Crusader Kings III

Crusader Kings III

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Rebalanced Ransoming
   
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14 Jun @ 10:45am
18 Jun @ 7:05am
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Rebalanced Ransoming

In 1 collection by I Am Full Truie
Immersive Hard
52 items
Description
Introduction
This mod is part of a broader "Rebalanced" lightweight mods series. (A breakdown from the former "Rebalanced +" mod)

I essentially made each mechanism its own submod so that players could pick only the aspects they want to see modified/added.

Indeed, everyone has a different idea of what needs tweaking in the vanilla game and what does not.

"Why not make everything Game Rule ?" one might ask ; i felt like having those as separate mods would make it easier from a player's perspective, as most people don't even bother tweaking the game rules.

It's also a little easier maintenance-wise on my end, and - I feel - more readable for players. You'll know exactly what you're modifying from your subscriptions/playsets.

This mod will include a Game Rule which will give you 4 settings :
- Values set to so that at 15 Diplomacy, you ransom 100% of Vanilla values (no increase beyond) - way easier/lighter
- Values set to so that at 20 Diplomacy, you ransom 100% of Vanilla values (no increase beyond) - easier/lighter
- Default - 30 Diplomacy is 100% (intended setting to play the mod)
- Values set to so that at 40 Diplomacy, you ransom 100% of Vanilla values (no increase beyond) - way harder/heavier







Mod content

This mod makes it so that the ransom value you get scales with your Diplomacy skill. For each Setting (default being 30), the value represents the Diplomacy skill at which you get what you'd get for ransoming that person in the base game. Obviously, this value is a max value, so if the Game Rule setting #30 gets you back to the base game value at 30 Diplomacy, being at 50 will not result in an increase.
It will inherently nerf the Golden Obligations Perk (which has been adjusted a tiny bit to make it yield less gold).

Also, this mod removes the ludicrous flat 0.5 and 0.25 multipliers for players in Hard and Very Hard difficulty modes. They are pretty unimaginative to begin with, and doubling down on the mod makes it absurdly impossible to get decent values.

Why no increase ? Because this is a Rebalance mod of a too exploitable mechanism. Also I never understood why a 0 Diplomacy character would be able to negotiate the same release a 30 Diplomacy one. Especially when the Golden Obligations Perk scales, but not ransoming in general.

Overall, this idea is to make the game slightly more challenging and immersive as well.

A few screenshots to illustrate (Normal values - 30 Diplomacy yields Vanilla values) :











Compatibility
Pretty much everything.



Savegame compatibility
Yes.



Available Languages




MY MODS




Rebalancing / Lightweight Mods


[www.patreon.com]
15 Comments
I Am Full Truie  [author] 16 Jun @ 10:37am 
@Azeloth agreed, but re balancing all events is quite the task
Azeloth 16 Jun @ 6:05am 
My personal opinion is what causes unbalance in game is scaled money. Where some common artifact cost a whole decade of somelord income. Or When you bribe courtier with ammount of money you could build multiple buildings. Addition to that Game spawns alot of money. Often in decisions where someone gives you ammount of money and they actually dont lose it. So game spawns alot of random money. Ransoming itself is not that bad. Like you said everyone has they own opinion what needs Balancing.
I Am Full Truie  [author] 15 Jun @ 12:47pm 
@Ēarendel lol what ?
that's not what the mod does, on the contrary
it make it so the max you can get at 30 Diplo is what Vanilla would have given you
some a peasant will be w/e a peasant's worth in vanilla at 30 Diplo, half the value at 15 Diplo, etc
Ēarendel 15 Jun @ 11:45am 
Is some peasant bumpkin really going to cost 100 gold with 30 diplomacy?
Captain Smollett 15 Jun @ 7:11am 
I can't, but i can say that if recall your files correctly then you should have the same issue.
The issue being - if you are trying to ransom a third party (say, your child), then UI cost in the option itself is different to the actual cost, because those are shown before scope:payer is set and are listed from POV of secondary_recipient, thus, counting THEIR diplomacy, not YOURS, so the cost is different.
I Am Full Truie  [author] 15 Jun @ 6:54am 
@Captain SSmolleTT "With my thing the loc kinda breaks when ransoming a third party (i assume this might be an issue in your mod too?)" => send me a screen in PM ;)
Captain Smollett 15 Jun @ 6:46am 
With my thing the loc kinda breaks when ransoming a third party (i assume this might be an issue in your mod too?)
Captain Smollett 15 Jun @ 6:40am 
I didnt get what you were saying at first but now after testing it a bit yeah, i didnt account for that somehow. Oops. Anyways here's what i came up with , except i wanted it to also increase ransom costs if you're way better. You can prob change the offset (add = -1 part) to be the same as max and it will work just fine for your case:

multiply = {
value = 1
add = {
value = imprisoner.diplomacy
add = 2 #offsets the values a bit so 1 vs 2 diplo isnt an x2 difference
divide = { value = diplomacy add = 2 }
max = 1.5 #range 0 to 1.5
add = -1 #range -1 to 0.5
multiply = 2 #range -2 to 1
multiply = 0.2 #range -0.4 to 0.2
#final range 0.6 to 1.2
}
}
I Am Full Truie  [author] 15 Jun @ 5:59am 
@Captain SSmolleTT "(idk why would you have max 1.5 if you are capping it at de-facto x1 later)" because you might have your ransom value reduced by the comparison with the fixed value, say you have 10 and 20 is considered vanilla values => you'd get 50%
then you have twice the payer's diplo => up to 75% (1.5) to raise it up a little
and the check max is here to prevent going over vanilla if say
you have 20 diplo and 20 is considered normal => 100%
so even if you have double the payer's diplo => don't go overboard to 150%, cap it at 100 ;)
Captain Smollett 15 Jun @ 5:15am 
All that can prob be done as script value with no need to save anything inbetween.
You can prob do smth like this (idk why would you have max 1.5 if you are capping it at de-facto x1 later) throwing it at the end just of the value like you did:
multiply = {
value = 0.5
multiply = {
value = scope:imprisoner.diplomacy
divide = { value = scope:payer.diplomacy min = 0.5 }
min = 1
max = 2
}
}

this would start the ransom off at 50% of OG value and increase it up to 100% (so, vanilla value) if imprisoner's diplo is x2 of the imprisoned/whoever pays for them.