Crusader Kings III
KGD: The Great Rebalance
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Обновление: 12 март в 8:55

Updated to 1.15 (haven't checked everything yet, might work weirdly on some cases)
Did NOT touch any of the new content yet, it might be very broken, but at least the mod is playable.
- Reduced different culture penalty a bit
- Made personally killing animals at hunt a bit less risky
- Reduced how much the cost of upgrading holdings scales
- Removed early windmills from Hard Working tradition
- Increased development reduction on siege completion
- Nerfed base control growth
- Reduced base control growth for Tribals (to 0 in non-capital-duchy counties)
- Church holding:
- - Added passive control growth bonus
- - Scriptorium - Removed passive control growth bonus
- - Monasteries - Removed passive control growth bonus
- - Breweries - Removed passive control growth and development growth bonus, added small levy size malus
- Reduced score for Caballero regiments because AI seems to like them too much
- More tweaks to AI MAA choosing logic

Обновление: 10 март в 7:00

- Nerfed Seafaring tradition
- Buffed Whole of Body a bit
- Reduced dread decay
- Increased House Guard cost and maintaince
- - It's no longer free when not raised (it's very cheap though)
- Made Northmen army pay some gold to defender on defeat
- Fixed one of the desease recovery modifiers being too large
- Fixed not being able to updrage Murex Farms if not administrative
- Some tweaks to warfare AI

Обновление: 8 март в 10:34

- Reduced the cost of changing culture ethos to 15000 prestige
- Some tweaks to AI declare war logic

Обновление: 7 март в 5:49

- Potentially reduced lag from house power calculations
- Buffed Peasant Leader trait
- Buffed Reincarnation trait
- Reduced Varangian Guard costs
- A bunch of Tweaks to AI MAA logic
- More tweaks to AI fabricate claim task logic

Обновление: 6 март в 4:47

- Refusing to convert to a pluralistic faith is no longer considered a crime
- Buffed theocratic Head of Faith vassals (increased obligations by a lot)
- Removed ability to construct Murex Farm as non-administrative character
- Reduced "too many alliances" acceptance debuff a bit
- Reduced mercenary cost a bit
- Reduced Ballistrai's damage
- Nerfed "Professional workforce" and "Centralisation" perks
- Buffed "Tax man" perk
- Some tweaks to AI fabricate claim task logic

Обновление: 5 март в 6:42

- Buffed Heresiarch trait a lot
- Heresiarchs spawn some additional troops
- Buffed heresy outbreaks strength a bit
- Reduced fervor gain on heresy outbreaks
- Converting to a new faith adds a modifier, making the character harder to convert
- Having high Crown/Imperial authority makes refusing conversion demand a crime
- Fundamentalist faiths always view refusing conversion demand a crime
- Increased minimum vassal limit from Tribal Authority
- Reduced Tribal vassal limit bonus
- More tweaks to AI culture conversion task logic

Обновление: 4 март в 6:50

- Changes in AI fabricate claim task logic:
- - Made AI factor in culture and faith of counties
- - Made AI look at current instead of max strength of the county's top liege
- - Made AI factor in their opinion of the county's top liege
- Reduced prestige maintaince cost of MAAs
- Reduced activities cost a bit
- Reduced activity cost in late medieval specifically
- Crown/Tribal Authority/Imperial Bureaucracy changes:
- - Added vassal limit at base
- - Added vassal limit reduced with level
- Reduced vassal limit from rank by a lot
- Added vassal limit reduction as a Tribal era modifier
- - Tribal governments get a compensating modifier since they're locked to Tribal era
- Added vassal limit modifiers to some innovations
- Increased length of short reign modifier
- Minor fixes in AI culture conversion task logic

Обновление: 3 март в 6:09

- Fortification buildings changes:
- - Reduced levies from Ramparts (forest ones)
- - Added some levies to all other buildings
- - Removed all MAA bonuses
- - Removed other random bonuses (tax, supply, plague res)
- - Reduced AI weight for all buildings (especially Curtain Walls)
- Mercenary Company changes:
- - Reduced levies to 100 for all company sizes
- - Doubled the amount of knights
- - Slightly increased MAA count for large companies
- - Slightly increased cost per MAA regiment
- Holy order changes:
- - Reduced levies to 100, removed scaling with number of holdings
- - Doubled MAA count per holding
- - Increased cost per MAA regiment
- - Reduced hire discount for patron to -75%
- - Increased cost to hire already hired holy order
- Reduced bonuses/penalties to vassal contributions from liege's rank
- Made sure you can't cheese church construction by court chaplain event
- Removed 20% development growth bonus for coastal county capital provinces*
- Added 5 plague resistance to coastal baronies

* - Added by paradox due to coastal counties suffering from plagues way too much. Plague resistance on coastal baronies should do the same without giving dev buffs.

Обновление: 1 март в 10:16

- Doubled holding construction cost and increased it's scaling a lot
- Reduced amount of modifiers in crown authority (same effects)
- Removed piety and head of faith opinion bonuses to liege from theocratic vassals
- Added a small legitimacy gain bonus to AI since it can't hold court

Обновление: 28 февр. в 7:56

- Minor fixes