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I don't think a tributary war should be costly anyway. It doesn't bordergore & people in the dark ages (such as the Anglo-Saxons) spent a lot of time extracting tribute from each other, claiming to be the "Brytenwalda" (Britain Ruler) without actually establishing a kingdom until the Vikings made it necessary to do so.
@fisto
An adventurer county conquests costs 4000 prestige & I don't even remember how much the ducal conquest came to.
I think some values tuned to gameplay more, but still so expensive that the AI isn't going to spam it.
Gambling something like 1000 prestige for an adventurer county conquest, 4000 for a duchy conquest, 6000 for a kingdom conquest (it doesn't all have to scale) & finally 10000 (the vanilla) sounds like a fair deal to me (AI adventurers rarely have the required fame anyway).
Only pagans could rapidly expand (but only by 1 subjugation a lifetime & only county conquests CB's) but that meant spending your precious prestige. Back in Ck2 there was no "fame level" so you were wagering on your characters reputation. I do think Ck3's fame system would've been better had they made the prestige / piety costs more expensive.
Not to forget, if you owned the right DLC, you always had your council restricting you from declaring any war you wanted without being considered a tyrant. If you were desperate enough for war, you could end up owing many favours.
It also makes sense that rulers with the same culture spend less to conquer each other, as if in a state of civil war. For example, if China ever fragmented (as it often did), it could easily build itself back up again.
A conquest mainly just used to escape feudal & RP migration. Each time it's used, the price doubles. That'd total 24,000 prestige for Haesteinn to migrate twice.
ADDED game rules allowing changing CB costs, cutting by half or multiply by 2, 3, 4, 5, 6, 7, 8, 9 or 10.
REMOVED the cb changes from the CB files, added it in hidden modifier value files. Now mod is way more compatible with mods that add or change CBs.