Crusader Kings III

Crusader Kings III

[REVAMPED] Rebalance +
169 Comments
I Am Full Truie  [author] 24 Jun @ 1:07am 
@quang1o1zx hi mate ! thanks for the kind comment ! yup it's waiting to be revamped, i'm working on a big one atm ;)
quang1o1zx 23 Jun @ 10:27pm 
Hi there,
I really enjoy your all of your mod as it bring much needed balance to the game. Specifically, i really like the mechanics where there are penalty for going negative on Prestige & Piety (doesn't really make sense in base game that there are no penalties regarding this).
Can i ask which of the Lightweight modules contain this feature? Or is it tied to this mod & is waiting to be revamped?
Thank you so much for your works on these amazing mods!
I Am Full Truie  [author] 30 Apr @ 1:25am 
@Rafael I'll revise it, it'll take much more time as this mod requires me actually playing the game to figure out what needs tuning :)
I'll make it lighter in the end I think, stay tuned, but I'm talking a couple months time yeah
I'd suggest using MND Rebalance in the meantime
Rafael 30 Apr @ 12:00am 
I suppose this mod is not continued?
Space Wasp 28 Jan @ 12:30am 
Can you adjust the influence cost of calling admin vassal's armies as emperor to make it harder to do. This (along with some other things) make admin empires nigh invincible and expand infinitely (example: Rum will get annexed completely in every game). Another idea is making admin realms less belligerent in general.
Mechero 10 Nov, 2024 @ 4:27pm 
@pepelupalosamigos I am having that same issue.
I Am Full Truie  [author] 30 Oct, 2024 @ 3:09am 
@Cairsiden go ahead mate, it's not like it's copyrighted ;) credit me and that's it
Cairsiden 29 Oct, 2024 @ 12:48pm 
You mind if I publish a mod that was mostly ripped from this one? It uses your distance malus (though edited) combined with changes to the faction calculations to cause a world that is constantly imploding. Not that I think ANYONE would want to play it, but, just in case there's someone out there who thinks like me I thought i'd put it up. Wanted to get your permission first though since the distance malus is your's.
Cairsiden 28 Oct, 2024 @ 12:14am 
Does the Distance malus only apply in certain circumstances? I dont see it currently, but when I checked earlier on a previous playthrough I saw it.
Panzerny Waffel 5 Oct, 2024 @ 3:10am 
@[BRE] Humbert "Le Frog", I use this with obfusCKate on 1.12.5 it works just fine.
TheLoneWanderer 27 Sep, 2024 @ 6:38am 
FYI - Paradox changed the damage multiplier for each unit of advantage in a battle back to 10 from 2 as part of the Roads to Power DLC. This is a 500% increase, a truly MASSIVE change to the amount of damage you gain per advantage you have in a battle.
This isn't even taking into account several cultures and regions where you will often be fighting nations with pagan buffs to advantage that can see the damage boost go up to a whopping 300%, where before it would be only 60%.
[BRE] Humbert "Le Frog" 26 Sep, 2024 @ 3:48pm 
how does this mod work with obfusCKate and Dark Ages? how about FoW and other IAmTrue mods?
624932690 25 Sep, 2024 @ 11:02pm 
would love to see some balancing of landless adventurers..
pepelupalosamigos 18 Sep, 2024 @ 8:32am 
I'd like to know how to select dificulty modes. I'm just able to choose between very easy to very hard, but not insane or ludicrous. In which part of the menu are the options?
刘狗蛇 4 Sep, 2024 @ 3:21am 
I think the new DLC may also need this mod. From what I know about Paradox, they have never been good at balancing.
Meisterstratege für Arme 31 Jul, 2024 @ 11:02pm 
Would it be possible to make Rebalance+ work with the AGOT mod?
ShroudedZeta 11 Jul, 2024 @ 12:55am 
This mod seems to interfere with vanilla scripted events, not sure how it manages to do that but I've gone through my mod list and when I have this enabled the events don't trigger. (I tested the events that happen to Bohemia in the 1066 start date)
Panas0nic 6 Jul, 2024 @ 12:00am 
Is this mod block chronicle writing(Early medieval tech) to multi claim on enemy at once ,
i read description no any on this but when i add mod i can't multi claim on war
I Am Full Truie  [author] 29 Jun, 2024 @ 6:37am 
@teelicht no ^^
teelicht 24 Jun, 2024 @ 11:18am 
Is your Overextension mod integrated into this one?
I Am Full Truie  [author] 9 Jun, 2024 @ 12:06pm 
nerfed the distance penalty so it caps at 60, it's also less punishing across the board
Juke Skywalker 9 Jun, 2024 @ 11:41am 
fix for -100 unlanded distance malus. mod folder 3027886803 > common > script_values > reb_script_values.txt > *halfway down the file where the distance calculation is done, look for the final distance entry*
else = {
value = -100
}

change to "value = 0"
Generalissimus Leon 8 Jun, 2024 @ 11:03am 
Unlanded vassals such as ecumenical patriarch for the byzantines has a -100 "distance" malus by default which is broken. Also I suggest adding a game rule for the distance mechanic.
Richard Hamster 30 May, 2024 @ 12:21am 
The Mod does prevent Bookmark Events from firing. Why is this?
Mleczarz 26 May, 2024 @ 4:01am 
I find a bug. When u play on insane/ludicrous difficult and recruit new unit (for example "konni" as a Krajna) - the debuff of prestige income -25%/-50% disappers
NotisMiCrempie 24 May, 2024 @ 1:49am 
Tbh opinion malus without any max. values is so bs. -50 or more opinion is too much for "wE aRe AT DiStaNceee". Especially if you compare it to some tyrranical actions liike putting relative in dungeon. Surely, having wide realm = violating the law.
This feature either need to account De Jure, or need some form of hard cap at -25.
DarthWgamer2020 15 May, 2024 @ 9:49pm 
I think this mod somehow messes with unique events with the 'legend' characters in the 1066 start date.
Man O' Lore 11 May, 2024 @ 9:13am 
This mod has a distance feature that decreases opinion of me from my vassals dependent on distance. As the Byzantine Emperor my main priest who is in Constantinople like me has -100 opinion of me from distance.
Is this a bug?
I Am Full Truie  [author] 7 May, 2024 @ 5:58am 
hey guys yes I fixed the bug, thanks @Myrran ;)
NiceAndEasy 5 May, 2024 @ 8:27am 
Thanks but it was Myrran solution, I only wrote detailed instructions, anyway mod was updated at same day, didn’t check it yet but pretty sure that creator fix that issue
modmodmod 5 May, 2024 @ 2:39am 
@NiceAndEasy

Thanks bro, you solved what even the creator couldn't solve.
NiceAndEasy 3 May, 2024 @ 8:37pm 
@modmodmod

go to modfolder\common\on_action.txt open file and find:

events = {
game_rule.1000 #Autopopulate families.
game_rule.1011 #Hungarian Migration management.
historical_artifacts.0023 # Historical Artifacts Generator
}

then delete this:
historical_artifacts.0023 # Historical Artifacts Generator

@Myrran
Great job
modmodmod 3 May, 2024 @ 12:12pm 
@Myrran
How did you fix the duplication artifacts bug? It still happens to me
Myrran 26 Apr, 2024 @ 4:36pm 
@I Am Full Truie
Regarding the duplicate artifacts bug. I've found an event "historical_artifacts.0023" that is run in reb_balance_on_action.txt file in the mod folder. I've commented it out and it fixed the bug.
Myrran 25 Apr, 2024 @ 10:43am 
@I Am Full Truie I am having the same bug with the mod as others do - the starting artifacts are duplicated. Please fix.
No other mods enabled except Rebalance+.

Steps to reproduce:
1) Start as Holy Roman Empire in 1066 start;
2) Open artifacts inventory;
There will be two "Reichskrone" artifacts present instead of one.
Soundsgood 24 Apr, 2024 @ 2:50pm 
Hey! Nice balance changes so far. Is this mode comaptible mith more game rules? If i just reduce MaA, MaA stack sizes and realm limit?
辵首(チャクシュ) 20 Apr, 2024 @ 8:26am 
I just want to extract distant vassal opinion penalty from this mod.
Witch file should I peek?
TheLoneWanderer 19 Apr, 2024 @ 9:01am 
@Saint Gary - good points as well.

As an aside, the "Develop Your Capital" decision is an odd one in my opinion. As if, just by focusing on it (with no cost of gold, prestige, happiness, or prestige, etc), a ruler can simply increase the prosperity and growth of a capital city and it's environs.

Somewhat more realistically, would be a passive bonus if the ruler is diligent, has a high stewardship, has the Education traits of Midas Touched or Golden Sovereign, and has achieved the gained the "Architect" trait. (or some variation of these values).

There have been many diligent leaders that are incompetent as well. No matter how hard they persevere it to happen, they won't achieve good things.
Tavernicus 19 Apr, 2024 @ 5:38am 
That makes sense TheLoneWanderer, and I agree conceptually. The problem for me arises when I am constantly confronted with events that don't allow me to do what I believe my character would do. As well sometimes the stress gain doesn't seem to make sense to me personally.
So if you're forgiving or generous, you may be given an event which doesn't provide a non stress gaining option.
Or if you're diligent, you cannot take the "Develop Your Capital" decision without having an aneurism over it, which to me makes no sense.
TheLoneWanderer 17 Apr, 2024 @ 2:13pm 
The point of increasing stress (IMHO) is that the player is role-playing a character with certain traits, preferences, and characteristics. However, quite often the player does not wish to play the role of that character as they should. As an example, your character is forgiving, just, and humble and yet you choose to torture and execute all of your prisoners. Of course, taking actions that an such an individual would never take would add stress.

It utilizing a mechanic in the game to make the game, which is trivially easy with vanilla, a little bit more challenging. I use Some Game Rules - Core to also decrease stress loss so that gaining a lot of stress takes longer to lose. With additional stress, the player has to consider some decisions very carefully and at times actually make decisions that fit their characters personality-- which is really cool for immersion, role playing, varied outcomes, and challenge.
Tavernicus 16 Apr, 2024 @ 6:21pm 
Adding stress gain doesn't really make sense to me, it's already kind of ridiculous. Real life functioning humans don't drink themselves into a stupor and shut themselves in with a bunch of hookers every single time a friend dies or something stressful happens.
I Am Full Truie  [author] 14 Apr, 2024 @ 7:52am 
@supremecoomer45 \common\script_values\reb_00_basic_values.txt
RiteshgamingRiteshgaming 14 Apr, 2024 @ 7:47am 
nevermind, it just doesn't seem to affect the 'develop capital' option which is what i was testing it on
anyway, where in the files could i go about tweaking this to be a little higher, and would it break an ongoing save?
RiteshgamingRiteshgaming 14 Apr, 2024 @ 6:47am 
the +35% stress doesn't seem to be applying regardless of where in the load order i put the mod
quito.weiser 12 Apr, 2024 @ 4:03am 
The starting relics for empires are being duplicated. Is there any incompatibilities with other mods, or just a straight bug?
TheLoneWanderer 7 Apr, 2024 @ 10:22am 
Thank you for another great update - the call for allies was prohibitively expensive in my humble opinion
d_ll 6 Apr, 2024 @ 9:32am 
Thanks for the fix!
d_ll 6 Apr, 2024 @ 7:27am 
Hi @I Am Full Truie, I've found a bug: in localization files reb_opinions_l_<lang>.yml for all languages, except english, there is an extra colon after digit which break localization in setting menu.
TheLoneWanderer 4 Apr, 2024 @ 9:03am 
@I Am Full True - I did not see the option to choose the difficulty mode.

More Game Rules was conflicting with it, when I disabled MGR the Rebalance options were visible.

thx
Dicktator Alligator 31 Mar, 2024 @ 1:23pm 
the distance negative modifier disappears if I switch to another character.