Crusader Kings III

Crusader Kings III

Sane Warfare
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Update: 16 Sep, 2020 @ 10:38am

Update: 16 Sep, 2020 @ 7:58am

Update: 16 Sep, 2020 @ 7:37am

Update: 16 Sep, 2020 @ 7:33am

Update: 16 Sep, 2020 @ 7:22am

Update: 16 Sep, 2020 @ 7:03am

Update: 16 Sep, 2020 @ 6:49am

Update: 16 Sep, 2020 @ 6:43am

Update: 16 Sep, 2020 @ 5:23am

Presumably the last change of the 1.03 cycle.

- Tier 2 holdings (castles/cities/temples) increase the holding levies and garrison by 25%.
- Tier 3 holdings increase the holding levies and garrison by 50%.
- Tier 4 holdings increase the holding levies and garrison by 100%.

Combined with the other changes, this results in roughly the levy numbers of before the no-levy-bonus change to development - but much more infrastructure-based, and without the horrid impact on the early game, which I didn't foresee, because observer games.

Update: 16 Sep, 2020 @ 4:58am

Balancing.

- Vassal Levy/Tax multiplier from Crown Authority is now :

100% at Autonomous (Unchanged)
110% at Limited (Was 100%)
120% at High (Was 110%)
130% at Absolute (Was 135%)

This helps the AI a bit, since it struggles to go up and maintain higher crown authority levels more than a player does. It also means most rulers will get slightly more gold, and levies.

- Feudal vassal base levy contribution depending on contract is increased from 10%/25%/35%/50% to 16.6%/25%/33.3%/50%. In practice, this helps AI get a bit more levies lategame since they aren't exploiting maximum levy contracts like players do - in fact, they tend to end up lax, because vassals are quite powerful. High levy obligation is now -10 opinion rather than -15, because of the smaller jump.