Crusader Kings III

Crusader Kings III

Lifestyle Perk Rework
25 Comments
Zincau 12 Jun @ 2:41pm 
Cheers!:laughing_yeti:
Nye  [author] 12 Jun @ 12:36pm 
Good suggestions, when I am back to playing/modding, I'll add that in
Zincau 11 Jun @ 6:01pm 
If you dont mind, I do suggestions for you for Wandering Tree as below;

As you noticed Journey Focus is related with Diplomacy skill. You can use +5/+9/+13/+17/+21/+25 as you did in your diplomacy tree.

The other ones (Internal Affairs and Destination focuses) related with both stewardship, martial and intruge skii.

So Internail Affair focus should be; have both Steward AND Intirgue +3/+6/+9/+12/+15/+18
Abd Destination focus should be have both Martial and Stewardship skills as +3/+6/+9/+12/+15/+18

thank you again for great mod you ve made
finallyciv 26 May @ 5:09am 
How does the AI behave when a character has reached the limit of their perks? Does it then change the tree? Is it sensible to reduce the time it takes to switch trees?
Nye  [author] 29 Apr @ 6:29am 
Any new perks won't be restricted.
GrimoireODS 29 Apr @ 6:22am 
How compatible is this with other things?
Nye  [author] 19 Apr @ 6:31am 
Yeah it works for the AI too
Fretec 19 Apr @ 6:30am 
Is AI also affected or only player?
hamletsdead 16 Apr @ 1:49am 
Muy bueno, I'm liking the changes you made in-game a lot.
Nye  [author] 14 Apr @ 3:43pm 
i could do that, or if you'd prefer i could send you the text, you could translate it and i'll put it in the mod that way
LBKR | deSharpe 14 Apr @ 3:40pm 
Is it possible to add at least English comments and icons?
Nye  [author] 14 Apr @ 3:03pm 
Ahh yeah, it would need to be localized for different languages, which is something i can't really do without help.
LBKR | deSharpe 14 Apr @ 2:32pm 
Hello, I like mod, but unfortunately, when you turn on a non-English language, it does not visually display the requirements for learning the skill (There are no icons and numbers under the skill)
Nye  [author] 13 Apr @ 1:06pm 
@Srecko, that's a great suggestion and is similar to something I have in the works, though it is more random than that
Ikatosh 11 Apr @ 9:30am 
Yeah sure! I'll upload it and put the link to the original mod! Great job, by the way!
Srecko 11 Apr @ 8:51am 
Well done!
Lifestyles indeed required some balancing, as you can easily become overpowered with near-broken perks.
I wonder if it is possible to go further with the perk overhaul? For example, you select a perk you desire to obtain. Then, after your lifestyle points fill up, you get a random chance to obtain that perk you selected.
Nye  [author] 11 Apr @ 5:43am 
Sure as long as it's just the localisation file! (As long as people have the mods subscribed from this location, just the your localisation file(s) will work!)
Ikatosh 11 Apr @ 5:26am 
Man, i've translated all your Genetics, Death & Difficulty collection in Italian. I can upload and link it to the original if you give me your permission.
I Am Full Truie 9 Apr @ 7:38am 
very good idea for rp
Nye  [author] 8 Apr @ 11:28pm 
+it is save game compatible but if people have already chosen perks that they shouldn't have, they'll keep them, so would take effect properly with the next generation
Nye  [author] 8 Apr @ 11:15pm 
And yeah it won't be compatible with mods that have changed the base perks. I don't remember if EK2 did that or just added the new magic tree, which would still work fine if that is the case
Nye  [author] 8 Apr @ 11:11pm 
That might still happen yet, I like to play through a number of times before making those kinds of balancing tweaks
Captain Smollett 8 Apr @ 9:13pm 
"in practice the balancing of the perks tends to funnel players towards the same perks that are just outright better than others."

That's why you balance the trees by putting them at the bottom half of them. Ofc people gonna take golden obligations all the time, they're literally the first perk in the tree, it's so free!
Millennium 8 Apr @ 5:54pm 
Very cool! Guessing not save compatible or compatible with total overhauls (AGOT, EK2, etc.)?
Frogy Hours 8 Apr @ 3:12pm 
Noice :3