Crusader Kings III

Crusader Kings III

Sane Warfare
Changes not related to warfare
Hi Crunbum, have you considered fixing other glaring errors in your mod as well beyond warfare. fervor (sins and Holy Wars), AI seduction plots, secret bastards, etc. The less mods the better (in my humble opinion) because unless I am very diligent and inspect each file in each mod, its difficult to know if there is overlap
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Gliese581 15 Sep, 2020 @ 4:56pm 
I actually think the opposite right now. Once modding is more developed there will be great overhaul mods like CK+ etc, maybe this mod too. Right now though the more stuff put into a single mod the harder it is to make compatible with other stuff and there hasn't yet been enough time (imo) to create an all-encompassiong overhaul mod that would justify using it over all of the rest.
All the stuff you mentioned have already been fixed in other mods. Just search for 'fervor' for a mod on that and 'game rules' which fixes seduction among a ton of other stuff (all optional as more game rules).
Crunbum  [developer] 15 Sep, 2020 @ 4:56pm 
I will probably be looking to integrate some mods that relate to these topics sometime in the future, however time is limited and I would rather work on adding original stuff for now, especially since I'm keeping pretty much everything compatible with Sane Warfare anyway.

But as for changes that are are non-warfare related, here are some which this mod does (pulled straight from the changelog):

- All buildings were overhauled and rebalanced.

- The AI building logic was greatly improved. It will now seek to build up each holding with buildings that are as complementary in their effects as possible.

- There are slightly more buildings and building upgrades already present at game start for non-tribal nations, particularly in holdings with high development levels (like Constantinople).

- Landed characters (except barons and vassal counts) now periodically attract knights as guests, the frequency of which scales up depending on their title rank, and their level of fame. These can sometimes be useful for more than their prowess.

- Characters can take the new "Take Holy Vows" decision, which gives them the "Order Member" trait, increasing their prowess and martial skill (potentially giving you a decent knight and/or commander), but forfeiting the right of inheritance entirely.

List of checks a character has to pass in order to take the decision :

- Follows a faith which allows clerics to become knights/commanders via tenets/doctrines.
- Is unlanded
- Is not 3rd or closer in line of succession to any title
- Is eligible to be clergy (depends on religion and its clerical gender doctrine)
- Is either not married, or the religion allows the clergy to marry.

Furthermore, only characters that are zealous or have traits that are virtuous to the religion will ever take the decision, given they meet the prerequisites, and the chance is reduced for every sinful trait they have, and is increased if they are older than 20.

- Fix for North Korea mode - holdings above your domain limit no longer provide you with any tax or levies, however the artificial percentage penalties to the holding limit are no longer there, either. You now need to delegate power to vassals, as you should.

- The Pope (and landed spiritual heads of faith in general) will now always convert to the local culture. This ensures a single random early welsh culture pope does not change latium into an archer-paradise promised land of his visions.

- Rulers are more likely to convert to a culture that most their vassals follow, and less likely to convert from a culture that has a significant presence among the vassals of the realm. King vassals weigh more than Duke ones, who weigh more than Counts do.

- "Significantly slower" cultural and religious conversion rules are now the default, since the mod is best balanced with them in mind.

- Partition succession is less "volatile". While the amount of land each heir inherits stays the same, the chunks of land of each heir will now be as compact and close to each other as the conditions allow.

- Diplomatic range on the default setting is reduced to 750 (what "restricted" is in vanilla"), and restricted range is now 500. This helps prevent blobbing.

- Renown gain per ordinary, untitled dynasty or house member is reduced by 75%. Countries with concubines/polygamy, which could in vanilla complete all the renown trees within 150 years of game start due to their sheer population, can no longer do so.
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