Crusader Kings III

Crusader Kings III

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Memento Mori - A Difficulty Overhaul
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May 26 @ 5:21pm
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Memento Mori - A Difficulty Overhaul

In 1 collection by idm
mods by idm
4 items
Description
Compatible with 1.16.



Memento Mori - A Difficulty Overhaul makes several adjustments to Crusader Kings 3 in order to create a more challenging and exciting game experience.





  • Memento Mori - A Difficulty Overhaul rebalances all 5 skills with new modifiers. Each character now has more defined strengths and weaknesses. Each skill now also has an associated Commander modifier.

  • Information changes. Health is now hidden like in Crusader Kings 2. Battle Prediction has been disabled.

  • Expanded Difficulty Options. Hard and Very Hard difficulties have been expanded upon and has been extended to player characters as well. An Extreme difficulty option has also been added to the game, although this option is not recommended for serious play.

  • Expanded Game Rules. New game rules have been added that allow for further tweaks to the game, with game rules for things such as Fertility and Reduced Skills.

  • Characters now earn increased Lifestyle Experience from their Attributes.





The changes made by this mod can be seen below. Any showcased modifiers represent the 1.16 version of the game and the 1.0 version of the mod.

EXPANDED DIFFICULTY OPTIONS
While the difficulty options added by Paradox primarily make the AI ​​stronger with only a few player disadvantages, Memento Mori expands on the player side with additional disadvantages. Several player-specific disadvantages have been added, such as more expensive Men-at-Arms and reduced Lifestyle Experience Gain.




SKILL CHANGES
Changes have been made to give each character more defined strengths and weaknesses.

Diplomacy
Knights are now associated with Diplomacy like in my other mods. Knight Limit now has a negative offset, making it possible for some characters to have 0 Knights. Characters with low Diplomacy will earn noticeably less Prestige. Children will also have a deficit in Prestige while growing up. Counteract this with granted landed titles or prestigious marriages or other sources of Prestige. Commanders with low Diplomacy will take more losses when retreating from battles.



Martial
Knight Limit has been moved to Diplomacy. Men-at-Arms are now associated with the Martial skill like in my other mods. Commanders with high Martial skill are very deadly when winning battles. Travel Safety has been removed from Martial to give more weight to Travel Options and other sources.



Stewardship
Levies are now associated with Stewardship like in my other mods. Commanders with high Stewardship will have more supply. Travel Speed has been removed from Stewardship to give more weight to Travel Options and other sources.



Intrigue
Intrigue modifiers now have negative offsets, making sources of Scheme Secrecy more attractive. Commanders with high Intrigue will complete sieges much faster.



Learning
Piety gain from Learning now has a negative offset. Children will have a deficit in Piety while growing up. Counteract this by making sure that your children receive Virtuous traits or other sources of Piety. Characters with low Learning will gain more Stress. Commanders with high Learning are better at attacking armies with high Defensive Advantage.




CHANGES TO TITLE RANKS
Changes have been made to make AI rulers more aggressive and Knights less prevalent. Counts will now have to rely on their Diplomacy skill or other sources of Knight Limit to gain Knights.




CHANGES TO PRESTIGE AND PIETY LEVELS

Each Level of Devotion starting with Dutiful now reduces Different Faith Opinion and Holy Order Hire Cost, to a maximum of -25 Different Faith Opinion and -20% Holy Order Hire Cost at Religious Icon.

Each Level of Fame starting with Distinguished now increases Stress Gain, to a maximum of +50% Stress Gain at Legendary Figure. This is compensated by the increased Knight Limit - one of the most powerful modifiers in the game. Increasing your Level of Fame Impact now means more Knights but also increased Stress Gain.




INFORMATION CHANGES
Changes have been made to make the gameplay of Crusader Kings 3 less predictable. More of these type of changes may come in the future.

Hidden Battle Prediction
The predicted outcome of a battle is now hidden from view, making combat less predictable and in turn more exciting.



Hidden Health
Health is now hidden like in Crusader Kings 2. The "Know Thyself" perk from the Learning Lifestyle (20 Learning Perk with Veritas) is now the only way to be notified of your character's impending death.



EXPANDED GAME RULES
Several game rules have been added that allow for further tweaks to game difficulty.






Both of these mods impose additional limitations on the player and are highly recommended to use together with Memento Mori.

Veritas - Lifestyle Perks Overhaul
Hiraeth - Dynasty Legacies Overhaul










Changes are made indirectly by overwriting modifiers from 00_basic_modifiers.txt by their key names. This ensures that Memento Mori is compatible with as many mods as possible.

Memento Mori overwrites the following files in order to inject faction modifiers for the difficulty options.

(127)_nation_fracturing_faction.txt
(127)_peasant_faction_new.txt





All of my mods are completely free to use. You can patch, edit, or change anything that you like. You don't have to ask me for permission.





Crusader Kings III and its assets are owned by Paradox Interactive.
Fondamento is licensed under the SIL Open Font Licence.
Thumbnail makes use of assets from Elder Kings 2.
35 Comments
Iwen Jun 5 @ 4:59pm 
@dada146 Yes, I'm pretty sure it does. Played with it and I've noticed the AI having the limiting effects
JarlRagnar793 Jun 3 @ 11:05pm 
why does the entire steppe turn feudal after game start
Shattered Tian Jun 3 @ 6:41pm 
Can I play this mod with Dark Ages? If so this will be the ultimate hardcore experience
dada416 Jun 2 @ 7:31am 
does this mod affect AI as well ?
mac6na6na Jun 1 @ 2:32pm 
The new skill stats overwrite the nomad-form stats with the ones that are for non-nomadic rulers.
Sasha Jun 1 @ 8:06am 
Please add a rule that returns skills to safety and speed of travel, but with lower values (for example, 0.5 per skill).
dbelljr06 Jun 1 @ 5:34am 
@captain SSmolleTT ... why not just try the mod and see if it is indeed more difficult for you? What's the thought process behind writing a paragraph that asks a question you can easily just answer yourself?
KumTroll Jun 1 @ 1:13am 
So like why are my troops losing men by themselves when Im a landless?
Captain SSmolleTT May 31 @ 12:47am 
Is this really difficult? It seems like the skills are just better, battle predictions never work anyways, health is aplenty anyways unless there're some changes to that that are not listed. Counts have no domain limit now, so i suppose that might be challenging, but for the reasons that now you HAVE TO stack stewardship to do anything as a count, which is.... euh. No listed changes to AI or MAA/levy balance so i can still probably just BTFO everyone 30 years into the game. Am i missing something or are the gamerules that debuff player and buff AI the only thing this mod really has to offer?
Otro Nico May 30 @ 5:46pm 
Looks interesting, will give it a try