Crusader Kings III

Crusader Kings III

Veritas - Lifestyle Perks Overhaul
 This topic has been pinned, so it's probably important
idm  [developer] 28 Sep, 2024 @ 9:00am
User Suggestions
Post any suggestions or change requests for the mod here.
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Showing 1-13 of 13 comments
NormalNat 28 Sep, 2024 @ 2:51pm 
I would recommend changing the color for already selected perks, its a bit hard to distinguish between perks when you get a point and everything is the same color
Take master builder out of the game
bltt6956 29 Sep, 2024 @ 6:56am 
I haven't tested the balance yet, but it might be worth removing access to perks if your skill is downgraded so that you can't use your spouse's help.
bltt6956 29 Sep, 2024 @ 9:24am 
I can get these [imgur.com] perks (and the other 12 final perks) even if I get the 8 required perks in another lifestyle. I think that's a miscalculation
bltt6956 29 Sep, 2024 @ 9:33am 
Sorry for spamming here, just lots of ideas, love your mod.

I think the focus negative effect of “Chivalry” should be permanent, otherwise the “Life Expectancy: -5” effect doesn't make sense, does it?
Last edited by bltt6956; 29 Sep, 2024 @ 9:34am
Evil Boner 29 Sep, 2024 @ 7:11pm 
Please do something about the Road special building in the stewardship tree. By mid to late game it spams across large swaths of the map.
Catoscar 1 Oct, 2024 @ 9:30am 
First, I just wanted to say really interesting idea for a mod and I'm liking it overall, these are just a few of my thoughts after playing through it.

I think some of the perks with downsides might need adjusted, especially in the intrigue tree. Planned demise seems unreliable at best, since you already need someone scheming against you. This one feels like it would make more sense if it let you plot against yourself with a decision or something rather than relying on a third party. You're better off, if you have the 5 extra intrigue, of taking opportunist and dying of stress.

The one about cutting out your tongue just seems like it's more negative than positive just in general - if you have the 25+ intrigue needed for it, you get relatively less out of the bonuses it provides (secrecy, natural dread, and intrigue) than you likely lose from the downsides of diplomacy and general opinion. Frankly, I don't think this perk is probably worth keeping in general, but at the very least, I think it needs to be moved to a lower skill category, like the 5 or 10 intrigue, not at what should be some of the best perks intrigue can offer you, in a similar vein to the talkative perk in diplomacy.

In general, I'm not really a huge fan of the perks that only give some resource currency because I feel they end up either way too strong or way too weak, depending on what's already going on around you. I think these would be better if they were swapped to something that directly correlated with your character,like the one that gives flat gold instead giving a monthly income modifier or for ones that trade one resource for another, turning this into a decision that can be taken once every so often.
idm  [developer] 2 Oct, 2024 @ 6:03pm 
Thank you. This is exactly the kind of feedback that I'm looking for.
Dimension 4 Oct, 2024 @ 9:06pm 
My suggestion a "Lite" game rule, so that we can use this amazing mod with Dark Ages without leading to characters having over 30 stats by the time they are older. A few years into the game you get people with over 50 (!) skill points by the time they are 60.
Catoscar 8 Oct, 2024 @ 4:42pm 
The perk that reduces the seduction phase scheme should probably be reverted to 120 days, as it's a scheme that doesn't have phases, so 20 days off the grand total is not really much relatively speaking.
Baddoc000 29 Oct, 2024 @ 12:28pm 
Could you get the adventurer perk 'Renowned Artificer' back into the stewardship tree?
deathmagicuser 21 Nov, 2024 @ 11:24pm 
there is a mod that adds two new lifestyles about prowess and leadership is there anyway you could make this compatible with it
deathmagicuser 1 Dec, 2024 @ 4:38am 
i would like to suggest that you can toggle the changes to the lifestyles so as to just use the dynamic skill increases or at the very least split the mod so that the dynamic skill increases can be a standalone feature cause it would make 0 stat man starts a more viable option
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