Crusader Kings III

Crusader Kings III

Sane Warfare
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Update: 9 Sep, 2020 @ 1:29pm

Update: 9 Sep, 2020 @ 7:18am

Update: 8 Sep, 2020 @ 10:06pm

- Improved AI building logic for barony and duchy buildings both.

If the culture of the holding's owner (direct owner, not liege) has unlocked its cultural MaA unit invention, the AI will now prioritize constructing buildings that improve it. It will also be much less likely to build buildings that improve different MaA types in one holding.

Overall, this should result in stronger AI men-at-arms, and more specialization, rather than it using many random MaA, with building bonuses also scattered over many types.

- Slight mod compatibility improvements. Remember to load this mod last to be sure, regardless.

Update: 8 Sep, 2020 @ 12:46pm

Update: 8 Sep, 2020 @ 7:46am

Update: 8 Sep, 2020 @ 7:43am

Update: 8 Sep, 2020 @ 7:28am

Update: 8 Sep, 2020 @ 7:00am

The effects of barony buildings on MaA have been buffed, since they were still too weak, due to switching to a percentage-based system.

They now generally follow the following progression (or are close to following it, they're not all clones of each other, and some affect multiple unit types, possibly being primary buildings for some unit types but only secondary or tertiary ones for others) :

Primary MaA barony buildings :

At level 8 : +8% Damage and +4% Toughness (or +4%/+8%), as well as -3.2% MaA upkeep.

Secondary MaA barony buildings :

At level 8 : +8% to either Damage or Toughness, or +4% to both, as well as -1.6% MaA upkeep.

Tertiary MaA barony buildings :

At level 8 : +4% to either Damage or Toughness, or +2% to both, no upkeep reduction.

Pursuit and Screen are also affected where applicable (skirmishers and light cavalry).

Update: 7 Sep, 2020 @ 7:09pm