Crusader Kings III

Crusader Kings III

Commanders +
I Am Full Truie  [developer] 15 Apr, 2024 @ 5:39am
SUGGESTIONS
Here you can post any suggestion for the mos etc be it about balance content etc
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Showing 1-7 of 7 comments
Lukas 15 Jul, 2024 @ 1:05pm 
IMO the only non-immersive aspect of your mod is that some landlocked cultures (such as the Mongols and other steppe related people) have access to the Sea Reaver and Navigator trait.

Those traits should be secretly tied to some cultures (just like the berserker trait) OR to some specific traditions, e.g. Sea Reaver for cultures who possess the "Coastal Warriors", "Hirds" or "Practiced Pirates" traditions, and Navigator to any generic naval ones, such as "Maritime Mercantilism" or "Seafarers"
Vodka Claus 14 Aug, 2024 @ 1:17am 
a zip or paradox plaza upload for us gamepass users?
Ictiv 15 Aug, 2024 @ 1:16am 
This is not a mod suggestion, but a mod page suggestion for extra documentation on changes. Namely, I think it would be a good idea if there was eithe a section in the description, or a discussion thread that listed the mod's adjusted Accolade requirements.

The reason, beyond 'it would be handy', is that as is, CK3 has an annoying oversight, where if one of your Accolades becomes inactive, you can get stuck between the cracks of design. Namely, if you have a knight who is eligible to take up the accolade, then you can appoint them. If you have no one who could be eligibile, you can take a decision to invite worthy successors. However, if you have a courtier or baron vassal who would be eligible but isn't currently a knight, then you can do neither, and the only way to reactivate the accolade (short of waiting for knights to die or new ones to show up by luck), is to manually go through your barons and courtiers via Find Character, find which courtier it is that prevents the 'Restore Accolades' decision from being allowed, and then make them a knight so they can be made the successor.
The issue, is that for this you have to know what traits you're looking for to fulfil the accolade requirements, and this mod switches a few things around, so without proper documentation on what the new accolade requirements are with the new traits, it's hard to do this manual fix, especially with large courts and many baron vassals.
Nightwolf 23 Oct, 2024 @ 7:12am 
I had an interesting idea for a mod that may be incorporated into this mod. Part of this mod would add a sort of ptsd mechanic which can cause lunatic, melancholic, % amount of stress depending on the character's traits. So if a character does not have a marshal education, they are more likely to develop these symptoms based on either amount of people killed or how many battles they were in. Inversely, Berserkers, blademasters, and marshal educations would either have 0 chances of having these negative modifiers or very reduced chances.

The other side of the mod would take into account character personalities and commander traits. For instance, characters with Impatient traits should not be able to gain the Cautious Leader trait. Patient trait should not allow Reckless commander trait. Brave/Arrogant traits should correlate with Dauntless Leader commander trait. You could have fun playing around commander traits correlating with character's personality traits.

These were just kinda loose thoughts that I did not really take into account for balancing so take it with a grain of salt.
For trait balancing, for the upcoming Steppe update, i'd thought I just throw this suggestion out there, since Paradox went with this for vanilla tiered traits in 1.15 as stated on the wiki:

"At level 2 the trait's bonuses double
At level 3 the trait's bonuses triple and the traits also provides +1 Advantage
At level 4 the trait's bonuses quadruple and the traits also provides +2 Advantage and +1 Martial"

Maybe balancing all of the other traits that your mod includes with this sort of pattern would possibly make it easier to maintain in the future? It might also make it easier to since you don't have to include the traits that they decided to implement already.
I Am Full Truie  [developer] 20 Apr @ 3:35am 
Originally posted by Tygrtraxx:
For trait balancing, for the upcoming Steppe update, i'd thought I just throw this suggestion out there, since Paradox went with this for vanilla tiered traits in 1.15 as stated on the wiki:

"At level 2 the trait's bonuses double
At level 3 the trait's bonuses triple and the traits also provides +1 Advantage
At level 4 the trait's bonuses quadruple and the traits also provides +2 Advantage and +1 Martial"

Maybe balancing all of the other traits that your mod includes with this sort of pattern would possibly make it easier to maintain in the future? It might also make it easier to since you don't have to include the traits that they decided to implement already.
Actually, this is the best approach indeed :) I'll also rebalance them along the way
Originally posted by I Am Full Truie:
Originally posted by Tygrtraxx:
For trait balancing, for the upcoming Steppe update, i'd thought I just throw this suggestion out there, since Paradox went with this for vanilla tiered traits in 1.15 as stated on the wiki:

"At level 2 the trait's bonuses double
At level 3 the trait's bonuses triple and the traits also provides +1 Advantage
At level 4 the trait's bonuses quadruple and the traits also provides +2 Advantage and +1 Martial"

Maybe balancing all of the other traits that your mod includes with this sort of pattern would possibly make it easier to maintain in the future? It might also make it easier to since you don't have to include the traits that they decided to implement already.
Actually, this is the best approach indeed :) I'll also rebalance them along the way

Awesome! I'm looking forward to it, take your time doing it, I don't want you to burn yourself out since it must be exhausting to maintain so many mods. >-<
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