Crusader Kings III

Crusader Kings III

KGD: The Great Rebalance
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Update: 6 Sep @ 1:12am

- Low legitimacy makes vassals refuse imprison/revoke/retract attempts without tyranny wars, instead liege loses prestige

- Merged kingdom of Anatolia into Rum in 1178 start date
- Made development threshold for removing Backwater modifier scale with era
- Reduced "Restore %REALM%" (removes backwater modifier) decision cost a bit
- Reduced legitimacy penalty from marrying lowborns somewhat (most noticable for counts)
- Reduced legitimacy penalty from marrying lowborns while having Communal Possessions tenet
- Reduced chance of being wounded/maimed/killed when commanding armies a bit
- Removed treatment of Wounded trait while in combat
- Added advantage penalties to wounds trait group
- Sway scheme changes:
- - Doubled success chance for knowing target's language
- - Lowered base success change (same total when knowing target's language)
- - Reduced "previously swayed" penalty a bit
- - Reduced minimum success chance a bit
- - Reduced rank difference bonus/penalty vs landed characters
- - Increased success chance penalty for being rivals
- Reduced influence bonus of Murex farms
- Removed legitimacy gain and MAA toughness bonuses from Hospices
- Made AI build Murex farms only after getting an actual economic building first
- Made AI build Hospices only after getting an economic and a military building first
- Reduced AI acceptance of imprisonment of wealthy courtiers
- Reduced AI acceptance penalty for marrying lowborns if it has Communal Possessions tenet
- Fixed "previously swayed" sway scheme success chance penalty not applying correctly
- Fixed AI never building in Constantinople in certain cases (or any other barony, really)
- Fixed Murex farms generating in Backwater counties on game start

Update: 29 Aug @ 6:58am

- Added monthly legitimacy bonus to Sicilian parliament building
- Increased prestige bonus of Sicilian parliament building
- Reduced gold cost of swinging scales of power
- Reduced Heresiarch trait ruler designer cost
- Moved most of new Heresiarch bonuses to a new character modifier
- Whole of body perk tree changes:
- - Moved Iron Constitution to come right after Restraint perk (instead of Know Thyself)
- - Moved Healthy to come right after Wash Your Hands perk (instead of Iron Constitution)
- - Moved Know Thyself to second-to-last position in the tree (instead of Healthy)
- - Swapped around Mental Resilience and Carefree perks
- - Nerfed stress gain reduction of Carefree perk
- - Removed plague resistance bonuses
- - Added attraction opinion to Restraint perk
- - Added prowess bonus to Healthy perk
- Entrenched regency changes:
- - Relaxed requirements of Attempt to Overthrow Liege decision a bunch
- - Restricted Disgraced and lieges with no prestige from using Dismiss Regent interaction
- - Added prestige penalty for liege for refused Dismiss Regent interaction
- - Reduced swing penalty for regent for refusing Dismiss Regent interaction
- - Reduced monthly diarchy swing change towards baseline by a lot
- - Increased swing balance for vassals, powerful vassals and councillers
- Quadrupled chance of being discovered while performing Search for secrets task
- Fixed continuing spying on liege not giving a valid imprisonment reason to the liege
- Fixed non-independent dukes and counts paying more than intended for swinging the scales
- Fixed Sicilian parliament building giving way bigger dev bonuses than intended

Update: 19 Aug @ 3:06am

- Fixed AI lieges sometimes lowering vassal obligations with their changes

Update: 16 Aug @ 12:30am

- Reduced duration of Devastated by Occupation/Raids modifiers
- Reduced building/holding build cost bonus from Watermills line of buildings
- Removed herd gain multiplier from Diplomacy skill
- Added monthly lifestyle xp gain malus to Stress all levels
- Strategist perk tree changes:
- - Added army damage and enemy fatal casualities bonuses to Envelopment
- - Removed countering efficiency from Envelopment (bugged modifier)
- - Reduced movement and travel speed bonuses from Organized March
- - Reduced nomad-specific bonuses
- Dynasty legacies changes:
- - Added small vassal tax and levy bonus to Brilliance legacy 1st perk
- - Reduced stewardship xp gain and personal scheme bonuses of Brilliance legacy 2nd perk
- - Reduced both bonuses of Brilliance legacy 3rd perk
- - Swapped defender advantage to attacker advantage in Pillage legacy 2nd perk
- - Reduced heavy infantry size bonus of Pillage legacy 2nd perk
- - Reduced diplomatic range bonus of Adventure legacy 1st perk
- - Reduced faith conversion cost bonus of Adventure legacy 3rd perk
- - Reduced movement speed bonus of Adventure legacy 4th perk
- Fixed Teach court increasing trait xp when it's already at max
- Fixed vassal being at war cancelling tour stop (isnt actually a bug)
- Made AI a bit more likely to host a tournament (prev change might've been overkill)
- Made AI more likely to leave confederation (especially if their realm is big)
- Made AI less likely to pick activities dynasty legacy (especially on harder difficulties)
- Made AI less likely to pick pillage dynasty legacy if they're not tribal/nomadic
- Made AI less likely to pick legitimacy and legen dynasty legacy if they're not tribal/nomadic
- Updated localisation files

Update: 7 Aug @ 10:45pm

- Added building and holding cost discount to Renaissance Thought innovation
- Reduced gold cost of admin Adopt Feudal/Clan ways decision
- Doubled attrition for bypassing non-occupied counties
- Restricted anglo-saxon divergent/hybrid cultures from embracing English culture
- Northmen army changes:
- - Will no longer appear after year 1200
- - Reduced number of levies a bit (same maximum)
- - Split the levy stack in 2 (same total)
- - Increased MAA count
- Impose/Negotiate obedience changes:
- - Added reluctance scaling with actor's rank to both
- - Added reluctance for being rivals to both
- - Reduced dominance impact on both
- - Removed dread impact on Negotiate obedience acceptance
- - Reduced gold/herd bribe impact on Negotiate obedience acceptance
- - Reduced legitimacy impact on Impose obedience acceptance
- - Added a small dread malus on Impose obedience success
- Reduced dread and gold rewards for Nerge hunts
- Made AI use Impose/Negotiate obedience on their children more often
- Made AI embrace English culture a bit quicker
- Made AI a lot less likely to pick Winter warriors tradition
- Made AI host way less tournaments and a bit less tours
- Fixed wind/water mills not being avaliable for cultures with certain traditions in certain cases
- Updated localisation files

Update: 31 Jul @ 11:28pm

- Added minor renown gain bonus to Burial Site and Charnel Grounds duchy buildings
- Added 50% discount to swinging scales of temporary regency
- Added vassal opinion, dread baseline and dread decay maluses to Childhood traits
- Nerfed Veteran Adveturer trait
- Nerfed Clan succession laws minimal primary heir title share
- Restricted Male preference/only inheritance law the same way Female ones are
- Reduced xp gain from grand wedding events drastically (2-3 times lower)
- Changed AI scoring for duchy buildings to diversify them a bit
- Made AI build cities more
- Made AI theocrats actually build castles and cities sometimes
- Made AI revoke titles less vs not-too-weak vassals
- Made AI pick Reverence for Veterans tradition less often
- Made AI change their gender succession laws sometimes (esp to avoid equal+partition)
- Restricted AI from adding gender-specific succession laws to titles
- Fixed one of the Chancellor's Internal Affairs events
- Fixed starting succession laws being worse than intended

Update: 23 Jul @ 11:41am

- Travelling abroad for years will now swing Scales of Power against you (fr this time)

- Reduced cost of firing court positions
- Made declaring war on someone's child be considered a valid imprisonment reason
- Made co-monarchs grant domain tax instead of vassal opinion bonus
- Made being a co-monarch also grant some income to the character
- Prison interations changes:
- - Made Torturer trait remove most of the stress penalties for torturing
- - Removed stress gain for blinding/castrating prisoners for trusting/generous
- - Removed stress gain for torturing prisoners for trusting/generous/content
- - Removed base stress loss for torturing your-children-prisoners as non-sadistic
- - Reduced dread for blinding/castrating/disfiguring prisoners
- - Removed dread for blinding/castrating/disfiguring random prisoners
- Duchy capital buildings changes:
- - Reduced lvl 1 cost, Increased lvl 3 cost
- - Reduced cost of Tower of Silence
- - Reworked Royal Armories back to buffing levies again
- - Increased fort level from Marches
- - Added passive county development growth to Royal Gardens
- - Added +1 fort level to higher levels of Leisure Palaces
- - Added heavy infantry/pikemen pursuit and screen bonuses to Blacksmiths
- - Added heavy archers pursuit and screen bonuses to Archery Grounds
- - Nerfed most of all duchy buildings, above ones included
- - Added holding tax penalty to most of the buildings
- - Reduced existing holding tax bonuses by a lot
- Nerfed effects and added a skill malus to Bhakti/Patron Gods related modifiers
- Reduced experience gain bonus from the Astrology tenet decision
- Increased penalties of Infirm and Incapable traits
- Removed fertility penalty from Incapable trait (why is it there?)
- Made Declared war opinion penalty stack and increased its duration a bit
- Restricted secluded characters from being commanders
- Reverted War Elephants buffs (mostly) and reduced their damage by 15
- Reverted conquerors getting access to conquest CBs
- Made AI less likely to tyranically change contracts of vassals they like
- Made AI consider a bit more things when choosing co-rulers (any type)
- Reduced AI age thresholds for co-ruler (any type) related stuff
- Improved targeting of partition succession truces system (maybe)

Update: 18 Jul @ 12:46am

- Characters can now usurp Caliph title in certain circumstances
- Partition succession truces all heirs with each other for a year

- Lowered Steal herd cooldown to 3 years
- Lowered maintaince costs of all MAAs a little bit (except siege weapons)
- Added a minor stationed MAA toughness/damage bonus to all fortification buildings
- - Damage bonus gets added at lvl3 (same as toughness in blacksmiths)
- Fabricate claim council task changes:
- - Made fabricating duchy claims more likely for kings and emperors
- - Made fabricating duchy claims impossible for counts
- - Increased base task speed
- - Reduced speed scaling with councillers learning
- - Increased duchy claim fabrication cost a bit
- Replaced all %SKILL% per level of fame/devotion with +2 %SKILL% in holy sites
- Reduced lifestyle experience mult bonuses in holy sites
- Nerfed Foreign Armor internal building (Main yurt)
- Fixed House seniority not being properly unlocked through Partition innovation
- Made AI hire siege weapons earlier but have less of them overall
- Made AI way more likely to pick fabricating duchy claim when they can
- Made AI kings and above less likely to settle on fabricating county claim
- Made AI landed through partition more likely to hire MAAs (i hope)

Update: 15 Jul @ 8:59am

- Removed levy obligations from settled tributary contract
- Restricted the ability to appoint co-monarchs to dying* characters
- Fixed AI not building anything in drylands/floodplains

* - includes characters that have recieved Know thyself warning

Update: 14 Jul @ 8:05am

- Defeated attacker pays gold to all participated non-mercenary defenders based on their war contribution (same amount as before, just split between defenders)

- Allowed powerful vassals of same dynasty as liege to use claim throne scheme
- Restricted herd decay from applying to characters with less than 1000 herd
- Restricted theocrats from getting conqueror trait
- Capped feast influence gain
- Nerfed Finest horses internal building (Main yurt)
- Replaced health bonus with desease resistance in Medicine focus
- Increased stress cost of +stress options of mental breaks
- Doubled stress gained by resetting perks
- Made attacker pay gold to defender on losing tributary war (consistency)
- Increased cost cap of tributary war
- Innovation changes:
- - Replaced Primogeniture innovation with Centralisation
- - Made all succession laws to be avaliable one era earlier
- - Moved domain limit bonus from Gavelkind to Currency
- - Removed domain tax and herd income bonuses from Currency
- - Nerfed Plate armor
- Fixed CB cost discounts not applying to tributary wars
- Fixed not being able to join wars of your tributary/suzerain
- Fixed AI not starting legends (and pope spamming them)
- Fixed claim throne scheme being always avaliable to regents
- Fixed needing crown authority to pass house seniority with table of princes
- Fixed some rulers starting with negative prestige
- Lowered Obedient to you marriage acceptance modifier
- Made AI a bit less likely to try to make the pope its tributary
- Made AI pick +stress option in mental break events more often on Hard/Very hard
- Made AI more likely to pick stress coping options for traits it already has
- Made AI a bit more likely to pick good stress coping options
- Made AI a bit more bold in regards to pushing crown/tribal/admin authority
- Made AI always push crown/tribal/admin authority on Hard/Very hard