Crusader Kings III

Crusader Kings III

Major Re-balance
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Update: 21 Oct, 2024 @ 11:05am

More MaA regiments baseline for adventurers, none from camp pavilion building
More MaA regiments for picking mercenaries camp purpose
Baggage train camp building offers less regiment size
Proving ground camp building additions add less MaA damage
Advantage is 40% as powerful as before
Request council position, request governorship sponsor have longer AI cooldown
Acknowledge governor doesn't offer a hook, rewards reworked
Bolster governor costs more gold, influence, and longer cooldown (but also gives recipient more influence)
More modifiers brought in line

Update: 19 Oct, 2024 @ 3:11pm

Less MaA size bonuses from camp buildings
Camp officer apptitudes increased, and some bonuses nerfed
Landless adventurers will have fewer knights, less travel safety and generate less monthly piety
Nerfs to many lifestyle perfs for landless adventurers
Contracts will offer less gold and fewer hooks
Request interaction will offer less gold
The player should always be able to become an adventurer

Largely I just merged that KGD: Adventurer Nerfs, but I went through and made my own minor changes where I felt it was better

Update: 17 Oct, 2024 @ 8:43am

Estate buildings offer less fertility and opinion bonuses
Estate buildings dont offer prowess, merc cost reduction instead
Some more temporary modifiers nerfed
War time doctor event now has a 10 year cooldown, because jesus that was awful
Difficulty affects influence and provisions
Witch coven offers less bonus fertility
The Khans will be able to make titles more cheaply

Update: 13 Oct, 2024 @ 9:41am

Nerfs to a lot of opinion to courtiers mods from buildings in camp and traveller trait.
Slightly less health bonus just for having a camp.
Brought the fertility bonus of one of the camp buildings in line with other changes.
Nerfs to many of the new temporary skill modifiers added in the dlc.

Main goal here was to make you work a bit more for a very happy camp instead of it being nearly free and guaranteed. There are some other military changes I'm debating, but I need to test it out on different start dates before I mess with it too much

Update: 11 Oct, 2024 @ 1:16am

Updated for the patch. No new (intentional) changes yet. I just wanted to catch up first. Eye balling a lot of adventurer changes

Update: 14 May, 2024 @ 12:26pm

Viking Trait reworked to be more about raiding than fighting
Historical artifacts brought more in line with other artifacts
More temporary modifiers nerfed
Cultural innovation muladi offers less opinion bonus, but now offers some cultural acceptance gain
Feuds negatively affect murder success chance instead of positive
Fixed some minor bugs

*** Open Issues
Witchcraft ritual doesn't clarify the increases cost sources as it should (era, illegal)

Update: 2 May, 2024 @ 7:40pm

Always Space in the Hold now gives uncontrolled territory advantage instead of defender advantage, it should be focused on pillaging
The Viking Trait is now a tiered trait, and the base trait is easier to get

*** Open Issues
Witchcraft ritual doesn't clarify the increases cost sources as it should (era, illegal)



Going to wait here until the next patch coming up in 6 days. That will take a bit of work to catch up to, then I can get back to it :)

Update: 29 Apr, 2024 @ 7:13pm

Special buildings that require islam, christianity or eastern religions to build or be active will now accept the appropriate syncretism tenet as well
Diplomatic and learning lifestyle perks offer a bit less opinion bonuses
Cultural traditions that offer different culture opinion were reduced somewhat, removed no negative cultural opinion bonuses
Xenophilic cultural tradition is no longer pickable (might still start on some cultures, not sure), too similar to culture blending, and without the no negative cultural opinion bonus, it served little purpose
Syncretism tenet offers 25 instead of 30 bonus opinion
AI will be less likely to stack warrior culture, coastal warriors, and Hirds
Renown levels require more renown, and offer a lower max long reign bonus
Eager Reveler base intrigue moved to lvl 2
Renown from artifacts and court grandeur above expectations reduced slightly


*** Open Issues
Witchcraft ritual doesn't clarify the increases cost sources as it should (era, illegal)

Update: 28 Apr, 2024 @ 12:40pm

Reeve accolade's parochial opinion boost nerfed in line with others
Spouses give a small bit less stats. about 17% less when set to assist overall, about 11% when set to a specific task
Martial lifestyle perk Loyalty and respect nerfed from 25% to 20%, but offers 1 Martial
Walking the path legacy perk offers half the free learning for visiting holy sites
Trial by combat rewards a very small amount of legitimacy
Inherited Tactics legacy perk now offers 5 extra advantage bonus for leading own troops, not 5 regular advantage


*** Open Issues
Witchcraft ritual doesn't clarify the increases cost sources as it should (era, illegal)

Update: 25 Apr, 2024 @ 5:40pm

Artifacts offer less courtly, glory hound, parochial, and zealot vassal opinion (to be in line with other opinion modifier changes
Master of the hunt court position gets extra hunter xp (for the master of the hunt, not the liege)
Dynasty perk House of warriors does not offer prowess directly, but gives blademaster xp and makes strong more likely when children come of age
AI is less likely to accept duels of various types if their health is poor or worse
The AI shouldn't flaggelate if already poor health, unless particularly zealous
Stalwart and Valiant Accolades have better bonuses at lower levels (but nerfed the overall bonus to glory hound opinion on Valiant)
Prolific Hunters tradition allows tribal rulers to build hunting grounds buildings
Acclaimed Knights bonus prestige scales with rank
Fixed some minor bugs due to incorrectly modifying on_action scripts
Prestige level affects glory hound opinion, and offers a bit less secular opinion


*** Open Issues
Witchcraft ritual doesn't clarify the increases cost sources as it should (era, illegal)