Crusader Kings III

Crusader Kings III

Realism & Balancing
Počet komentářů: 268
Hanlein  [autor] 18. říj. v 6.50 
@pablomarti354

Hi, you dont need default rules, its recommended for less bordergore and game performance tho ^^ Thank you, i will keep the mod updated as long as i can.
pablomarti354 17. říj. v 23.33 
Hi! Do I have to set all game rules to default to play with this mod, or can I change them? I fully read the pdf file but I’m still not sure. Thank you for this great mod, I really hope you can keep updating it!
In'ei 11. říj. v 22.47 
I'd probably also suggested to add domain limit increase for governor trait - at least at higher xp level(s). It would make sense for experienced governor to be able to manage more territories.
In'ei 11. říj. v 11.58 
@Hanlein It was another mod issue indeed (Immersive Mercs & Raiders mod to be specific, which replaces government files for some reason), so sorry for inconvinience , though, there still something have to be done regarding domain size for nomad rulers, methinks, as nomad legitimacy is somewhat different from normal legitimacy and is not providing domain size with your mod.
Hanlein  [autor] 11. říj. v 10.38 
Oh my mistake, base game definitely have nomad legitimacy but I don't think the issue is related to this mod because nomads definitely have a legitimacy bar with this mod too. I personally tested both vanilla and with only this mod. It might be conflicting with another mod, or you might not have updated the mod.

If the issue is that nomads become powerless after changes to legitimacy and domain limits with this mod, i can think something for next patch.
Captain Smollett 11. říj. v 9.56 
Nomads defintely have legitimacy in vanilla
In'ei 11. říj. v 7.19 
@Hanlein Are you certain there is no misunderstanding here? Cause I am pretty certain they have legitimacy, receive quite alot legitimacy from activities and events, you have some buildings in your nomad capital that improve amoung of legitimacy you get and legitimacy bar for them only disappears with your mod enabled. I could understand if it was some kind of mod feature, but there's quite a problem with nomadic rulers' domain with that. As they already having quite penalties to it, and it is getting reduced even further with how stewardship works in your mod without additional lifestyle traits. For example "duke" level can control only 2 counties, and having 4 will make your herd stop growing at all cause of penalties.
Hanlein  [autor] 11. říj. v 6.59 
@In'ei This is a vanilla feature, nomads dont have legitimacy. Mod is up to date! ^^
In'ei 10. říj. v 21.24 
I take it this mod was not updated for horse lords dlc? As it seems nomad government totally lacking legitimacy bar with it for some reason.
Adrien 23. zář. v 13.35 
is it compatible with agot? anyone tried it?
Pepega 18. zář. v 11.40 
Ed Balls, I think youre just yapping without even playing the mod...100 years of observe mode quickly goes against what you claim.
Hanlein  [autor] 18. zář. v 9.42 
lol how do you read?
Ed Balls 17. zář. v 12.58 
lol doesn't this cripple the AI? how is the AI gonna get that much prestige to ever go to war?? silly mod that does the opposite of what it purports
John Lenin 13. zář. v 15.43 
Yes! I’ve been waiting so long for this. It used to be one of my favorite mods when it still worked.
Hanlein  [autor] 13. zář. v 14.01 
I will continue with the updates, I have adapted the mod to the new changes, and now it's time to balance the new dlc contents. I have also started to identify things that need a rebalance or a change from old contents. If you see anything or have any ideas, I would be very happy if you could let me know. PDF file is not fully updated yet but it has %90 of the mod's content so no worries, i will update it too.

@peequi
Thank you, will try that and see how it works out.

@[Army of Two] AXIS
Yes i will continue ^^ Thank you for nice comment,
[Army of Two] AXIS 13. zář. v 7.07 
Thank you and hope tosee this mod continue after China dlc release. Your PDF is VERY helpful, your ideas are very well thought out against each other. Keep it up, it is great work youre doing!
Yagram 12. zář. v 11.26 
ty :3
:steamthumbsup:
peequi 12. zář. v 11.05 
Thanks for update, also thanks for documenting all the changes in the PDF file. Very professional of you.

May I suggest to both the modder and users of this mod to consider altering the Levy attack and toughness even more! I am using another mod that makes levies 40/40 while weakening the men at arms, yes 40/40. It sounds weird and looks weird in game but it has truly balanced my games, although on paper I know it doesn't make sense that levies are stronger than Pikeman but it made the game better for me at least.

Something to consider, everyone have fun.
Hanlein  [autor] 12. zář. v 10.58 
Mod is up to date! Enjoy.
Hanlein  [autor] 6. zář. v 12.14 
Im waiting for coronations update guys just wanted to let you know. Already working on adapting mod to khans of steppe.
Chris 5. čvc. v 14.34 
I've uploaded my updated version of the mod. Find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3517291148
Lera 29. čvn. v 6.12 
CK3 is a bunch of idiots that keep changing core scripts every update like they're trying to get rid of all their best modders. Absolutelyretahhhrded
Hanlein  [autor] 27. čvn. v 9.25 
Hey guys, i will be completely honest with you, i was overwhelmed by the work i must done after the major update and i was just done with ck3 but im planning an update to the mod in my free times, if i can give a time frame it would be 2 weeks to 4 weeks for the work must be done. I will only focus on adapting the mod to new version so there will be no major changes. After im done with adapting there could be further patches but im not giving any promises since my irl job occupying my time majorly. Thanks for the all the attention to the mod, i was thinking abondoning the mod tbh but these comments are motivating me <3

I have too much to say to paradox but words cannot describe my emotions :=) They completely change foundation systems each time major update drops. So all the work must be completely redone each time and its frustrating and exhausting.
Captain Smollett 27. čvn. v 3.09 
yea stupid ck3 devs imagine updating the game
Lera 26. čvn. v 23.20 
CK3 has a kink for messing up every single mod every single major update they do bychanging core script layouts and it's honestly the stupidest thing I've ever seen in any game
ZigingZagers 15. čvn. v 20.28 
@Chris can you add small tweaks such ass mortality in battles, more pregnancy issues, basically more dangerous for very hard difficulty?
Chris 15. čvn. v 2.46 
I've had a look at what's broken and it mostly has to do with additions and file changes from khans of the steppe. Some changes are easy to fix but I don't think it's coming back any time soon. I'm working on a re-balanced hard and very hard mod which includes most of the vanilla hard difficulties but applied in ways that can't be exploited by the player.
mcaidenvl 14. čvn. v 22.44 
Will this be updated?
ZigingZagers 9. kvě. v 19.23 
update please
Eltan 6. kvě. v 9.33 
update plz.....
John Lenin 5. kvě. v 5.50 
This mod now unlocks crossbowmen and such in 867. Completely breaks the game's balancing for the moment.
Innead 23. dub. v 2.32 
Has anyone tried this with AGOT? How is it?
Chosen 14. dub. v 17.29 
goooooood MOD!
калкалыч 12. dub. v 4.51 
@Chris
And now it's clear. I was confused by the large number of domains that count can have. I'm just used to the vanilla growth in the number of domains depending on the title. At first, you have fewer of them, but with each new rank of the title it becomes more.
Chris 12. dub. v 2.49 
The domain cap on legitimacy is set up in this way so it's consistent across all title tiers, before (in your scenario) if you was a count at max legitimacy and ranked up to a duke you would be knocked down to 5 domains despite just holding it no problem seconds before since dukes have 2 domains just like a count in the scripts. Without any technology the max domains any character can get is 5.

A count can hold 6 domains as you've said but then they're out of expansion options and need to rank up, dukes get over extension if they get too large and kings and emperors are almost always on near-equal footing anyhow so it doesn't really matter. It's more a consistency thing more than balance.
калкалыч 12. dub. v 2.31 
Oh, thank you. I think I've noticed how it works. There are fewer children, and automatic conception for the player works if you don't have children with your wife, after the first child, it seems you have to seduce the wife yourself. Useful if you don't need many heirs. I also want to watch the AI in observer mode. See how it behaves. Whether he'll have enough heirs. One more question. I really like the idea of limiting domains and legitimacy. I thought it was a bit unbalanced that a count at level 5 legitimacy has +3 to the number of domains. If you add to that his title of Count +2 and let's say that he is Scandinavian+1 you get 6 domains, just like a king or emperor. This is done with network play in mind or to balance the AI, so that it does not lag behind the player ?
Hanlein  [autor] 11. dub. v 8.59 
@[S.P.Q.R.]
That's a good catch; I'll fix this with the next patch. Mod disables auto-alliances, so it should not have -100 modifier anymore.

@Братішка No, you misunderstood, it means there is no virtual value to child limits anymore, vanilla game provides extra child limits in specific situations; the mod disables these unrealistic values. Everyone gets child more naturally now.

@Berlin
For the lite version it can be done. Main mod still needs the penalty tho.

@奪處猛男
These two mods together are complex already and with my mod they have problems naturally, sorry i dont know how to make compatch.
[S.P.Q.R.] 11. dub. v 3.06 
No one wants to marry my children because "Reluctant to agree to betrothal for ___ unless it creates (or reinforces) an alliance: -100". I think this mod disabling auto-alliances is the cause of this.
калкалыч 10. dub. v 16.23 
Hi, Hanlein. Could you explain the extra children parameter? I don't quite understand what it means. So if it's set to 0 as stated in the mod, I won't have more than one child?
Berlin 6. dub. v 0.35 
Any chance there will be a version or a way to change Cultural acceptance opinion, like to lower the negative opinion a little, would be nice if it was an option
奪處猛男 5. dub. v 13.25 
Thanks for your fix patch, but I found that crash when used with Asia Expansion Project and Cultural Armies II at the same time.btw Before yesterday’s update, they could be used simultaneously.
Hanlein  [autor] 5. dub. v 3.09 
@奪處猛男

I am preparing a fix patch right now. It will be out in 30 mins. Thank you for reporting this ^^
奪處猛男 5. dub. v 2.59 
Yesterday's update will cause conflicts with the Asia Expansion Project will keep crashing
Hanlein  [autor] 3. dub. v 21.49 
@ZigingZagers

I am planning to change that to vanilla completely in today's patch. For now it is 8 yes.
Hanlein  [autor] 3. dub. v 6.11 
@ZigingZagers

I released lite version of the mod just for people who wants to play without change to stewardship domain limit because there is no way to tie this feature to game rules as a tweakable option.

For other features, there is too much mechanical tweaks to add as a game rule and mod is still evolving but there is handful of major changes that can be added as game rule so ill see what i can do.

@Captain

Yeah it bothered me too, especially fort limit. Thank you, ill see what i can do.
Captain Smollett 1. dub. v 3.30 
For court position tasks - you have to nerf the ones that give lifestyle XP that's for sure.Also the one (or both coz i think notifications from one of them are just broken so you cant really tell how good it is) from court tutor that teaches kids at your court and the one with virtues from vet nurse.

You prob also want to look at court architect coz +1 fort level on demand is really weird and is not fun to play with or against.
Hanlein  [autor] 1. dub. v 2.06 
@Speltok

Yeah, they are a bit op, im running a mp right now and collecting data from players. I saw bunch of them absplutely need rebalance but still investigating.
Hanlein  [autor] 1. dub. v 2.04 
@PYTUH
Yes i did remove all virtual extra childs from the game, it all depends on natural ways now. Thank you.

@Falvick
For cultural armies, if you place this mod below, my changes to some units will apply and overwrite cultural armies units, personally i wouldnt prefer that so you shoul be fine if you place cultural armies below then place this mod upper so you can play without my changes to units. More interactive vassals would be more complex, i didnt try i really dont know. Prisoners of war completely would be fine.
PYTUH 1. dub. v 1.17 
thank you for mod by the way
PYTUH 1. dub. v 1.16 
does this mod nerfs child spam of player character? "extra kids to 0" and etc - i dont know how much extra kids were there. the reason why i ask cause i noticed how easily you can become best administrative guy if you just have enough kids. if i remember correctly by default NPC can have about 2-5(dont remember exactly) kids but a player can from 9 to 12