Crusader Kings III

Crusader Kings III

Sane Warfare
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Update: 19 Sep, 2020 @ 11:40am

Fixed an experimental change I forgot about, which was causing the AI to go boat bonanza in short distance travel.

Update: 19 Sep, 2020 @ 11:36am

Update: 19 Sep, 2020 @ 11:17am

- Ticking warscore progress 1.65% per month -> 0.75% per month.

The vanilla tick rate was too fast, resulting in wars that should have been won being lost and vice-versa all the time, simply because the tickscore accrued +/- 100% per five years of wartime with no cap, so nevermind having occupied 90% of the enemy realm, holding their heir hostage and capping the battle warscore - you ended up at -100% still.

- Warscore for occupying the warleader's capital 10% -> 20%.

Update: 19 Sep, 2020 @ 10:19am

- War AI priorities redone (again). Should be much better now.

The previously implemented logic changes on that front had the unintended effect of countries on the outmatched side of wars too passive -> they avoided combat too much -> stronger realms found it too easy too snowball because they were taking little attrition in wars against their neighbours, even when beset by many at the same time, since the balance of each war would still tell their enemies that they were too weak to push forward.

Update: 19 Sep, 2020 @ 8:15am

Temporarily reverted war AI priority changes to vanilla state.

Update: 19 Sep, 2020 @ 5:01am

Small Fix.

Update: 19 Sep, 2020 @ 4:23am

Small Fix.

Update: 18 Sep, 2020 @ 5:26pm

- Building Logic : AI should now greatly prioritize building up duchy capital over regular baronies. While they are not always realm capitals, this should hopefully make historically famous places less of a rural countryside.

Update: 18 Sep, 2020 @ 4:26pm

Removed redundant files.

Update: 18 Sep, 2020 @ 4:14pm