Crusader Kings III

Crusader Kings III

Realism & Balancing
 This topic has been pinned, so it's probably important
Hanlein  [developer] 19 Nov, 2023 @ 2:33pm
Request Thread
If you got an idea that fits in this mod just write it here and we together will decide whether to add it or not after discussing.
Last edited by Hanlein; 19 Nov, 2023 @ 2:39pm
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Showing 1-15 of 57 comments
Reverse smurf 30 Nov, 2023 @ 3:51pm 
Hey mate, had a good run with the almohad idrisids yesterday on your mod.

Some requests for discussion:

-De jure casus bellis are very cheap compared to the other casus bellis now, can their cost be increased to 500/county, 1000/duchy.

-Call Ally prestige should be increased for offensive wars and a cost for defensive wars, a doubling from current levels would be a good start IMO.

-Faiths other than muslim should have cheaper (15%?) Casus belli as they dont have access to house CB reduction mechanic.

-Can you give the AI extra man at arms slot? so they can be more strong.
Hanlein  [developer] 1 Dec, 2023 @ 2:28am 
Originally posted by Git Gud:
Hey mate, had a good run with the almohad idrisids yesterday on your mod.

Some requests for discussion:

-De jure casus bellis are very cheap compared to the other casus bellis now, can their cost be increased to 500/county, 1000/duchy.

-Call Ally prestige should be increased for offensive wars and a cost for defensive wars, a doubling from current levels would be a good start IMO.

-Faiths other than muslim should have cheaper (15%?) Casus belli as they dont have access to house CB reduction mechanic.

-Can you give the AI extra man at arms slot? so they can be more strong.

Hey mate, these are all good things to add next update except this "faiths other than muslim should have cheaper" i cant add this because its up to muslims that they choose low unity or high unity, if they choose low unity they get cb reduction but if they choose high unity they got another bonuses. Its kinda balancing you know, christians have already reduced casus belli cost default.

But other things you mentioned are very good especially call ally prestige cost. Thanks a lot i will definitely add these in next update ^^
Myrran 16 Dec, 2023 @ 9:16pm 
My proposal is to nerf "Golden Obligations" perk and "It is MY Domain" perk in the Stewardship Avaricious tree.

I always pick those perks for easy Gold as these perks are easily obtainable.

"It is MY Domain" perk gives you money in exchange for tyrrany/opinion malus/county popular opinion malus.

"Golden Obligations" perk gives you Gold in exchange for using hooks, which are easily obtainable through spymaster "Find secrets" task.

Possible nerf scenarios for "It is MY Domain" perk:
- move the perk down the tree, the same way you did with "Meritocracy" and "Bellum Justum".
- increase the cooldown for "Extort Subjects" decision.
- decrease the amount of Gold gained from "Extort Subjects" decision.

Possible nerf scenarios for "Golden Obligations" perk:
- move the perk down the tree, the same way you did with "Meritocracy" and "Bellum Justum".
- increase the time for spymaster "Find secrets" task to complete.
- reduce the chance of spymaster learning a secret while performing the "Find secrets" task.
- decrease the amount of Gold gained from "Demand Payment" character interaction.
Hanlein  [developer] 17 Dec, 2023 @ 1:48am 
Originally posted by Myrran:
My proposal is to nerf "Golden Obligations" perk and "It is MY Domain" perk in the Stewardship Avaricious tree.

I always pick those perks for easy Gold as these perks are easily obtainable.

"It is MY Domain" perk gives you money in exchange for tyrrany/opinion malus/county popular opinion malus.

"Golden Obligations" perk gives you Gold in exchange for using hooks, which are easily obtainable through spymaster "Find secrets" task.

Possible nerf scenarios for "It is MY Domain" perk:
- move the perk down the tree, the same way you did with "Meritocracy" and "Bellum Justum".
- increase the cooldown for "Extort Subjects" decision.
- decrease the amount of Gold gained from "Extort Subjects" decision.

Possible nerf scenarios for "Golden Obligations" perk:
- move the perk down the tree, the same way you did with "Meritocracy" and "Bellum Justum".
- increase the time for spymaster "Find secrets" task to complete.
- reduce the chance of spymaster learning a secret while performing the "Find secrets" task.
- decrease the amount of Gold gained from "Demand Payment" character interaction.

Thank you for this awesome request, i'll do this on next update.

If you have any other requests, you can tell before the next update.
Hanlein  [developer] 17 Dec, 2023 @ 1:57am 
Originally posted by Git Gud:
Hey mate, had a good run with the almohad idrisids yesterday on your mod.

Some requests for discussion:

-De jure casus bellis are very cheap compared to the other casus bellis now, can their cost be increased to 500/county, 1000/duchy.

-Call Ally prestige should be increased for offensive wars and a cost for defensive wars, a doubling from current levels would be a good start IMO.

-Faiths other than muslim should have cheaper (15%?) Casus belli as they dont have access to house CB reduction mechanic.

-Can you give the AI extra man at arms slot? so they can be more strong.

Hey mate, I tried hard to add call ally prestige cost but I just couldn't do it. Still trying to find a way to do that, dont worry ill add your requests. If you have any other request i can add them too with next update.
Max Rock 21 Dec, 2023 @ 4:47pm 
Sir, I have sad news. Your mod conflicts with "more game rules" on new difficulty mode. "more game rules" will directly replace your mod's difficulty selection. "More Game Rules" sets up two new difficulty selections, "Hard" and "Very Hard", replacing your mod difficulty selections. I hope you can have your mod's difficulty selection not be replaced by the "more game rules" difficulty selection, your mod's difficulty selection should be independent. If you want, you can try to make both mods compatible?
(I don’t understand much English, so I used Google Translate, which may look a little strange)
Sultan Buğra Han 25 Feb, 2024 @ 1:24am 
Could you give detailed information about changes. I mean you said genetic changed, but how ?
Hanlein  [developer] 25 Feb, 2024 @ 1:35am 
Originally posted by Sultan Buğra Han:
Could you give detailed information about changes. I mean you said genetic changed, but how ?
Sure, here are the mod's values NOW:
ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 8
ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 5
ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 4
ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 15
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 10
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 8
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 5
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
TRAIT_REINFORCEMENT_CHANCE = 0.1
and vanilla values:
ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 80
ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 50
ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 25
ACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 10
ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 150
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 100
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 75
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 50
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25
TRAIT_REINFORCEMENT_CHANCE = 0.2
So i reduced all of them. Previous version of the mods "INACTIVE" values was like that:
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 130
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 80
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 50
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 35
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25
I lowered the active chance but did not touch inactive, now I also lowered the inactive with the last update because when I lowered the active chance, inactive remained too high compared to active. I will gather all information like that to one txt file at future, there are tons of changes like that.
Hanlein  [developer] 25 Feb, 2024 @ 1:40am 
Originally posted by Hanlein:
Originally posted by Sultan Buğra Han:
Could you give detailed information about changes. I mean you said genetic changed, but how ?
Sure, here are the mod's values NOW:
ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 8
ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 5
ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 4
ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 15
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 10
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 8
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 5
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
TRAIT_REINFORCEMENT_CHANCE = 0.1
and vanilla values:
ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 80
ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 50
ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 25
ACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 10
ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 150
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 100
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 75
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 50
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25
TRAIT_REINFORCEMENT_CHANCE = 0.2
So i reduced all of them. Previous version of the mods "INACTIVE" values was like that:
INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 130
INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 80
INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 50
INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 35
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25
I lowered the active chance but did not touch inactive, now I also lowered the inactive with the last update because when I lowered the active chance, inactive remained too high compared to active. I will gather all information like that to one txt file at future, there are tons of changes like that.
In short terms genetic traits are much rarer now, and also intellect traits has changed, now they give much less attributes and negative ones causing less attribute reduction.
could you make this mod compatible with improved/enhanced dynasty legacies?
Shiner00 13 Mar, 2024 @ 9:37am 
I'm not sure if it is because of a change in the mod or base CK3, but I am currently playing in the Iberia DLC area as the Umayyads and when my House Unity is Harmonious I get a 30% Casus Belli cost increase. The problem is that it is for ANY war so when I try to go to war against the Catholics the cost is much higher than it should be IMO, it should have an increased cost for wars against members of your house but not other families, especially not other families that follow a different religion.
Shiner00 13 Mar, 2024 @ 10:23am 
Another thing that I find troublesome is the prestige cost for getting my courtiers married. It's quite high considering they don't seek out their own marriages which doesn't make much sense, it would make more sense if they sought out marriages and asked me for approval which I could accept for no cost, or deny at the cost of prestige, opinion from both parties, and potentially a small amount of legitimacy. Making this give stress based on traits is also something that would be interesting.
Hanlein  [developer] 13 Mar, 2024 @ 10:47am 
Originally posted by Shiner00:
I'm not sure if it is because of a change in the mod or base CK3, but I am currently playing in the Iberia DLC area as the Umayyads and when my House Unity is Harmonious I get a 30% Casus Belli cost increase. The problem is that it is for ANY war so when I try to go to war against the Catholics the cost is much higher than it should be IMO, it should have an increased cost for wars against members of your house but not other families, especially not other families that follow a different religion.
Hey there, It is a base game feature, but i am plan to rebalance house unity and legitimacy values on the next update to work well with this mod. (Mod increases costs of war but when mod's values+ base game house unity values become together the costs are too much so it should be rebalanced.)

I didn't understand what you mean by "prestige costs of getting courtiers married" there is no cost of that that i know. The other problem is a base-game problem too(Courtiers dont seek out their own marriages). I'm trying not to add new core mechanics with this mod because my aim is to rebalance and fix base game mechanics as the game allows. But like i said i will take a look at the legitimacy values on the next update of the mod. Thank you for feedbacks, the feedbacks improving this mod. ^^
Shiner00 13 Mar, 2024 @ 11:06am 
Originally posted by Hanlein:
Originally posted by Shiner00:
I'm not sure if it is because of a change in the mod or base CK3, but I am currently playing in the Iberia DLC area as the Umayyads and when my House Unity is Harmonious I get a 30% Casus Belli cost increase. The problem is that it is for ANY war so when I try to go to war against the Catholics the cost is much higher than it should be IMO, it should have an increased cost for wars against members of your house but not other families, especially not other families that follow a different religion.
Hey there, It is a base game feature, but i am plan to rebalance house unity and legitimacy values on the next update to work well with this mod. (Mod increases costs of war but when mod's values+ base game house unity values become together the costs are too much so it should be rebalanced.)

I didn't understand what you mean by "prestige costs of getting courtiers married" there is no cost of that that i know. The other problem is a base-game problem too(Courtiers dont seek out their own marriages). I'm trying not to add new core mechanics with this mod because my aim is to rebalance and fix base game mechanics as the game allows. But like i said i will take a look at the legitimacy values on the next update of the mod. Thank you for feedbacks, the feedbacks improving this mod. ^^

Ah I figured it out my bad, found out that it was because my vassal had Marriage Favor in their contract with me so anyone they married that wasn't my family caused a penalty for prestige.
MishaTheSlayer 15 Mar, 2024 @ 7:53am 
any ideas to "seduce" balance? i'm not an expert in medival court culture but for me seems unrealistic that empress can fall with some random count etc
and almost every woman-ruler could be imprisoned cause of cheating even with chaste trait and their titles can be revoked
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