Crusader Kings II

Crusader Kings II

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Rebalanced Governments and Religions
   
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1.598 MB
26 Aug, 2016 @ 7:23pm
27 Apr, 2020 @ 10:16pm
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Rebalanced Governments and Religions

Description
===For_All===
The cost of creating titles has been halved.
Technology spread rate has increased between your own lands.
Technology will spread quicker between those of the same religious group, and between trade posts.
AI Characters below 10 diplomacy/stewardship will now consider having a Feast, Blot, or Fair, but at a lower rate.
Game will make chars make more friends, and maybe a few rivals
AI aggressiveness has been changed, everyone is slightly more likely to go to war, however Offensive/ Defensive religions are less extreme
Rulership Focus is slightly better now, this works best with my Fixed WOL mod

===Revolts===
Revolts have been rebalanced
Very powerful revolts are set to be the standard that remains mostly uneffected though the 'Powerful' game rule is recommended
Revolt risk for a different Religious group is now 3%
Nationalist and heretic revolts have been nerfed

===Marriage AI===
The AI will prefer marriages with a child of a ruler
They will prefer a marriage with a threatening realm
The AI marriage calculation has been redone, its not perfect but far better then whats in vanilla
Chars will no longer randomly marry someone when they turn 16, they will sometimes wait a few years looking for a good candidate.

===Technology===
Tech points give higher bonuses
Realms will be much richer and more stable late game

===Prosperity===
Prosperity gives larger bonuses
Prosperity gain has been reworked, non-feudal lands can expect more steady prosperity
Diseases lower prosperity faster, but hospitals are better at slowing it down
At about Hospital lvl 2 diseases will lower a provinces prosperity at about the vanilla rate.

===Personality Traits===
In this feudal simulator much more women will be Chaste
Certain traits will make it more likely to lose other traits, like how being envious will make it more likely to lose the patient trait, or how being diligent will make it more likely to lose the gluttonous trait, or how being zealous, diligent, or ambitious will make it more likely to lose the slothful trait.
Being a female will make it more likely to lose the gluttonous(got to keep that figure) and lustful(for medieval slut shaming) trait.
Being Cynical will make it more likely to lose some 'moralistic' traits, while being zealous will make it more likely to lose 'sinful' traits. Being old will also make one more likely to lose the lustful trait.
Chars with the Decadent trait are more likely to lose good traits
This will make it so that fewer characters will have a silly amount of traits.

===Heresies===
Heresies will form at a higher rate, but religious heads should be more capable and proactive in striking them down
The base of heresies appearing has been doubled, though there is no penalty for having under 60 moral authority, which helps the smaller, weaker religions tremendously.
Heads of religion will be very proactive in rooting heresies out, and be quite effective at doing so.
Catholic Heresies do not spawn before AD 1000 (because these heresies did not exist in these early years)

===Concerning_Adventurers===
Iranian and Arabic Characters are now also potential candidates of conquest adventurers.
Conquest adventurers will find closer targets. (No more Norse conquest of Athens)
Adventurers in general will have larger armies.
Horde Adventurers will have large armies.
Adventurers will no longer target the dutchy of Latium, the papacy
Raiding adeventuerers for Vikings and Nomads has been buffed, especially for nomads

===For_Republics===
Trade zones will give a bigger bonus to a city's income.
All palace buildings are now cheaper -- except for the mansion buildings which give more levies
The Palace building for retinue now give double retinue size increases
Patricians don't have to pay so much in taxes to their liege, meaning more powerful minor Houses
Trade posts are cheaper
These changes make this mod incompatable with my: Larger retinue for Republics mod

===For_Nomads===
Nomad AI will be more aggressive at high manpower.
Nomad AI will now consider pillaging non-tribal holdings.
Nomads at gamestart will have a larger population and army.
Nomads will gain money, population, and manpower quicker.
The Unstable Hordes Game rule is recommended for this mod.

====For_Muslims===
Decadence effects army moral more negatively:
Decadence scales for realm size
At 0% it will give a 20% bonus while at 100% will give a 80% reduction.
At 100% decadence there is a 100% reduction for vassal limit.
The Jizya Tax will give -10% Levy Size
Characters more likely to take the Hajj
Characters in general will become decadent at an increased rate.
Though it is rare, King and Emperors may gain the decadent trait.
Though it is very rare, children may gain the decadent trait, it won't effect Decadence gain, but it will effect the traits they will gain when reaching adulthood.
After a successful decadence revolt, rulers are more likely to take the opportunity to break off.
Observing Ramadan now only cost 50 gold and will reduce decadence by only one instead of three
The AI will sometimes Observe Ramadan, helping them deal with decadence and somewhat keep up with everyone else in producing prosperity
Muslim Furusiyya are overall better and cheaper, the AI will have more of them
Muslim are more likely to choose a religious philosophy.
The Muslim schools give better bonuses.
Muslims are more likely to choose the school that their liege follows.

====For_Catholics===
AI will take the Pilgrimage twice as often for those with the Abraham DLC
AI will take the pilgrimage 50x as often for those with the Way of Life DLC for those with the Theology focus
The pope will hand out gold to those fighting the infidel at an increased rate, especially when the pope is rich.
Those with the Sons of Abraham DLC will have events involving monks fire more, which will be better.
Owning a relic and becoming a True Christian Knight will have far better outcomes.
Free and Papal Investature buffed, Free Investature is viable now
Reconquesta's are much more formidable now

===For_Feudal===
+++
Tournaments are fabulous now.
You get more events, and the bad outcomes are less likely.
Characters are less likely to die, are slightly less likely to get maimed and will get wounded about just as often.
They are only 100 gold now and the AI will have them more often.
+++
Summer Fairs have been redone, they are also fabulous now
Summer Fairs are now the most cost effective decision in the game to gain prosperity
They are cheaper to have and the AI will have more of them
They give more traits, and some have a chance to remove Stressed and Depressed, if the AI has either of these then they will have fairs more often.
Please feel free to try them and post your experience down below.
+++
Legalism lvl 2 unlocks Late Feudal Admenistration, expect more stable Feudal realms post 900AD
+++
Less Characters will reject a feast invitation.
Feasts are more likely to result in a friendship.

===For_Tribals===
At their base Tribal holdings make more gold now
Their prestige cost bildings are cheaper
Hillfort and Market buildings have been buffed
Defensive pagans have better access to piety troops when defending against an enemy of another religion
Prestige troop only cost 400, and Piety troops only cost 100, they also cost less gold, but they each give proportionally less than they normally would.
Prestige troops are expensive and Piety troops are cheap in terms of maintenance
(With these changes Tribals shouldn't be so easily bullied by their buffed Nomad neighbors)

===Religion===
Pagans have a reduced bonus to levy size, making Christian tribals more equal in power

Now compatable with 3.3.2

Link to my mod folder, just take the two you need: https://www.dropbox.com/sh/wu6iximybdk86dh/AACNm9YN0S_M-kNImh3ebw3Ta?dl=0
96 Comments
Chemical 16 Mar, 2023 @ 8:20am 
If you take the files from the mod folder and put them in another it will work.
For example: I downloaded this mod and performance&authenticity (P&A for short).
I deleted the files from the P&A zip (don't touch the .mod file) and took the files from this mod and moved them into the P&A folder. Then just run normally.
Ama Boducam 18 Feb, 2022 @ 1:18am 
On 3.3.5.1 (SOHY) mod does not work. Both from steam and from the link. I specifically checked for potential conflicts with other mods, and did not see any interference.
So sad.
Wotan von Edelsburg 31 Dec, 2021 @ 10:46am 
update?
Proctor 22 Mar, 2021 @ 9:24am 
I can't see any changes, even with only this mod enabled. Does it need an update?
Carlos Ozono 24 Feb, 2021 @ 5:41pm 
How exactly AI decisions work when it comes to getting married? can you make a mod only with that?
Bueno Horse  [author] 29 Aug, 2020 @ 8:04pm 
It should be Nept
Wotan von Edelsburg 29 Aug, 2020 @ 12:33pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1732506092 Is this compatible with the mod "Trade improved"?
Wotan von Edelsburg 29 Aug, 2020 @ 12:31pm 
3.3.3 compatibel?
Bueno Horse  [author] 27 Apr, 2020 @ 10:31pm 
Okay guys, that was probably the last update I'll ever give this mod I think, I'm pretty happy with the state the mod is in, so It'll probably be the same for here on out.
Bueno Horse  [author] 27 Apr, 2020 @ 8:56pm 
Those two should be fine, I even made a WoL mod that changes the way AI selects focuses