Crusader Kings III

Crusader Kings III

Dwarven Antecedence
13 Comments
feydras 13 Oct, 2022 @ 6:56am 
This looks great. I hope you return to work on it.
Sypher98  [author] 18 Apr, 2022 @ 11:06pm 
@POMAL
Most likely I will be adding custom dwarf traits as a culture modifier. And yes, maintaining the prowess offset (which I originally intended as a stopgap) has turned out to be a well balanced solution. I am attempting to keep the mod as balanced with vanilla as possible. Next patch will rework organ guns to be more balanced as well.
POMAL 18 Apr, 2022 @ 11:48am 
Hey, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2222757789 has a perfect example of removing the bad trait flag from dwarf in the mod description page. Then you could get rid of the chance to gain other bad congenital traits from your perk. This will obviously lower the chance for other bad traits, but also the Resilient Bloodline perk won't randomly remove dwarf traits. I wonder; if dwarf cannot be set as more likely for the dynasty, then can the "choose trait to make more common" window be chosen via script? IDK, just an idea.

Also, I think the prowess gain in the dynasty perk (as you have it) is better than removing the vanilla prowess penalty from the trait (as some have suggested). This creates a distinction between your family of "dwarves" and all the other dwarfs out there.
Quis Machina 21 Mar, 2022 @ 11:48pm 
Oh true lol been playing to much EU4 maybe could give your capital like a reduced levy modifier? To simulate your people digging out the hold?
Kalisa 18 Mar, 2022 @ 5:10pm 
maybe could have a building that can only be built in capital, hill or mountain, and have it be like a 10 level structure, have it take a long time per upgrade and very costly, dont think u can have it cost manpower tho for an upgrade cost.
Quis Machina 18 Mar, 2022 @ 5:00pm 
I like the idea of this mod and im not sure if its possible but if theres anyway to simulate "Dwarven Holds" perhaps modifiers on the province? Like maybe they have to be mountain provinces or something and you can spend money and time to dig deeper? Maybe while the digging is going on you lose manpower and income but when its done you receive various bonuses? And you can continue to dig deeper.
Dr Jimothy 16 Mar, 2022 @ 8:09am 
I am Dr Jimothy and I approve of this mod. Imperium nanum est aeternum!
Javes 13 Mar, 2022 @ 2:23pm 
If you manage to make dwarf specific MAA, you could attach them to a dynasty legacy. Yknow, like how house guards work. The vibe would be that only a powerful enough dwarven family, possibly royals at that point, could assemble elite armies like that. Heavy elite dwarf infantry is an absolute necessity, but they would need a counter to the things that counter heavy infantry, so maybe a crossbow unit too?
Sypher98  [author] 13 Mar, 2022 @ 9:44am 
@Javes
added your suggestion to the next patch
Javes 13 Mar, 2022 @ 8:45am 
Dwarf characters definitely need more injury resistance so they dont all plop dead in battles. I know stout statures already does that but i think it should also be a bonus from the dwarf trait. Need to be as stout as possible..
Releera 12 Mar, 2022 @ 10:02pm 
Dwarven infantry would be a pretty nice addition with the organ guns
Sypher98  [author] 12 Mar, 2022 @ 3:25am 
@Kalisa you are 100% correct, this is a workaround until I finish implementing a custom dwarf trait :steamthumbsup:
Kalisa 12 Mar, 2022 @ 1:30am 
i assume the +50% to bad congential traits still applies to all bad traits not just dwarf, but we select dwarf to make it more common of those traits? if this is the case it may be better to adjust the dwarf trait specificly, maybe change it from bad, that way we are not getting other random bad congenitals. Unless i am wrong and the 50% is only applied to getting dwarf