Crusader Kings III

Crusader Kings III

Sud's Gameplay Overhaul - Beta for 1.5.1 in description
 This topic has been pinned, so it's probably important
Sudhir  [developer] 11 Apr, 2021 @ 12:20am
Detailed List of Changes
Detailed List of Changes

Make sure you read each section through. The order currently isn’t really in order of importance, but mostly the order that they happened. Some things, numbers in particular may not be accurate anymore. I try to keep this updated, but it’s a lot. All changes are tracked in the change logs though.

Game World Changes:

-Ever expanding blobs are harder to sustain now, both for the player and the AI. Independence factions are much more prevalent now. Culture and faith differences really encourage them, as does the character being a king (under an emperor). Combining those two scenarios is very dangerous. Opinion also matters more, though friendly opinion matters more, so getting your vassals to love you will go a long way to ensuring they stay out of factions. Characters are more likely to join independence factions than start them, so shutting down problems before they spiral out of control is well worth it. Since these changes, I don’t think I’ve seen a single country “paint the map” (for long) in dozens of simulated games. Note that if you want to paint the map EU4 style, this mod may not be for you, though it’s certainly possible. Note that the Toe the Line perk was buffed to compensate. This should keep the game interesting even when you’re the king of the hill (for now…)
-Byzantine Empire has been nerfed, especially in the 1066 start. The already large empire would tend to just blob out of control. The Byzantine empire now starts with a unique succession election law that comes with some serious debuffs and some moderate upsides. The Emperor gets cheaper MaA maintenance, more MaAs, and cheaper same-culture mercenaries. There are some Greek innovations that increase these boni a little as the game progresses. The price of this however, is 0 levies, a -15 Powerful Vassal opinion malus, and vassals who are more likely to join Independence factions. Vassals also cannot declare war on their own without a hook on the Emperor. No one in the empire can declare a holy war unless they are a religious icon.
Combined with the Independence Faction changes described later, the empire will often be fractured or fighting rebellious vassals and should have a hard time expanding. Their small, albeit elite, army is easily overwhelmed by multiple attackers.To help them hang in there though, the defensive buffs of the Theodosian Walls have been significantly enhanced.
-Viking Invasion range has been implemented. It should be rare to see viking invasions further away than the north coast of Spain, though due to how diplomatic range works, you might still see far flung Swedish colonies from time to time
-1066 Battle for England now favours William (rather than the Danes heavily in vanilla). William starts with some heavy cavalry that tend to give him an edge. I’d say he has roughly a ~70% chance, vs. the Danes’ 25%, vs. poor Godwinson’s ~5%
-Longbows are now a regional innovation tied to Wales.
-Seljuk 1066 leader has been given a little more Diplomacy and the Greatest Khan trait to help keep his realm together longer with all the new faction changes. He also starts with some more levies and some horse archers. Also fixed a typo in his file so that he gets an additional claim in BYZ that’s currently bugged in vanilla
-Constantinople is now a Holy Site for most Eastern Islamic faiths so that the AI is more inclined to push into Byzantium. Technically this is bit of an unfair buff as they’ll have 6 holy sites, but it’s very rare still for an Islamic AI to capture Constantinople itself (note Theodesian Walls buff above).
-Greatest Khan trait buffed a little with additional health and powerful vassal opinion
-Normans now start with Arched Saddles for heavy cavalry in 1066. They no longer start with currency.
-A character whose primary title is King of France gets slight Independence faction resistance. This is temporary until I can figure out how to make this region-specific to the SW of France, but I think France breaks apart too easily, especially in 1066 because of Duke William. The buff is very minor and is dwarfed in comparison to all the penalties for negative opinion, different culture, and different religion. Expanding outside of France is still difficult for them.


Character Changes:

-Seduction scheme chance of success reduced by ~33% and cooldown increased from 2 to 12 months. This should reduce the crazy amount of adultery going on, though I think more will need to be done
-Prevalence of the three “main” positive congenital traits has been reduced by ~33%. They’ve also all been buffed (see below). The reinforcement chance, that is, the chance for a trait to improve, has been cut in half.
-Quick/Intelligent/Genius lifestyle xp boost has also been buffed to: 15%/30%/60% (from 10%/20%/40%). Genius statline has increased by +1 to make it double Intelligence. As a side note, if anyone knows how to get the intellect traits to buff BASE xp gain (not %), I would love to hear it, since I can’t get that to work.
-Robust/Herculean now give 5/12 prowess (up from 4/8). I’ve also added a +1/3 boost to Martial. The health and attraction opinion boosts for this line (Hale/Robust/Herculean) have also been increased little.
-Comely/Pretty/Beautiful have had their attraction opinion buffed. Diplomacy buff for Pretty/Beautiful has been increased to +3/5 from +2/3. Fertility boni have been buffed a little as well.
-Martial skill comes with a slight army maintenance, movespeed (for commanded army), and knight effectiveness buffs as levies are a little less relevant in this mod. The levy size/reinforcement buff has been cut in half.
-Brave trait buffed to 2 martial/6 prowess with higher opinion due to how deadly it is in battle. It should be worth it.
-Renown has been reworked. You no longer get renown for just having people who exist. The great houses of history didn’t become great by having 1000 bastards getting drunk in a pub. The Renown for all titles has been increased significantly, with emphasis on higher-tier titles. Marriages to lower-tier nobles now give less % renown, which increases based on the title of the spouse. Spouses of barons bring in about 40% the renown of a baron scaling up to spouses of emperors bringing in just as much renown to the dynasty as the emperor him/herself.
-Final tiers of Renown are now more expensive but a little more impactful
-Prim/Ultimogeniture now carry minor opinion penalties with your vassals. They don’t like your brat. They like their brats.
-Crown Authority reworked to be more impactful. The lowest CA comes with a vassal/tax penalty but opinion bonuses, which scales up to the highest CA having extreme opinion penalties and bonuses to taxes/levies/MaA size limit. Maintaining absolute CA as a sprawling empire of different cultures/religions will be incredibly difficult. It’s possible with a great leader, but when your toad-licking son inherits the throne, you’re gonna have a bad time. Smaller, more homogenous realms are much more likely to be able to survive the extreme opinion/vassal limit penalties of absolute CA.
-The Holy Roman Empire succession law has been reworked a little. It now gives the same levy/tax penalty as the first level of CA (which it also starts with). However, it comes with some nice opinion boni and an additional resistance to the formation of independence factions. HRE members are more likely to push back against your attempts to increase Crown Authority, however. This makes the HRE a more stable entity than most realms (especially given how much harder it is to deal with Independence factions in this mod), but the HRE can’t as easily become a snowballing juggernaut with legions of troops. Fighting say, a more centralized France in the 1300s, will be difficult despite the difference in size.
-Stewardship gives a supply duration buff to the commanded army. You probably won’t want to make your Steward a general, but a leader with decent stewardship might be worth considering if you’re going to be slogging through tough terrain. Note that other changes in this mod make supply more impactful.
-Opinion penalty for not being the rightful liege up to -10 from -5
-Opinion penalty for being a different culture (same group) or culture group now -10/-30
-Opinion penalty for being a hostile faith up to -40 from -30
-Gallant trait no longer gives Martial but gives 3 prowess per fame level and a significant disease resistance (which also is injury resistance).
-Heregeld perk increased to 25%
-Architect trait has had the building cost reduction buffed significantly
-Detailed ledgers tax bonus perk increased to 25%
-Avaricious trait now gives 20% bonus tax, but a -5 opin malus with all characters
-Start of Dynasty rework initial goal is to make all trees viable, not just blood/kin every game:
-Architected Ancestry buff for Giant/Dwarf/Scaly bumped up to 33, albino/fecund up to 66. Note that landless losers no longer give renown, so fecund isn’t quite so powerful.
-Squire Traditions buff increased to 25%
-Private Army now gives two MaA
-Crusader (faith warrior) trait also gives +5 Hostile Faith Advantage and 1 prowess per devotion level as opposed to a flat 3
-Effect of Mostly Fair doubled
-Power and Prosperity now 25%
-Delegated Authority now gives 8 opinion
-Home Estates now give +2 domain limit
-Natural Schemers buff now 25%
-Effect of venial doubled
-Vibrant Court now gives 15 opinion
-Treasured Knowledge buff now 25%
-Earning Respect increased to 25%
-Assertive rulers effect increased by 50%
-Opinion buffs for Constant Care and Close Bonds doubled
-Vassal contracts can now be changed 5 times, up from 3
-Three “Centralization” innovations have been added, one for each Medieval era. They give 5/5/10 powerful vassal opinion and make characters less likely to join Independence and Liberty factions.
-Characters are more likely to join Independence factions as their liege’s realm grows. This is relatively punishing at first, but is reduced by the 3 Centralization techs by 20%/30%/40% (so max of 90% removal of the penalty). Note that for now, the Mongoal Empire is immune from this.
-Realm leaders are no longer such cowards. They’re much more likely to fight Liberty and especially Independence factions. You’ll need to outnumber the leader by over 200% if you want to have an extremely high chance of them just giving you what you want without a fight.
-Debt effect on Independence Faction formation increased by 50%
-Integrate Title now is more dependent on Diplomacy skill. It’s actually a job you might want to consider to keep factions in check.
-Unyielding Defender/Aggressive Attacker get 5 Advantage for Def/Att
-Giant trait is now considered “good” and prowess has been increased from 6 to 10. This means it no longer gets repressed by buffs that favour good traits, but also means it competes with other good traits when forming in the world (it will be less common for it to appear de novo).
-Partition bug fix from Malorn has been implemented. Partition succession laws can’t add gender-specific laws, thus cheesing the system to all go to one heir. Hopefully PDX fixes this properly in the future. Malorn runs his own mod with a big set of changes here. He’s done a lot for the PDX modding community over the years, so if the changes in this mod don’t interest you/are too much, check his out!
-“Scientific” perk fascination buff halved, added 20% to development bonus to capital. This was reduced because it was kind of useless. On high-learning characters it was totally useless, since it’s quite easy to hit the 100% cap, especially with the learning changes in the mod.
-Theologian trait lost +3 learning, now 1 learning per level of devotion, 5 same-faith opinion, and 25% piety gain (up from 20)
-“Scholarly Circles” perk now gives +2 learning per fame, not devotion
-It’s now quite a bit harder to get characters to leave a faction once they start/join it. This was done partly for difficulty, partly to combat the vanilla bug where characters will constantly form/disband factions
-Universities no longer increase character learning as there are so many sources of it already and it’s more important now. TO compensate, the xp and development buffs have been doubled. The generic university also gives a small flat dev boost as well (special universities give a bigger one).
-Marshal Train Commanders task reduces MaA maintenance by half as much, but it now has a much higher chance to find/improve knights/commanders.
-Getting characters to join your court is now more influenced by opinion. At 100 opinion, you now get +75 chance.
-Councillor tasks have had their skill component increased by 25-33%. Spymasters have a smaller increase at ~15% due to their impact.


Economy Changes:

-City tax contribution increased by 25%, levy contribution decreased by 25%
-Ransom costs increased for higher-tier nobles:
- 150 (default 100) for Duke
- 450 (default 200) for King
- 1500 (default 500) for Emperor
Note that the option to just pay whatever one can afford is still there.
-Effect of Development on taxes increased by 100%, however its effect on levies has been reduced by 50% (so 100% more taxes and 25% more levies at full development). The effect of Development on supply limit has also been increased by 25%.
-Tax Assessors have been buffed to 20/35/50% to keep them competitive with the military duchy building changes listed in the warfare section.
-Leisure Palaces have had their stress buff increased by 50% and their personal scheme buff doubled. Their control buff has been removed.
-Royal Forests have had their development buff doubled.
-Partition of titles on inheritance should result in tighter groupings rather than a smattering of titles all over the place
-Stewardship modifier of the Culture Change Task has been increased to make good stewards significantly better at it. Using them for this now is much more necessary if you’re trying to keep a big empire together.
-County building cap increased by 2. Generally, I’d prefer the economy to be more defined by good/bad choices and less so by arbitrary limits. Happy to hear feedback on if people think this allows balance to swing out of whack. My hope is this will help the AI more since they won’t be as likely to be permanently punished for making a sub-optimal building choice, filling up their slots. Note that currently, it duchy capitals with a special building, one slot extends partially into the “Grant To” button. Everything functions fine and I’ll clean up that gui later if I keep this change.
-Feudal taxes increased. low=7% normal=15% high=25% extortionate=40%
-Steward increase development job is now much more desirable for the AI
-Steward increase development job now reduces build time/cost. This is minor for buildings, large for new holdings
-Steward collect taxes job now twice as effective so that it’s actually a decent alternative when you’re low on cash
-Building costs reduced by 10%
-Guild Halls city building effect on development increased by ~50%


Warfare Changes:

-AI chance of declaring war has broadly been slightly increased, but they are significantly less likely to declare sub-optimal wars.
-AI can now declare war with an existing minor Offensive War penalty
-The speed that levies form up was reduced by ~80%. Rally points should be more relevant now. You can’t just port most of your troops from London to your rally point in the Holy Land.
-Advantage penalty for forming up has been increased from -5 to -15. Combined with the longer form-up times, you’re not going to want to just form up as close to the enemy army as possible.
-Pursuit damage increased by 50% to make losing battles a little more deadly.
-Knight toughness increased to 25
-Invite Knight decision cooldown reduced to two years. Cost increased from 150 to 250 prestige. Note that the vanilla limitation of this being player-exclusive is still in place for now, so there’s no fear of the AI just burning all its prestige.
-AI should not make characters knights if their prowess is less than 6. This should keep them from sending duds to the slaughter.
-Events in battle reworked.. Brave characters are more likely to die, but less likely to surrender. The opposite is true for Craven characters. Stack wipes triple the capture chance. Note the importance of prowess in keeping your knights alive and well. Feedback on results would definitely be appreciated since the system is a little complex.
-The 4th prestige rank gives an extra knight. The final prestige rank gives 3 extra knights. The last rank isn’t easy to achieve, so should really be worth something. Kings get one more knight, emperors get two.
-Embark cost increased by 25%.
-Maintenance penalty for being on a ship has gone from +25% to +50%.
-Embark/Disembark times increased by about 33%
-AI should be less likely to embark if a decent land route exists or they won’t save a lot of time by taking a boat. As a sidenote, the automatic pathing for the player is less likely to choose water so you don’t accidentally waste all your money going to Ireland or something. You can always shift-click to set the path yourself of course.
-Disembark penalty has been changed from 30 days at -30 to 9 days at -80. Invasions in large wars (i.e. Crusades) are getting smashed up pretty hard as 30 days is a long time to get to the army. This should make it easier to get a force ashore without getting hammered, but if you choose a poor location, you’re really going to have a bad time. While this makes raiding stronger, the embark/disembark times are a raiding nerf.
-Longboats embark reduction reduced to -70%. Vikings are a little too strong and influential across the map in the early game.
-Factions should now not make any demands for 5 years (up from 1 year) after losing a war (or achieving their goal). This should make dealing with factions a little less insane.
-Ticking war score speed for owning the objective has been increased by 50%. This may be too much, so may change, but I want to make the objective more valuable in the war and reduce long drawn-out wars for far-flung territories.
-Defender ticking war score delay also increased by 100% (to 2 years) to compensate
-Captured Vassals now increase war score by 2
-Captured Spouses now increase war score by 5 (note the heir scores are unchanged)
-Preferred Shattered Retreat province count reduced from 7 to 5 (max count reduced from 15 to 10). This should tone down the whack-a-mole a little, but I don’t want to make it too easy to just annihilate opponents.
-Mercenary bands now give no of the levies, but more Men-at-Arms. The “large” merc bands in particular will be bigger. The cost modifier has been increased. The intention is to make these punchier professional soldiers. They will also increase in size throughout the game to be quite a bit bigger going from 867 to 1453. Note that their cost is based on troop type/number, so is dynamic.
-Allowable debt to hire mercenaries has gone from 24 months to 2 months. The AI has enough long-term money problems.
-All building MaA buffs are now percent-based. Overall, there are less stats to be had from stacking buildings. There are fewer knight slots from buildings.
-Duchy Buildings are stronger. Note that most of their effects only apply to the domain of the owner.
-Military Academies now just increase MaA size limit by 1/2/4
-Marches have had their supply, levy, garrison, and raid effects doubled.
-Siege Works have had their effects increased by 50% with the lackluster final tier getting an extra buff
-Royal Armories now decrease maintenance by 2.5%/3.33%/5% and give more levies to the duchy capital
-Jousting Lists now increase knight cap by 1/2/4 and effectiveness by 15%/25%/40%. MaA maintenance modifier removed.
-Blacksmiths have had their toughness buff increased by 33%. A 5/10/15% Heavy Cav toughness buff has also been added. MaA maintenance modifier removed.
-Archery Ranges have had their damage buff increased by 33%. MaA maintenance modifier removed.
-When deciding if to start a war the AI will factor in recapturing a holy site much more now
-The final castle building adds one MaA slot to the domain and add a few more fort levels, making the jump to bombards more relevant for highly fortified baronies.
-Bombards are now much more effective, but cost ~5x as much. They are less cost-effective than trebuchets, but can provide huge amounts of siege power to those who can afford them. They’re also necessary to siege down extremely fortified baronies
-The effect of not having a high enough siege level has been increased by ~15%. At least hopefully. There’s a typo in PDX’s defines file here that makes me wonder if it actually does anything.
-Post-siege loot has been increased by 25%
-House Guard toughness and screen increased by 50%
-Camel Archers are ~40% cheaper to maintain, and have improved pursuit, screen, and desert/dryland buffs. They also have debuffs for northern climates though. This was done to help the Arabs fight back the Crusades a little.
-Reinforcement rates for levies (-33%) and MaA (-50%) have been reduced. Keeping your men alive matters more now
-Low/No supply advantage penalties are ~50% more severe
-AI MaA logic should be better. They should build less useless (to them) regiments now and hopefully balance buildings vs. MaA better.
-Terrain advantage effects have been increased by ~50%. Same is true for terrain-related traits
-Terrain move/width effects have been increased by roughly 25%. These changes tend to make defending more favourable and make terrain matter more.
-Move speed bonus from friendly territory increased from 20% to 40% to help compensate for the above change
-Base Move speed increased by ~15% to compensate for terrain changes
-Effect of Advantage on combat increased by 25% to make it more meaningful
-Highest tiers of debt have more severe combat advantage penalty
-Men-at-Arms hire cost. Reduced by 66%, but maintenance increased by 33%
-Warscore from winning battles increased
-War target automatic tick doesn’t start for 3 years for defender (up from 2)
-Mercenary groups are more plentiful and have more variety in size/composition.


Religion Changes:

-Holy wars and fervor have been reworked. It's essentially the opposite of vanilla now. Winning a holy war slightly increases fervor, while losing one removes a fair amount of fervor. The exception to this is Great Holy Wars, which give fervor to both if the attacker wins (though less than vanilla). Losing a GHW costs the attacker fervor. This should help make beating down heresies viable.
-Sinful Bishop effect reduced by 50% (to -5 fervor). However, the effect of the Head of Faith getting the event has been increased by 50% (to -30 fervor).
-The minimum piety to convert increased from 250 to 350.
-Devotion reward for winning holy wars for duchies/kingdoms/great holy wars increased to 150/300/400 from 100/150/200.
-Indulgences have had their cost changed. If you’ve committed no crime, they’re reduced by 66%. Minor crimes are a little cheaper. Moderate crimes are about the same, while serious crimes are more expensive.
-Indulgences cooldown increased to 6 years (from 5).
-The effect of being in a holy war on Ask Head of Faith for gold success chance has been increased by 15% for aggressor and 50% for defenders.
-The chance of success for Asking Head of Faith for gold has been reworked. The base chance has been lowered as has the per-point bonus for how rich the pope is, but the maximum effect the Pope’s wealth has been significantly increased. Being in a holy war, especially a defensive one, increases the odds of success as well. Traits (both negative and positive) also have ~double the effect.
-Ask Head of Faith for gold cooldown is still 3 years (bumped back up). Note the opinion malus is unchanged, so it can start to stack up quite high if you keep trying to tap that piggy bank. AI is more likely to ask for gold if they have piety to burn. The AI will also “check” to see if it can ask for gold much more often. All the above changes help to keep the Pope’s wealth from getting ridiculous, though he’s still the richest cat in Europe.
-Theocracies mercenary hire cost has been massively increased, currently to 4x. This keeps them (the Pope) from hiring up hordes of mercenaries.
-The Aurelian Walls have been changed significantly. The Pope mercenary spam was ridiculous, but also kind of necessary to keep him alive since European AI does a terrible job defending/reinstating him. To compensate for this, the Aurelian Walls now give massive defensive buffs. Fort level is now 12, the garrison size is huge, and it gives a defensive advantage of 20. MaA cap also gets raised by 2. These are significant changes, but necessary to keep the Pope from getting sniped in the absence of his merc bodyguards.
-Holy Orders no longer require gold to found (I mean, you’re giving them a ♥♥♥♥♥♥♥ castle). The Piety cost has also been reduced by 20%. You now need to have the 4th level of devotion however, up from 3. Zealous AI players are more likely to found an order. This results in the AI actually forming Holy Orders.
-Holy Orders troop composition is now primarily MaA. Order Knights are now Heavy Cavalry as opposed to Heavy Infantry
-Holy Orders hire cost is quite a bit higher now and the patron discount is now just 75%. Leaders will actually need to generate some piety to hire them
-Holy Order hire cap increased to 2
-Great Holy Wars should never start before 1000AD
-Southern Italy is now considered “heartland” to the Pope, meaning he’s likely to call a Crusade there if other religions take it over
-Mesopotamia should now be much less favoured by the Pope for Crusades
-Many Muslim Holy Sites have been buffed to help muslim leaders push back the Crusades. Not, only the FAITH that controls the site, benefits, not all of Islam.
-Converting to another religion (as opposed to faith) is more expensive now. You shouldn’t see Crusader Kings converting to Islam just for funsies.
-Minimum cost of Converting is now 350, up from 250
-Maximum discount for creating faith is now 75% (up from 50%). Very weak faiths will be easier to break away from (note that this is still generally harder than vanilla).
-Great Holy War targeting now very strongly favours that faith’s “heartlands” and holy sites. No more Crusades to Baghdad when the Moors are sacking Paris. Northern Spain and Southern Italy are now considered part of the Catholic “heartland”.
-Great Holy War pledging has been tweaked. Defenders from far away are less likely to join and attackers are more likely to join if the target is a holy site and if they’re Emperors or Kings.
-Demanding conversion is now significantly less likely to succeed if the character doesn’t like you or is zealous
-Great Holy War cooldown decreased from 30 to 20 years
-AI should now upgrade Holy Orders occasionally. This fix is just a slightly modified version of what Crunbum wrote for his Sane Warfare mod. Full credit for fixing this should go to him.
-Heads of Faith who get wiped out (i.e. the Pope) should be more likely to be reinstated by leaders of that faith. This will need more testing though.
-Lowered fervor penalty for attacker losing a regular holy war to match what they would've gained by winning. Losing a GHW is still pretty punishing.
-Great Holy Wars can be declared at 55 fervor for now based on the 1.1 fervor situation
-Holy Order founding cost is now 1000 gold. It GIVES 1k piety and a small ticking piety/faith opin buff for the rest of your life. You must be Paragon of Virtue to do it (Lvl 4, so 2nd highest). The AI gets a 50% discount and can do it at Lvl 3. If you're already at max devotion (Religious Icon) you get 50% off the gold cost. Crusader Kings get a very large discount (50%) and can do it at Lvl 1 Devotion. Crusaders/Holy Warriors get a 30% discount and can do it at Lvl 2 Devotion. Note that you still need to be King/Emp to do it. All this means that early holy orders should be much rarer.
-Consecrate bloodline renown reward doubled, but cost increased to 3k piety. No longer gain stress by being content. Lose stress by being ambitious
-Consecrate bloodline can now be done if your vassal owns the holy site but you aren’t the top liege
-Heads of Faith can now be formed while owning just one Holy Site. With realms being more fractured, it was just too hard for the AI.



Innovation Changes:

-Increased fascination progress bonus from Learning from 2 to 3 for cultural heads “researching” their fascination.
-Decreased baseline fascination progress significantly. Learning will affect facisation speed more now.
-Decreased innovation bonus from exposure significantly. Tech currently spreads across the map too quickly, resulting in all techs getting researched too easily. Long-term, my solution to this will probably just be to add more techs.
-Longbows added to Anglo-Saxon culture group for flavour (mostly to benefit 876-start games where "English" culture rarely appears). If this messes with 1066 too much, I’ll change/make a sub-mod.
-Plate Armor buff is now 5 (from 3)
-Advanced Bowmaking buff is now 5 (from 3)
-Men-at-Arms techs reworked. This is to reduce tribal dominance a little as well as mirror the gradual professionalization of militaries:
-Tribal: MaA cap +3
- Early Medieval: MaA cap +3, maintenance +2%, levy size -5%
- High Medieval: MaA cap +6, maintenance +8%, levy size -10%
- Late Medieval: MaA cap +10, MaA size limit +1, maintenance +15%, levy size -20%
Note that MaA are expensive. You may well not want to keep them at the cap. As the game progresses, you will likely be more limited by budget than cap. If your economy is booming, your late game military will be very strong. MaA size limit increases are harder to come by and generally come later in the game from a few sources. This should keep variety of MaA high throughout the game, but still allow for the ramping up of size as the game progresses.
-Added new era (Renaissance) that starts in 1350 and currently just houses two new innovations for late-game military
-Added new innovation: MaA cap +2, size limit +12, maintenance +20%, -20 levy size, -33% vassal levy contribution to Renaissance Era.
-Added new innovation: 1 Martial per fame and 30% Knight effectiveness to Renaissance Era.
-Added new innovation: +10 Hvy Cav dmg in High Medieval
-Added new innovation: +8 light Cav pursuit in Early Medieval
-Added new innovation: +3 pikemen dmg and toughness in Late Medieval. In the future, I plan to add more innovations to increase choice and slow down tech growth overall
-Buffed effect of development: on tech progress by 20%
-Base innovation progress reduced by 20%
Last edited by Sudhir; 11 Apr, 2021 @ 12:20am