Crusader Kings III

Crusader Kings III

Sane Warfare
 This topic has been pinned, so it's probably important
Crunbum  [developer] 16 Sep, 2020 @ 3:53pm
Suggestions
What would you like to see adressed, in addition to what the mod already does? Perhaps you disagree about some of the changes? Or maybe one of them had an unintended consequence that is not quite a bug, but isn't pleasant to look at?

Suggestions here, basically.
Last edited by Crunbum; 16 Sep, 2020 @ 3:54pm
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Showing 1-15 of 40 comments
TheLoneWanderer 17 Sep, 2020 @ 6:28pm 
There may not be any good ideas below, they may already be in the game or this mod, that do not belong in this mod, and some of which are not feasible given what modders can do at this point, but here it goes.

* Is it possible to give the Vikings a slightly quicker embark/debark speed due to their expertise at it, and the superiority of their longships vs any other ship in the world at the time?

* At times, I have thought that battles are too decisive and a single battle can end the war. I could be wrong but it doesn't seem possible for AI or human to rebuild a new army, which results in the winner of the battle just conquering territories at will. An idea that may be terrible is to make large armies of doom slower and have attrition higher for larger armies.

*Is the 100 soldier loss fixed value or percentage? Perhaps larger armies lose more soldiers either through higher % or larger fixed value that scales up?

* Attrition is higher and supply limits are lower during winter months.

* Sailing during winter months results in higher attrition

* I am thinking that the political leader and heir being captured should be less often

* My opinion is that the no shatter mod is just game breaking since the human player just remorselessly follows the AI army and eliminates it in a series of easier and easier battles, so I dumped that mod. If the army cannot get away and lick its wounds, its war over. The Vikings and English fought for battles for ~200 years without a decisive knock out until 1066.

* A mechanic that allows for levy accrual to increase during a war so there is a chance of recovery during a longer war

* During wars, if a territory has been conquered and the war has not ended for a lengthy time, peasants rise up and the former conqueror loses it. There were not (IMHO) ways to pacify vast areas territory without difficulty and for an unlimited time.

* Options for ending the war that are in the middle of white peace and total victory.

* Diplomatic penalties for countries that are the attackers too many times in a certain time period, or are expanding very fast. -basically coalitions form as it becomes clear that a very powerful "entity" is forming that will soon threaten the balance of power.
* Perhaps an event can fire whereby every nation ends their alliance with the
"superpower", the relation scores drops severely, and every AI gets a free casus
belli for xxx years. Its generally been true in Europe at least that any nation that
becomes too powerful is (rightfully) viewed as threatening and alliances form to
keep them in check. During this time period, it was unlikely for a hegemony to
develop. No one had the organizational capabilities of the Romans. The
Mongols were successful at building a massive empire in the 1200s, however I
cannot think of another instance. The HRE was not a single entity in practice, its a
label for a large decentralized area.
* So there should be a series of increasing penalties as a kingdom/empire become
too large with ever more diverse cultures, languages, religions.. lower taxes, more
corruption, more frequent and larger factions. Its not very realistic for this time
period to have superpowers. Even the mongols had their limits and broke into
many khanates by 1294.

I didn't spend much time verifying all of my facts, so please forgive any errors.
1. Add restriction to where rally point can be set. Perhaps only on capital holding.
2. Add modifier to rejecting invitation to scheme, especially when actor inviting is different religion. Astray<hostile<evil relation.
TheLoneWanderer 18 Sep, 2020 @ 10:44am 
I like the rally point limitation! - doesn't seem realistic to move rally points to any edge of your domain at any point. Very "gamey". Its always been a benefit to smaller countries that they can mobilize and not travel long distances benefiting from the short distance. If a rally point should be near the population centers, unless there is a penalty that the farther the rally point is from the capital, the longer the assembly takes.
Gliese581 18 Sep, 2020 @ 4:34pm 
TheLoneWanderer such a distance penalty is in the game since vanilla and significantly extended already by this mod. Raising at capital might take a week while raising at the outer edges of your realm might take a month or more.

That said I'm not against more ideas around balancing rally points in general. I've found the current solution to be a decent bandaid thus far though.
TheLoneWanderer 18 Sep, 2020 @ 8:07pm 
Thanks Gliese. I was just brainstorming as many ideas as I could come up with, knowing that some may suck
Sobakaa 19 Sep, 2020 @ 8:23am 
I find myself consistently enabling restricted seductions and restricted assassinations for the AI. I also remember you saying it was the settings you use youself. Maybe make them default?
Last edited by Sobakaa; 19 Sep, 2020 @ 8:23am
Crunbum  [developer] 19 Sep, 2020 @ 9:44am 
Originally posted by Sobakaa:
I find myself consistently enabling restricted seductions and restricted assassinations for the AI. I also remember you saying it was the settings you use youself. Maybe make them default?

These are parts of the "More Game Rules" mod. Which does work great together with Sane Warfare, however I don't want to just steal all the work of someone else, since that mod does a lot under the covers, not merely adding the seduction/scheme rules.

I might ask its creator if he'd be willing to let me merge them in, though.
Last edited by Crunbum; 19 Sep, 2020 @ 9:44am
Gliese581 19 Sep, 2020 @ 1:53pm 
If anything it would be great if a modder figured out how to let us save settings, I change about a dozen game rules when creating new games, it's a little bit of a hassle.
Crunbum  [developer] 19 Sep, 2020 @ 2:55pm 
Originally posted by Gliese581:
If anything it would be great if a modder figured out how to let us save settings, I change about a dozen game rules when creating new games, it's a little bit of a hassle.

I don't think that's possible to mod in, sadly. I fully expect paradox to patch that in relatively soon, though. I mean, its a change that pretty much everyone and their mother wants.
TheLoneWanderer 20 Sep, 2020 @ 9:19am 
Crunbum, what do you think of some of the changes in Sud's Gameplay mod?

I have seen the Papacy with really high income as well, with ~4,000 mercenaries, and they are conquering much of Italy
Last edited by TheLoneWanderer; 20 Sep, 2020 @ 9:22am
Anarion 20 Sep, 2020 @ 11:32am 
Awesome mod! 👍

My two cents:

1. Upload on the Paradox mod website too so it gets more attention! Loving it!

2.This is more of a immersion suggestion:
For Swiss Guard mercenaries, the AI is using armored knights and other infantry units instead of full on Pikemen, which they’re historically and famously known for. I know that pikemen aren't MAA so you might need to make a new pool of sorts thats culture specific (most likely Swabian in this case) for the mercenaries in that culture decide to only go for that regiment type. If you change that it would be great!

(Sorry if the second request is a bit nitpicky. The Swiss Guard is so synonymous with the Pike that it irks me and I also don't wanna see them use landsknecht because they were blood rivals)

Last edited by Anarion; 20 Sep, 2020 @ 11:38am
Crunbum  [developer] 20 Sep, 2020 @ 12:26pm 
Originally posted by TheLoneWanderer:
Crunbum, what do you think of some of the changes in Sud's Gameplay mod?

I have seen the Papacy with really high income as well, with ~4,000 mercenaries, and they are conquering much of Italy

I don't have the time to try it because I'm balancing my own mod, and I would like to play it some, too :P

The Papacy should have high income, because it gets all the income from all catholic theocracies (including temple baronies) across the world. So, yes, it has a lot of gold, it keeps a huge retinue, and hires lots of mercenaries.

Might not be exactly historical, but it serves as a fine wall between the HRE and Byzantines, who would likely otherwise fight each other for Italy and then gobble themselves up into one super state. Not to mention, the papacy being strong is what makes most crusades viable.
Crunbum  [developer] 20 Sep, 2020 @ 12:30pm 
Originally posted by EREBUS:
Awesome mod! 👍

My two cents:

1. Upload on the Paradox mod website too so it gets more attention! Loving it!

2.This is more of a immersion suggestion:
For Swiss Guard mercenaries, the AI is using armored knights and other infantry units instead of full on Pikemen, which they’re historically and famously known for. I know that pikemen aren't MAA so you might need to make a new pool of sorts thats culture specific (most likely Swabian in this case) for the mercenaries in that culture decide to only go for that regiment type. If you change that it would be great!

(Sorry if the second request is a bit nitpicky. The Swiss Guard is so synonymous with the Pike that it irks me and I also don't wanna see them use landsknecht because they were blood rivals)

1. Will do!

2. If/when I look into balancing mercenaries more sometime, I think its safe to say I'll make sure that such companies, like the Swiss and the Varangian Guard, get more historical, if at all possible, but for now that's too in the "purely flavour" territory, when so much of the game is still broken :P
Last edited by Crunbum; 20 Sep, 2020 @ 12:30pm
tommnaj 22 Sep, 2020 @ 2:15am 
Great mod!

Could you do something to lessen tribal to feual requirements
1. for example if in my realm are already feudal holdings only half of tribal technology should be required, religion and tribal authority requirements should stay
2. if you start as a feudal for example Bohemia in 867 half of your holdings is tribal, you cannot upgrade them as king., as a feudal vassal who holds tribal holding there is icon to feudalize tribe at 500g cost. Is it possible to do so king could upgrade vassal tribal holdings? It is very annoying that tribal vassal cannot use feudal holidngs and vice versa

Thanks
Last edited by tommnaj; 22 Sep, 2020 @ 3:08am
Anarion 22 Sep, 2020 @ 2:35am 
Originally posted by Crunbum:
Originally posted by EREBUS:
Awesome mod! 👍

My two cents:

1. Upload on the Paradox mod website too so it gets more attention! Loving it!

2.This is more of a immersion suggestion:
For Swiss Guard mercenaries, the AI is using armored knights and other infantry units instead of full on Pikemen, which they’re historically and famously known for. I know that pikemen aren't MAA so you might need to make a new pool of sorts thats culture specific (most likely Swabian in this case) for the mercenaries in that culture decide to only go for that regiment type. If you change that it would be great!

(Sorry if the second request is a bit nitpicky. The Swiss Guard is so synonymous with the Pike that it irks me and I also don't wanna see them use landsknecht because they were blood rivals)

1. Will do!

2. If/when I look into balancing mercenaries more sometime, I think its safe to say I'll make sure that such companies, like the Swiss and the Varangian Guard, get more historical, if at all possible, but for now that's too in the "purely flavour" territory, when so much of the game is still broken :P


BTW is this compatible with more navigable rivers mod? will the AI changes you made take advantages of these rivers?
Last edited by Anarion; 22 Sep, 2020 @ 2:40am
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