Crusader Kings III

Crusader Kings III

[REVAMPED] Rebalance +
173 Comments
I Am Full Truie  [author] Aug 18 @ 3:13am 
@Captain Smollett *sigh* yes as this one has been revamped and is out of date
Captain Smollett Aug 17 @ 9:58pm 
It's still on this mod's page in the description though
I Am Full Truie  [author] Aug 17 @ 2:00pm 
@Captain Smollett it's revamped and this feature is not in any of the mods it's been broken down into.
Captain Smollett Aug 10 @ 11:22am 
Idk if you're keeping this in the revamp but buffing AI army speeds/debuffing player army speeds is some of the most frustrating things you can do.
People never like to play cat and mouse with AIs. Changing army speed in AIs favor only makes it worse
I Am Full Truie  [author] Jun 24 @ 1:07am 
@quang1o1zx hi mate ! thanks for the kind comment ! yup it's waiting to be revamped, i'm working on a big one atm ;)
quang1o1zx Jun 23 @ 10:27pm 
Hi there,
I really enjoy your all of your mod as it bring much needed balance to the game. Specifically, i really like the mechanics where there are penalty for going negative on Prestige & Piety (doesn't really make sense in base game that there are no penalties regarding this).
Can i ask which of the Lightweight modules contain this feature? Or is it tied to this mod & is waiting to be revamped?
Thank you so much for your works on these amazing mods!
I Am Full Truie  [author] Apr 30 @ 1:25am 
@Rafael I'll revise it, it'll take much more time as this mod requires me actually playing the game to figure out what needs tuning :)
I'll make it lighter in the end I think, stay tuned, but I'm talking a couple months time yeah
I'd suggest using MND Rebalance in the meantime
Rafael Apr 30 @ 12:00am 
I suppose this mod is not continued?
tee-hee Jan 28 @ 12:30am 
Can you adjust the influence cost of calling admin vassal's armies as emperor to make it harder to do. This (along with some other things) make admin empires nigh invincible and expand infinitely (example: Rum will get annexed completely in every game). Another idea is making admin realms less belligerent in general.
Mechero Nov 10, 2024 @ 4:27pm 
@pepelupalosamigos I am having that same issue.
I Am Full Truie  [author] Oct 30, 2024 @ 3:09am 
@Cairsiden go ahead mate, it's not like it's copyrighted ;) credit me and that's it
Cairsiden Oct 29, 2024 @ 12:48pm 
You mind if I publish a mod that was mostly ripped from this one? It uses your distance malus (though edited) combined with changes to the faction calculations to cause a world that is constantly imploding. Not that I think ANYONE would want to play it, but, just in case there's someone out there who thinks like me I thought i'd put it up. Wanted to get your permission first though since the distance malus is your's.
Cairsiden Oct 28, 2024 @ 12:14am 
Does the Distance malus only apply in certain circumstances? I dont see it currently, but when I checked earlier on a previous playthrough I saw it.
Panzerny Waffel Oct 5, 2024 @ 3:10am 
@[BRE] Humbert "Le Frog", I use this with obfusCKate on 1.12.5 it works just fine.
TheLoneWanderer Sep 27, 2024 @ 6:38am 
FYI - Paradox changed the damage multiplier for each unit of advantage in a battle back to 10 from 2 as part of the Roads to Power DLC. This is a 500% increase, a truly MASSIVE change to the amount of damage you gain per advantage you have in a battle.
This isn't even taking into account several cultures and regions where you will often be fighting nations with pagan buffs to advantage that can see the damage boost go up to a whopping 300%, where before it would be only 60%.
[BRE] Humbert "Le Frog" Sep 26, 2024 @ 3:48pm 
how does this mod work with obfusCKate and Dark Ages? how about FoW and other IAmTrue mods?
624932690 Sep 25, 2024 @ 11:02pm 
would love to see some balancing of landless adventurers..
pepelupalosamigos Sep 18, 2024 @ 8:32am 
I'd like to know how to select dificulty modes. I'm just able to choose between very easy to very hard, but not insane or ludicrous. In which part of the menu are the options?
刘狗蛇 Sep 4, 2024 @ 3:21am 
I think the new DLC may also need this mod. From what I know about Paradox, they have never been good at balancing.
Meisterstratege für Arme Jul 31, 2024 @ 11:02pm 
Would it be possible to make Rebalance+ work with the AGOT mod?
ShroudedZeta Jul 11, 2024 @ 12:55am 
This mod seems to interfere with vanilla scripted events, not sure how it manages to do that but I've gone through my mod list and when I have this enabled the events don't trigger. (I tested the events that happen to Bohemia in the 1066 start date)
Panas0nic Jul 6, 2024 @ 12:00am 
Is this mod block chronicle writing(Early medieval tech) to multi claim on enemy at once ,
i read description no any on this but when i add mod i can't multi claim on war
I Am Full Truie  [author] Jun 29, 2024 @ 6:37am 
@teelicht no ^^
teelicht Jun 24, 2024 @ 11:18am 
Is your Overextension mod integrated into this one?
I Am Full Truie  [author] Jun 9, 2024 @ 12:06pm 
nerfed the distance penalty so it caps at 60, it's also less punishing across the board
Juke Skywalker Jun 9, 2024 @ 11:41am 
fix for -100 unlanded distance malus. mod folder 3027886803 > common > script_values > reb_script_values.txt > *halfway down the file where the distance calculation is done, look for the final distance entry*
else = {
value = -100
}

change to "value = 0"
Generalissimus Leon Jun 8, 2024 @ 11:03am 
Unlanded vassals such as ecumenical patriarch for the byzantines has a -100 "distance" malus by default which is broken. Also I suggest adding a game rule for the distance mechanic.
Richard Hamster May 30, 2024 @ 12:21am 
The Mod does prevent Bookmark Events from firing. Why is this?
Mleczarz May 26, 2024 @ 4:01am 
I find a bug. When u play on insane/ludicrous difficult and recruit new unit (for example "konni" as a Krajna) - the debuff of prestige income -25%/-50% disappers
NotisMiCrempie May 24, 2024 @ 1:49am 
Tbh opinion malus without any max. values is so bs. -50 or more opinion is too much for "wE aRe AT DiStaNceee". Especially if you compare it to some tyrranical actions liike putting relative in dungeon. Surely, having wide realm = violating the law.
This feature either need to account De Jure, or need some form of hard cap at -25.
DarthWgamer2020 May 15, 2024 @ 9:49pm 
I think this mod somehow messes with unique events with the 'legend' characters in the 1066 start date.
Man O' Lore May 11, 2024 @ 9:13am 
This mod has a distance feature that decreases opinion of me from my vassals dependent on distance. As the Byzantine Emperor my main priest who is in Constantinople like me has -100 opinion of me from distance.
Is this a bug?
I Am Full Truie  [author] May 7, 2024 @ 5:58am 
hey guys yes I fixed the bug, thanks @Myrran ;)
NiceAndEasy May 5, 2024 @ 8:27am 
Thanks but it was Myrran solution, I only wrote detailed instructions, anyway mod was updated at same day, didn’t check it yet but pretty sure that creator fix that issue
modmodmod May 5, 2024 @ 2:39am 
@NiceAndEasy

Thanks bro, you solved what even the creator couldn't solve.
NiceAndEasy May 3, 2024 @ 8:37pm 
@modmodmod

go to modfolder\common\on_action.txt open file and find:

events = {
game_rule.1000 #Autopopulate families.
game_rule.1011 #Hungarian Migration management.
historical_artifacts.0023 # Historical Artifacts Generator
}

then delete this:
historical_artifacts.0023 # Historical Artifacts Generator

@Myrran
Great job
modmodmod May 3, 2024 @ 12:12pm 
@Myrran
How did you fix the duplication artifacts bug? It still happens to me
Myrran Apr 26, 2024 @ 4:36pm 
@I Am Full Truie
Regarding the duplicate artifacts bug. I've found an event "historical_artifacts.0023" that is run in reb_balance_on_action.txt file in the mod folder. I've commented it out and it fixed the bug.
Myrran Apr 25, 2024 @ 10:43am 
@I Am Full Truie I am having the same bug with the mod as others do - the starting artifacts are duplicated. Please fix.
No other mods enabled except Rebalance+.

Steps to reproduce:
1) Start as Holy Roman Empire in 1066 start;
2) Open artifacts inventory;
There will be two "Reichskrone" artifacts present instead of one.
Soundsgood Apr 24, 2024 @ 2:50pm 
Hey! Nice balance changes so far. Is this mode comaptible mith more game rules? If i just reduce MaA, MaA stack sizes and realm limit?
辵首(チャクシュ) Apr 20, 2024 @ 8:26am 
I just want to extract distant vassal opinion penalty from this mod.
Witch file should I peek?
TheLoneWanderer Apr 19, 2024 @ 9:01am 
@Saint Gary - good points as well.

As an aside, the "Develop Your Capital" decision is an odd one in my opinion. As if, just by focusing on it (with no cost of gold, prestige, happiness, or prestige, etc), a ruler can simply increase the prosperity and growth of a capital city and it's environs.

Somewhat more realistically, would be a passive bonus if the ruler is diligent, has a high stewardship, has the Education traits of Midas Touched or Golden Sovereign, and has achieved the gained the "Architect" trait. (or some variation of these values).

There have been many diligent leaders that are incompetent as well. No matter how hard they persevere it to happen, they won't achieve good things.
Tavernicus Apr 19, 2024 @ 5:38am 
That makes sense TheLoneWanderer, and I agree conceptually. The problem for me arises when I am constantly confronted with events that don't allow me to do what I believe my character would do. As well sometimes the stress gain doesn't seem to make sense to me personally.
So if you're forgiving or generous, you may be given an event which doesn't provide a non stress gaining option.
Or if you're diligent, you cannot take the "Develop Your Capital" decision without having an aneurism over it, which to me makes no sense.
TheLoneWanderer Apr 17, 2024 @ 2:13pm 
The point of increasing stress (IMHO) is that the player is role-playing a character with certain traits, preferences, and characteristics. However, quite often the player does not wish to play the role of that character as they should. As an example, your character is forgiving, just, and humble and yet you choose to torture and execute all of your prisoners. Of course, taking actions that an such an individual would never take would add stress.

It utilizing a mechanic in the game to make the game, which is trivially easy with vanilla, a little bit more challenging. I use Some Game Rules - Core to also decrease stress loss so that gaining a lot of stress takes longer to lose. With additional stress, the player has to consider some decisions very carefully and at times actually make decisions that fit their characters personality-- which is really cool for immersion, role playing, varied outcomes, and challenge.
Tavernicus Apr 16, 2024 @ 6:21pm 
Adding stress gain doesn't really make sense to me, it's already kind of ridiculous. Real life functioning humans don't drink themselves into a stupor and shut themselves in with a bunch of hookers every single time a friend dies or something stressful happens.
I Am Full Truie  [author] Apr 14, 2024 @ 7:52am 
@supremecoomer45 \common\script_values\reb_00_basic_values.txt
Çangus Beg Apr 14, 2024 @ 7:47am 
nevermind, it just doesn't seem to affect the 'develop capital' option which is what i was testing it on
anyway, where in the files could i go about tweaking this to be a little higher, and would it break an ongoing save?
Çangus Beg Apr 14, 2024 @ 6:47am 
the +35% stress doesn't seem to be applying regardless of where in the load order i put the mod
quito.weiser Apr 12, 2024 @ 4:03am 
The starting relics for empires are being duplicated. Is there any incompatibilities with other mods, or just a straight bug?
TheLoneWanderer Apr 7, 2024 @ 10:22am 
Thank you for another great update - the call for allies was prohibitively expensive in my humble opinion