Crusader Kings III

Crusader Kings III

MND Balance: Making empires actually work for it...
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Update: Dec 8, 2020 @ 4:37pm

Update: Dec 8, 2020 @ 4:13pm

Extensive rebalancing of religious tenets, focused on improving 'bad' choices and making more tenets viable. No nerfs at this point, just improvements to poor options.

Marriage logic has been slightly improved, aimed mostly at heavily reducing the willingness of the AI to marry older women. This should encourage the AI to make better choices. We'll see if this is too heavy or not in the future.

Update: Dec 3, 2020 @ 3:43pm

Some rethinking about childbirth:

Tier will play slightly less of a role in the number of children per couple, meaning that lower tiers will probably have slightly larger families, whereas high tiers will have slightly smaller families.

Player bonus to children cap removed, used to provide two 'extra' children just for existing.

Childbirth chances altered quite a bit, player is no longer immune to dying in childbirth if female, and more children will die while being born than before. Bad health will significantly lower the chances of a 'fine' birth, making all other outcomes more likely. Childbirth was a bit scary back in the day.

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Naval speed slightly increased from 6 to 8 to justify the pricetag involved, vanilla value is 15. Crusades may actually be possible again.

AI budgeting improved based on testing after paradox changes, most of their changes were clear improvements, but they still love MAA a little too much. Having men to defend doesn't help if you are outpaced in building , and 100 MAA is not worth 300 levies that only have upfront cost.


Update: Dec 2, 2020 @ 1:52pm

Updated for 1.2.

Update: Sep 30, 2020 @ 6:42pm

Eased child limits on lower tier couples, to make the world a little more populated.

Update: Sep 30, 2020 @ 12:50pm

Slight boost to base fertility, due to paradox nerfing child survival slightly.

Also boosted chance of a female child to a tiny bit over half, reflecting that female fetuses are slightly more likely to survive to term, since paradox doesn't have any code to account for Y fragility.

Update: Sep 29, 2020 @ 5:39pm

Turns out paradox did NOT fix the problem with gender laws on individual titles.

Added back in the hacky fix to make realms split properly again.

Hacky fix is improved, and now is not a blanket ban, but rather only prevents gender laws on titles which have partition laws.

Elective laws, or any advanced inheritance laws, will permit titles to have individual gender laws attached to them.

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This also included the fix AI tweaks, mostly to budget, but also some tweaks to war declarations and MAA logic.

This will make the AI weaker in the short term, as they devote less money to maintaining a huge military, but stronger in the long term as they build up their lands far more effectively.

Also, they will store more money for the warchest, meaning that shortterm lack of power will be offset by being much more able to hire mercs to screw up your day.

Update: Sep 29, 2020 @ 5:13pm

Update: Sep 29, 2020 @ 11:26am

Updated for compatibility with Ck3 1.1.*

-Slight nerfs to paradox introduces penalties for abducting rulers, this overlaps with my general penalties for abducting rulers at all...and it should be a possible strategy...just very unlikely and requiring a massive intrigue advantage. (We are talking like 30 versus 2, with his spymaster as your agent.)

-Removed hacky title law fix, we are hoping paradox was right and they fixed this.

Update: Sep 22, 2020 @ 10:46am