Crusader Kings III

Crusader Kings III

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BCK - Stronger Holy Orders
   
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7 Mar, 2024 @ 6:37pm
6 Jun @ 6:37pm
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BCK - Stronger Holy Orders

In 1 collection by Suetam
Better Crusader Kings
27 items
Description
BCK - Stronger Holy Orders


This mod significantly strengthens Holy Orders.
Holy Orders now scale more effectively with their holdings, making them far more powerful allies or enemies:

  • Start with 600 base levies, and gain +300 levies per holding.
  • Begin with 3 Men-at-Arms (MAA) regiments, and gain +1.5 MAA regiments per holding.
  • Start with 3 knights, and gain +1 knight per holding.

Prepare for Holy Orders to play a much larger role in warfare!

About my mods


Hey everyone! I’m creating a series of modular mods, small, focused improvements, that enhance different aspects of the game. Since they’re modular, you can pick and choose only the features you want to include in your gameplay experience.

Links


[ko-fi.com]
[github.com]
[github.com]
15 Comments
finallyciv 26 Aug @ 10:24am 
It would be nice if the battle stats of Holy Orders were affected by Fervor.
DrakeSteele 12 Aug @ 7:56am 
It's already bad enough I spend the entire day/night setting up characters, relations, positioning story point prompts etc before I start my new games :P I tinker a lot for the sake of building stories, playing narratively rather than approaching it from the arcade game direction of just toiling with mechanics and random events. After I added your stuff I spent the night getting started with overhauling character models and aesthetic assets to make the experience more immersive with more compelling characters. I've done a few games where I tilted my gameplay goals based on finding a character in the mix I thought was cute or something like that. Hell I've had a game or two where I coupled up with an ideal courtier and gave up potential huge diplomatic marriages.
Suetam  [author] 12 Aug @ 4:41am 
This is realy a problem and can happen with frequency with paradox games kk
DrakeSteele 11 Aug @ 9:21pm 
Unfortunately I won't be able to do any manual adjusting myself. Last time I got into that I found myself hand designing solar systems and planets in Stellaris, and it got excessive lol.
Suetam  [author] 11 Aug @ 8:51pm 
DrakeSteele, this is altered directly in the game definitions file, so I can’t add a game rule for it.
But you can download my mod from the git hub and adjust what you want, is very simple.
DrakeSteele 11 Aug @ 7:21pm 
Can you make game rules to add scaled options? Your initial mod is good for standard vanilla balance, and some build stories with lots of mods and tweaks and the numbers get more significant. I'm doing several games with holy land coming and going, and I could see great themes from declaring little holy wars and then summoning up the allied holy order with a full stack legit army that can run rough over the enemy.
Shadow Wizard 2 Jun @ 9:37am 
can you increase the amount of holdings they can have and reduce the cooldown
Suetam  [author] 14 Mar @ 8:38pm 
Mod is updated, i adjusted only one thing, that is the limit of holy order that you can hire, you can hire the maximum of three holy orders now.
Suetam  [author] 13 Mar, 2024 @ 3:03pm 
Alzen, it is, but it won't change the actual status of the holy order, only what it will get after getting a hold, or you can destroy and recreate the holy order.
Alzen 13 Mar, 2024 @ 1:21pm 
Is the mod save compatible?

What happens to already existing Holy Order when activating the mod on an ongoing save?