Crusader Kings III

Crusader Kings III

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KGD: Adventurers Nerfs
   
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2.473 MB
30 Sep, 2024 @ 7:27am
5 Jun @ 10:29am
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KGD: Adventurers Nerfs

Description
Game Rules:
  • Camp Upgrades Restrictions:leave them as i set them to be, allow all camp upgrades for wanderers only, or allow all for everyone. (added due to incompatability with similar mod)
  • Contract effects on AI: option to make contracts "generate" their own gold, so you dont bankrupt AIs by playing the game. (added due to incompatability with similar mod)
  • Gold from Contracts: options let you half, double or semi-revert to vanilla base gold gained.
  • Courtiers consume Provisions: off by default. Turning it on will make your courtier "eat" some provisions each month (you get notified about it yearly). Also includes options to half or double the amount eaten.
  • Adventurers army after landing: option for Adventurers Men-At-Arms to turn into Special Troops on becoming landed.
  • All game rules are compatible with Gamerule Gadget

Contracts:
  • Contract rewards (gold) have been reduced by at least 50%
  • Contract rewards (gold) for travelling contracts have been reduced a lot more
  • Scheme contract gold rewards should be higher than non-scheme ones
  • 150 prestige penalty for failing a contract (vanilla: 25)
Camp:
  • Camp buildings give less skill stats.
  • Camp buildings give less MAA limit/regiment size
  • Camp buildings give less MAA damage/toughness/pursuit/screen
  • `Second` Camp position gives less stats and requires a bit more attitude for breakpoints, also gives lifestyle experience gain increase
  • MAA specific camp positions no longer give regiment size at excellent attitude and require a bit more attitude for breakpoints.
  • Other camp positions generally grant less bonuses
Lifestyles:
  • Nerfs to lots of adventurer-specific perk bonuses (notable mentions below):
  • Stewardship: "High-Stakes Bartering" perk gold per holding reduced to 1-10% of raid value (scaled down by cultural era)
  • Stewardship: "See How it's Done" perk gold per point of interest reduced to 5
  • Intrigue: "Crime pays" multiplier reduced to +33%
  • Intrigue: "I look better in comparison" gives a lot less prestige per secret exposed (150 max)
  • "Radiant" (Learning) and "Dignitas" (Diplomacy) bonuses revered to non-adventurer ones. Added small bonus to compensate.
  • "Benevolent ruler/intent" buffed sway phase lenght reduction.
Camp Purpose:
  • Wanderers now gives some very minor buffs
  • Swords-for-hire now allows "Martial Study" internal building.
  • Scholar no longer allows "Train Siege Engineers" internal building. +20% monthly lifestyle experience replaced with +20% monthly stewardship and learning lifestyles experience.
  • Explorers now give +10% monthly diplomacy and intrigue lifestyles experience.
  • Freebooters embark cost reduction reduced to -25%.

Miscellaneous:
  • MAA cost at least twice as much provisions, even more so for non-light MAA (light footmen, bowmen, light cavalry)
  • 'Make a Request' base acceptance lowered to -35 (vanilla +30), gives a lot less money and costs x1.5 the prestige
  • Gallowsbait trait: more opinion penalties, less bonuses
  • Wipe Slate decision: increased cost, should scale with prestige level, reduced the effectiveness
  • Many adventurer-specific modifiers have been nerfed and brought more in line with other modifiers (no more +3 to all stats from hosting a feast).
  • Adventurers have -5 base travel safety and some camp buildings reduce it further.

This is not an exhaustive list of changes, if you really really care you can check the changelog.

Also check out my totally normal rebalance mod - KGD: The Great Rebalance
Popular Discussions View All (3)
7
20 Oct, 2024 @ 6:35am
What's overpowered?
Captain Smollett
3
19 Nov, 2024 @ 2:59am
What's underpowered?
Captain Smollett
1
25 Oct, 2024 @ 3:40am
Suggestions
Captain Smollett
67 Comments
Norwegian Forest 23 May @ 10:24am 
nice
Captain Smollett  [author] 28 Apr @ 10:52am 
@PaToSsAuRo yeah, looking through changes rn some things are def broken, i'll fix it as soon as i can, most likely this week.
PaToSsAuRo 28 Apr @ 8:09am 
Hi there! Since today's update I'm having issues while this mod is active: 1. I cant' move my camp (char travel to destination but camp stays) 2. Adventurer's MAA started do pay gold maintenance. I've tried disabling this mod and things went back to normal in the same savegame.
Captain Smollett  [author] 7 Jan @ 3:04am 
@DeLaBedoyère yep, i dont think it should break anything in multiplayer
DeLaBedoyère 7 Jan @ 2:20am 
Fantastic mod, do you think it works without problems for multiplayer ?
Captain Smollett  [author] 5 Jan @ 10:23pm 
@fisto the robo feel free to lift whatever, just link this mod somewhere on your mods page.

about the inverse thing would probably be interesting, but i would imagine not all of your troops would follow you. And also im not sure if the effect for getting landless title and camp is fired before or after u lose all the titles, because if it is after (and i assume it is) that means you already have no MAA and you have to save them beforehand somehow and that means you have to go through all possible ways of becoming landless and mess with them which sounds very annoying.
fisto the robo 5 Jan @ 2:58pm 
@Captain SSmolleTT: can i lift elements from this mod to add into a mod of mine?

also you added a system to make landless maas into special troops, but would the inverse be interesting: landed maas becoming special troops when leaving for adventure or losing your titles?
Jeron 30 Dec, 2024 @ 8:54am 
Search for secrets travelling is too nerfed I think. I found 1 secret in my whole lifetime traveling with the nerfed travel safety, and then finally getting the nerfed prestige for exposing it lol
hide5ing 16 Dec, 2024 @ 11:07pm 
Hey, great job creating this mod! I really enjoy it. Just wondering though, are these nerfs applied to AI landless adventurers as well? I hope not, cuz I find that AI adventurers are not really impressive in Vanilla game. Hope there is an extra game rule that only applies these nerfs to player
Angelic Burrito 3 Dec, 2024 @ 4:40pm 
Gotcha. Well, it's more like a stipulation than a "feature" that it doesn't apply to mercenary work. That mod's sole purpose is to stop contracts from impoverishing landed characters, so imo your mod supersedes it with the game rule since that's 91% of the other mod. Anyways, I think it'd be a neat feature.
Also, meant to say "I *don't* think I saw anything about it", if that wasn't clear :steamfacepalm: