Crusader Kings III

Crusader Kings III

WORKSHOP BROKEN - NEW LINK ON PAGE- Sud's Gameplay Overhaul
Showing 1-10 of 36 entries
< 1  2  3  4 >
Update: 2 Apr, 2021 @ 12:01am

2021/03/01
Generation Belligerence dynasty perk back to (new) vanilla
True Believers dynasty perk back to (new) vanilla
Innovation growth slowed down
Independence desire increased in the early game
Innovation progress from being an era ahead bonus halved
Reduced Great Holy War cooldown from 30 to 20 years
Kings/Emperors in particular as well as independent dukes should join GHWs more now.
Papal building buffed for Tax income and Muslim Holy site Buffs returned to vanilla. The Pope was getting smacked down too much
GHWs are more likely to target holy sites
Crusader (faith warrior) trait makes it more likely to join GHW
Crusader (faith warrior) trait also gives +5 Hostile Faith Advantage and 1 prowess per devotion level as opposed to a flat 3
Characters are a little more likely to join GHWs for holy sites as attackers than defenders
BYZ made a little more vulnerable to factions
Defenders from far away ~33% less likely to defend against an Undirected GHW (i.e. Crusade)
Form Empire decision takes more counties and has increased cost

Update: 9 Dec, 2020 @ 3:14am

1.2 Update

Update: 23 Oct, 2020 @ 12:30am

-Cleaned up faction file. Hoping this will reduce the vanilla bug. If nothing else, will keep the error log from getting clogged.

Update: 22 Oct, 2020 @ 3:54am

2020/10/22
-BYZ debuffs tweaked, cost for hiring Holy Order vastly increased (since they tend to found all Orthodox ones)
-Faction desire numbers tweaked a little to line up with other changes
-Plate Armor buff +5 from +3
-Advanced Bowmaking buff +5 from +3
-Added new innovation: +10 Hvy Cav dmg in High Medieval
-Added new innovation: +8 light Cav pursuit in Early Medieval
-Added new innovation: +3 pikemen dmg and toughness in Late Medieval
-Centralization techs now make characters less likely to join Independence and Liberty factions
-Characters are more likely to join Independence factions as their liege’s realm grows. This is relatively punishing at first, but is reduced by the 3 Centralization techs by 20%/30%/40% (so max of 90% removal of the penalty). Note that for now, the Mongoal Empire is immune from this.
-Increased effect of learning on fascination progress, but baseline reduced
-Buffed effect of development on tech progress by 20%
-Base innovation progress reduced by 20%
-Effect of Exposure on innovation progress reduced by more to 15%
-Absolute Crown Authority is now (even) more likely to result in Liberty factions
-HRE more likely to produce Liberty factions
-Bombards reduced to 2 siege value to line up with PDX’s siege changes
-Tweaked AI’s MaA spending to hopefully make it a little more balanced with long-term spending
-Tweaked MaA innovations a little. Slightly reduced maintenance penalty, a little more MaA per later tech
-”Scientific” perk fascination buff halved, added 20% to development bonus to capital. This was reduced because it was kind of useless. On high-learning characters it was totally useless, since it’s quite easy to hit the 100% cap, especially with the learning changes in the mod.
-Theologian trait lost +3 learning, now 1 learning per level of devotion, 5 same-faith opinion, and 25% piety gain (up from 20)
-”Scholarly Circles” perk now gives +2 learning per fame, not devotion
-War target automatic tick doesn’t start for 3 years for defender (up from 2)
-Updated tax rates for feudal contracts: low=7% normal=15% high=25% extortionate=40%
-AI much more likely to use Stewards to increase development
-AI slightly less likely to declare war overall.
-Kings now give 2.5 renown, spouses of kings 2.2 (up from 2/1.7)
-Steward Develop job now reduces build time/cost. This is minor for buildings, large for new holdings
-Building costs reduced by 10%
-Steward collect taxes job now twice as effective so that it’s actually a decent alternative when you’re low on cash
-Great Holy Wars now require 55 fervor
-Great Holy Wars now give 10 fervor to both parties if the Attacker wins (down from 25/30). The attacker loses 10 fervor if they lose.
-Tribal building MaA buffs are now also percent-based
-Effect of Guild Halls city building on development increased by ~50%
-It’s now quite a bit harder to get characters to leave a faction once they start/join it. This was done partly for difficulty, partly to combat the vanilla bug where characters will constantly form/disband factions
-Universities no longer increase character learning as there are so many sources of it already and it’s more important now. TO compensate, the xp and development buffs have been doubled. The generic university also gives a small flat dev boost as well (special universities give a bigger one)
-There will now be more mercenary groups of different sizes
-New era: Renaissance. Currently just houses the last two military innovations
-new innovation in new era to vastly increase MaA sizes, with costs
-new innovation in new era to increase generals/knight effectiveness
-new innovation in late medieval to improve heavy cav toughness
-Reworked MaA innovations. The innovations focus mainly on increasing cap (vs. size). This should allow for a little more variety while still keeping MaA numbers somewhat low in the early game. Late game adds more size limit. Note that Mil academies add limit, final castles add +1 cap.
-Military academies now reduce MaA maintenance instead and add to the MaA size limit (not MaA cap)
-Royal armories now give more levies to the duchy capital
-Reduced Martial skill maintenance buff by 33%
-Removed Crown Authority maintenance buff and replaced it with 2/5 MaA size limit (not cap)
-Marshal train commanders task no longer reduces MaA maintenance, but it now has a much higher chance to find/improve knights/commanders.
-Opinion is now worth more for getting characters to join your court. At 100 opinion, you now get +75 chance.
-Made compatible with (Legacy) More Unique Buildings Mod. Just be sure to make sure that Sud’s Overhaul loads last!

Update: 5 Oct, 2020 @ 2:30pm

2020/10/04
-BYZ Independence penalties increased slightly
- Mercenary cost modifier increased by 30%
- Mercenary sizes reworked, many more at the “big” tier
- Mercenaries should get ~50% bigger (than current) over time
- Mercenaries no longer contain levies
- Giant is now considered a “good” trait, and the prowess has been increased from 6 to 10. This means it no longer gets repressed by buffs that favour good traits, but also means it competes with other good traits when forming in the world (it will be less common for it to appear de novo)
- Malorn’s partition fix for the gender bug has been implemented. Paritition succession laws can’t add gender-specific laws, thus cheesing the system to all go to one heir. Hopefully PDX fixes this properly in the future. Malorn runs his own mod with a big set of changes here. He’s done a lot for the PDX modding community over the years, so if the changes in this mod don’t interest you/are too much, check his out!
- Genius statline has increased by +1 to make it double Intelligence. As a side note, if anyone knows how to get the intellect traits to buff BASE xp gain (not %), I would love to hear it, since I can’t get that to work.
- Levy gather speed reduced by another 20%. I don’t want this to be too punishing, but it still seems too easy to just port your soldiers where you want them to be.
- Tweaked Holy Order upgrade decision to make the first couple upgrades a little more likely, but reduce the overall number of available upgrades to 5 max (2 upgrades possible for normal rulers, with another +3 coming from Zealous ones)
- Just a note: I tend to play/test on slow/slowest religion/culture conversion. It’s still pretty speedy on those settings IMO and religion/culture are meant to influence the game more in this mod.
-County building cap increased by 2. Generally, I’d prefer the economy to be more defined by good/bad choices and less so by arbitrary limits. Happy to hear feedback on if people think this allows balance to swing out of whack. My hope is this will help the AI more since they won’t be as likely to be permanently punished for making a sub-optimal building choice, filling up their slots. Note that currently, it duchy capitals with a special building, one slot extends partially into the “Grant To” button. Everything functions fine and I’ll clean up that gui later if I keep this change.

Update: 2 Oct, 2020 @ 12:41am

-GHWs have been bumped up to a 65 fervor req since fervor seems pretty stable in the mod now. Keeping an eye on it
-Made BYZ slightly more vulnerable to Independence factions

Update: 1 Oct, 2020 @ 8:39am

Updated for 1.1.2

Update: 30 Sep, 2020 @ 7:28pm

2020/09/30
-Reduced Independence faction protection for HRE a little
-Increased Independence faction vulnerability for BYZ a little
-Ask HoF for gold cooldown increased back to (vanilla) 3 years
-DIP effect on Integrate Title increased some more

Update: 30 Sep, 2020 @ 1:30am

2020/09/29
-Mongol event fixes removed since the patch addressed that
-Removed AI war changes from patch for now. Will give the 1.1 AI a chance
-Highest tiers of debt have more severe combat advantage penalty
-Castle Building cost is now the (updated) vanilla cost. We’ll see how their building change goes
-Lowered fervor penalty for attacker losing a regular holy war to match what they would've gained by winning. Losing a GHW is still pretty punishing
-More warscore from winning battles
-Retreat movespeed was bumped up too high in the mod, it’s back to vanilla
-Holy Order hire limit back to 1
-Debt has 50% more impact on Independence factions forming than vanilla
- Diplomacy skill of the chancellor now affects integrating titles 50% more. It’s actually a job you might want to consider to keep factions in check
-GHWs can be declared at 45 fervor
-Unyielding Defender/Aggressive Attacker get 5 Advantage for Def/Att
-Using (new) vanilla knight events. Toning down mod's knight protection to see if Vanilla is better now

Update: 28 Sep, 2020 @ 9:57pm

2020/09/28
-Longbows are now a regional innovation tied to Wales.
-Constantinople is now a Holy Site for most Eastern Islamic faiths so that the AI is more inclined to push into Byzantium. Technically this is bit of an unfair buff as they’ll have 6 holy sites, but it’s very rare still for an Islamic AI to capture Constantinople itself (note Theodesian Walls buff above).
-Maximum discount for creating faith is now 75% (up from 50%). Very weak faiths will be easier to break away from (note that this is still generally harder than vanilla).
-Great Holy War targeting now very strongly favours that faith’s “heartlands” and holy sites. No more Crusades to Baghdad when the Moors are sacking Paris. Northern Spain and Southern Italy are now considered part of the Catholic “heartland”.
-Defender ticking war score delay also increased by 100% (to 2 years)
-Prim/Ultimogeniture now carry minor opinion penalties with your vassals. They don’t like your brat. They like their brats.
-Crown Authority reworked to be more impactful. See full details in forum.
-Holy Orders hire cost adjusted
-Elective succession laws give a small opinion bonus with your powerful vassals. Everyone likes to be heard.
-The Holy Roman Empire succession law has been reworked a little. It now gives the same levy/tax penalty as the first level of CA (which it also starts with). However, it comes with some nice opinion boni and an additional resistance to the formation of independence factions. HRE members are more likely to push back against your attempts to increase Crown Authority, however. This makes the HRE a more stable entity than most realms (especially given how much harder it is to deal with Independence factions in this mod), but the HRE can’t as easily become a snowballing juggernaut with legions of troops. Fighting say, a more centralized France in the 1300s will be difficult, despite the difference in size.
-Martial skill comes with a slight army maintenance, movespeed (for commanded army), and knight effectiveness buffs as levies are a little less relevant in this mod. The levy size/reinforcement buff has been cut in half.
-Stewardship gives a supply duration buff to the commanded army. You probably won’t want to make your Steward a general, but a leader with decent stewardship might be worth considering if you’re going to be slogging through tough terrain. Other changes in this mod make supply more impactful.
-Comely/Pretty/Beautiful attraction boni toned down a little (still higher than vanilla)
-Opinion penalty for not being the rightful liege up to -10 from -5
-Opinion penalty for being a different culture (same group) or culture group now -10/-30
-Demanding conversion is now significantly less likely to succeed if the character doesn’t like you or is zealous
-Independence desire levels have been tweaked a little, but generally remain in the same vain
-Opinion penalty for being a hostile faith up to -40 from -30
-Reconquista innovation change removed due to sketchy vanilla bug where cultural innovations leak into other cultures
-AI chance of declaring war has broadly been increased, but they are significantly less likely to declare sub-optimal wars.
-AI can now declare war with an existing minor Offensive War penalty
-Bankruptcy advantage malus is now -25
-Gallant trait no longer gives Martial but gives 3 prowess per fame level and a significant disease resistance (which also is injury resistance).
-Heregeld perk increased to 25%
-Architect trait has had the building cost reduction buffed significantly
-Detailed ledgers tax bonus perk increased to 25%
-Avaricious trait now gives 20% bonus tax, but a -5 opin malus with all characters
-Start of Dynasty rework initial goal is to make all trees viable, not just blood/kin every game:
-Architected Ancestry buff for Giant/Dwarf/Scaly bumped up to 33, albino/fecund up to 66. Note that landless losers no longer give renown, so fecund isn’t quite so powerful.
-Squire Traditions buff increased to 25%
-Private Army now gives two MaA
-Generational Belligerence now gives 1 Martial per fame
-Effect of Mostly Fair doubled
-Power and Prosperity now 25%
-Delegated Authority now gives 8 opinion
-Home Estates now give +2 domain limit
-Natural Schemers buff now 25%
-Effect of venial doubled
-Vibrant Court now gives 15 opinion
-Treasured Knowledge buff now 25%
-True Believers increased by ~50% and 7 opinion
-Earning Respect increased to 25%
-Assertive rulers effect increased by 50%
-Opinion buffs for Constant Care and Close Bonds doubled
-Great Holy War cooldown increased from 5 to 10 years
-Tuned rulers asking HoF for gold a little
Characters are more likely to join independence factions than start them, so shutting down problems before they spiral out of control is well worth it.
-Seljuk 1066 leader has been given a little more Diplomacy and the Greatest Khan trait to help keep his realm together longer with all the new faction changes. He also starts with some more levies and some horse archers. Also fixed a typo in his file so that he gets an additional claim in BYZ that’s currently bugged in vanilla
-Base Move speed increased by ~15% to compensate for terrain changes
-Vassal contracts can now be changed 5 times, up from 3
-Renown has been reworked. You no longer get renown for just having people who exist. The great houses of history didn’t become great by having 1000 bastards getting drunk in a pub. The Renown for all titles has been increased significantly, with emphasis on higher-tier titles. Marriages to lower-tier nobles now give less % renown, which increases based on the title of the spouse. Spouses of barons bring in about 40% the renown of a baron scaling up to spouses of emperors bringing in just as much renown to the dynasty as the emperor him/herself.
-Final tiers of Renown are now more expensive but a little more impactful
-Feudal taxes increased. Low and Extortionate taxes increased ~33%. Normal and high increased ~20%.
-Men-at-Arms hire cost. Reduced by 66%, but maintenance increased by 33%
-Indulgences have had their cost changed. If you’ve committed no crime, they’re reduced by 66%. Minor crimes are a little cheaper. Moderate crimes are about the same, while serious crimes are more expensive.
-Byzantine Empire nerfs have been updated.
-Heads of Faith who get wiped out (i.e. the Pope) should be more likely to be reinstated by leaders of that faith. This will need more testing though.
-Normans now start with Arched Saddles for heavy cavalry in 1066. They no longer start with currency.
-A character whose primary title is King of France gets slight Independence faction resistance. This is temporary until I can figure out how to make this region-specific to the SW of France, but I think France breaks apart too easily, especially in 1066. The buff is very minor and is dwarfed in comparison to all the penalties for negative opinion, different culture, and different religion. Expanding outside of France is still difficult for them.
-Realm leaders are no longer such cowards. They’re much more likely to fight Liberty and especially Independence factions. You’ll need to outnumber the leader by over 200% if you want to have an extremely high chance of them just giving you what you want without a fight.