Crusader Kings III

Crusader Kings III

Like Pigs at the Trough - Corruption at Court
11 Comments
Слепой 19 Sep @ 1:24am 
May i have some oats brother?

Neuuu.
PhantomImmortal 18 Sep @ 7:32pm 
I wonder if you can look into debuffs for one's domain, especially re: development. Perhaps a modifier (especially one for the capital), or events that start firing more about bridge collapses, bandits stealing, etc? Oh wait... perhaps ones that take down your building levels!
Banjo Auditore 17 Sep @ 7:02am 
Can't believe you put a picture of paradox fans as the mod's thumbnail
neutron_pressure  [author] 16 Sep @ 7:09am 
@無壹 Thanks, I have added the link.
neutron_pressure  [author] 16 Sep @ 7:03am 
@Dallan Great idea! I have implemented a simple version of that, so now some of the income lost to corruption is given to corrupt councillors/court position holders
無壹 15 Sep @ 11:14pm 
@neutron_pressure Such a great mod!I want more Chinese player to use it, so I've translated it into Chinese, could you please add a link in description?

Here's my translation: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3090564070
Dallan 15 Sep @ 7:08am 
This is definitely an interesting idea, though I haven't gotten to try it out. I wonder if you've thought increasing councillor/courtier salaries in line with these factors, so some of the gold ends up on them (and if they're landed, they can use it for their purposes?) IDK if AI characters bribe others for schemes etc, come to think.
neutron_pressure  [author] 13 Sep @ 5:14am 
@One Proud Brazilian That is a neat idea, although that would widen the scope of the mod and turn it into a full economic rebalance. While I would love to have something like that, I know that it would take someone with a lot more CK3 modding experience than I have.
One Proud Brazilian 12 Sep @ 8:42pm 
How about creating positive or negative modifiers for counties with more or fewer economic buildings than military ones, to incentivize the construction of economic buildings despite their increased price? In short, a county with more economic buildings than military ones is "happier," while a county with more military buildings than economic ones is "rebellious."

As a vassal, building more economic buildings (more "happier" counties) could also lead to a more favorable "liege opinion."

Just an idea to complement this mod!
neutron_pressure  [author] 12 Sep @ 1:09pm 
@kalanyr Fair enough, I was on the fence about that too. I have removed that, but kept the increase to building new holdings.
kalanyr 12 Sep @ 1:02pm 
I don't think increasing the cost of building upgrades further is a good idea, the final tier or 2 of the economy buildings already cannot pay for themselves in a normal length game unless you either have cost reductions when you start them or spec around increasing the income from them for the rest of the game.

(The last couple of tiers of buildings in general are pretty abysmal, with what are fairly incremental increases for very high costs, since the improvements for each level are pretty much identical but the costs go up dramatically )

Even if the player can work around this, this makes these things into AI traps.