Crusader Kings III

Crusader Kings III

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MAA Balancing
   
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120.623 KB
Sep 15, 2024 @ 3:00pm
Jan 3 @ 5:32am
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MAA Balancing

Description
Have you ever wondered why the maximum army size of heavily armoured soldiers and horsemen is the same as an army of lightly armoured infantry? Or realise that an army of heavy cavalry alone will crush almost any other army without any major downside?

In this mod I try to balance MAA units that I think need some balancing. Mainly this includes

- Increasing the number of units per sub regiment for light units
- Reducing the number of units per sub regiment for heavy units
- Adding some more troop counters to balance the early and late game.
- Increasing the cost and maintenance for strong, heavy units

This mod is WIP and will be changed further if I see a need for it.

Currently this mod includes changes to the following units:
- Base MAA
- House Guard and Holy Order
- Regional MAA (Camels and Elephants)
- All MAA in and around the Byzantine Empire
1 Comments
ck3user7748 Nov 28, 2024 @ 6:16pm 
Having looked at your files, I think this is a great idea. Even more extreme changes to cost/maintenance are possibly merited. However, I was thinking about a more broadly compatible way of doing this, such that it could cover all cultural units introduced by various mods / collections. Could a cost be added to the budget (call it MAA-balancing) which adds enough maintenance costs to make up for the fact the up front costs and the regiment sizes aren't easy to mod? I.e. put all the balance change as an overall added cost based on a ruler's total number of heavy units? I think this would not improve AI decision making but as I believe AI considers it's monthly balance when buying MAA would still push it to lower cost/maintenance units even if it couldn't consider the 'real' maintenance of heavy units at the point of sale?