Crusader Kings III

Crusader Kings III

MND Balance: Making empires actually work for it...
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Update: Sep 22, 2020 @ 9:26am

A temporary hacky fix created for the partition bug, making titles split properly.

Details in this bug report: https://forum.paradoxplaza.com/forum/threads/ck-iii-ck3-gameplay-other-kingdoms-not-splitting-despite-confederate-partition.1416060/

My solution was to lock gender laws to the realm only, not individual titles. Sadly the best that can be done until paradox fixes it.

Update: Sep 22, 2020 @ 8:23am

Tweaked values on religious conversion acceptance.

Added prestige loss to refusing calls to defensive wars.

Update: Sep 21, 2020 @ 8:03am

Closed the evil/hostile execution loophole, where it was possible to farm dread without any downsides.

Now executing people who are evil/hostile does not increase dread, why would your loyal vassals be intimidated just because you were killing infidels? That's just...normal, right?

Of course, if those people are your vassals or close family, that still increases dread, because that's ruthless. But that comes with tyranny in one case and a very limited supply in the other case.

Update: Sep 21, 2020 @ 1:36am

Small number typo fixed.

Update: Sep 21, 2020 @ 12:59am

Extensive additions that cover quite a few areas.

Character Interactions:
AI alliance interactions changed, making it far less certain, especially in offensive wars, that the AI will agree to help. This should make alliances stronger defensively and weaker offensively. AI is also much more likely to sit out wars between two players it is both allied with, rather then choose a side.

House calls to wars are weakened even further, make sure they actually do like you, because otherwise they will not be willing to join.

Religion was not a trivial matter in this era. Converting your prisoners is now slightly more difficult. Equally asking people to convert now has a lower base chance, meaning that religious differences can pose much larger problems, rather then something easily fixed. Religion in general in CK3 was taken far too lightly for the historical era it is set in. People did not convert without fairly good reasons.

Defines:
Opinion modifiers from piety/prestige levels are shifted down by one tier, meaning that total opinion boosts are a little lower.

Opinion effects from different cultures are slightly more painful. Strange people are not trustworthy... right? This makes the learning perks a bit more useful as a happy side effect.

Schemes:
Extensive changes to schemes, those being abduct, befriend, murder, seduce, and sway.

Base progress speed sway/befriend has been slightly reduced, this will make these activities take longer to produce results. They are also a little less likely to always work, even if the situation is perfect. Seduce has been made quite a bit more chancy, since seduction is always a bit... difficult? Sleeping around was risky in this era, no birth control...and nasty risks. Should keep the seduction madness a bit more under control.

Abduction and murder... have been nerfed. They are no longer nearly as certain to succeed nor is it possible to be 'safe' while doing these schemes. Also the victim's intrigue is now much more effective at protecting them. High intrigue characters should be fairly good at protecting themselves from these two very powerful schemes.

Gifts:
The opinion effects of gifts have been increased by 50%. Sway is able to stack without limit, and you give the person nothing. Gifts have material benefits and actually cost you something, they should have more effect.

Update: Sep 20, 2020 @ 12:42am

Slightly increased pregnancy multiplier from 2.0 to 2.2, just a tuning change.

Update: Sep 19, 2020 @ 11:24pm

Update: Sep 19, 2020 @ 11:17pm

Update: Sep 6, 2020 @ 8:17pm

Update: Sep 5, 2020 @ 5:43pm