Crusader Kings III

Crusader Kings III

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One Proud Brazilian  [developer] 20 Jul, 2023 @ 6:28am
FEEDBACK (To-do List)
Share here your feedback and suggestions. :)

To-do list:
- Traits formula improvements
- Overall polishment of decisions/interactions
- Expand the character spawn system

Finished Updates:
- Game rules to disable/enable the mod's features
- Update old modifiers with T&T modifiers
- Add a skill-test formula to mini events
- Traits/events exclusive to tribals
Last edited by One Proud Brazilian; 27 Jul, 2023 @ 7:43am
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Showing 1-15 of 18 comments
Rellom 20 Jul, 2023 @ 6:52am 
Well, you already know my opinion on the mbti_traits_5 traits. But I'll also give my general idea on what modifiers they could move toward. But I know, this is needed to be custom for each trait, and would take a lot of time if you wanted to move in that direction.

#philosopher (current version)
learning_per_prestige_level = 1
learning_per_piety_level = 1
learning_per_stress_level = 1

#philosopher (new version)
learning = 2
learning_scheme_resistance = 10
learning_scheme_power = 10
trait_track_lifestyle_physician_xp_gain_mult = 0.5
trait_track_lifestyle_mystic_xp_gain_mult = 0.5
One Proud Brazilian  [developer] 20 Jul, 2023 @ 7:31am 
Sure! I will polish things up until August 3 - Baldurs Gate 3 release date O_O
Quintus Aquila 20 Jul, 2023 @ 2:04pm 
It doesn't seem to be compatibility with After The End. Courtiers are generated constantly and without limit when the game moves forward. After 3 weeks I have 6000 courtiers.
One Proud Brazilian  [developer] 20 Jul, 2023 @ 2:13pm 
Originally posted by Quintus Aquila:
It doesn't seem to be compatibility with After The End. Courtiers are generated constantly and without limit when the game moves forward. After 3 weeks I have 6000 courtiers.
That is really strange. May be some rare case of both mods using the same names on codes. Send me the mod link so i can check it out.
sawwhet5975 21 Jul, 2023 @ 4:57pm 
I think a lot of the modifiers and events of this mod may grant a bit too much renown.

I think the lesser nobles decision should grant a 1:1 exchange, as it presently grants 2 renown:1 gold. I just think that renown is much more valuable than it is being valued at in this exchange.

Some of the "start of year" event modifiers like sabotage and ingratitude are also particularly strong. They could probably be 65-80% of their present values and still be strong. However, idk if there's a opposite modifier to these that subtracts renown, as I haven't seen it yet, but if there was, I could see how that would be balancing it out as it is presently.
Last edited by sawwhet5975; 21 Jul, 2023 @ 5:04pm
Quintus Aquila 21 Jul, 2023 @ 5:02pm 
Originally posted by One Proud Brazilian:
Originally posted by Quintus Aquila:
It doesn't seem to be compatibility with After The End. Courtiers are generated constantly and without limit when the game moves forward. After 3 weeks I have 6000 courtiers.
That is really strange. May be some rare case of both mods using the same names on codes. Send me the mod link so i can check it out.
Its currently in an open beta, so its in the discord not steam, but here's the download link.
https://mega.nz/#!qc12DCwL!77OwmQGd7ojyI_UNkyPNcKMW0K84aP6nQyucWD0FB80
Itsuji Hayashi 22 Jul, 2023 @ 11:24am 
would it work with Carnalitas mod from Loverslab?

for those which doesnt know, it is a set of mods that expands into sex.
Profesor Arena 28 Jul, 2023 @ 10:55pm 
Use the mod in Spanish and translate this message with google translator, so maybe some trait names are slightly different. Even so, I believe that my message will be understood.

Trait: Idealistic View of War
The description says that he prioritizes glory over military tactics, which leads to defeats and casualties. The number of knights could be increased to +3 but the martiality decreased -2 and the advantage as a commander -5

Trait: Lack of responsibility
The description says that he betrays the trust of those around him, and that his courtiers do not trust him. Therefore, it would lower the opinion of all courtiers -10

Trait: Insane Obsession:
This feature raises the intrigue 8, I consider it too much. I would say just raise the intrigue +2, for balance reasons.

Trait: Lack of Etiquette
The trait describes a person who behaves in a bad way, therefore I would lower his diplomacy by 1 or 2 points.

Trait: Intellectual Snobbery
It is a trait of someone with a lot of studies, therefore he would increase his learning in 1 or 2

Trait: Hedonistic Indulgence
The trait implies that the person spends a lot of money on parties, therefore I would add that their monthly income decreases by 10 or 15%, but also that the general opinion increases +10 (since people enjoy parties)

Trait: Scheming Puppeteer
I would add that the intrigue rise by 1 or 2 points.

Trait: Elusive Enigma
He is a person who knows how to communicate and hide his defects and emotions. Therefore, I would raise 1 intrigue and 1 diplomacy.

Trait: Perceived boredom.
Everyone sees him as boring, so I would lower his diplomacy by 1 and the opinion of guests and courtiers by -5.

Trait: Socially Awkward
I would lower his diplomacy by 2, since he does not know how to behave socially

Trait: Self-Sabotaging Melancholy
For some reason, this trait increases learning by 2 and also reduces the tyranny gain. As the person is in depression (we assume that due to stress), he would lower 1 point of each skill per stress level (more stress, more depression). He is a depressed person who sabotages himself, therefore it must be a bad trait.

Trait: Enviable Aura
It would add 10% effectiveness to the knights, since the aura this person emits motivates the knights in battle.

Traits with green background: Everyone raises 3 to a skill, in addition to raising 3 of that skill per stress level (something that doesn't make sense) and nullifying 3 penalty points on that skill. This is too OP, a person with one of these traits (which are common) can raise 9 points (not counting penalties) to a skill only having two levels of stress. Therefore, I would remove the stress advantage and penalty nullification, and make them add up to 2 points instead of 3, so it's more balanced with the other traits from the original game. This advice applies generally, but I have some advice on some particular traits:

Trait: Strategic Player
1 point to martiality (for his strategy) and 1 to learning (for his ability for games)

Trait: Melodic musician
Martiality is currently up, but I would say diplomacy is up by 2 (since music helps a lot socially, and according to the trait description it makes people happy and cheers up)

Trait: Fashion Connoisseur
I would add that the opinion of refined vassals rise +5.

Trait: Inventive Tinkerer
According to the description, he is a person who constantly invents and modifies gadgets, stimulating innovation. Therefore, I would remove the administration advantage and add the learning advantage, since to modify and innovate with objects you must have prior knowledge.

Trait: Fond of Horses
It would remove the martiality buff (since having better horses doesn't make archers better, for example), and it would increase the dexterity (because of their riding ability) and the damage and toughness of light and heavy cavalry by 10% or 15 %

Trait: Artesano de tiempo libre (artisan).
I would raise 1 of learning (a lot of knowledge is needed for the craft) and one of dexterity (craft skills). Also, the description says that it adds elegance to the court, so I would add a +3 bonus to court grandeur.

Trait: Charity Volunteer
The trait increases learning, but it doesn't make sense. For this reason, he would exchange learning for 2 diplomacy points (his actions help him socially), +10 general opinion, guests and courtiers, and -10% income (from his donations). It is a trait similar to generous.

From now on come the traits that are congenital, but I don't understand why. Does my son inherit my regal bearing or my balanced humor? There are many things that are inherited and I don't know why.

Trait: Regal Bearing
I would add that diplomacy go up 1 point, since his bearing helps him to be diplomatic.

Trait: Balanced humor
I don't understand this one, what does it mean that the four humors are balanced and why does it make religious people not like you?

Trait: low pain tolerance and high pain tolerance
I don't understand why both traits give you a +100% chance to die in battle, nor why it modifies the opinion of the vassals so much. Why does my refined vassal like that I have a low tolerance for pain? I would leave only the drop in skills by stress level in the case of low pain tolerance (unfortunately I forgot what high pain tolerance did)

Later I will tell you about the fearsome and virtuous traits. I need to rest jaja.
Last edited by Profesor Arena; 29 Jul, 2023 @ 12:26am
One Proud Brazilian  [developer] 29 Jul, 2023 @ 9:46am 
Thanks for the suggestions! The hard part is to figure out adequate modifiers for every trait and event (as there are more than 500 O_O)
Profesor Arena 29 Jul, 2023 @ 12:40pm 
It's understandable. It is a very big mod, throughout these days I will be look more traits and events to give you advice on the appropriate modifiers. I'll try to find a balance between those mods traits and the ones from the original game, so that there aren't very OP traits or events that don't seem to be integrated into the game.
Profesor Arena 29 Jul, 2023 @ 3:55pm 
Here are some other changes I've been looking at:

At first I thought that these modifiers that last for a year and add or subtract 3 from an ability was too much, but since it's only for a year I think they're fine. However, there are some modifiers I found in my game that don't match their description:

Modifier: Criminal Arrest:
Says a peasant seeks revenge against this ruler, but causes intrigue to increase, monthly war income subtracted, control increased, and cost of hiring mercenaries subtracted. I would remove these things, since a king is not going to raise his intrigue due to a threat from a simple peasant. I would add, on the other hand, danger in the trips, since the farmer will be attentive to take revenge. An increased chance of the hostile conspiracy could also be added, since the peasant will help anyone who wants to kill you.

Modifier: A failed bet
This modifier lowers intrigue and monthly income, as well as general opinion. I believe that instead of lowering the intrigue, the administration should lower you,

Modifier: A successful/failed negotiation
This modifier raises or lowers the administration by 3 points, but to negotiate you must have diplomacy. Therefore, I would trade administration for diplomacy. The same description says “your diplomatic finesse contributed to prosperity” or “this reflects the complexities of diplomacy”. In any case, 5% could be added (adding or subtracting, it depends if it is good or bad) to the monthly income, as a result of that negotiation.

Modifier: Plague of the Field
I would add that the monthly income decrease by 5% due to the plague of the field

Modifier: Bountiful Battle Spoils
This modifier increases the martiality and toughness of the army. In my opinion, the martiality should not increase, since having more loot does not mean that you are a better general. But it should reduce the cost of levies and men-at-arms by 30%, since you pay the soldiers with the loot captured. The monthly income in war could also be increased by 10%

Modifier: An Annoying Rival
I would say that rivals do the same as friends, but in a negative way. If a friend at court gives you 3 management, for example, an annoying opponent should subtract 3. I know it's a bit difficult because you have to make an annoying opponent for each attribute. Therefore, if you can't do that, you could increase the stress gain, at least 25%, since the current way does not affect much if there is a rival in your court

Modifier: Outbreak of Defectors
This modifier lowers your martiality, but I think you should remove the lowering of the martiality and add -20% to the size of the cam (army toughness is fine).

Modifier: A Jealous Friend
This friend with a lot of faith increases your martiality and natural fear, but it should increase your learning and your monthly piety

Modifier: Embarrassing Scandal
This scandal lowers your dexterity, which I don't see much sense in. I would change the skill by subtracting 2 diplomacy points and subtracting 1 from monthly prestige.

Modifier: Crime Outbreak
This modifier says that due to delinquency you cannot progress. Elimiria that subtracts 2 points from the intrigue, and would add danger (due to crime) and that development decreases by 15%.

Modifier: A lazy friend
This modifier adds intrigue to you. I believe that having a lazy friend should not add intrigue to you. I would make you have even more benefits with respect to stress, but taking out the benefit of ability.
Rellom 29 Jul, 2023 @ 4:55pm 
Originally posted by Profesor Arena:
Here are some other changes I've been looking at:

At first I thought that these modifiers that last for a year and add or subtract 3 from an ability was too much, but since it's only for a year I think they're fine. However, there are some modifiers I found in my game that don't match their description:

Thanks for all your suggestions. I've used most of them, while also adding a few things myself. One Proud Brazilian will include these changes in the next update. I'm planning, over the next week or two, to go through all the traits with my personal touch on the balancing, while One Proud Brazilian focus on adding new things.

Some of the traits you mention in the first post, is actually not part of this mod, but from either UCS or Rellom's New Traits. I'll make an overhaul on those too, and have what you wrote in mind.

Anyhow, this is excellent feedback, and if you got more of it, do not hold back.
Profesor Arena 29 Jul, 2023 @ 8:07pm 
Originally posted by Rellom:
Originally posted by Profesor Arena:
Here are some other changes I've been looking at:

At first I thought that these modifiers that last for a year and add or subtract 3 from an ability was too much, but since it's only for a year I think they're fine. However, there are some modifiers I found in my game that don't match their description:

Thanks for all your suggestions. I've used most of them, while also adding a few things myself. One Proud Brazilian will include these changes in the next update. I'm planning, over the next week or two, to go through all the traits with my personal touch on the balancing, while One Proud Brazilian focus on adding new things.

Some of the traits you mention in the first post, is actually not part of this mod, but from either UCS or Rellom's New Traits. I'll make an overhaul on those too, and have what you wrote in mind.

Anyhow, this is excellent feedback, and if you got more of it, do not hold back.

I didn't know that some traits were from other mods, sorry.
I'll keep looking to see if I can find some new modifiers, those were the ones I found in a simulated game.

By the way, when I wrote that the "cam" was lowered by 20% in the deserters modifier, I was referring to the army that are not men-at-arms (I think it is "Impressment" in English). In Spanish it is "Levas", and he translated it as cam.
Rellom 30 Jul, 2023 @ 3:32am 
Originally posted by Profesor Arena:
I didn't know that some traits were from other mods, sorry.
I'll keep looking to see if I can find some new modifiers, those were the ones I found in a simulated game.

Nothing to be sorry about. Me and One Proud Brazilian combined mods is adding a lot of traits, easy to get confused where what is coming from. In terms of some of your concerns with opinion modifiers being (out of place,) on the mods from UCS, is completely true. I wanted to get a lot more opinion modifiers into the game, but on my first overhaul I figured out that if I just went with what I believed 100% the opinion should be, it would get unbalanced to the extent that most people got 100 opinion of everyone. So In my second overhaul, I added a lot of negative opinions with vassal stances and governments, to balance this, where some of it is not logical, as much as it is for the sake of balance. I might get back and do a 3rd overhaul on this, to try and take out as many illogical opinions as possible.
Also going to go over all the genetic, as you point out, Regal baring or balanced humor being generic, is not making a lot of sense, so I'll remove that, and increase the random chance for creation instead.
Humorism[en.wikipedia.org] - Balanced humors, could be renamed to just living healthy in modern term. But the idea of living healthy, and what impact an healthy balanced life, have changed a lot. It was also a practiced standard for physicians & there is record of religions finding these ideas rather blasphemies and dangerous.
Profesor Arena 30 Jul, 2023 @ 2:23pm 
Originally posted by Rellom:
Originally posted by Profesor Arena:
I didn't know that some traits were from other mods, sorry.
I'll keep looking to see if I can find some new modifiers, those were the ones I found in a simulated game.

Nothing to be sorry about. Me and One Proud Brazilian combined mods is adding a lot of traits, easy to get confused where what is coming from. In terms of some of your concerns with opinion modifiers being (out of place,) on the mods from UCS, is completely true. I wanted to get a lot more opinion modifiers into the game, but on my first overhaul I figured out that if I just went with what I believed 100% the opinion should be, it would get unbalanced to the extent that most people got 100 opinion of everyone. So In my second overhaul, I added a lot of negative opinions with vassal stances and governments, to balance this, where some of it is not logical, as much as it is for the sake of balance. I might get back and do a 3rd overhaul on this, to try and take out as many illogical opinions as possible.
Also going to go over all the genetic, as you point out, Regal baring or balanced humor being generic, is not making a lot of sense, so I'll remove that, and increase the random chance for creation instead.
Humorism[en.wikipedia.org] - Balanced humors, could be renamed to just living healthy in modern term. But the idea of living healthy, and what impact an healthy balanced life, have changed a lot. It was also a practiced standard for physicians & there is record of religions finding these ideas rather blasphemies and dangerous.

I didn't know that about humors, it helped me to learn, thank you very much.
Regarding congenital traits, maybe it's a personal taste. But it all depends from which point of view you see it. Some may tell you that if a son has a regal demeanor and a friendly face, for example, it is because he inherited it from his parents. But I believe that this is something that is learned when you are educated, and those things that are impossible to learn (such as vision or prodigious memory) are more congenital.
In my opinion (which is not the absolute truth, just the opinion of a player like any other), these traits are not congenital:
regal bearing
balanced moods
frown and friendly face

There are other traits where my translation seems to have failed and I see, for example: trait_tongue_roller. When I fix that, I'll tell you about the ones I'm missing.

I have some more comments about modifiers on the gpt flavor pack.

Trait: Enduring Guardian
I would change diplomacy for martiality, since the description describes how the lord cares for and ensures his troops in war. You could also eliminate the combat roll (which is more characteristic of a risky person) and add a 20% drop in retreat losses (since he is a general who takes care of his soldiers)

Modifier: Failed Meetings
This description says that the recruitment of troops failed and this prompted a thorough investigation into what happened. The modifier adds value to the upkeep of men-at-arms (which I'm fine with), but it also adds danger and adds 15% to the cost of mercenaries (both things I don't think relate to the description). Perhaps it is more related to the description that the levies drop by 10% (due to the failure in the recruitment of troops) and that the price that must be paid to maintain the levies rises by 15%.

Modifier: Court Scandal
This modifier posits that a judicial scandal created discord and hindered effective government. Intrigue and natural fear lower you, but I think the administration should lower you (because you are not an effective government) and the general opinion or the courtiers (because of the scandal)

Modifier: Family Matters
This modifier states that the character is constantly distracted by family matters. However, the opinion of the close family drops -10. I believe that it should be the opposite, since the relatives would be grateful that they pay attention to them. However, I understand that it is a modifier that must be negative, so I would change the opinion decrease of close family for the opinion decrease of courtiers and vassals (since they are angry that you only pay attention to your family). You also have the monthly piety subtracted, I would exchange it for prestige, since in this case you annoy your courtiers and vassals more than the clergy. However, I think either would be fine.

Modifier: Known Mercenaries
This modifier says that the character learned a lot from the mercenaries, therefore I would add that it also increases his martiality

Modifier: Repenting
This modifier states that the ruler engages in self-flagellation as repentance, in addition to performing acts of charity. I would remove the learning perk (flogging yourself won't give you knowledge) and add a monthly mercy bonus. It would also slightly increase what is referred to as the loss of tyranny, since nobody is afraid of a person who publicly self-flagellates. Finally, you could add that he earns 5% less monthly income due to his charitable acts, but I'm not so sure about this.

Modifier: Consulting the clergy
This modifier states that the ruler seeks advice from the higher clergy. I understand that learning rises (although it does 4 points, perhaps 3 is better), piety and the opinion of the religious. But I think that it increases your travel speed is not right (waiting for a priest to say before making any decision does not make you go faster, on the contrary) and it would also eliminate the 50% increase in levies (it is not only a very large number, but I also do not see much sense that by consulting the clergy you have 50% more army).
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