Crusader Kings III

Crusader Kings III

WORKSHOP BROKEN - NEW LINK ON PAGE- Sud's Gameplay Overhaul
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Update: 21 Sep, 2020 @ 1:32am

Update: 21 Sep, 2020 @ 1:16am

- Fixed a potential bug with the new Reconquista and updated the full change list to include the buffs that are in the mod
- Negative opinion matters slightly more for forming independence factions

Update: 20 Sep, 2020 @ 1:46pm

Small change to Viking CBs to make their overseas conquests closer to Scandinavia

Update: 20 Sep, 2020 @ 4:33am

Honestly, too many to count. Would be easier to just review the full list of changes

Update: 13 Sep, 2020 @ 4:05am

2020/09/13
Stack wipes triple the capture chance.
-AI chance of declaring war reduced by about 10%. As that’s modified further by the AI, it should hopefully reduce frivolous wars they can’t afford.
-Naval pathfinding tweaked further. AI should desire to path through water around 25-33% less.
-Duchy Buildings are stronger. Note that most of their effects only apply to the domain of the owner.
-Military Academies now increase MaA cap by 1/2/4 (all other effects removed)
-Marches have had their supply, levy, garrison, and raid effects doubled.
-Siege Works have had their effects increased by 50% with the lackluster final tier getting an extra buff
-Royal Armories now decrease maintenance by 2.5%/3.33%/5%
-Jousting Lists now increase knight cap by 1/2/4 and effectiveness by 15%/25%/40%. MaA maintenance modifier removed.
-Blacksmiths have had their toughness buff increased by 33%. A 5/10/15% Heavy Cav toughness buff has also been added. MaA maintenance modifier removed.
-Archery Ranges have had their damage buff increased by 33%. MaA maintenance modifier removed.
-Tax Assessors have been buffed to 20/35/50% to keep the competitive with the military duchy building changes.
-Leisure Palaces have had their stress buff increased by 50% and their personal scheme buff doubled. Their control buff has been removed.
-Royal Forests have had their development buff doubled.
-All building MaA buffs are now percent-based. Overall, there are less stats to be had from stacking buildings. There are fewer knight slots from buildings.
-Knight toughness increased to 25. Damage buff removed.
-AI should not make characters knights if their prowess is less than 6. This should keep them from sending duds to the slaughter.
-Partition of titles should result in tighter groupings rather than a smattering of titles all over the place
-Allowable debt to hire mercenaries has gone from 24 months to 2 months. The AI has enough long-term money problems and the Pope goes crazy hiring mercs.
-Increased Martial’s upkeep buff (removed a lot of building upkeep buffs in this update)

Update: 12 Sep, 2020 @ 12:40pm

-Knight combat events gone from 3 to 4 days (vanilla is 5)
-Effect of development on levies back to vanilla
-The 4th prestige rank gives an extra knight. The final prestige rank gives 3 extra knights. The last rank isn’t easy to achieve, so should really be worth something. Kings get one more knight, emperors get two.
-Knight events in battle reworked. The math is a little complicated, but as a ballpark, maim/death should be ~33% less common and capture after defeat should be ~40% more common. Note that wound chances are unchanged and being wounded increases the odds for all other bad stuff to happen. Brave characters are more likely to die, but less likely to surrender. The opposite is true for Craven characters. Note the importance of prowess in keeping your knights alive and well. Feedback on results would definitely be appreciated since the system is a little complex.
-The Brave trait gives serious penalties to battlefield survival in vanilla. Rather than change this for now, I’ve doubled the prowess (to 6) buff as well as the opinion modifier.
-Martial skill also comes with a slight army maintenance discount as levies are a little less relevant in this mod.

Update: 11 Sep, 2020 @ 12:30pm

-Mercenary bands now give 25% of the levies, but ~twice the Men-at-Arms. The intention is to make these punchier professional soldiers. They will also increase in size throughout the game to be ~>3x bigger in the Late Medieval era. Note that their cost is based on troop type/number, so is dynamic.
-Sinful Bishop effect reduced by 50% (to -5 fervor). However, the effect of the Head of Faith getting the event has been increased by 50% (to -30 fervor).
-The minimum piety to convert change reduced to 350 (default is 250)
-Previous change removed:
Discount for creating a faith based on missing fervor has been decreased by 25%, however the maximum discount has been increased from 50% to 75%. This should make it harder to create new faiths from high-fervor faiths, but easier from (very) low-fervor ones.

Update: 10 Sep, 2020 @ 11:16pm

Steam Workshop issues...

Update: 10 Sep, 2020 @ 10:25pm

Update: 10 Sep, 2020 @ 8:41pm