Crusader Kings III

Crusader Kings III

Sane Warfare
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Actualizare: 16 sept. 2020 @ 14:19

Series of small localization fixes.

Actualizare: 16 sept. 2020 @ 14:15

Actualizare: 16 sept. 2020 @ 14:07

Actualizare: 16 sept. 2020 @ 14:04

Fixed oversight with today's Crown Authority changes that made rulers with high+ crown authority unable to revoke titles...

Actualizare: 16 sept. 2020 @ 13:57

- Minor Balance Changes to many things.

- Added Game Rules :

1. More difficulty options :

- Hard : +25% Tax income for all AI characters (including your vassals).
- Very Hard : +50% Tax income for all AI characters (including your vassals).

These do a lot to help them build, since at this point the logic is fine - they are just starved for money! Hence, at least for now, the default difficulty is Hard.

2. Domain Limit Ruleset :

- Sane Warfare : Holdings above your Domain Limit will not provide you any levies or taxes, but will not cause penalties to your other holdings.
- Vanilla : Holdings above your Domain Limit will cause percentage penalties to tax and levies from all your holdings, as in the vanilla game.

Actualizare: 16 sept. 2020 @ 13:29

Actualizare: 16 sept. 2020 @ 13:26

Actualizare: 16 sept. 2020 @ 12:21

Actualizare: 16 sept. 2020 @ 11:58

Version 1.04

-Might have fixed the big bad when it comes to the building logic.

For some reason, paradox assigned constructing main holdings an outrageously huge weight. Thus, vassals were constructing new holdings (which they would hand out to new characters because domain limit anyway), instead of improving their own existing ones, and the rulers...

The rulers were building holdings/buildings everywhere in their realm, and would almost never build any buildings in their ACTUAL holdings, even the capital, until they were done constructing every single main holding that didn't yet exist, and even then would prefer to improve those rather than their own.

This caused barons' baronies to be the most developed, followed by counts, followed by dukes, followed by kings, followed by emperors's last, and I believe has now been fixed, but haven't yet had time to test it thoroughly.

It might well have been the reason behind the vanilla logic sucking in the first place - it made all characters that were relevant not build anything in their own holdings, just so they could spend thousands of gold on creating new holdings to have more barons, or improve the holdings of their counts and dukes, who would then depose them because they would grow stronger than their generous lieges.

- The topmost liege (who is usually the relevant character) will no longer construct buildings or holdings outside his domain (in a random baron/count/duke's holding), unless the AI logic tells him the building/holding in question is worth at least twice as much as the best option within his holding.

This (if it works like I think it does) should dramatically improve the quality of the domains of rulers around the world, and therefore make them much tougher to beat.

- Holdings (castle/city/temple) AI building logic reworked entirely. AI cares about upgrading the main building (castle/city/temple) more, the more buildings (and upgrades) the holding already has, and kings/emperors should make
improving their capital holding their first priority. Castle main building levels should no longer lag behind city/temple ones in the mid/lategame.

- AI now prioritizes constructing buildings over MAA between 50% (while having no men-at-arms) and 100% (while having the goal amount based on income) of the time. It was 0%->100% previously. This should make it build more early on, rather than it picking up its building sprees from midgame onwards.

- Restricted diplo range is now the default. Results in better map.

Actualizare: 16 sept. 2020 @ 11:34