Crusader Kings III

Crusader Kings III

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The Great Men-at-Arms Humbling
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12 Apr @ 7:31am
12 May @ 3:25am
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The Great Men-at-Arms Humbling

In 1 collection by Nye
Genetics, Death & Difficulty - Official Collection
8 items
Description
Overview
The Great Men-at-Arms Humbling is a warfare balance overhaul designed to address the significant power disparity between the player and the AI as caused by the current Men-at-Arms system. In the base game, players can effortlessly dominate the AI by stacking buffs on MAA units like heavy infantry or cavalry, turning them into unstoppable space marines while levies remain pitifully weak throughout the game. This mod draws inspiration from Crusader Kings 2 and shifts the focus back to levies, making them a competent and evolving fighting force, while scaling down the absurd power of MAA regiments. The end result, hopefully, is a more strategic and challenging warfare system where thoughtless steamrolling is curbed.

Levy Changes
  • Levies start much stronger and become better with each era to simulate an increase in military technology and strategy.

  • Levies now gain bonuses that make them the staple of the army as opposed to what was before. (This is the primary way of making the AI competitive with the player.)

Men-at-Arms Changes
Men-at-Arms should now be thought of as a supplement to your army as opposed to the main force, levies now fulfil that role.
  • Men-at-Arms units have been universally weakened.

  • Adventurer Men-at-Arms units have been weakened further because of their absurdly overpowered modifier hell ridden domicile. (Now adventurers need the domicile modifiers, and well-picked captains to be competitive, not just win by default. Becoming a ruler is also a natural step up in terms of power progression-potential.)

  • The AI has been given a push to actually fill out their Men-at-Arms regiments.

  • Countering has been nerfed somewhat from max penalty -90% to -50%. (I find that usually, the AI is at a mega disadvantage to the player on all fronts in base due to countering.)

Knight & Other Changes
  • Knight damage per prowess have been divided by 4, meaning less OP knights.

  • The degree to which advantage affects damage has been reduced.

Edge Cases
  • in the starting year of 867, viking adventurers will spawn with 7k+ levies! They have now been nerfed.

  • Peasant / populist uprising leaders have been dealt with.

  • Administrative Government have increased levies.

  • Nomadic Governments do not use levies at all, so their MAAs are not nerfed as hard as everyone else's. (I have no real desire to play as nomads so I'm going to need feedback on this.)

Compatibility
  • This mod will work with all mods, including new men-at-arms, and total overhauls.

  • Do NOT use this with Humble Adventurers! Doing so cause adventurers to be incredibly weak.

Tuning
The tuning of this mod is currently in a good place, I feel, and certainly makes the game more interesting, especially when coupled with Nye's Aggressive AI. (I literally cannot play the game without this combo.) With that being said, it is ultimately an imperfect solution to a problem that shouldn't even exist in the first place. I will keep this mod updated, but I am done thinking about it for the most part and the tuning will largely be staying the game. I am hopeful Paradox will come to their senses and fix their broken, horribly balanced warfare system so that this mod isn't required.

The Actual Problem - Now Condensed
The current Levy and Men-at-Arms (MAA) systems in Crusader Kings 3 are poorly balanced, making the single-player game too easy. Players can easily stack modifiers on MAA (especially heavy infantry/cavalry), creating overpowered units that steamroll the AI. In contrast, levies have static, low stats throughout the game and become completely ineffective. The AI cannot utilize modifier stacking like the player can.

This differs significantly from Crusader Kings 2, where levies were a more competent force. The proposed changes aim to increase levy importance and reduce MAA dominance to make the AI more competitive and force players to think more strategically.

I believe that the base game is in absolute modifier hell and this removes challenge and enjoyment. It appears to me as though this was a deliberate choice-- potentially as Paradox might not have wanted the AI to have posed much of a barrier to newer players. A fundamental rework by Paradox, potentially inspired by CK2's system where the AI could compete better, is necessary in my opinion to fix these core issues and to put the whole game in a much better spot.


My Mod Lists
Genetics, Death & Difficulty
Better Landless Adventurers
123 Comments
Elder 6 Jul @ 7:37pm 
quick question, is the buff Nomadic_Government_Horse_Rider_Buff only activate when players play Nomad? I can see AI's Man-at-arms only got the debuff but the character do have the buff in his buff list.
Turtle-Gal 3 Jul @ 9:43pm 
Does the men at arms stat nerfing have a formula so I can make an edit for Cultures Expanded?
Dash 1 Jul @ 9:33am 
Alright. So after testing the mod, can say it doesn't make Men at Arms for adventurers useless. Which is good. It makes combat slower, so if you have a lot of buffs and damage stacks etc on your people. You'll still win a lot of the time. Higher army stacks then yours should give you a bigger disadvantage, also lowering the advantage damage to 2% also helps a bit. Maybe try 1% as well. Can say though, just from looks combat seems more balanced. Overall pretty good mod.
Dash 30 Jun @ 3:52pm 
This seems neat. Question though. How badly are the nerfs to Knights and MaA exactly? Been messing around with mods and landless adventurers. The Aggressive AI was a step in the right direction. And as such, I had a 2k stack take out about a 10/11k stack of viking armies. What would be the difference with the mod? Does it not give a fighting chance?
timotheus 22 Jun @ 5:11pm 
I feel like 40 40 is kinda a lot
Nye  [author] 21 Jun @ 4:05am 
I must admit, I'd very much like a fix to the warfare system. Though, I think it can only come with a major rework. I think MAAs as they are right now have got to go. Paradox have honestly somehow managed to create one of the most atrociously balanced systems ever with this haha
Jeggo 20 Jun @ 8:46am 
That they should fix combat and take inspiration from you. I like actually having a challenge and having to think about what I'm doing in combat instead of just knights getting a 2000 to 1 KDR
Nye  [author] 20 Jun @ 5:25am 
Oh nice what did you say to them?
Jeggo 18 Jun @ 7:33pm 
Your mod is so good in this survey Paradox has I'm directly citing your mod.
warriorandtoaster 9 Jun @ 12:12am 
I already set advantage effect to 2% per point in my game rules for an ongoing save game. Will this mod compound that nerf if I install it, or does it get overridden?