Crusader Kings III

Crusader Kings III

49 ratings
KGD: The Great Rebalance
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.405 MB
7 Feb @ 6:33am
23 Jul @ 11:41am
93 Change Notes ( view )

Subscribe to download
KGD: The Great Rebalance

Description
WARNING! Things in this mod may change a lot and a lot of things may 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This is in no way an exhaustive list of changes, and it might be outdated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 light 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)
- Implemented herd decay mechanic for Nomads
- 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
- 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
102 Comments
Captain Smollett  [author] 24 Jul @ 9:20am 
@net Thanks! Yeah, the mod does do a bit of that at base, but i think making stress managment harder for player is more than fair anyway, and other than those... well, i just discovered how much i could improve AIs game by messing with weights of extrmely important things, like, yk, buildings, and ever since i tried to keep AI buffing to a minimum, preffering to focus on nerfing things players can exploit but AI cant. There're a lot of those.
Captain Smollett  [author] 24 Jul @ 9:07am 
@k.lyric имхо лимит домена с управления, даже если там 1 за 50, дает слишком много, стат и так дает деньги, что наверное лучше всего остального с других статов вместе взятого. Я тут хотел чета еще написать но ограничение в 1000 символов мне не позволит.

Ну а где это поменять - common/defines/BKT_defines.txt буквально одна из первых строчек STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 101, меняй 101 на, хз, 10, или сколько ты там хочешь.

ИЛИ можешь скачать вот этот мод, он вроде должен работать поверх моего и там вроде 1 на 12 (и есть версия с 1 на 9)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3474727583
k.lyric 24 Jul @ 8:20am 
На мой взгляд слишком сильный нерф управления, и вместо оригинальных +1 домена за 6 управления было бы более "балансно" сделать +1 за 10 стата. В остальном вполне достойный ребаланс. Так держать. И если не сложно объяснить, где можно подправить этот нерф управления для себя?
net 23 Jul @ 9:29pm 
I really appreciate that this mod doesn't go the "make everything grimdark for the player and give the AI absurd buffs and cheats" route that other rebalance mods seem to prefer. It feels completely natural to me as someone who never really min-maxes or plays 100% optimally. I'll be having this on my mod list until Paradox decides to finally fix their game themselves... which will be never, so I suppose it'll be here until the end of time.
Captain Smollett  [author] 21 Jul @ 8:31pm 
@Alma_Negra mine is just -5ish% of your herd yearly. Herders corner also decreases it. Seasons are just changed to be more impactful overall.Try it, and if you still think that one is superior - maybe i could add a gamerule toggle for it
Alma_Negra 21 Jul @ 7:32pm 
Is it similar? I kinda like this formula:

During a Cold Zud or Severe Drought you will lose 0.25%, during a White Zud 0.5% and during the Havsarsan Zud 1% of your herd every monthly tick. Since there is no loss mechanic coded into herd by paradox, it is unfortunately not possible to show this in the herd UI.

Observe your herd at the end of every month to see how much it's actually changing, or if you want to know for sure you can use this formula to see if you are losing or still gaining herd:

Your herd gain * 400 during Drought or Cold Zud, 200 during White Zud or 100 during Extreme Zud = your target herd, above that value you will lose more herd than you gain, below that you will still gain more than you lose.

A mathematical example: it is a White Zud in your region and you have a herd gain of +50 every month. 50*200=10,000, meaning you will either gain or lose herd until you are at that value.
Captain Smollett  [author] 20 Jul @ 11:18pm 
@Alma_Negra it probably doesnt, however my mod also has herd decay, so...
Alma_Negra 20 Jul @ 10:09pm 
Captain Smollett  [author] 20 Jul @ 9:45pm 
@Dirijor Glad you're enjoying it! No idea why that populist thing happens though, it shouldnt be mod related as i didnt touch populist faction related except for the CB in the mod..
Dirijor 20 Jul @ 1:01pm 
First of all, great mod! For the first time since I started playing, the AI actually managed to beat me. However, I’ve encountered a strange issue. For some reason, kingdom-level vassals of the HRE tend to join populist uprisings. Normally that wouldn’t be a problem, but when the rebels win or their demands are accepted, the generated populist leader takes control of the kingdom, and the original king loses all their land outright. I ran multiple test games with only this mod enabled, and the issue occurred in every run.