Crusader Kings III

Crusader Kings III

KGD: The Great Rebalance
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Update: 19 Feb @ 4:39am

- Nerfed most of the special buildings
- Fixed levy reinforcement rate from buildings being way too high

Update: 18 Feb @ 7:46am

- Restricted legitimacy from battles a bit more, now you have to be the smaller side
- Buffed tribal obligations
- Redid some realm law AI logic (it caused div/0 errorlog spam for no reason)
- Fixed tribal government loc

Update: 17 Feb @ 7:51am

Added the thumbnail

Update: 17 Feb @ 5:59am

- Rich Court Chaplains can now ask lieges to allow them to build church holdings

- Nerfed Greedy, buffed Generous (traits)
- Made AI a bit more aggressive
- Reduced AI score for both kinds of artifact wars
- Reduced alliance acceptance for close family with claims
- Reduced how AI takes cost into account when choosing MAAs
- Tribal characters should more consistently start with MAAs
- Minor bugfixes

Update: 16 Feb @ 5:27am

- AI lieges can now change contracts through tyranny just like the player can
- - This hopefully will help AI with managing vassal contracts
- Non-independent Theocracies earn a bit less now
- Fixed some unintended behavior with AI constructing invalid holding types

Update: 15 Feb @ 8:45am

- Revered nerfs and gave out massive buffs to Crown Authority and Imperial Bureaucracy
- - Opinion penalties for both are a bit harsher
- - AI should not raise them if average vassal opinion of them is too low
- AI should tyrannically revoke titles less if weak or recently landed
- Claimant faction: success bans members from joining factions for a couple of years
- Claimant faction: characters not participating in the war will not get a hook
- Characters that become landed through partition get some starter MAAs
- Admin vassal tax and levies obligation base has been decreased
- Feudal vassal levies obligation has been increased
- Lowering Feudal obligations gives twice as much vassal opinion

- Provinces now store up to 18 months of income as loot (from 12)
- Loot carried per soldier doubled
- Minimum amount of soldiers in the army to be able to raid decreased to 150

Update: 14 Feb @ 3:36am

- More random fixes.

Update: 14 Feb @ 3:17am

- Fixed legitimacy for battle victories not triggering
- Actually enabled the aforementioned money-sink for theocracies

Update: 14 Feb @ 1:42am

- AI should develop and especially culture convert counties more
- Constantinople nerf
- Added a money-sink decision for theocracies that boosts their development

Update: 13 Feb @ 6:44am

- Rebalanced all of the traits
- - Reduced passive prestige (and piety?) gain by a lot
- - Chancellor: Foreign diplomacy prestige halved
- Nerfed a couple of court types
- Reduced minimal hostile county attrition
- Potentially made AI build at least 1 actual military building in their counties
- Revered Ask for Gold acceptance bonus from treasury nerf
- Slowed down innovation discovery rate
- Innovations from previous eras get a bigger discovery progress bonus