Crusader Kings III

Crusader Kings III

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The Great Men-at-Arms Humbling
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Apr 12 @ 7:31am
May 12 @ 3:25am
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The Great Men-at-Arms Humbling

In 1 collection by Nye
Genetics, Death & Difficulty - Official Collection
8 items
Description
Overview
The Great Men-at-Arms Humbling is a warfare balance overhaul designed to address the significant power disparity between the player and the AI as caused by the current Men-at-Arms system. In the base game, players can effortlessly dominate the AI by stacking buffs on MAA units like heavy infantry or cavalry, turning them into unstoppable space marines while levies remain pitifully weak throughout the game. This mod draws inspiration from Crusader Kings 2 and shifts the focus back to levies, making them a competent and evolving fighting force, while scaling down the absurd power of MAA regiments. The end result, hopefully, is a more strategic and challenging warfare system where thoughtless steamrolling is curbed.

Levy Changes
  • Levies start much stronger and become better with each era to simulate an increase in military technology and strategy.

  • Levies now gain bonuses that make them the staple of the army as opposed to what was before. (This is the primary way of making the AI competitive with the player.)

Men-at-Arms Changes
Men-at-Arms should now be thought of as a supplement to your army as opposed to the main force, levies now fulfil that role.
  • Men-at-Arms units have been universally weakened.

  • Adventurer Men-at-Arms units have been weakened further because of their absurdly overpowered modifier hell ridden domicile. (Now adventurers need the domicile modifiers, and well-picked captains to be competitive, not just win by default. Becoming a ruler is also a natural step up in terms of power progression-potential.)

  • The AI has been given a push to actually fill out their Men-at-Arms regiments.

  • Countering has been nerfed somewhat from max penalty -90% to -50%. (I find that usually, the AI is at a mega disadvantage to the player on all fronts in base due to countering.)

Knight & Other Changes
  • Knight damage per prowess have been divided by 4, meaning less OP knights.

  • The degree to which advantage affects damage has been reduced.

Edge Cases
  • in the starting year of 867, viking adventurers will spawn with 7k+ levies! They have now been nerfed.

  • Peasant / populist uprising leaders have been dealt with.

  • Administrative Government have increased levies.

  • Nomadic Governments do not use levies at all, so their MAAs are not nerfed as hard as everyone else's. (I have no real desire to play as nomads so I'm going to need feedback on this.)

Compatibility
  • This mod will work with all mods, including new men-at-arms, and total overhauls.

  • Do NOT use this with Humble Adventurers! Doing so cause adventurers to be incredibly weak.

Tuning
The tuning of this mod is currently in a good place, I feel, and certainly makes the game more interesting, especially when coupled with Nye's Aggressive AI. (I literally cannot play the game without this combo.) With that being said, it is ultimately an imperfect solution to a problem that shouldn't even exist in the first place. I will keep this mod updated, but I am done thinking about it for the most part and the tuning will largely be staying the game. I am hopeful Paradox will come to their senses and fix their broken, horribly balanced warfare system so that this mod isn't required.

The Actual Problem - Now Condensed
The current Levy and Men-at-Arms (MAA) systems in Crusader Kings 3 are poorly balanced, making the single-player game too easy. Players can easily stack modifiers on MAA (especially heavy infantry/cavalry), creating overpowered units that steamroll the AI. In contrast, levies have static, low stats throughout the game and become completely ineffective. The AI cannot utilize modifier stacking like the player can.

This differs significantly from Crusader Kings 2, where levies were a more competent force. The proposed changes aim to increase levy importance and reduce MAA dominance to make the AI more competitive and force players to think more strategically.

I believe that the base game is in absolute modifier hell and this removes challenge and enjoyment. It appears to me as though this was a deliberate choice-- potentially as Paradox might not have wanted the AI to have posed much of a barrier to newer players. A fundamental rework by Paradox, potentially inspired by CK2's system where the AI could compete better, is necessary in my opinion to fix these core issues and to put the whole game in a much better spot.


My Mod Lists
Genetics, Death & Difficulty
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108 Comments
marcus58 May 16 @ 8:02am 
I must say this is the best balanced mod I've ever played. It not only brings some dead game mechanics alive, but also comes up with excellent compatibility. Thanks for the genius work!
skarzul May 15 @ 2:01pm 
Thank you so much for your work !!
Your changes make the game ten times more enjoyable. Finally, a good challenge !!
So, YES, you've succeeded in the goal.
Thanks again BRO <3
Nye  [author] May 13 @ 9:34am 
tldr; this is the actual devs problem now who get paid to worry and have headaches over such things
Nye  [author] May 13 @ 9:33am 
To be fair, this is an imperfect solution to a problem that shouldn't exist in the first place. There is no perfect solution, other than Paradox redesigning the entire warfare, levy, maa system from the ground up. But until such a time, a system like this is probably the best we're going to get while maintaining compatibility with every other mod, which was important to me.

The problem with the game rule is that it would turn it into conditional hell which I don't want to deal with, and also, tuning the main MAA debuff would shift the balance of everything and make all other nerfs / buffs need to be questioned again.

I'm mostly done thinking too much about this mod. It’s been very time consuming and headache inducing thinking about potential solutions. The design intentions I've put forwards are clear, logical, and for the most part, I feel have succeeded in the goal. This mod coupled with my aggressive AI mod actually makes the game feel much better imo, and more interesting.
Jeggo May 13 @ 9:06am 
While it is a bit much, I do appreciate how this mod makes me think about what I'm doing instead of just knights and to a lesser extent MAA go BRRRR. I wish Paradox at least did something similar with the levies just base game and made buildings not just add levy amounts but also small bonuses to levy strength...

The knight debuff is absolutely great. Having 30 knights kill 6k troops is.... not something that should be.

Recently had a mercenary contract with the Abbasids against an independence war with like 6K MAA (2 stacks Varangians, 2 Bondi, 2 Vigmen) and instead of steam rolling everything like normal I actually had to plan my strategy and run from the enemy's 16k troops. Only ended up winning because I'm faster and was able to pick them off when they split.

I'm still leery about the terrain debuffs sometimes making troops completely useless.

One ask as a nice to have would be game rule where you can customize the percentage of the debuff.
Nye  [author] May 13 @ 7:51am 
not everyone is the target audience, it doesn't matter if you don't like it :shadowheartlaugh:
Kiki the rat May 13 @ 7:46am 
Man levies at 40 dmg / 40 defense?! Are you insane or do you actually believe that a peasant with a basic weapon is as impactful as elite infantry?!
Nye  [author] May 11 @ 10:38am 
It's just handled the same way as the base game would handle it.
Jeggo May 11 @ 10:25am 
Sorry if this has already been addressed, but how does the terrain modifiers affect this? If a cataphract has 37 damage and then the wetland terrain effect applies -80 to damage are they now doing negative damage, no damage...
Darkwing Phoenix May 10 @ 6:24pm 
As someone who's played a number of Nomad runs:

I don't personally think Nomads NEED too many nerfs, as they're meant to be threats anyway

Only thing I can see is if you remove every Regiment Size/Number bonus EXCEPT from the Square of The Tumen main building