Crusader Kings III

Crusader Kings III

Realism & Balancing
248 Comments
Chris 5 Jul @ 2:34pm 
I've uploaded my updated version of the mod. Find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3517291148
Lera 29 Jun @ 6:12am 
CK3 is a bunch of idiots that keep changing core scripts every update like they're trying to get rid of all their best modders. Absolutelyretahhhrded
Hanlein  [author] 27 Jun @ 9:25am 
Hey guys, i will be completely honest with you, i was overwhelmed by the work i must done after the major update and i was just done with ck3 but im planning an update to the mod in my free times, if i can give a time frame it would be 2 weeks to 4 weeks for the work must be done. I will only focus on adapting the mod to new version so there will be no major changes. After im done with adapting there could be further patches but im not giving any promises since my irl job occupying my time majorly. Thanks for the all the attention to the mod, i was thinking abondoning the mod tbh but these comments are motivating me <3

I have too much to say to paradox but words cannot describe my emotions :=) They completely change foundation systems each time major update drops. So all the work must be completely redone each time and its frustrating and exhausting.
Captain Smollett 27 Jun @ 3:09am 
yea stupid ck3 devs imagine updating the game
Lera 26 Jun @ 11:20pm 
CK3 has a kink for messing up every single mod every single major update they do bychanging core script layouts and it's honestly the stupidest thing I've ever seen in any game
ZigingZagers 15 Jun @ 8:28pm 
@Chris can you add small tweaks such ass mortality in battles, more pregnancy issues, basically more dangerous for very hard difficulty?
Chris 15 Jun @ 2:46am 
I've had a look at what's broken and it mostly has to do with additions and file changes from khans of the steppe. Some changes are easy to fix but I don't think it's coming back any time soon. I'm working on a re-balanced hard and very hard mod which includes most of the vanilla hard difficulties but applied in ways that can't be exploited by the player.
mcaidenvl 14 Jun @ 10:44pm 
Will this be updated?
ZigingZagers 9 May @ 7:23pm 
update please
Eltan 6 May @ 9:33am 
update plz.....
Gabe Itch 5 May @ 5:50am 
This mod now unlocks crossbowmen and such in 867. Completely breaks the game's balancing for the moment.
Innead 23 Apr @ 2:32am 
Has anyone tried this with AGOT? How is it?
Chosen 14 Apr @ 5:29pm 
goooooood MOD!
калкалыч 12 Apr @ 4:51am 
@Chris
And now it's clear. I was confused by the large number of domains that count can have. I'm just used to the vanilla growth in the number of domains depending on the title. At first, you have fewer of them, but with each new rank of the title it becomes more.
Chris 12 Apr @ 2:49am 
The domain cap on legitimacy is set up in this way so it's consistent across all title tiers, before (in your scenario) if you was a count at max legitimacy and ranked up to a duke you would be knocked down to 5 domains despite just holding it no problem seconds before since dukes have 2 domains just like a count in the scripts. Without any technology the max domains any character can get is 5.

A count can hold 6 domains as you've said but then they're out of expansion options and need to rank up, dukes get over extension if they get too large and kings and emperors are almost always on near-equal footing anyhow so it doesn't really matter. It's more a consistency thing more than balance.
калкалыч 12 Apr @ 2:31am 
Oh, thank you. I think I've noticed how it works. There are fewer children, and automatic conception for the player works if you don't have children with your wife, after the first child, it seems you have to seduce the wife yourself. Useful if you don't need many heirs. I also want to watch the AI in observer mode. See how it behaves. Whether he'll have enough heirs. One more question. I really like the idea of limiting domains and legitimacy. I thought it was a bit unbalanced that a count at level 5 legitimacy has +3 to the number of domains. If you add to that his title of Count +2 and let's say that he is Scandinavian+1 you get 6 domains, just like a king or emperor. This is done with network play in mind or to balance the AI, so that it does not lag behind the player ?
Hanlein  [author] 11 Apr @ 8:59am 
@[S.P.Q.R.]
That's a good catch; I'll fix this with the next patch. Mod disables auto-alliances, so it should not have -100 modifier anymore.

@Братішка No, you misunderstood, it means there is no virtual value to child limits anymore, vanilla game provides extra child limits in specific situations; the mod disables these unrealistic values. Everyone gets child more naturally now.

@Berlin
For the lite version it can be done. Main mod still needs the penalty tho.

@奪處猛男
These two mods together are complex already and with my mod they have problems naturally, sorry i dont know how to make compatch.
[S.P.Q.R.] 11 Apr @ 3:06am 
No one wants to marry my children because "Reluctant to agree to betrothal for ___ unless it creates (or reinforces) an alliance: -100". I think this mod disabling auto-alliances is the cause of this.
калкалыч 10 Apr @ 4:23pm 
Hi, Hanlein. Could you explain the extra children parameter? I don't quite understand what it means. So if it's set to 0 as stated in the mod, I won't have more than one child?
Berlin 6 Apr @ 12:35am 
Any chance there will be a version or a way to change Cultural acceptance opinion, like to lower the negative opinion a little, would be nice if it was an option
奪處猛男 5 Apr @ 1:25pm 
Thanks for your fix patch, but I found that crash when used with Asia Expansion Project and Cultural Armies II at the same time.btw Before yesterday’s update, they could be used simultaneously.
Hanlein  [author] 5 Apr @ 3:09am 
@奪處猛男

I am preparing a fix patch right now. It will be out in 30 mins. Thank you for reporting this ^^
奪處猛男 5 Apr @ 2:59am 
Yesterday's update will cause conflicts with the Asia Expansion Project will keep crashing
Hanlein  [author] 3 Apr @ 9:49pm 
@ZigingZagers

I am planning to change that to vanilla completely in today's patch. For now it is 8 yes.
Hanlein  [author] 3 Apr @ 6:11am 
@ZigingZagers

I released lite version of the mod just for people who wants to play without change to stewardship domain limit because there is no way to tie this feature to game rules as a tweakable option.

For other features, there is too much mechanical tweaks to add as a game rule and mod is still evolving but there is handful of major changes that can be added as game rule so ill see what i can do.

@Captain

Yeah it bothered me too, especially fort limit. Thank you, ill see what i can do.
Captain Smollett 1 Apr @ 3:30am 
For court position tasks - you have to nerf the ones that give lifestyle XP that's for sure.Also the one (or both coz i think notifications from one of them are just broken so you cant really tell how good it is) from court tutor that teaches kids at your court and the one with virtues from vet nurse.

You prob also want to look at court architect coz +1 fort level on demand is really weird and is not fun to play with or against.
Hanlein  [author] 1 Apr @ 2:06am 
@Speltok

Yeah, they are a bit op, im running a mp right now and collecting data from players. I saw bunch of them absplutely need rebalance but still investigating.
Hanlein  [author] 1 Apr @ 2:04am 
@PYTUH
Yes i did remove all virtual extra childs from the game, it all depends on natural ways now. Thank you.

@Falvick
For cultural armies, if you place this mod below, my changes to some units will apply and overwrite cultural armies units, personally i wouldnt prefer that so you shoul be fine if you place cultural armies below then place this mod upper so you can play without my changes to units. More interactive vassals would be more complex, i didnt try i really dont know. Prisoners of war completely would be fine.
thank you for mod by the way
does this mod nerfs child spam of player character? "extra kids to 0" and etc - i dont know how much extra kids were there. the reason why i ask cause i noticed how easily you can become best administrative guy if you just have enough kids. if i remember correctly by default NPC can have about 2-5(dont remember exactly) kids but a player can from 9 to 12
Falvick 31 Mar @ 3:55pm 
How it works with more interactive vassals, one of most popular ,mechanical mods prisoners of war or mods for cultural armies like cultures expanded + units expanded? And where to place your mod in order?
Gabe Itch 31 Mar @ 7:02am 
Feels like tasks by courtiers should be less effective.

I get a poetry writing notification by my court skald way too often and end up stacking poetry buffs when it should be like only one or maybe two if I am very lucky. When telling my wet nurse to instill virtue my child ended up having all of the virtuous traits. I feel as if I should think "Yes!" when my child get a virtuous trait through the wet nurse, not "oh okay" like it is now. Thoughts?
Hanlein  [author] 30 Mar @ 6:13am 
@Captain SSmolleTT

Thank you for all the attention. I deleted the unnecessary "if" at line 26. It was mentioned before by another friend but i forgot to remove that too, now i removed because extra building slot no longer needed. It was in there long before.
Captain Smollett 30 Mar @ 3:38am 
And another-another thing, 1 more building slot in tribal era.... Doesn't that make tribes even more powerful and generally leads to even more busted lategame since as far as i saw you didnt move that bonus from somehwere, you just added it, so you also have 1 more slot for the whole game basically...
Captain Smollett 30 Mar @ 3:21am 
And another thing, your marriage_interaction_on_accept_effect has a rogue "if = {" at line 26, dunno why i decided to check that... Does it not log an if with no limit defined in error.log?
Hanlein  [author] 30 Mar @ 2:08am 
@⸸Speltok⸸
Thank you ^^ Just one word i do have: Passion

@Captain SSmolleTT
Thank you i will check that. Im working on a update that should balance late game or even mid game money. I will release today. Thank you for feedbacks.

@theprosecutor18
Some are, some are not, mostly it is.
Captain Smollett 29 Mar @ 11:00pm 
And i just checked something, since you changed some tree starting perks, you should probably change "can_start_new_lifestyle_tree_trigger" since it relies on vanilla perk order
Captain Smollett 29 Mar @ 9:07pm 
I read through the PDF file and i dont get it, what was your solution to lategame insane money everyone is getting? I doubt 20% MAA maintaince does much to it...
Gabe Itch 29 Mar @ 8:58pm 
I have to say, I really appreciate your activeness. A lot of mod creators make something, maybe take some feedback, and then just abandon it. But you actually seem to care, engaging with suggestions and keeping it alive. Respect, man!
theprosecutor18 29 Mar @ 6:13pm 
is it save compatible?
Hanlein  [author] 29 Mar @ 4:44pm 
@ZigingZagers

That would also fix late game slowness of game since characters could die more often but mod does have already these 2:
-Commander wounded base chance increased from 25 to 50.
-Requirement to be Wounded or Terrible Prowess for Commander Killed to happen removed.(Now every commander has tiny chance to be killed.) --> like a knight as you mention.

Injury not being too much fatal but much more common so characters will become Severely Injured and Brutally Mauled much more frequently because every time you get wounded, it gets one notch worse and this is more natural way imo.

@SAM
Thank you im sending you friend request.
ZigingZagers 29 Mar @ 4:33pm 
can you also add harder battle survival for your relatives, and basic stuff to increase rate of dying in battle, or sick people dying, or sickness/ injury being fatal? maybe making ruler leading army count as a knight, chances of getting injured or killed same
Captain Smollett 29 Mar @ 11:32am 
And i thought no one except MND and me did extensive vanilla-ish balance mods.. Damn.
SAM 28 Mar @ 4:49pm 
Is there anything that needs to be translated into Spanish from the mod? I'm willing to translate it.
Hanlein  [author] 28 Mar @ 4:29pm 
@Chris
Yeah sounds much more okay to me, will do it tomorrow. Thank you. I will also look to inspections.

@Speltok
It can be better if i adjust this from legitimacy levels, will look to that and see what can i do. Thank you.
Chris 28 Mar @ 2:53pm 
I think increasing the AI war chance in the current game rules is the wrong way to make the AI more aggressive. Instead you should increase the AI energy to give the AI a chance to seize opportunities that present themselves like the player does. I've done a few test games and Charles the Bald would usually push his claim on Lotharingia and even Italy, forming the HRE without any external help. War Chance is weighted against the energy of a character anyway so increasing energy makes them more aggressive without them blatantly attacking just because they can like I've noticed can happen with the current boosts.

Maybe you should also consider opening up certain CBs and Schemes to the AI, Like claim throne, forced vassalization, inspections and other side- tasks since AI characters don't deviate from their chosen lifestyle for their entire lives. Inspections might also need a look since successful tax trips net a flat +2 gold from that province for many years with no downside.
Hanlein  [author] 28 Mar @ 1:55pm 
Hello hello, i published a new version of the mod without stewardship change to domain limit. Check it out! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3453803352
Thank you for your feedbacks. :crusader_helmet:
Gabe Itch 27 Mar @ 6:58pm 
Is it possible to add a higher requirement to create a title? 35% feels too little. Maybe 55%? Making it more than half feels right as it aligns with the idea of actually controlling a majority of the land before claiming rulership.
takenzlimitz 25 Mar @ 1:04pm 
Checking this mod out, would you say it's similar to the Dark Ages mod?
Hanlein  [author] 17 Mar @ 9:13am 
@ck3user7748, oh yes you are right, i forgot the description like this, i wrote this when i was a rookie modder :D thank you for reminding :necroheart: