Crusader Kings III

Crusader Kings III

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Realism & Balancing (Remastered)
   
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5 Jul @ 6:58am
18 Jul @ 10:36am
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Realism & Balancing (Remastered)

Description

Realism & Balancing is a mod which aims to rebalance the game for those who find it too easy or are dissatisfied with the execution of Paradox's hard difficulties. While other mods like Dark Ages exist, I wanted a mod that makes the game harder but without adding more mechanics to manage. It's not so straightforward to become the most powerful realm anymore and the AI should put up more of a decent fight when it comes to holding realms together and seizing opportunities.

AI behaviour has been adjusted, to make it more likely to declare war on similar or slightly weaker opponents. Logic has also been implemented to allow the AI to rush down lifestyle trees to open more opportunities to itself. This is intended to close the gap between the player and the AI, at least as much as I'm able. I still speak with the original author Hanlein but he is too occupied for the time being to maintain this mod.



New game rules for the 867 start to help set up a more historical situation in the near-term, the new rules are:

Haesteinn of Montaigu: Have him be landed or begin as a landless adventurer.

Harald 'Tanglehair': The first king of Norway, will become a 'weak' conqueror on game start. Virtually guaranteeing he will succeed in his ambition. He will lose his conqueror status once he has become king of Norway. Preserving the balance of power in Scandinavia.

The Great Summer Army: A second invasion force led by Guthrum, as mentioned in the Anglo-Saxon chronicle will invade East Anglia in place of Ivar 'the Boneless'. Additionally, the invasion of Northumbria, if successfully won by the vikings will grant both the ruler of Jorvik and Guthum (if he is alive) the historical territories of the Danelaw.

Conquest of the Rus': A game rule that makes Rurik Rurikid a conqueror on game start, much like the Cholas of India.

Conquerors can also no longer randomly spawn within the region of Europe, this helps prevent ahistorical situations like super HREs and similar immersion breaking happenings.

Domain limit isn't gained from stewardship anymore, it is now exclusively from innovations and legitimacy, maintain a high legitimacy for a powerful domain.

AI realms have access to regular partition from the start of the game instead of confederate partition, so they won't blow to pieces as much.

Alliances aren't automatically formed, instead a truce is made between the two parties for 10 years. claimants will be far less likely to ally with each other, resulting in behaviour that consolidates AI realms rather than continuous fracturing.

AI rulers receive a scaled modifier, according to their tier to help simulate player no-brainer strategies and make them more of a threat, these buffs are presented in a way to prevent the player from exploiting them while giving the AI an edge:

Men-at-Arms Recruitment Cost: -50%
Men-at-Arms Maintenance Cost: -50%
Monthly Domicile Income: +1
Monthly Domicile Influence: +1
Domcile Herd Construction Cost: -50%
Domcile Gold Construction Cost: -50%
Domicile Build Speed: +50%
Embarkation Cost: -50%
Tyranny Gain: -50%
Stress Gain: -50%
Sway Scheme Length: -150 (Paradox's method to help AI realms, speeds up the scheme significantly)
Accolade Glory Gain: +25%
Cultural Fascination Speed: +25%
Own Scheme Secrecy: +25%
Hostile Scheme Success Chance: +25%
Hostile Scheme Resistance: +25%
Enemy Hostile Scheme Phase Timer: +25 (Slows down schemes against AI to give them a fighting chance)
Disease Resistance: +1 (Should prevent mass die offs from epidemics, hopefully a temporary measure)

Only for independent rulers, from counts to emperors, they receive these additional buffs, scaled where appropriate:

Build Speed: +50%
Building Gold Cost: -50%
Building Prestige Cost: -50%
Building Piety Cost: -50%
Holding Construction Speed: +50%
Holding Construction Gold Cost: -50%
Holding Construction Prestige Cost: -50%
Holding Construction Piety Cost: -50%
Monthly Development Growth in Capital: +0.5
Monthly Control Growth in Capital: +1
Popular opinion (personal counties): +10
Fort Level: +1
Monthly Legitimacy: +1
Baseline Court Grandeur: 0 / 0 / +5 / +10
Monthly Influence: 0 / 0 / +1 / +2
Monthly Lifestyle Experience: +5% / +10% / +15% / +20%
Knight Effectiveness: +5% / +10% / +15% / +20%
Men-at-Arms Toughness: +5% / +10% / +15% / +20%
Men-at-Arms Damage: +5% / +10% / +15% / +20%
Mercenary Hire Cost: 0 / -10% / 30% / -60% (Nullifies the tier penalty for hiring mercenaries)

Landless Adventurers benefit exclusively from these buffs but do not share in the scaled buffs of landed rulers:

Provisions Loss: -50%
Provisions Use: -50%
Monthly Domicile Income: +2

All Casus Belli costs have been multiplied by 10, meaning you'll actually need to host activities to earn the prestige or piety to go to war. To help the AI overcome this, they get a 50% discount to activity costs and pay only 50% of CB costs, except against the player - in which case it's free.

Realms can have a max of 5 defensive wars up from vanilla's 3, powerful realms like the Abbasids will get dog piled if they lose their army.

Ambitious AI rulers will now prioritise the diplomacy lifestyle in order to unlock the Ducal Conquest and Forced Vassalization CB. Good matured rulers who aren't lazy or content will prioritise the inspection focus, letting the AI benefit from the boons of the inspection activity.

AI realms are more resistant to factions forming, on the death of a ruler and subsequent succession, for 5 years the AI will not have any resistances, making factions and civil wars occur. An improvement over Paradox's Hard and Very Hard Modes.


No guarantees for total conversions, you should place this mod last in your load order since it overwrites some files.


If you have feedback or opinion about a feature, post a comment or write your proposal into the request thread below.


Hanlein for creating the mod initially, as well as Dark Ages for some of the tuned AI values.
Popular Discussions View All (1)
0
11 Jul @ 4:21pm
PINNED: Request / Feedback Thread
Chris
4 Comments
SAM 15 Jul @ 8:26am 
goood <3
Chris  [author] 11 Jul @ 3:25pm 
@ZigingZagers I've made some adjustments to fertility so less children should be born, to compensate I made the AI able to resist disease better since it's bad at choosing decent treatments.

@MajorSoul can you tell me more about what you're referring to? I find most rulers reach level 4 or 5 legitimacy after a few years. Other mods you have installed can affect this.
MajorSoul 10 Jul @ 3:27am 
It's a great mod but it breaks legitimacy for me, everyone starts with low legitimacy and AI seems to struggle with increasing it
ZigingZagers 6 Jul @ 8:42am 
can you add Fertility reduction and penalties? I noticed having fewer kids in first place rather then more dead kids is more PC friendly as in less death data, MND and Dark Ages comparison