Crusader Kings III

Crusader Kings III

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Sud's Gameplay Overhaul - Beta for 1.5.1 in description
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Apr 11, 2021 @ 12:05am
Aug 30, 2021 @ 7:10am
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Sud's Gameplay Overhaul - Beta for 1.5.1 in description

Description
Sud's Gameplay Overhaul


Beta for patch 1.5.1 can be found on the PDX site here[mods.paradoxplaza.com]

The amount of code changes in Royal Court were massive, so I had to rewrite a lot. The way factions are handled was completely redone, so there will likely be some balancing required there. I'm also testing a few new companion mods for compatibility.

The aim of this mod is to both iron out some of the more glaring launch-day issues with the game and make gameplay more interesting and historical. Steam Workshop has a character limit, so please refer to the pinned post in the discussion section for a full description of changes. This mod will be updated frequently for the time being, so check out the change notes from time to time if you’ve been subscribed for a while. If something seems out of whack, please leave a comment and check back in a few days. One person can only test so much so I really appreciate the feedback from others.

Summary:

One of the aims of the mod is to address some of the immersion-breaking phenomena of vanilla: The Byzantine blob, Mega Millionaire Pope and his Mercs, The Swedish Colonial Empire. These have all been addressed. The Byzantine rework was designed with checking the Byzantine AI, not making an enjoyable player experience, in mind though I think it could pose a fun challenge. Heresies are less common. They do occasionally pop up and rarely do still take hold of big chunks of the map, but that’s the exception, not the rule. A small number of starts in 1066 have been edited to increase the odds of starting the game in a more historical direction. Christian Spain, especially in the 876 start, should be a little better at hanging on (though it’s still hard). The Muslims should be able to push back against the Crusades without relying on getting lucky catching the main stack disembarking. The HRE is relatively stable, but it’s not as easy to become a juggernaut.

The largest aim is to make gameplay more interesting and realistic. There are lots of changes here that you can check out in the full details, but: Men-at-Arms and mercenaries become more relevant as the game progresses, to mirror the professionalization of soldiering throughout the age. Development affects the economy more. Large empires are much harder to maintain as Independence factions are far more likely to form, especially from kings and rulers of different cultures/religions (combining those two is dangerous). Cultural heads have a larger influence on a culture’s tech progression. Many innovations have been added, as well as a new era. Combined with other changes, this should slow down tech growth overall. The effect of advantage is a little higher and terrain and supply are more impactful in combat. In general, war is a little slower and winning/losing battles matters more. Inheritable traits are less common, but more impactful. Crown Authority is much more impactful both in good and bad ways. Many traits/stats/perks have been updated to be a little more interesting/meaningful.


Another aim of the mod is to fix bugs/gaps in the base game. Men-at-Arms buffs are now percentage-based, to avoid the ludicrous stacking of flat modifiers. The AI should now create and upgrade holy orders. Knight deaths have been reduced vs. being injured/captured and the AI should no longer make low-prowess characters knights, thus preventing the genocide that seems to occur most games. Dynasties no longer get renown for having a million drunken losers loafing about. AI Feudal lords should both have more money to use, and use it a little better. Great Holy Wars shouldn’t begin before 1000 (though there are exceptions), to stop crazy things from happening too early in the 876 start.

I recommend playing this with the (Legacy) More Unique Buildings Mod. Just be sure to make sure that Sud’s Overhaul loads last!

Note that I tend to play/test on slowest religion/culture conversion. It’s still pretty speedy on those settings IMO and religion/culture are meant to influence the game more in this mod.

Some of these are pretty big changes and this is an extremely complex game, so I’d really appreciate any feedback from your playthroughs and would love to hear any suggestions/requests.

Notes:

There have been issues with both Workshop and the PDX Mod DB, so every update I make, I change the lifestyle xp bonus of the Genius trait a little as an easy “tag” to check. It is currently: 65. If (after reinstalling the mod) you don’t see that, let me know.

Again, feedback really helps make things better and don’t forget to check for an update/reply after you leave some!

The mod is also available on the PDX Mod DB[mods.paradoxplaza.com]
Popular Discussions View All (3)
2
Apr 29, 2021 @ 2:26am
PINNED: Bug Reports
Sudhir
1
Dec 23, 2021 @ 6:35am
PINNED: Feedback
Sudhir
85 Comments
a13lems Dec 25, 2023 @ 1:43am 
Hi, is this mod working all right now?
HavokTheorem Jul 15, 2022 @ 10:28pm 
Presently, in 1.6, all rulers seem to be able to mass free Order Knights. Is this intentional?
klitz May 4, 2022 @ 11:47am 
thanks for the update, works now!
did you change the disembark modifier by any chance? I'm getting stack wiped (every levy, men-at-arms dead, knights captured or killed) if I have a battle in the county where I'm disembarking.
Sudhir  [author] Apr 3, 2022 @ 5:39pm 
hey guys, sorry for the delay checking up on things. The mod description thing is odd - the PDF DB should take care of that but nonetheless, I added a version with a description, so that should hopefully solve the issue.
klitz Mar 26, 2022 @ 11:11am 
yep, missing mod descriptor file error for me too, subscribed on PDX
Lt. Ruben (AUT) Mar 16, 2022 @ 6:25am 
yeah i used the subscribe button there. your last 2 files there are missing the descriptor file, while the older version before that has it. You probably have it somewhere on your drive which means you can use the mod normally, but others can't. Had a similar issues with modding once, where i was able to use my mod but others not because i forgot something.
Sudhir  [author] Mar 16, 2022 @ 12:35am 
Hey Ruben - are you subscribing to the mod via the PDX database? I haven't had any issues with firing up the beta in there.

As far as I can tell, I haven't (directly) modified the prestige cost of MaAs, though perhaps some of the more global changes have thrown off the balance. I agree that it's an issue now. In 1.5, prestige is just so easy to come by. For now, I've updated the latest beta to have double the initial cost and I'll see if further changes are required.

Thanks for letting me know!
Lt. Ruben (AUT) Mar 15, 2022 @ 5:52pm 
tried your beta version. Certain issues. First one is, that it says you're missing a description file when you download it via paradox. Figuring out how to install it per hand took ages.

Gameplay: Certain things are great, but especially changes (that i can't find in the description) like severely reducing the prestige costs of tribal Men At Arms turn the game into an easy map painter. The mod turns the price of huskarls from 200 prestige to ~40. Yes, the upkeep is increased, but only marginally.
Even paying 0.5 per month more, but saving 160 prestige on creation means i can have those huskarls for a whooping 320 months before i break even. That's almost 27 years. Yes, replenishment cost is also increased, but all in all it is all way too simple. Due to big armies easily generating lot of prestige it means that by the 27 years it takes to break even your army already generated another few hundred prestige.
Sudhir  [author] Mar 13, 2022 @ 9:58pm 
Hey everyone! The 1.5.1 beta patch is linked in the description! There's still some balancing to do, but it looks like it's running pretty well.
Bardagh Mar 13, 2022 @ 3:32am 
I'd love to have the stacking MaA bonus fix as a standalone.