Crusader Kings III

Crusader Kings III

The Great Men-at-Arms Humbling
135 Comments
the King of warm man 16 hours ago 
You are really hero
Nye  [author] 30 Oct @ 9:37am 
In essence, that was kind of the goal because MAA as they currently stand ruin the game because of their atrocious balancing
Rayor 30 Oct @ 6:51am 
I think the combination of 40/40 levies and the -60% men-at-arms modifier has made men-at-arms practically worthless. It does succeed in making the AI feel more threatening, but at the same time, it also feels like this mod removes one of Crusader Kings’ core features — the significance of men-at-arms. That said, the underlying idea is solid, and since any unsatisfying parts can be easily adjusted by tweaking the numbers in a text editor, I think it’s fine overall!. Thank you
Renown 16 Oct @ 1:16pm 
Fair, I will try it some more. Perhaps it wasn't just your mod creating that situation, but beyond this and your AI mod, and MIV I'm not sure any of my mods deal with AI.
Nye  [author] 6 Oct @ 10:17am 
Nothing I can do about that
R0B0T 6 Oct @ 9:53am 
does not work properly with more regional men at arms. the men at arms added are still 100 size rather than 50
Nye  [author] 4 Oct @ 4:07am 
That has not been my experience
Renown 3 Oct @ 4:16pm 
This is an interesting mod, but I found running this with your AI mod results in a very flat game where the biggest blob wins.

I do not recommend this for varied gameplay.

I understand what you are trying to do, but you unfortunately create new problems with your attempted solutions.
sulyvahn 29 Sep @ 9:16am 
is this compat with cultural armies?
bjorg bjorgenson 9 Sep @ 1:43pm 
great mod, fantastic balancing, can't imagine playing without it
peequi 2 Sep @ 7:09pm 
@timotheus Just found this mod and trying it out, I was shocked at the levy stats something like 40/40 while Men at Arms were actually lower! This was probably intended more for game balance than realism, which I understand and look forward to giving it a try. I think I am going to have to look at Men at Arms as not actual troops(since their stats are lower than levies) but represent war preparation, logistics, officers, engineers, etc as the Levies now do the heavy hitting.
akagi 18 Aug @ 8:51pm 
I checked the code, and the MAA supply rate was changed from 0.1 to 0.07. But this causes siege weapons with an army size of only 1 to completely stop receiving supplies. Wouldn’t this affect some of the smaller AIs?
Elder 6 Jul @ 7:37pm 
quick question, is the buff Nomadic_Government_Horse_Rider_Buff only activate when players play Nomad? I can see AI's Man-at-arms only got the debuff but the character do have the buff in his buff list.
Turtle-Gal 3 Jul @ 9:43pm 
Does the men at arms stat nerfing have a formula so I can make an edit for Cultures Expanded?
Dash 1 Jul @ 9:33am 
Alright. So after testing the mod, can say it doesn't make Men at Arms for adventurers useless. Which is good. It makes combat slower, so if you have a lot of buffs and damage stacks etc on your people. You'll still win a lot of the time. Higher army stacks then yours should give you a bigger disadvantage, also lowering the advantage damage to 2% also helps a bit. Maybe try 1% as well. Can say though, just from looks combat seems more balanced. Overall pretty good mod.
Dash 30 Jun @ 3:52pm 
This seems neat. Question though. How badly are the nerfs to Knights and MaA exactly? Been messing around with mods and landless adventurers. The Aggressive AI was a step in the right direction. And as such, I had a 2k stack take out about a 10/11k stack of viking armies. What would be the difference with the mod? Does it not give a fighting chance?
timotheus 22 Jun @ 5:11pm 
I feel like 40 40 is kinda a lot
Nye  [author] 21 Jun @ 4:05am 
I must admit, I'd very much like a fix to the warfare system. Though, I think it can only come with a major rework. I think MAAs as they are right now have got to go. Paradox have honestly somehow managed to create one of the most atrociously balanced systems ever with this haha
Jeggo 20 Jun @ 8:46am 
That they should fix combat and take inspiration from you. I like actually having a challenge and having to think about what I'm doing in combat instead of just knights getting a 2000 to 1 KDR
Nye  [author] 20 Jun @ 5:25am 
Oh nice what did you say to them?
Jeggo 18 Jun @ 7:33pm 
Your mod is so good in this survey Paradox has I'm directly citing your mod.
warriorandtoaster 9 Jun @ 12:12am 
I already set advantage effect to 2% per point in my game rules for an ongoing save game. Will this mod compound that nerf if I install it, or does it get overridden?
Solack (Zacle) 31 May @ 4:21pm 
Also havent been able to find this information anywhere, but when countering a Man-At-Arms type does that also lower that units Pursuit and Screen stat? Example would be the use of Pikemen to counter Calvary.

and to add on context of my below comment, I am playing during the 867 start, so likely I will feel the impact of Men-At-Arms much more as I get into later eras.
Solack (Zacle) 31 May @ 4:20pm 
been giving this a try and definitely find it interesting so far. One thing I do have a question about, doesnt this just make Men At Arms like the Pikemen quite bad? I feel with these changes to levies (base 40/40 stats) the main use i'm having for Man-At-Arms is their Pursuit and Screen stats, any unit that does not have these stats I don't see much use for.

Overall quite enjoying it so far. thanks for sharing.
skarzul 24 May @ 3:02am 
@Nye All your mods are awesome Bro. Thanks again !! =)
I was thinking of something To increase the difficulty, what would be interesting is to increase the prestige required to request help from an ally.
Because I realize it's too easy to call on powerful allies who win wars for you.
Would it be possible to release a mod about this, please ?
Nye  [author] 19 May @ 4:32am 
It will work with anything, I've never heard of that mod so I can't comment on what the interaction looks like.
AC 19 May @ 4:26am 
Hey Nye, do you think this mod would work with Weight of the Crown mod?
marcus58 16 May @ 8:02am 
I must say this is the best balanced mod I've ever played. It not only brings some dead game mechanics alive, but also comes up with excellent compatibility. Thanks for the genius work!
skarzul 15 May @ 2:01pm 
Thank you so much for your work !!
Your changes make the game ten times more enjoyable. Finally, a good challenge !!
So, YES, you've succeeded in the goal.
Thanks again BRO <3
Nye  [author] 13 May @ 9:34am 
tldr; this is the actual devs problem now who get paid to worry and have headaches over such things
Nye  [author] 13 May @ 9:33am 
To be fair, this is an imperfect solution to a problem that shouldn't exist in the first place. There is no perfect solution, other than Paradox redesigning the entire warfare, levy, maa system from the ground up. But until such a time, a system like this is probably the best we're going to get while maintaining compatibility with every other mod, which was important to me.

The problem with the game rule is that it would turn it into conditional hell which I don't want to deal with, and also, tuning the main MAA debuff would shift the balance of everything and make all other nerfs / buffs need to be questioned again.

I'm mostly done thinking too much about this mod. It’s been very time consuming and headache inducing thinking about potential solutions. The design intentions I've put forwards are clear, logical, and for the most part, I feel have succeeded in the goal. This mod coupled with my aggressive AI mod actually makes the game feel much better imo, and more interesting.
Jeggo 13 May @ 9:06am 
While it is a bit much, I do appreciate how this mod makes me think about what I'm doing instead of just knights and to a lesser extent MAA go BRRRR. I wish Paradox at least did something similar with the levies just base game and made buildings not just add levy amounts but also small bonuses to levy strength...

The knight debuff is absolutely great. Having 30 knights kill 6k troops is.... not something that should be.

Recently had a mercenary contract with the Abbasids against an independence war with like 6K MAA (2 stacks Varangians, 2 Bondi, 2 Vigmen) and instead of steam rolling everything like normal I actually had to plan my strategy and run from the enemy's 16k troops. Only ended up winning because I'm faster and was able to pick them off when they split.

I'm still leery about the terrain debuffs sometimes making troops completely useless.

One ask as a nice to have would be game rule where you can customize the percentage of the debuff.
Nye  [author] 13 May @ 7:51am 
not everyone is the target audience, it doesn't matter if you don't like it :shadowheartlaugh:
Kiki the rat 13 May @ 7:46am 
Man levies at 40 dmg / 40 defense?! Are you insane or do you actually believe that a peasant with a basic weapon is as impactful as elite infantry?!
Nye  [author] 11 May @ 10:38am 
It's just handled the same way as the base game would handle it.
Jeggo 11 May @ 10:25am 
Sorry if this has already been addressed, but how does the terrain modifiers affect this? If a cataphract has 37 damage and then the wetland terrain effect applies -80 to damage are they now doing negative damage, no damage...
Darkwing Phoenix 10 May @ 6:24pm 
As someone who's played a number of Nomad runs:

I don't personally think Nomads NEED too many nerfs, as they're meant to be threats anyway

Only thing I can see is if you remove every Regiment Size/Number bonus EXCEPT from the Square of The Tumen main building
Hrothgar Hammer 8 May @ 2:33pm 
Workin awesome now. Really appreciate the help on this one, and the extra info. Excited to get back to playing!
Nye  [author] 8 May @ 3:24am 
If you want some extra info, your deduction was right, it was the AI kind of, it was the way that a debuff was being applied to peasant leaders.
Nye  [author] 8 May @ 2:14am 
Updated & fixed.

@Hrothgar, thanks for taking the time to figure it out it was this mod + letting me know about this. It will work just fine now.
Hrothgar Hammer 7 May @ 8:36pm 
Love the mod, I think the rebalance does exactly as advertised and I really enjoy that. The game was way too easy before. Having said that, I'm getting crashes on set dates. It's something the AI is doing, as I'm not doing anything for a couple months prior. I've narrowed the culprit down to this mod though I can't tell you exactly why it's the culprit.
Nye  [author] 6 May @ 12:31am 
Sure, all changes would occur within 4 months, I'd take a backup save though.
Sir Canuck 5 May @ 5:33pm 
Does this mod work if you add it partway through a campaign?
Nye  [author] 30 Apr @ 10:23am 
It's like you've just discovered the entire problem with this game. Anyway moving on, no more pointless discussions or suggestions, please. This is a niche mod and not everyone is the target audience.
Aleskio 30 Apr @ 10:15am 
It is fine that they are stronger but I was thinking 40/40 or somewhere around there is kinda much considering you also nerfed men at arms by a lot there is pretty much no strategy now either. They are basically a brute force and a better commander just wins, the AI is cheesable anyway you can bait them to attack you into defensive buildings and stuff like that. It is a nice change although just a bit much for me good luck
Bandaro 30 Apr @ 8:37am 
^
Same, 12/12 is barely a buff, and levies are slaughtered by the thousands. This way also Knights aren't as OP, as coalitions of various vassals could be deadly due to their knights limits combining themselves. Levies are hedge knights, cavalrymen, various armed freeholders too and they are treated as peasants with a fork. They needed the buff for not only the balance, but for historical reasons too and I'm glad someone spoke it out loud and made happen.
Nye  [author] 30 Apr @ 6:20am 
Start off at 12/12 +2 every 100 years while fighting MAA which have 100+ stats.... No, I'm happy with the current balancing, the only on-going discussion at the moment is the degree to which Nomads may need to be buffed. I'm not entertaining any other changes.
Aleskio 30 Apr @ 6:15am 
I think men at arms are fine as they are with a few exceptions, levies could start off with 12/12 and progress +2 each era they will be more in pair with the buffs that occur
Nye  [author] 29 Apr @ 11:45pm 
@hamlets, all fixed, the issue was with Nye's Aggressive AI
Nye  [author] 29 Apr @ 11:05pm 
This will be fixed today, thank you for letting me know