Crusader Kings III

Crusader Kings III

KGD: Adventurers Nerfs
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Update: 8 Oct, 2024 @ 4:19am

Game Rules:
  • Added 2 game rules, doing more or less what some other mods already do, due to them being incompatible with mine.
  • Camp Upgrades Restrictions: you can leave them as i set them to be, allow all camp upgrades for wanderers only, or allow all for everyone.
  • Contract Payment: you can make contracts "generate" their own gold, so you dont bankcrupt AI by playing the game.
Other:
  • "Search for Secrets" and "Proselytize to Locals" travel options related events are half as likely to trigger.
  • "Proselytize to Locals" travel option piety gain from converting reduced to 25.
  • Tweaked some camp buildings a bit.

Update: 4 Oct, 2024 @ 11:22am

  • Nerfed a bunch of heavy stat modifiers ( example: Fireside Chat modifiers )
  • Wipe slate tweaks finally work.
  • Tweaked some camp buildings a bit.
  • Camp-building specific travelling options reduce speed (for the most part), some reduce safety more.
  • Adventurers now have -5 base travelling safety.
  • Less provisions from alternative methods of obtaining them from the market (buying is unchanged).
  • Playing dice reduces less stress.
  • Can't use piety level to reinforce regiments from a county whose faith doesnt like you (only same religion)
  • Added prestige/piety cost to reinforcing by using prestige/piety level.
  • Reduced piety gain from donating to church. Cost have been adjusted a bit.
  • You can no longer receive a blessing from a church that clearly doesnt like you (only same/syncretic religion)
  • Church Garden options generally reduce less stress.
  • Less provisions from garden event option.
  • Converting faith through garden event resets piety level to 1, costs piety and gives more stress to zealous characters.
  • Probably some other stuff i forgot about :P

Update: 4 Oct, 2024 @ 11:22am

Update: 4 Oct, 2024 @ 11:21am

Update: 2 Oct, 2024 @ 7:48am

Camp Purpose:
  • Wanderers now gives some very minor buffs
  • Swords-for-hire now allows "Martial Study" (sub?)building.Study" (sub?)building.
  • Scholar no longer allows "Train Siege Engineers" (sub?)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%.

Other:
  • Traveling contracts should give a bit more gold.
  • Traveling contracts no longer provide a hook on completion (except the ward one)
  • Contracts involving schemes should give a bit more gold now.
  • 'Make a Request' counts you as "poor" only if you're in debt
  • "See How it's Done" perk gold per point of interest increased to 5
  • Adventurers have -66% monthly piety multiplier

Update: 1 Oct, 2024 @ 6:52am

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 2
  • Intrigue: "Crime pays" multiplier reduced to +33%
  • Intrigue: "I look better in comparison" gives a lot less prestige (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.

Update: 30 Sep, 2024 @ 11:48am

Miscellaneous:
  • Gallowsbait trait: more opinion penalties, less bonuses
  • Wipe Slate decision: increased cost, should scale with prestige level, reduced the effectiveness

Update: 30 Sep, 2024 @ 7:27am