Crusader Kings III

Crusader Kings III

KGD: The Great Rebalance
106 Comments
Captain Smollett  [author] 4 hours ago 
@Viking а инновации все у всех есть? Другие моды?
Viking 5 hours ago 
@Captain Smollett профессионалы размеров не ванильные 100, содержание и найм не ванильный
Captain Smollett  [author] 7 hours ago 
@Viking я уже не помню предлагал ли я что-то в прошлый раз, но вроде у всех все нормально. Профессионалы при этом ванильных размеров?
Viking 7 hours ago 
Писал от 14 мая в 17:34 про проблему с модом -
"У меня у одного так? Использую только этот мод и последнюю версию игры. У всех держав доступны открываемые профессионалы через инновации, от тяжелых всадников до бомбард. Игру начинаю с 867 году".
Сегодня скачал проверил, проблема та же
Captain Smollett  [author] 24 Jul @ 9:20am 
@net Thanks! Yeah, the mod does do a bit of that at base, but i think making stress managment harder for player is more than fair anyway, and other than those... well, i just discovered how much i could improve AIs game by messing with weights of extrmely important things, like, yk, buildings, and ever since i tried to keep AI buffing to a minimum, preffering to focus on nerfing things players can exploit but AI cant. There're a lot of those.
Captain Smollett  [author] 24 Jul @ 9:07am 
@k.lyric имхо лимит домена с управления, даже если там 1 за 50, дает слишком много, стат и так дает деньги, что наверное лучше всего остального с других статов вместе взятого. Я тут хотел чета еще написать но ограничение в 1000 символов мне не позволит.

Ну а где это поменять - common/defines/BKT_defines.txt буквально одна из первых строчек STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 101, меняй 101 на, хз, 10, или сколько ты там хочешь.

ИЛИ можешь скачать вот этот мод, он вроде должен работать поверх моего и там вроде 1 на 12 (и есть версия с 1 на 9)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3474727583
k.lyric 24 Jul @ 8:20am 
На мой взгляд слишком сильный нерф управления, и вместо оригинальных +1 домена за 6 управления было бы более "балансно" сделать +1 за 10 стата. В остальном вполне достойный ребаланс. Так держать. И если не сложно объяснить, где можно подправить этот нерф управления для себя?
net 23 Jul @ 9:29pm 
I really appreciate that this mod doesn't go the "make everything grimdark for the player and give the AI absurd buffs and cheats" route that other rebalance mods seem to prefer. It feels completely natural to me as someone who never really min-maxes or plays 100% optimally. I'll be having this on my mod list until Paradox decides to finally fix their game themselves... which will be never, so I suppose it'll be here until the end of time.
Captain Smollett  [author] 21 Jul @ 8:31pm 
@Alma_Negra mine is just -5ish% of your herd yearly. Herders corner also decreases it. Seasons are just changed to be more impactful overall.Try it, and if you still think that one is superior - maybe i could add a gamerule toggle for it
Alma_Negra 21 Jul @ 7:32pm 
Is it similar? I kinda like this formula:

During a Cold Zud or Severe Drought you will lose 0.25%, during a White Zud 0.5% and during the Havsarsan Zud 1% of your herd every monthly tick. Since there is no loss mechanic coded into herd by paradox, it is unfortunately not possible to show this in the herd UI.

Observe your herd at the end of every month to see how much it's actually changing, or if you want to know for sure you can use this formula to see if you are losing or still gaining herd:

Your herd gain * 400 during Drought or Cold Zud, 200 during White Zud or 100 during Extreme Zud = your target herd, above that value you will lose more herd than you gain, below that you will still gain more than you lose.

A mathematical example: it is a White Zud in your region and you have a herd gain of +50 every month. 50*200=10,000, meaning you will either gain or lose herd until you are at that value.
Captain Smollett  [author] 20 Jul @ 11:18pm 
@Alma_Negra it probably doesnt, however my mod also has herd decay, so...
Alma_Negra 20 Jul @ 10:09pm 
Captain Smollett  [author] 20 Jul @ 9:45pm 
@Dirijor Glad you're enjoying it! No idea why that populist thing happens though, it shouldnt be mod related as i didnt touch populist faction related except for the CB in the mod..
Dirijor 20 Jul @ 1:01pm 
First of all, great mod! For the first time since I started playing, the AI actually managed to beat me. However, I’ve encountered a strange issue. For some reason, kingdom-level vassals of the HRE tend to join populist uprisings. Normally that wouldn’t be a problem, but when the rebels win or their demands are accepted, the generated populist leader takes control of the kingdom, and the original king loses all their land outright. I ran multiple test games with only this mod enabled, and the issue occurred in every run.
Captain Smollett  [author] 20 Jul @ 10:25am 
ну, вроде нету, я хз как ты его себе представляешь...
★ Крымль ★ 20 Jul @ 9:43am 
привет от детей ванилобаланса
Captain Smollett  [author] 20 Jul @ 9:17am 
всмы ванильный режим?
★ Крымль ★ 20 Jul @ 7:59am 
А в этом моде есть ванильный режим?
JC_von_Preussen 20 Jul @ 4:55am 
I have started testing this mod with Godherja. So far no big issue, apart from MaA that are unlocked en masse at game start idk why. No big bother since the AI still uses the lore-correct MaA apparently. No crashes, much more harder and interesting playing. I look forward to the development of this mod, it's very very good.
Captain Smollett  [author] 9 Jul @ 5:32am 
Nvm i found the issue. Whoever made it so activity's host actions increase progress only if there're NO PLAYERS involved in the activity is insane. It's NOT fun to carry AI in their own activities.

Should be fixed with this update and as such AI should at least not fail them most of the time now.
Captain Smollett  [author] 9 Jul @ 4:33am 
Update on nerge stuff: i did smth and it didnt work. I have no clue why. I may investigate, but if it's something really complicated i probably will drop it.

I thought just adding bazillion weight to success chance options if current progress is less than 25 (threshold for minimal success) and the character is the activity's host. But apparently that doesnt do much.
Captain Smollett  [author] 7 Jul @ 11:28pm 
@DanitheGamer i honestly really hate nurge events, but i just checked - there isnt that many of them (like 12? The file for regular hunt is like 10 bigger in size) so maybe i could try to do smth about it
DanitheGamer 7 Jul @ 1:23pm 
Not sure how you'd do this, but could you try to make the AI a little better at Nerge hunts? I've never been to one where the AI didn't fail epically and it's kinda sad lmao
DanitheGamer 4 Jul @ 9:12am 
Yay thank you
Captain Smollett  [author] 4 Jul @ 9:11am 
for the record - should be fixed now.
Captain Smollett  [author] 4 Jul @ 7:45am 
@DanitheGamer omg did i actually not fix that? We found that back at wednesday and i swear i changed it back.. ig i didnt.
DanitheGamer 4 Jul @ 7:18am 
Update: I found the cause of the bug. It's a line of code in 00_government_types which sets the nomad's valid_holdings to include temples. I reset it to the vanilla line and the bug was fixed.
DanitheGamer 4 Jul @ 7:07am 
Major bug: barony-level mosque holders are assigned Nomad rather than Clan government type, preventing them (or me!) from constructing or upgrading any builldings in their holdings.
ZigingZagers 29 Jun @ 10:45am 
thanks for letting me know
Captain Smollett  [author] 29 Jun @ 10:24am 
@ZigingZagers considering that this would literally just be 1 line in defines i would rather make a submod, but i also dont feel like the workshop needs any more of those anyways.
So instead i just quickly checked and the one i'll link rn should overwrite said define so if you are ok with more than 6 per domain, here you have it - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3474727583
(author also has 9 per domain version which i assume will also work, but idk)
ZigingZagers 29 Jun @ 9:25am 
in that case is there any chance you could make a lite version of the game without stewardship thing. like Realism & Rebalancing Dev did, big request but would be very appreciated
Captain Smollett  [author] 29 Jun @ 8:59am 
@ZigingZagers i dont think i can, defines can't be changed via gamerules im pretty sure. You can probably just download some 12 stewardship domain mod and hope it overwrites this mods' defines.
ZigingZagers 29 Jun @ 8:35am 
is there any chance you could add a gamerule to enable/disable stewardship domain limit, or unlock it but make harder like very 10-15 stewardship instead of usual 6 for example
Captain Smollett  [author] 28 Jun @ 9:37pm 
@ZigingZagers man, i've been really slacking off on updating description, it's actually 0.2 lower (20% lower).
But for an idea - vanilla fertility is a number between 0.5 and 0.6 (50-60%). In the mod it's between 0.2 and 0.5 (20-50%). So the average is 0.2 lower, but also notice that minimum is way lower, so it's overall more dynamic, sometimes you dont have to worry about it and sometimes it may be a real issue.
ZigingZagers 28 Jun @ 4:44pm 
thanks, for fertility how big is the 0.10 reduction tho compared to vanilla value or other mentioned mods, to give rough idea
Captain Smollett  [author] 28 Jun @ 12:52pm 
@ZigingZagers actually i should add birth complications to the list, messed with those a couple of mod updates ago. As for disease - it's more deadly by the virtue of you having less health to spare. Overall it should be leaning more towards MND approach, but you kind of have to clog the saves with dead chars if you want death to happen earlier than vanilla.
ZigingZagers 28 Jun @ 12:01pm 
can you make disease's more deadly and add birth complications, i see fertility is lowered and hp is too, but how big is it compared to lets say Dark ages? i like dark ages features but they lag game with unnecessary dead people data compared to MND which decreases fertility in first place, which one is this one more leaning towards?
Captain Smollett  [author] 9 Jun @ 7:13am 
достаточно.
呪い 9 Jun @ 4:39am 
Нужен фикс профессионалов. Их слишком мало
Alma_Negra 8 Jun @ 3:01pm 
Okay. I thought they recently introduced a trigger/effect for allowing modders to simulate herd loss more realistically
Captain Smollett  [author] 8 Jun @ 9:57am 
@Alma_Negra you mean the ones with fertility? I dont touch fertility itself so no, i wont.
Alma_Negra 8 Jun @ 1:39am 
Are you going to be using the new nomad modifiers added in the recent patch?
Captain Smollett  [author] 7 Jun @ 9:52pm 
@king0billy it's pretty simple, check common/on_action/BKT_army_on_actions line 151ish and lower
king0billy 7 Jun @ 2:38pm 
Great Job! Which code in which file is modded to implement "- Made armies gain supply on siege completion"
Captain Smollett  [author] 4 Jun @ 9:02pm 
@Psijic it might be possible in tribal era with no innovations, but generally that shouldn't be an issue unless you're going out of your way to stack all the -MAA cost modifiers. Stewardship perk you are talking about got nerfed (twice in fact). Also innovations increase MAA maintaince cost, so it's probably not possible in late medeival or smth
Psijic 4 Jun @ 3:17pm 
- Made MAAs more expensive
Is it's still possible to spend 0 gold on MaA with a stewardship dread + military perks + artifacts/house etc.?
Tulipalo 27 May @ 11:46am 
Пожалуйста
Tulipalo 27 May @ 10:38am 
Ну хотябы отрегулировать имеющихся професионалов +пофиксить шелковый путь
Captain Smollett  [author] 27 May @ 8:58am 
@Tulipalo оч врядли. Мне тогда еще и за этими модами следить, фи
Captain Smollett  [author] 27 May @ 8:58am 
@Raptor-Caliph dunno. Screen is already about as useless of a stat as it can get, making it even more useless sounds bad.