Crusader Kings III

Crusader Kings III

Development Growth Settings
18 Comments
ck3user7748 15 Jul @ 1:32pm 
awesome news. I think 75% may be just right. I've been testing it on 85% and you can still grow your dev pretty fast, just takes effort, unlike at lower settings where you can see it out of control all over the place.
TheConeezeanEmperor  [author] 15 Jul @ 9:01am 
Updated to include the +75% and -75% buff versions!
ck3user7748 17 Jun @ 7:34pm 
I confirm it works fine on 1.16x
TheConeezeanEmperor  [author] 8 Jun @ 11:25am 
Should do as far as I am aware, unless they have overhauled how development is handled in the code.
The_Original(HUN) 8 Jun @ 10:29am 
does it work with the latest version of the game?
TheConeezeanEmperor  [author] 13 May @ 3:44am 
I will certainly look into it! I don't know how to apply different debuffs by government type, but that is a very good idea. Though I will also need to figure out how to make it both compatible with base game government types and Fallen Eagle government types. I suspect that SHOULD be simple though.
ck3user7748 12 May @ 5:13pm 
@TheConeezeanEmperor,

I hope you are still active and I want to tell you this mod is truly fantastic.

With further play-testing I find that even the 50% debuff is not severe enough to prevent out of control growth occurring in MPE, and even in MB+ / Vanilla maps(more about specific contexts and duchies) where modifier stacking is out of control due to the game developers not having scaled back buffs as they add more features.

I would appreciate a -75% option being added. I was also asking GPT whether the modifier could be applied based on government type (tribal vs. non-tribal - haven't tried dlc yet so no view on nomadic), with a lower modifier for tribal counties, for which even 50% might be too heavy. This is just a nice to have feature, and I'm not sure many users would need it.
TheConeezeanEmperor  [author] 16 Feb @ 9:36am 
Sure!
牛奶大魔王 16 Feb @ 8:42am 
greeting! what a great mod, I want more Chinese player used it so i have translation it in ck3 mod Chinese submod
would u make a line in description

Here is my Chinese localization.  https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403925213
TheConeezeanEmperor  [author] 15 Feb @ 8:32am 
@ck3user7748

I mean, I guess? It adds a gamerule, and CK3 usually doesnt allow you to change gamerules after a save starts. You CAN use certain tools, or save file editing, to do so though.

If you get past that hurdle I don't see why it wouldn't be save game compatible!
TheConeezeanEmperor  [author] 15 Feb @ 8:31am 
@Rumia~

I have been conducting testing regarding TFE balancing. I think 50% can work with the Pillage mod and some occasional command-introduced black deaths (Jusinian at 550-ish, then another at 800-ish, another at 1100-ish, and a final historical one at 1350-ish). These black deaths also serve to purge some of the characters. I WOULD use the mod that does that automatically but it is not MP compatible.

100% seems to also work for TFE balancing in combination with only the Justinian and then final historical black death.

What is arguably more important is whether you want tribal regions like Russia, Africa, Mongolia, etc, to end up with some or no development. With 50% they end up with some development, but nothing compared to the main areas. With 100% they remain at 0-5 dev largely.
ck3user7748 15 Feb @ 5:33am 
This is lovely to see!!! Save game compatible by any chance? I've been thinkign this is also needed for MPE, because the number of baronies goes up so dramatically, but the building buffs and direct development contributions don't go down, you end up with runaway development pace even without any cultural traditions. A -25% modifier is probably perfect for most of the game.
Rumia~ 14 Feb @ 5:51pm 
Out of curiosity which modifier do you use while playing The Fallen Eagle, is it the -50% one or the -100% one?
TheyCallMeVincenzo 14 Feb @ 12:30am 
Instant Wakanda, hahah.
TheConeezeanEmperor  [author] 13 Feb @ 8:53pm 
No, I mean a mega campaign where you play through IR using timeline extender to reach the start date of The Fallen Eagle, then use the IR:CK3 converter to convert to CK3 with The Fallen Eagle.
Daedalus93 13 Feb @ 5:45pm 
“…for those playing The Fallen Eagle, or Imperator Rome conversions”
Wait!?! There’s a CK3 conversion of imperator’s start date?!?! Details please!
kalanyr 12 Feb @ 7:45pm 
You can't use plagues to reduce development by default because the development buff you get from the after they finish is usually better than the plagues penalty over time. I dunno if that's really particularly accurate in general, I don't think it's the plagues themselves that caused the development increase, it generally seems more like the results of the plagues forced social changes that then allowed greater development ( ie the loss of popularity / population effectively broke the hold of social systems that were impeding development ) but it probably works well enough for the normal period of this game (and that the Black Death will be by far the biggest driver )
Morgan-Giggs 12 Feb @ 3:02pm 
THANK.
YOU.

THANK YOU DADDY.

:steamthumbsup: :steamthumbsup: