Crusader Kings III

Crusader Kings III

KGD: The Great Rebalance
 This topic has been pinned, so it's probably important
Captain Smollett  [developer] 27 Jul @ 10:56am
List of Changes
This is a non-exhaustive list of changes, and it might be outdated

- AI handholding scripts to help AI be less AFK at least some of the time (NOT cheats)
- AI logic in regards to some things changed to be more sane and on par with players abilities
- 2 light difficulty addons inspired by the great MND mod
- Additional difficulty gamerule for people who consider AI to be too bad still, with player penalties and big AI buffs
- Hard/Very hard difficulty modifier changes:
- - Added AI army cost reduction, increased AI MAA maintaince reduction
- - Removed AI building cost reduction, reduced AI levy reinforcement rate bonus
- - Reduced Player ransom cost reduction from Hard/Very hard difficulties
- Added 20% 'Scourage of Gods' chance game rule (and nerfed the modifier itself a bit)
- Player no longer can randomly become a Conqueror

- Added ransom cost (both ways) impact to Diplomacy skill
- Removed herd gain multiplier from Diplomacy skill
- Removed army toughness from Martial skill
- Halved travel safety from Martial skill
- Removed domain limit from Stewardship skill
- Halved piety per skill point of Learning
- Added a bit of travel safety to Prowess
- Removed free gold decisions from This is my domain! and At any cost perks
- Shuffled around and rebalanced a bunch of other perks
- Increased skill points from education traits a bit
- Increased education and governor trait impact on governor efficiency
- Decreased skill impact on governor efficiency
- Changed governor efficiency caps to -33% and +33%

- Reduced average health by ~0.75
- Reduced health from traits by a lot
- Reduced Health bonuses from perks and traits
- Reduced average fertility by ~0.20
- Increased chance of birth complications
- - Enabled death during birth for players (disabled in vanilla)
- Increased "swing" of base health/fertility (bigger difference between min and max values)
- Increased penalties for stress levels
- Many tweaks to dynasty legacies
- Made AI consider their personality and skills when choosing dynasty legacy paths

- Moved all succession laws to be avaliable 1 era earlier (e.g. Gavelkind unlocks Partition)
- Made high crown authority way stronger
- Vassals to Kings and Emperors are taxed less (except happy powerful vassals)
- Feudal, Clan and Administrative vassals obligations are increased
- Theocracies and Tribals are taxed less
- Player vassals always have to use hooks or borrowed powers to change contracts
- Many small changes to costs and effects of different contract obligations
- Tribal lieges are now able to call their tribal vassal into their wars
- Increased opinion penalties from culture, faith, de-jure or claims
- Reduced opinion from level of fame/devotion, long reign and very common traits
- Added minor penalties to fame/devotion level
- Reduced passive prestige and piety gain
- Increased piety required for reaching higher piety levels
- Increased opinion penalties for low legitimacy
- Decreased other bonuses/maluses from legitimacy
- Made legitimacy decay/increase towards arbitrary baseline level
- Added legitimacy gain on marriage with higher renown dynasties

- Rebalanced all duchy buildings (prob need to be re-rebalanced still)
- Reworked all tribal buildings
- Halved income, reduced levies and garrisons from buildings
- Increased holding income (except tribal)
- Implemented herd decay mechanic for Nomads
- Removed passive development gain from buildings
- Nerfed most passive development gain modifiers to the ground
- Increased impact of sieges and occupation on development a lot
- Successful sieges apply an additional debuffs to the county
- Increased loot from sieges and raids by 50%

- Made levies stronger and cheaper
- All Military building innovations increase toughness and maintaince cost of levies
- All MAA size/limit innovations give less MAA limit and increase MAA maintaince cost
- Reduced additional MAA limit per rank
- Reduced MAAs size by 60% (siege weapons and skirmishers excluded)
- Skirmisher type MAA stacks are half of their vanilla size
- Made MAAs a bit more expensive
- Many, many buffs, nerfs and tweaks to MAA types
- Reduced Mercenary and Holy order's levies and more than doubled their MAAs
- Increased chance for knights and commanders to be injured/die in battles
- Made armies gain supply on siege completion
- Increased siege progress from army size drastically
- Made penalty for not having adequate siege weapons harsher
- Disabled crossbowmen accolade :P

- Made AI better at picking MAAs
- Made AI a lot better at picking which buildings to build
- Made AI consider vassal opinion when raising crown authority
- Improved AI logic for revoking titles
- Allowed liege AIs to change contracts through tyranny
- Allowed AI to start any number of murder schemes vs players (max 1 in vanilla)
- Changed AI logic for convert culture and fabricate claim tasks
- Tweaked a lot of numbers in marriage acceptance, most notably:
- - Increased marriage acceptance penalty for wrong linearity
- - Increased marriage acceptance penalty for age difference
- - - Especially for betrothals
- - Reworked dynasty renown impact on acceptance
- - Added a big alliance acceptance debuff for far away characters
- - Made good knights harder to steal through marriage
- Added more acceptance modifiers to calls to arms
- - Allies joining wars should be less guaranteed
- Made AI more opportunistic
- Integrated Aggressive Armies (with lots of changes)
Last edited by Captain Smollett; 16 Aug @ 12:33am