Crusader Kings II

Crusader Kings II

Rebalanced Governments and Religions
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Update: 27 Apr, 2020 @ 10:16pm

AI logic for joining a crusade has been altered, more duchies will join less counts and kings.
More thought and caution will be put into joining a crusade.
Crusades will now happen every 40 years, not 30.

Islam will have heretics at a slower rate.
Heretic and conversion speed has been slightly altered.
Low moral authority doesn't have heretics spread very quick, weak religions will have a chance to recover.
Jewish settlement event has been scaled back, I had it on too high before.

Islam is less of a pushover now, muslims AI can blob now.
Muslims will have less bad traits and will choose theology education focus more.
Muslims will make more or less money dependent on decadence, Muslims more likely to rebel against decadent liege

"Peaceful" (Indian group) religions are less stable now, will rebel more than before.

Tech has been more returned to a vanilla state, was too easy to get crazy rich late game.
Late game republics are nerfed with less retinue.

Smaller realms are more powerful, capitals get a bigger bonus to levies, holdings in same duchy that capital is in get slightly bigger bonuses.

Update: 26 Mar, 2020 @ 7:04pm

Slight changes:
Diseases depopulate areas slightly more often.
Muslims more often observe ramadan more often.

Significant Changes:
Crusades give gold pot out more equally.
Can receive no more than 10% of pot to any single participant now.
Smaller realms much more likely to get a small share for their small military aid.
Less artifacts handed out in crusades.
Gold pots are not silly massive by the end of crusades any more.

Update: 5 Mar, 2020 @ 9:03pm

Religious bonuses rebalanced/ mostly reduced
Hindu's & Norse are less OP
Eastern European defensive religions are less effective in home territory

Miaphysite religion less likely to have heresy pop up, making them more viable and less likely to implode due to their inevitable low religious authority.

Some tribal buildings now have a tiny income bonus like shipbuildings and hillforts.

Jewish settlements are now a bigger deal, and they help tribal settlements now.
They are much more likely to trigger, especially for the miaphysite religious group.
Uprisings, diseases and the inquisition will now remove Jewish settlements in addition to the expel action.

Diseases are more devastating but last a shorter period of time, and AI will now build hospitals at a reasonable rate.
Epidemics are more likely to get characters sick, but again, epidemics don't last as long.
The special buildings for hospitals have been reduced in cost and improved on, a soup kitchen will no longer require a kingdom to fund.

Update: 23 Aug, 2019 @ 8:47am

AI logic added for choosing children's education focus
Children of rulers more likely to choose pride, girls more likely to be educated in etiquette.
Tribal, nomad, and lower nobility more likely to give boys struggling education.

Straight girls much more likely to gain groomed trait, and slightly more likely to be kind.

Muslim child rulers more likely to become decadent before 16th birthday.

Merchant republics rebalanced so that trade post give less gold.

Update: 16 May, 2019 @ 9:37pm

Updated for patch 3.1.1

Update: 1 May, 2019 @ 7:10pm

Very minor changes

Giants not have +20 combat ratting, up from vanilla +10
Nomads have get very slightly less gold from manpower
Muslims get very slightly more decadence based on realm size
Slightly more likely to get the event that makes a new province for characters with average stewardship

Update: 4 Apr, 2019 @ 9:42pm

Compatible with Wonder update
Adjusted Aggressiveness of AI
Catholic gets no heretics before AD 1000
Various other minor tweaks

Update: 17 Jan, 2019 @ 2:11pm

Update: 11 Jan, 2019 @ 6:25pm

Tweaked a little bit of everything
Finally happy with the state of this mod post Holy Fury

Update: 14 Dec, 2018 @ 1:48pm

fixed minor issues with latest update