only if the vassal has any non-partition law unlocked
- - Title revocation protection: Increased "cost" to 2
- - Title revocation protection: Added vassal tax/levy contribution malus
- - Kurultai rights: Increased "cost" to 3 (same as council rights)
- Restricted Offer courtier interaction to prevent giving away your Court chaplain
- Restricted Ask for gold acceptance bonus from defending in a holy war a bit
- Made AI nomads release herders more often
- Made AI a bit less disembark-happy
- Made greedy evil AI's less likely to propose alliance to their siblings
- Made a script to occasionally force AI into builder economic archetype
- Minor localisation fixes

Обновление: 6 юни в 0:40

- Sieges and occupation almost completely stop construction
- March/Castellan vassals lose less opinion of liege when being occupied/raided

- Added monthly influence gain to king and emperor title tiers
- Reverted prestige/piety loss values to vanilla
- Made it easier to move titles de-jure capital in certain cases
- Reduced march/castellan contract army maintaince bonus
- Reverted a lot of countering changes around MAAs with smaller stack sizes
- Greatly reduced amount of Warlike (economic type) AIs*
- Made AI even less likely to siege war allies and more likely to unsiege own capital (i hope)
- Made AI powerful vassals demand council positions more often

* - it seems like warlike AIs just never build buildings, maybe that way AIs will build more?..