Crusader Kings III

Crusader Kings III

Realism & Balancing (Remastered)
16 Comments
ZigingZagers 17 Aug @ 2:24pm 
great mod but could you also remaster the lite version? i know its only like one line but i loved that version of the mod. would be appreciated
Chris  [author] 9 Aug @ 1:55pm 
The only parts of the original mod that are missing are the balance changes around buildings and men-at-arms. Mainly because I felt that other mods balance around the assumption they are modifying the vanilla values. Though it's more of a edit of the old mod to blend paradox's own hard difficulties with the changes this mod makes as well as close up the loopholes you could use, like upgrading in a vassal county to get the building discount.

I am planning to get around to the buildings eventually but as far as playability goes, this mod works fine as is.
nicolasob08 9 Aug @ 7:18am 
Hi @Chris

Why is this mod called remastered, if it only has a part of the original which seems to have 10x the content?
Chris  [author] 6 Aug @ 11:19am 
I can make a sub-mod which will reenable the stewardship relationship to domain limit. Though it is just 1 line change inside the defines file if you know where it is. I get it's how some people like to play but by nerfing stewardship in this way it makes the other lifestyles more appealing. Also helps the AI keep up with the player.
JSJosh 6 Aug @ 7:34am 
@Chris Ahh, so the balance changes arent toggleable? Was asking cause I like quite a few of the changes but wanted to turn off the domain limit one haha
Chris  [author] 5 Aug @ 11:58pm 
The core of the mod is the balance changes, though my historical direction game rules should all be able to be turned off in case you don't want them. I'm working on rules for the Rise of the Shia, The Ziyarids and the Great Liao and the Abbasids.
JSJosh 5 Aug @ 2:07pm 
Are ALL the aspects of this mod toggleable in game rules? :) The description goes on for a bit (rightfully so!) and I wasnt sure if the list of game rules ended or not haha
Rafael 30 Jul @ 2:21am 
No I was just curious what I can expect from the game - thanks mod looks awesome.
Chris  [author] 29 Jul @ 11:38pm 
I preferred this mod because it didn't add things like Dark Ages does. It's intended to be played with the Realism & Balancing difficulty but the AI will still receive some of the buffs from the mod if you play on Hard or Very Hard. Though most of the functionality of Hard and Very Hard are already bundled into the custom difficulty and you'll probably find the AI spams out mercenaries if you combine difficulties. Was there something from Hard or Very Hard you wanted to see?
Rafael 29 Jul @ 9:28pm 
Stacking with Dark Ages might not be a good idea :) ?
Rafael 29 Jul @ 9:27pm 
AI still gets additional buffs if I play on hard/very hard?
Kroatische Doge 29 Jul @ 6:24am 
This mod is so good it made me pregnant, I am pregnanting all over the screen
:broflex::rambro::murica:
SAM 15 Jul @ 8:26am 
goood <3
Chris  [author] 11 Jul @ 3:25pm 
@ZigingZagers I've made some adjustments to fertility so less children should be born, to compensate I made the AI able to resist disease better since it's bad at choosing decent treatments.

@MajorSoul can you tell me more about what you're referring to? I find most rulers reach level 4 or 5 legitimacy after a few years. Other mods you have installed can affect this.
MajorSoul 10 Jul @ 3:27am 
It's a great mod but it breaks legitimacy for me, everyone starts with low legitimacy and AI seems to struggle with increasing it
ZigingZagers 6 Jul @ 8:42am 
can you add Fertility reduction and penalties? I noticed having fewer kids in first place rather then more dead kids is more PC friendly as in less death data, MND and Dark Ages comparison