Crusader Kings III

Crusader Kings III

Sane Warfare
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Update: 21 Sep, 2020 @ 7:54am

-Warscore tick rate in non-special wars increased to 1% per month from the previous modded 0.5% (with a delay of 6 months of occupation before it starts ticking).

For the sake of comparison, Vanilla is 1.65% per month for the defender with a 1 year delay (break-even point now at 15-16 months of wargoal occupation, then accrues slower in the mod), and 0.75% per month with no delay for the attacker (break-even point of 18 months of wargoal occupation, and then accrues faster in the mod).

1 year long wargoal occupation :

Vanilla : 0% warscore if defender, or 4.5% if attacker.
Sane Warfare : 6% warscore for either.

2 year long wargoal occupation :

Vanilla : 19.8% warscore if defender, or 18% if attacker.
Sane Warfare : 18% warscore for either.

5 year long wargoal occupation :

Vanilla : 79.2% warscore if defender, or 45% if attacker.
Sane Warfare : 60% warscore for either.

Update: 21 Sep, 2020 @ 4:07am

Small tweaks to AI war logic.

Update: 20 Sep, 2020 @ 2:53pm

- Mercenary hiring cost 40% -> 50% of the hiring price of the men-at-arms inside per 2 years.
- Levies cost a bit more to keep raised compared to before (1.5 gold -> 2 gold per month per 1000).

I intend to settle with this and see how everyone feels about the new balance gold-wise first.

Update: 20 Sep, 2020 @ 2:46pm

I never thought I would ever say that, but AI builds too much now...

- Scaled down the income from buildings to around 80-85% of what it was.

- Garrisons were too big on average for the AI to handle, and there is no way to adjust that particular behaviour, so they are now a bit smaller. However, all the men-at-arms and mercenaries the AI now makes with overwhelming vigour make sieges a breeze, so fort levels from buildings increased across the board.

Update: 20 Sep, 2020 @ 11:18am

Version 1.06 - Income and levy overhaul

Vassal contracts

Feudal:

Low feudal tax is now base 10% (Up from 2.5%!, so four times as much)
Normal feudal tax is now base 20% (Up from 10%, so twice as much)
High feudal tax is now base 30% (Up from 15%, so twice as much)
Extortionate feudal tax is now base 40% (Up from 25%, a +60% increase)

Low feudal levies are back at base 10% (was 16.6% in mod, 10% in vanilla)
Normal feudal levies are now base 20% (was 25% in both vanilla and mod)
High feudal levies are now base 30% (was 33.3% in mod, 35% in vanilla)
Extortionate feudal levies are now base 40% (was 50% in both vanilla and mod)

Republic:

Now pay a 10% base tax to tribal lieges (up from 5%), and 30% to non-tribal ones (up from 20%), but no levies whatsoever (instead of 10%).

Theocratic:

Is now 10% base tax & levies to wrong faith liege, or 10% per liege's level of devotion, -10% flat, to correct faith lieges, for a total of 0%-50% depending on it. Sinners now get no church taxes or levies, whereas holier than the pope characters (not hard in CK3) get a lot.

Was 10% base tax&levies to wrong faith liege, or 5% levies / level of devotion to right faith liege, and an additional flat 10% tax - i.e between 5% and 30% levies, as well as 15% to 40% tax , depending on the level of devotion.

Tribals:

Unchanged - 20% levies and 10% tax per level of fame, capped at 100%/50% at level 5+.

Clan:

Unchanged - Kind of similar to tribals, except scaling with opinion of liege, rather than their prestige, and with a minimum floor based on crown authority.

Buildings

Income from buildings increased by 33% to 50% depending on type.

Building construction and upgrade cost increased by between 20% and 25% depending on type, excluding tribal buildings, and main holdings, which now are 20% costlier to construct, but not upgrade.

Summary

- Feudal governments now get equal levies and gold, %-wise, from their vassals - whereas clan governments get much more levies, but usually less gold, in comparison - though that depends on their vassals' opinion of the liege.

- Burghers pay only in coin, whereas, the church pays you depending on how pious you are, which can be a lot, or nothing. Or 10% if you are of a different faith and they want you to leave them alone.

- Buildings are now a bit costlier, but more profitable, long-term.

Overall, top lieges (emperors/kings) get more gold, and this allows them to build much more, as well as get MAA's faster, and hire mercenaries better. However, they don't get as many levies as they did before, at least not until after they build up their holdings!

Update: 20 Sep, 2020 @ 11:17am

Update: 20 Sep, 2020 @ 7:22am

Update: 20 Sep, 2020 @ 6:56am

- Small AI war logic adjustment to fix a specific wonky behaviour I just found out about.

Update: 20 Sep, 2020 @ 6:46am

- Defender ticking warscore reduced too (didn't do so previously). Revolts should now be much more successful if they actually have the numbers, leading to weaker HRE and Byzantium hopefully.

Update: 20 Sep, 2020 @ 6:19am

- Ticking warscore further reduced, to 0.5% per month from 0.75%.
- Capital warscore reverted to 10% from 20%.