Crusader Kings III

Crusader Kings III

Not enough ratings
Major Re-balance
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
14.046 MB
1 Jul, 2022 @ 7:16pm
14 May @ 9:23am
45 Change Notes ( view )

Subscribe to download
Major Re-balance

Description
This is an overhaul of many aspects of the game. CK3 offers many overly powerful perks and modifiers and it causes everybody to love you with very little effort. The point isn't to make the game so hard it's impossible to play, just extend the difficulty curve farther into the game

Because this does not all fit on steam, a longer description can be found here[www.patreon.com]


I integrated the following mods:
Hard Difficulties
Genetics, Fertility, & Mortality
Taberna An Attributes Overhaul
Artifact Claims Nerf
KGD Adventurers Nerfs

Then made these changes and more:

Accolades
Acclaimed Knights now get extra prestige for being acclaimed based on their rank
Reduced some of the military benefits and opinion bonuses

Activities
Witchcraft ritual cost scales by era now, and cost more if witchcraft is illegal in your religion

AI Tweaks
AI should save up a larger warchest before seeking out war
AI should spend less on MaA and amenities (and thus more on buildings)
AI is significantly more likely to fabricate claims and revoke vassal titles to fill their domain limit
AI dynasty leader can call in house members to war
AI will be far less likely to form an cadet branch if not independent
AI is significantly more likely to pick culturally relevant duchy capital buildings
Honest or Just AI will no longer blackmail, but they will expose secrets
AI will be less likely to accept duels or flaggelate if in poor health

Artifacts
Artifact prowess, health, tyranny reduction, fertility, grandeur, and opinion modifiers reduced

Battle
Battles are more dangerous for commanders and knights
Many sources of increased MaA regiments reduced
Most sources of more knights and knight effectiveness decreased
If the Mongols lose an invasion war they will have to pay the defenders even if they are an AI (currently it only pays the player)
Prestige for defeating the mongols increased

Buildings
MaA bonuses reduced for non-duchy buildings
Hunt focused buildings slow down development increase
Hunt focused buildings now preferred by cultures with hunt focused traditions and hunter rulers
Legendary shrine gives fervor when built
MaA Duchy buildings tweaked to affect their MaAs not all MaAs. Now also offer regiment size
Military academy does not offer regiment size, but lowers overall army maintenance a bit more
Marches slow down raids a bit more

Character Interactions
Harder to call house members to war
Learning skill has a somewhat smaller effect on demand conversion interaction, while fervor has a larger effect
Heresiarch less likely to accept demand conversion interaction
Executing, torturing, blinding, castrating prisoners moves all close family members a step closer to rivaling you
Forcing concubinage on people who don't believe in it will move all close family members a step closer to rivaling you
Demand conversion of prisoners is more difficult if target views your religion as evil, and less difficult if they view it as righteous
Ask to take vows and join holy order interactions affected by fervor, can always be used on your children, and are more likely to be accepted by bastards, eunuchs, and disinherited

Courts
AI courts will generate guests up to a higher threshold
Theocratic kingdoms and empires will have a royal court
Wanderers can now become shieldmaidens (if appropriate)
Court Position expected aptitude levels raised

Culture
Horse Lords tradition reworked a bit
Muladi innovation offers some cultural acceptance but less opinion bonus
Traditions offering prowess now offer less

Decisions
Strong blood nerfed
Rites of passage costs less gold
Dynasty of many Crowns nerfed

Legacy Perks
Sea Wolves offers less bonus prestige and no prowess, but now also offers sea travel danger reduction and embarkation cost reduction
Strange Gods offers less bonus to different faith opinion and popular opinion
Always Space in the Hold gives uncontrolled territory advantage instead of defender advantage
Walking the Path offers half the learning
Inherited Tactics offers 5 additional leading own army advantage instead of just 5 advantage
House of Warriors offers no prowess, but gives blademaster xp and increased chance of strong in your dynasty
Genetics legacy perks

Legends
Completing a holy legend gives fervor
Legends affect travel danger less

Lifestyle Perks
Lifestyle perks to increase the effect of prestige and piety tiers nerfed
Lifestyle perks to gain stats nerfed and somewhat more focused to their tree
Adjusted Church and State perk to offer some legitimacy but less realm priest opinion
Lifestyle perks offer a bit less opinion bonuses

Mercs and Holy Orders
Mercs and holy orders can have more knights
Should always be able to revoke holy order leases
The AI can create more holy orders for warmonger religions, fewer for pacifists. Also more for righteous and fundamentalist religions

Modifiers
Many short term modifiers were nerfed to more reasonable values
Diplomatic range is reduced for dukes and below, and increased for emperors

Opinion Modifiers
Opinion modifiers for many things including court grandeur above expectations, virtues, prestige, and piety were all reduced
Many negative opinion modifiers like "Raided Me" were increased to be more negative, and for longer
Calling house members to an offensive war will get a small but stacking negative opinion modifier (to make it harder to keep calling them)

Piety and Prestige
Piety, prestige, and gold from battles (legacy perk) nerfed
Piety and prestige from other sources buffed slightly
Prestige and Piety tiers require more prestige and piety
Prestige and Piety tiers offer some glory hound and zealot vassal opinion
High prestige offers more knights

Plagues
When playing on unlimited/random black plague its now much less likely to occur

Pregnancy
Pregnancy is more dangerous for both the child and mother, especially if the mother's health is failing

Religion
Heresies are more common and more powerful
Fervor more affected by holy wars, less by virtuous/sinful priests
Slowed down faith conversion
Fervor differences affects Court Chaplain conversion task more
Unreformed religions should be slightly more likely to spread
The AI's desire to convert county religion is now based on a number of factors instead of guaranteed (but still highly likely for most cases)
GHW fervor requirements lowered to account for the reduced fervor major religions will have

Stat Points
The expected stat threshold changed from 10 to 15
The scaling on general opinion from diplomacy was lowered
Martial is much more focused on combat, offering several small benefits (or penalties)
All stat points offer extra lifestyle experience

Story changes
Great Khan, lesser Khans and Almohad received large modifier, troop bonuses, and legacy free perks
Halfdan, Ivar the Boneless, and Haesteinn received big buffs
Increased chance of spawning almohad invasion

Titles
Kingdom and empire titles offer more knights
Empire titles provide one more domain limit
Duchy limit raised to 3, but penalty for going over raised

Traits
Health maluses affect prowess and health more significantly
Many traits and modifiers affecting prowess were nerfed
Reduced the value of positive genetic traits
Hunter, pilgrim, and traveler offer less bonuses up front (but those bonuses were moved into level 1 and 2)
Viking is a tiered trait and its bonuses are more about raiding than combat

Unity
Steer clan unity and extol virtues/accuse of decadence are slightly more powerful

Should you enjoy my mod I have a patreon setup, but feel free to enjoy the mod for free too :)
patreon.com/DanWhite917
Either way, I would love your feedback!
Popular Discussions View All (2)
4
3 Jul, 2022 @ 6:40am
Can we get a list of all changes?
The Grief Always Goes Away
0
27 Mar, 2024 @ 9:07am
latest changes
drwhite
50 Comments
Captain Smollett 3 Jul @ 9:48pm 
Oh yeah the movements speed bonuses are getting very ridicilous. If i didnt have a bigger rebalance mod i would roll "nomad nerfs" out in the first couple of weeks :P
drwhite  [author] 3 Jul @ 4:46pm 
thanks for the heads up! There's been an abundance of movement speed buffs in the last dlc too. It was getting a bit ridiculous. I haven't been on much lately but once there is another dlc I'll be back with a bunch of changes again :)
Captain Smollett 3 Jul @ 8:38am 
Passing by to say that i think the county opinion malus from culture is a great change and i should totally steal it.
Also you may not know it, but movement_speed is bugged and applies twice if the ruler with said modifier is leading the army themselves, so you may consider lowering the bonuses for that even further.
drwhite  [author] 28 May @ 7:58pm 
same as below sorry. I don't really test this mod with other people's mods. It touches a lot of files. But just like with AGOT, you might be able to run those mods with a specific load order to overwrite the files from my mod with those. You'd lose some of my changes, but it shouldn't be too big of an issue if that happens
deausiflack 28 May @ 11:54am 
Do you think that this mod would be compatible with More Interactive Vassals, Nye's Balancing Mods, or even Dark Ages?
skarzul 16 May @ 9:10am 
Ok thanks i will try =)
drwhite  [author] 16 May @ 1:11am 
I have no idea, but I would imagine since this mod touches many files it would interfere. You might have success trying them in different load orders, maybe AGOT can override the important files from this mod
skarzul 15 May @ 12:43pm 
Hello, is this compatible with AGOT pls ?
CROW 21 Apr @ 10:32am 
İ am reading tx
drwhite  [author] 20 Apr @ 4:34pm 
Tried to update the description a bit, but it's just too big. Just cleaned up a few things that weren't accurate anymore and added back like 1 or 2 new things. But I can't fit everything there. I guess I'll put a more updated one on my patreon but I have a suspicion nobody will read that.