Crusader Kings III

Crusader Kings III

MND Balance: Making empires actually work for it...
779 Comments
timotheus Jun 22 @ 2:34pm 
needs an update sadly. everyone has bombards at 867 start date and who knows what other problems there are
Paradox Jun 9 @ 10:00am 
Hope that work on this mod is going fine
Gliese581 May 15 @ 12:02pm 
@Why so bad at game? It always was previously so I assume so but it is not yet up to date with 1.16
Why so bad at game? May 12 @ 11:15am 
Hi! Is this mod compatible with More Interactive Vassals?
akagi May 12 @ 12:41am 
will this be updated?
Malorn  [author] May 2 @ 8:12am 
Yup, it just takes some time after every update. Balancing mods are not as simple to update as content addition mods.
Abu Musa May 2 @ 12:54am 
will this be updated?
Hate Juice Apr 17 @ 5:53pm 
I do like the other balance changes. But focus on genetics and blood legacy that a lot of people have makes no sence, you can build absolutely OP characters with 30+ in every stat and then 100 in a stat of choice easily without any inheritable traits.

Yet the "eugenics program" provides you with another venue of gameplay, another challenge. Even if you do everything right, acquiring a perfect heir is a question of like 200 years.
Paradox Apr 7 @ 11:42am 
Can kinda confirm light footman problem. In my current playthrough Abbasid Empire (administrative if it matters) at year 964 have 25000 soldiers and 22500 of them are light footman which is someting a never saw before and I thing it is unhealthy
Beef and Beer and Jesus Apr 3 @ 6:15am 
With MND on, every AI except for a king only starts with light footman, and 30 years in 90% of every factions MAA have only built light footman. (playing in france)

When I turn off MND and start a new game, AI MAA are randomized at start and not only just light footman.
Malorn  [author] Apr 2 @ 8:50pm 
Is it that they START with light footman, or that they quickly build light footman. Because building light footman has been something the AI loves to do in vanilla, it's just more noticable in MND.

I too see a love of light footman in the AI, but there is no AI_will_do controlling what they build, so I'm not sure I can really stop them.
Beef and Beer and Jesus Apr 2 @ 11:55am 
In my game there seems to be some kind of bug with light footman. Every AI seems to only start with light footman and only build them. even in my start (created my own lord in carcassone) i got like 900 light footman and the AI 20 years only only increased / built more of these MAA types.

Only maybe empire title lord built other MAA types. maybe its a mod compatibility? Currently I also have More Interactive Vassals, Warlords, and Obfusckate.

After disabling MND and starting a new game it seems lords started with other MAA besides just light footman.
Konstantinos Mar 28 @ 10:24pm 
Thanks Malorn, love your work!
Malorn  [author] Mar 26 @ 7:51pm 
I lied, it's done now. Let's throw it in the wild and see what happens...
Malorn  [author] Mar 26 @ 7:47pm 
Ok, first draft is going to be pushed tomorrow. You can see any changes by looking for comments related to them. Or just use winmerge versus vanilla files, it's easier.

This was fairly extensive, since cultural traditions are very unbalanced by default. I will probably have missed some of them, more likely underpowered ones, but perhaps there are synergies for some I overlooked. So keep an eye on the changes and don't be shy.
Malorn  [author] Mar 26 @ 7:40pm 
...paradox dlc traditions are just a tad bit overpowered in general, it would seem. Apart from ritual washing, of course.
Malorn  [author] Mar 26 @ 7:26pm 
What in the world was paradox thinking when they made malleable subjects? Most broken thing I've ever seen.
Malorn  [author] Mar 26 @ 1:14pm 
Ok, so the great culture rework is starting to happen. I just got tired of there being quite so obvious 'losers and winners' for culture traditions. Now's the time to weigh in on anything you find especially crap or overly powerful in the discussion section.
G.Strategos Mar 25 @ 4:05am 
@Malorn
Thanks for the update mate! Have a good day!
Malorn  [author] Mar 24 @ 6:27pm 
Updated for new 1.15.0. There were extensive paradox changes to factions which are likely the cause of the recent bug. Bug should be fully resolved in update.
Malorn  [author] Mar 19 @ 9:49am 
Yeah, well, that's probably the problem, then. I'm sure it will fixed when I update it.
Litz Mar 18 @ 3:35pm 
Yes, it's the new patch 1.15.0
Malorn  [author] Mar 18 @ 11:46am 
Wait, is this since the new patch, because the mod isn't updated yet.
Kosschaser Mar 18 @ 10:07am 
Same for me, I've currently disabled this mod since I couldn't claim my liege's title via faction. Literally nothing is happening, you just press the button and that's it.
Malorn  [author] Mar 16 @ 11:06pm 
Can anyone else confirm what Mixalios is seeing with claimant factions? I don't really touch anything related to when you are allowed to form a faction, merely the AI's desires to join or create one.
mixalios Mar 16 @ 8:47am 
Thank you for creating this amazing mod. I am having so much more fun with it than the base game!
I would like to provide feedback and report a bug, It seems that with this mod enabled, your character cannot create claimant factions. You select the claimant, select the title to be claimed, but when you press "Create Faction" no faction seems to be created.
LightMonk21 Mar 3 @ 9:56pm 
This cause a crash when trying to run with A Game Of Thrones Overhaul mod. Is there a patch for this or is AGOT completely incompatible ?
fancho22 Feb 24 @ 12:49am 
for info i use both vassal interaction and mnd , it work , but i feel like revolt is way more huge then regular , each time you dare be at lvl2 crown liberty the whole realm is against you , dont know if thats caused by both mod interaction.
Malorn  [author] Feb 23 @ 9:22am 
@hummusbro There may be conflicts, as MND does touch vassals in a similar but much lighter way. You'd need to do a file comparison to be certain just how that conflict would occur and whether it would be damaging.
hummusbro Feb 22 @ 6:18pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2712590542

(this is the link, for some reason my original message has it marked as spam)
hummusbro Feb 22 @ 6:17pm 
Hi there,

Thank you so much for this mod, it's really made my game very, very immersive in the long run, especially with the roleplay/rolehard settings.

I was just wondering if the More Interactive Vassals mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2712590542) is compatible with MND. Does it cancel any of MND's features out?

Thank you so much for your amazing work!
fancho22 Feb 15 @ 1:56pm 
just figured that after 500h lol mostly lame heir but keeping realm in one is priceless ^^
Malorn  [author] Feb 14 @ 5:41am 
@fancho22 Doesn't touch it, elective is just really good.
fancho22 Feb 14 @ 4:15am 
do this mod touch succesion ? or its just me that never seen the power of elective succesion?
Malorn  [author] Feb 5 @ 9:05am 
There is nothing stopping you from promoting culture on any difficulty.
Deodato Feb 4 @ 2:01pm 
men, why can't you promote culture on Hard (I used a translator)
Malorn  [author] Feb 4 @ 3:37am 
Sure.
Captain Smollett Feb 4 @ 1:08am 
Can i borrow roleplay/rolehard difficulties for my balance mod?
Malorn  [author] Jan 30 @ 3:00pm 
Ah, there's an error in the offset, it dropped a zero. Thank you.
Jeron Jan 30 @ 8:40am 
@Malorn I think its just the offset, I saw -0.005 per martial. But -0.05 per martial the offset. In this case I think you set the SKILL_MODIFIER_OFFSET to 16, so at 26 martial:
-13% cost baseline per martial (26* -0.005) +
-50% cost with offset (10 * -0.05)

I did test with just this mod, but I'm also not a modder so i may be completely off. Love your work though can't play without this
Malorn  [author] Jan 29 @ 9:32am 
@Jeron So...something is a bit strange there. You sure that's coming from my mod? Because my martial scales at army_maintenance_mult = -0.005 per martial. Which means you should be at -13% maintenance cost.
Malorn  [author] Jan 29 @ 9:27am 
@Captain SSMolleTT because I'm changing far more than half of them, and it makes it MUCH easier to update when paradox changes something.
Jeron Jan 28 @ 10:34pm 
Is it intended that the martial modifier offset scales so hard? At 26 martial its -62% maintenance cost. At a point its cheaper to just leave all your armies raised
Captain Smollett Jan 28 @ 9:50pm 
"00_traits format is used for a complete overwrite"

But why do you do that? You aren't deleting any traits, neither are you changing all of them. So you dont need to do that, just have it be MND_traits and throw out all the ones you are not changing. Also makes it easier to port it to newer versions (i remember dealing with that back when i made a quick submod to make MND work on 1.12 or smth).
Malorn  [author] Jan 22 @ 10:03am 
interesting, I'll check ingame again, but I could swear it was overwriting correctly last time I played. Traits are fairly noticable after all.
Skipples Jan 21 @ 7:30pm 
i have checked all my mods for a second use of a 00_traits and i could not find any besides yours. renaming it to MND_traits has overwritten the vanilla traits just as well, since they are referencing the same trait modifiers by name
Malorn  [author] Jan 21 @ 8:46am 
@Slipples I suspect you have something overwriting it. 00_traits format is used for a complete overwrite, which is the intention. Any other mods in the mix that like to mess with traits?
Skipples Jan 20 @ 8:44pm 
digging through the files i have noticed that your trait file is called 00_traits and is not being loaded. perhaps you overlooked it when updating? renaming it to MND_traits in convention with the other files made it load properly again for me
Malorn  [author] Jan 20 @ 8:10am 
@Skipples I don't really do separate mods. As I said in the description, this is basically created and maintained for my own purposes. I only made it public due to some friends wheedling insistently.

However, I have no problem if you wish to remove the vassal part yourself, it's a relatively simple intervention, that could be easily repeated. Obviously, more interactive vassals allows for much greater vassal presence in wars, and it is possible that it may layer on top of the mod without any major problems. Horrid for the balance, of course, but that's what always happens in that situation.
Skipples Jan 20 @ 6:48am 
any chance we could get the vassal changes extracted into a separate mod? i absolutely agree with your balancing changes from this mod and cant play without them anymore, but i prefer the implementation of "more interactive vassals" regarding vassals