Crusader Kings III

Crusader Kings III

More buildings
Ambitions 29 Oct, 2021 @ 12:30pm
AI Militia Spam
Love the idea of militia, but I have some balance suggestions.

Currently ai is spamming militia camp even though it would be better for them to build barracks or regiment grounds in the long run.

Vanilla levy providing buildings have a priority order:
  1. Regiment Ground
  2. Barracks
  3. Military Camps

PLUS holding dependencies.
For example; cities won't build Regiment Grounds and they prefer Barracks over Military Camps.
Currently Militia falls outside this order.

Can I suggest adding weight modifiers to militia based on holding type?
Making feudal rules in castles less likely to build Militia while Mayors in cities are more likely.

I also think it fits thematically. Castles gets military, cities get militia.

Cheers :crusader_helmet:
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Showing 1-2 of 2 comments
rødemaj 11 Nov, 2021 @ 4:01am 
Seconding this comment, have noticed the same issue. While I appreciate my mayors contributing to realm defense, the camps reduce the tax contribution. I can't replace AI-selected buildings, which, over the long-haul, gets annoying when I want to build out cities for econ or even just stick a barracks or ground in there without losing tax.
Last edited by rødemaj; 11 Nov, 2021 @ 4:01am
Kalisa 28 Feb, 2022 @ 1:44pm 
ya having this issue as well, i tend to have to go in and revoke, then rebuild it to something else for towns and such and its a giant pain, these buildings are everywhere.
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