Crusader Kings III

Crusader Kings III

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KGD: The Great Rebalance
   
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5.352 MB
7 Feb @ 6:33am
18 Jul @ 12:46am
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KGD: The Great Rebalance

Description
WARNING! The mod is still in it's early versions, things may and will change a lot and a lot of things might be a bit raw.
ANOTHER WARNING! NOT recommended to combine with any other mod unless you know what you're doing (or at least tried the pure version out)

The mod aims to provide more interesting vanilla-eque experience with more challenges and less ridiculous player snowballing. Very TL;DR of changes:

Domain limit is more static and MAAs are smaller, leading to vassal contributions mattering for your army and economy.

Economy buildings are weaker, MAAs and Levies get more expensive with time and Court Amenties cost scales with total realm development, leading to less ridicilous late-game economies.
In compensation holdings provide more tax than in vanilla (otherwise 867 would be a slog to play through).

Passive Opinion and Prestige modifiers are nerfed hard while penalties for different culture, faith, low legitimacy and low court grandeur are increased, leading to having to actually do something for characters to like you.

AI is more competent overall and might be at a bit more theatening.


Recommented to use with KGD: Adventurer Nerfs (put this mod BELOW Adventurer Nerfs, later in the load order). There might be issues, including balance ones. when using both, and you probably want to change Adventurer Nerfs default gamerules a bit for a smoother experience.

If you have a "Is it compatible with X" question that means it probably isn't.

More Interactive Vassals Compatability Patch (click here)




General overview of the changes
This is in no way an exhaustive list of changes, and it might be outdated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 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
- Added 20% 'Scourage of Gods' chance game rule (and nerfed the modifier itself a bit)
- Player no longer can randomly become a Conqueror

- Removed domain limit from Stewardship skill
- Removed army toughness from Martial skill
- Halved travel safety from Martial 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)
- 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)

Plans:
- Finish messing with buildings
- More anti-snowballing mechanisms
- Add a bunch of simple interactions with vassals/liege/family/friends
- Do something about regencies
- Reduce annoying things
- Do something with religions and tenets
- More AI handholding scripts
- Great crusade against the modifiers
- Keep playing whack a mole with game breaking things

This mod and/or some of its features were inspired by other balance mods. If you care, check them out: MND, Dark Ages, Realism & Balancing, Major Rebalance
87 Comments
Captain Smollett  [author] 9 Jul @ 5:32am 
Nvm i found the issue. Whoever made it so activity's host actions increase progress only if there're NO PLAYERS involved in the activity is insane. It's NOT fun to carry AI in their own activities.

Should be fixed with this update and as such AI should at least not fail them most of the time now.
Captain Smollett  [author] 9 Jul @ 4:33am 
Update on nerge stuff: i did smth and it didnt work. I have no clue why. I may investigate, but if it's something really complicated i probably will drop it.

I thought just adding bazillion weight to success chance options if current progress is less than 25 (threshold for minimal success) and the character is the activity's host. But apparently that doesnt do much.
Captain Smollett  [author] 7 Jul @ 11:28pm 
@DanitheGamer i honestly really hate nurge events, but i just checked - there isnt that many of them (like 12? The file for regular hunt is like 10 bigger in size) so maybe i could try to do smth about it
DanitheGamer 7 Jul @ 1:23pm 
Not sure how you'd do this, but could you try to make the AI a little better at Nerge hunts? I've never been to one where the AI didn't fail epically and it's kinda sad lmao
DanitheGamer 4 Jul @ 9:12am 
Yay thank you
Captain Smollett  [author] 4 Jul @ 9:11am 
for the record - should be fixed now.
Captain Smollett  [author] 4 Jul @ 7:45am 
@DanitheGamer omg did i actually not fix that? We found that back at wednesday and i swear i changed it back.. ig i didnt.
DanitheGamer 4 Jul @ 7:18am 
Update: I found the cause of the bug. It's a line of code in 00_government_types which sets the nomad's valid_holdings to include temples. I reset it to the vanilla line and the bug was fixed.
DanitheGamer 4 Jul @ 7:07am 
Major bug: barony-level mosque holders are assigned Nomad rather than Clan government type, preventing them (or me!) from constructing or upgrading any builldings in their holdings.
ZigingZagers 29 Jun @ 10:45am 
thanks for letting me know