Crusader Kings III

Crusader Kings III

[UNSUPPORTED] More Legacies
bravelildragon  [developer] 1 Dec, 2022 @ 8:15am
Capstone Perks
Re: Heimdallr's hope for more "unique/influential" perks

I wanted to avoid reusing perks from the vanilla legacies (like no loss of combat power) so that my modded ones don't replace them entirely. Additionally, I tried to make sure my legacies weren't overpowered, since adding more legacies also adds more sources of stackable bonuses and could easily get out of hand. That's why I went with situational stat increases as the capstone perks for most of the legacies: they aren't included in the vanilla legacies and their utility comes from their scalability as later game rulers start with more prestige/piety, and their application to the entire dynasty, including non-rulers, but they aren't anything gamebreaking. I also wanted to avoid stacking most of the legacy's value towards the end, to encourage players to mix-and-match to meet their playstyle, so I never wanted the last perk to feel like a requirement; although, I admit this might have made them a bit too boring. Similarly, I didn't want to frontload the legacies too much and offer excessive power by just taking every first perk. And I wanted to follow the precedents set by vanilla so I took similar perks from existing legacies into consideration (ie. an additional seduce scheme for Temptation is tier 5, like the additional sway scheme for Glory, but the additional witchcraft convert scheme for Witchcraft is tier 2, like the additional language scheme for Customs). As such, most of the key perks I wanted to include in each legacy are in tiers 2-4, and certain perks that could perhaps have been decent, more unique capstones, like the no water crossing penalty in Seafaring, are available early to allow players access to their desired playstyle without needing to play without it for several generations.

Plus, as a newer modder I don't know exactly what is available to me to get fancy with, so all of the modifiers included are from this list on the wiki[ck3.paradoxwikis.com], which limits the uniqueness of what I can include.

With all that said about why I used the capstone perks I did, I also want to say that I'm definitely open to reconsidering them. I guess the major questions are:
  1. would the general userbase of this mod be interested in a reworking of the existing capstone perks or are they satisfied as is? feel free to chime in on this discussion
  2. would the priority be making the capstone perks more powerful (increase the numbers or add a secondary bonus but keep the scaling stat bonus) or making them more unique (which is more effort and possibly beyond my modding capabilities due to being limited by the modifier list, but feel free to mention any ideas y'all have)?
  3. are there any capstone perks that are currently in a good place and don't need to be buffed? / are there any that are particularly weak?

TL;DR I used scaling stat bonuses to allow the vanilla legacies to retain their unique identities and to avoid my legacies being too powerful or requiring too much investment before unlocking the desired playstyle. I am open to reconsidering this approach if others agree they would like to see them buffed or reworked :D