Crusader Kings III

Crusader Kings III

No More Levies
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Update: 6 Jun, 2022 @ 3:21pm

Update: 6 Jun, 2022 @ 2:53pm

Update: 5 Jun, 2022 @ 12:34pm

Updated to 1.6.0
-removed levies from Varangian Invasions, as well as increased the required amount of counties from 1 to 4 for each stage of invasion progress (hopefully,this balanced)
-updated perks that corresponded with levies to men-at-arms
-altered holy sites affecting levies to affect men-at-arms
-rebalanced feudal contracts: having higher levy contracts will give you more men-at-arms and your vassals less; a centralized state could be stronger than its swarm of vassals

Update: 20 May, 2022 @ 2:07pm

Update: 20 May, 2022 @ 7:17am

Current progress:
-Removed levies from all standard buildings
-Rebalanced garrisons to make the numbers more even
-Balanced starting troops of the following kingdoms - these are non-replenishable armies meant to be used in the initial wars, with only the Byzantines and Wessex being able to inherit the armies, and the Normans only a portion of their troops. The AI will build men-at-arms within the first couple of years and will use mercenaries as normal.
867: Sudreyjar, Northumbria, Jorvik, Mercia, Wessex, Leon, Montaigu, Byzantium, Holmgardr, and Konugardr
1066: England, Normandy, Norway, Pecheneg, Byzantium, Bilma, Seljuk, Suleyman, and Vijayabahu
Note - this means that there can be slight variation in army compositions each game due to the randomly generated men-at-arms for each ruler. I am not going to historically balance army compositions that the AI will mismanage, and so it will be up to them to manage their armies after the start date.
-balanced Almohad and Mongol event spawn troops
To do:
-see if Almohad and Mongol event spawn troops are actually balanced
-balance MAA limit & size per tech/era, appropriately
-change feudal contracts and crown authority to affect men-at-arms instead of levies
-change any traits and modifiers that affect levies to men-at-arms

Update: 19 May, 2022 @ 6:29pm

Current progress:
-Removed levies from all standard buildings
-Rebalanced garrisons to make the numbers more even
-Balanced starting troops of the following kingdoms - these are non-replenishable armies meant to be used in the initial wars, with only the Byzantines and Wessex being able to inherit the armies, and the Normans only a portion of their troops. The AI will build men-at-arms within the first couple of years and will use mercenaries as normal.
867: Sudreyjar, Northumbria, Jorvik, Mercia, Wessex, Leon, Montaigu, Byzantium, Holmgardr, and Konugardr
1066: England, Normandy, Norway, Pecheneg, Byzantium, Bilma, Seljuk, Suleyman, and Vijayabahu
Note - this means that there can be slight variation in army compositions each game due to the randomly generated men-at-arms for each ruler. I am not going to historically balance army compositions that the AI will mismanage, and so it will be up to them to manage their armies after the start date.
To do:
-edit Almohad and Mongol spawn event troops
-balance MAA limit & size per tech/era, appropriately
-change feudal contracts and crown authority to affect men-at-arms instead of levies
-change any traits and modifiers that affect levies to men-at-arms