Crusader Kings III

Crusader Kings III

MND Balance: Making empires actually work for it...
Showing 41-50 of 70 entries
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Update: Jun 8, 2021 @ 2:20pm

Compatibility update.

Update: May 22, 2021 @ 7:02pm

Tribal building cost adjusted downward from 75 to 50, since those buildings are 'wasted' when you upgrade to feudal.

Tribal should be even more dangerous now.

Update: May 22, 2021 @ 2:56pm

The big development update.

Development has been doubled in effect, increasing levies and taxes by 1% per 1%, as opposed to 0.5% per 1%. This means that developed areas have significant advantages over undeveloped areas, and protecting that development is even more important.

Balancing that out, the amount of taxes and levies provided by buildings has been decreased by roughly 15%, meaning that the 'maximum' income is still higher than vanilla (roughly 13% higher at 100 development), but the starting income is not, the breakeven point is at around 45 development, where you would be making as much as you would be normally in vanilla 45 development, after which you are making more then you would be earlier.

Update: Mar 18, 2021 @ 10:56am

Increased cost of divorce in terms of piety, also heavily increased the opinion penalty for the person you are divorcing.

Update: Mar 16, 2021 @ 4:26pm

Updated for compatibility with 1.3

Update: Mar 13, 2021 @ 1:41pm

Big patch with a lot of changes to various areas. Let's start with the the big feature.

-> It is now possible to call your vassals into your defensive wars, and only your defensive wars. After all, it is the defensive of the realm. This only applies to characters who you would normally be able to call into a war, i.e. allies, house members, etc.
--> But, one huge difference is this means vassals can join holy wars if you are the defenders. After all, if the heathen hordes are coming... why would the vassals stay home? This has major gameplay implications, and is a strong defensive advantage. This will be a big deal, both for crusades, holy wars, and even normal wars.

->Next there were significant AI improvements in several areas.
--> AI logic has been improved when choosing war targets, it now requires slightly better odds than 1:1 to decide to attack, and rarely tries to attack when it is already in a war, unless it hugely overwhelms the target.
-->Equally, the AI tries to bring a few more troops to the party, when it can, perfering slightly better odds before attacking you. This should make baiting a bit harder.
--> Finally, the AI will not form factions unless it's opinion is less than 50 of it's ruler. It will join factions at less than 75, but actually being willing to start problems won't happen with your happy vassals as easily. It was 75 for both, prior.

-> Fervor drifting has been increased in power, making it even harder to stay at very high or very low fervor.

-> Fixed a longstanding bug with piety loss from imprisoning people that had been copied over from vanilla.

-> Fertility base chance reduced slightly again, continuing to try to balance childbirth.

Update: Mar 11, 2021 @ 6:18am

Update: Dec 23, 2020 @ 1:56pm

New balancing feature introduced, namely balancing terrain. In the base game terrain does have some impact, but it's much more about long term potential (via development), and in the short term all terrains are relatively equal.

This was easily fixed, however, by adding a building cost modifier to most terrain. Building on difficult terrain is, no surprise, difficult. It's minor, but it should be enough to give terrain a much more immediate impact on power.

Update: Dec 9, 2020 @ 11:57am

Fixed paradox introduced prison piety problem, which was fixed in 1.2.2 vanilla patch, but hadn't been imported into MND.

Update: Dec 9, 2020 @ 11:48am

A few tiny rebalanced parts of lifestyles, which are already quite decently balanced by paradox.

Thicker than water effect reduced, but added fertility effect, no point in bonuses to relations with close family without being able to HAVE close family.

Meritocracy effect is useless without a liege, added small vassal relation bonus, since they are happy that you reward talent.