Crusader Kings III

Crusader Kings III

BCK - Stronger Holy Orders
15 Comments
finallyciv 26 Aug @ 10:24am 
It would be nice if the battle stats of Holy Orders were affected by Fervor.
DrakeSteele 12 Aug @ 7:56am 
It's already bad enough I spend the entire day/night setting up characters, relations, positioning story point prompts etc before I start my new games :P I tinker a lot for the sake of building stories, playing narratively rather than approaching it from the arcade game direction of just toiling with mechanics and random events. After I added your stuff I spent the night getting started with overhauling character models and aesthetic assets to make the experience more immersive with more compelling characters. I've done a few games where I tilted my gameplay goals based on finding a character in the mix I thought was cute or something like that. Hell I've had a game or two where I coupled up with an ideal courtier and gave up potential huge diplomatic marriages.
Suetam  [author] 12 Aug @ 4:41am 
This is realy a problem and can happen with frequency with paradox games kk
DrakeSteele 11 Aug @ 9:21pm 
Unfortunately I won't be able to do any manual adjusting myself. Last time I got into that I found myself hand designing solar systems and planets in Stellaris, and it got excessive lol.
Suetam  [author] 11 Aug @ 8:51pm 
DrakeSteele, this is altered directly in the game definitions file, so I can’t add a game rule for it.
But you can download my mod from the git hub and adjust what you want, is very simple.
DrakeSteele 11 Aug @ 7:21pm 
Can you make game rules to add scaled options? Your initial mod is good for standard vanilla balance, and some build stories with lots of mods and tweaks and the numbers get more significant. I'm doing several games with holy land coming and going, and I could see great themes from declaring little holy wars and then summoning up the allied holy order with a full stack legit army that can run rough over the enemy.
Shadow Wizard 2 Jun @ 9:37am 
can you increase the amount of holdings they can have and reduce the cooldown
Suetam  [author] 14 Mar @ 8:38pm 
Mod is updated, i adjusted only one thing, that is the limit of holy order that you can hire, you can hire the maximum of three holy orders now.
Suetam  [author] 13 Mar, 2024 @ 3:03pm 
Alzen, it is, but it won't change the actual status of the holy order, only what it will get after getting a hold, or you can destroy and recreate the holy order.
Alzen 13 Mar, 2024 @ 1:21pm 
Is the mod save compatible?

What happens to already existing Holy Order when activating the mod on an ongoing save?
Suetam  [author] 11 Mar, 2024 @ 5:09am 
They are much weaker.
Suetam  [author] 11 Mar, 2024 @ 5:09am 
Abrafaks, they are after the change, i focused on something more balanced. In the normal game, a holy order gain an additional knight only after 2 holds.
Abrafaks 11 Mar, 2024 @ 3:04am 
Are these numbers the numbers before of after the change? They still seem pretty low :D
Suetam  [author] 8 Mar, 2024 @ 2:39pm 
It should apply to every holy order, the only exception is if the modded changed something.
Spaceracer 8 Mar, 2024 @ 2:24pm 
Does this work just with vanilla holy orders or does it apply to modded ones as well?