Crusader Kings III

Crusader Kings III

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Rebalanced Distance Matters
   
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232.003 KB
4 Jun @ 4:34am
11 Sep @ 11:04am
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Rebalanced Distance Matters

In 1 collection by I Am Full Truie
Immersive Hard
52 items
Description
Introduction
This mod is part of a broader "Rebalanced" lightweight mods series. (A breakdown from the former "Rebalanced +" mod)

I essentially made each mechanism its own submod so that players could pick only the aspects they want to see modified/added.

Indeed, everyone has a different idea of what needs tweaking in the vanilla game and what does not.

"Why not make everything Game Rule ?" one might ask ; i felt like having those as separate mods would make it easier from a player's perspective, as most people don't even bother tweaking the game rules.

It's also a little easier maintenance-wise on my end, and - I feel - more readable for players. You'll know exactly what you're modifying from your subscriptions/playsets.

All these mods will include a Game Rule (IF APPLICABLE) which will give you 5 settings :
- Values set to 33% of default - way easier/lighter
- Values set to 66% of default - easier/lighter
- Default (intended setting to play the mod)
- Values set to 150% of default - harder/heavier
- Values set to 200% of default - way harder/heavier





County Opinion and Control Growth Game Rule (default: OFF)




Additional game rule to apply the mod to Players and AI or Only Players is available as well.



Mod content
This mod makes it so all your vassals and subvassals will have an increasing negative opinion modifier the further their capital barony is from yours, starting at ~100kms, going down 5 points every 100kms, then every 200kms, then every 500kms, then every 1000kms, capped out at -70 at ~3000kms+.

There is faint silver lining though, as vassals very close to you (<100kms) will receive a +5 Distance opinion modifiers towards you.

The idea is to replicate the natural ties that arise from simply being close or far away from authority, especially during medieval times.

This will, overall, nerf bigger kingdoms and empires and buff a tiny bit very small realms.

The game will refresh the modifier every year, making sure new vassals get the modifier and former vassals have it removed.









Compatibility
Pretty much everything.



Savegame compatibility
Yes, provided you wait for the next January 1 for the game to update.



Available Languages




MY MODS




Rebalancing / Lightweight Mods


[www.patreon.com]
35 Comments
Ranger 12 Sep @ 12:39am 
@I Am Full Truie Oh I know!! I hate seeing that exact message on my own mods lol Also I see you updated. Thanks!
I Am Full Truie  [author] 11 Sep @ 12:06pm 
@Ranger np man, when it's civilly expressed and not "WHERE UPDATE" i'm always happy to reply
Ranger 11 Sep @ 11:07am 
@I Am Full Truie Yeah I was seeing as much. Thank you for answering my surely annoying questions and for the mod.
I Am Full Truie  [author] 11 Sep @ 11:05am 
@Ranger i'll check but i see no reason as to why it would not work, it does not overwrite anything from the base files, rather it just adds its own things on the side
Ranger 11 Sep @ 11:04am 
@I Am Full Truie So it is working just fine? I was looking at the code and figured as much but wanted to be sure.
I Am Full Truie  [author] 11 Sep @ 11:03am 
@ENFP thanks for the info mate, i'll update to latest version just to get rid of the warning sign
ENFP 11 Sep @ 10:30am 
@Ranger trust me, the latest patch did not break this. You can just keep using it.
Ranger 11 Sep @ 10:29am 
@I Am Full Truie I love this mod and it has made its way permanently into my playlist. Is there a planned update?
I Am Full Truie  [author] 15 Jul @ 9:40am 
@ck3user7748 hi ! if any of the mods is in gambo's supercompatch, put it before, else put it at the end preferably yes ! :)
ck3user7748 13 Jul @ 10:49pm 
love the concepts you have broken down into bite-sized mods. Are these save game compatible? I'm guessing yes? If I'm using a modlist such as Gambo super compatch, I'm guessing I should put these at the end - is that correct, or does the order not even matter due to how you've implemented the mechanics?