Crusader Kings III

Crusader Kings III

MND Balance: Making empires actually work for it...
Malorn  [developer] May 15, 2023 @ 2:40am
Talk to me: what is underpowered?
So, there are a lot of things that seem useless, and useless things are boring, AI traps, or noob traps. These need to be concrete such as religion traits, culture traits, exploits, lifestyle perks, etc. The more vague, the less likely I can try to fix it.

Thank you all for considering contributing.
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Showing 1-15 of 15 comments
Parysz Jun 4, 2023 @ 10:52am 
Incapable and infirm traits should give bigger prowess debuff. I would go as far to say that even ill should give massive prowess debuff.
Parysz Jun 4, 2023 @ 11:03am 
Mercanaries should have more MaA and less levies in their composition. Also mercanary alliances should be usefull in some way. Either they should answer call to arms or prices be halved.
Malorn  [developer] Jun 4, 2023 @ 1:21pm 
Originally posted by Parysz:
Incapable and infirm traits should give bigger prowess debuff. I would go as far to say that even ill should give massive prowess debuff.

I don't disagree with you, though the degree should be considered. A common cold wouldn't render you completely unable to fight suddenly, though it certainly would make it harder.

Incapable...is mental, so I actually don't think it should hit insanely hard on prowess. There are plenty of people who are a bit hazy mentally who can be quite dangerous physically. Especially since most physical combat skill is tacit, meaning it is the last thing affected by mental degradation. Also it's already -12, that's a lot!

Infirm...oh yeah, that should really shut you down hard, I think you have a good point.



Originally posted by Parysz:
Mercanaries should have more MaA and less levies in their composition. Also mercanary alliances should be usefull in some way. Either they should answer call to arms or prices be halved.

Mercenaries aren't something I've looked at deeply, so I think there's some things to be considered. I'm not sure I can do anything with mercenary alliances, I'm afraid, I didn't even know you could have them, honestly. But instead of buffing them, I'd be tempted to just reduce their prices a bit. As they are know they are incredibly expensive for their combat power. I'd rather make them cheaper, not stronger.
Last edited by Malorn; Jun 4, 2023 @ 4:55pm
Vassal stances, should be harsher and more things should be influenced by it, as of now it is too rewarding and you end up with a lot of happy vassal anyway. If there are more opinion penalties, from more actions and they also inflict stronger penalties one good deed wont correct one bad... People tend to remember the bad deeds better.
Arcane_Luzion Jun 6, 2023 @ 5:24pm 
i feel like natural defense are too weak. I dont think "hmm if i take this duchy i have a river they have to cross, because it doesnt matter, the ai just goes around it and attack my kimgdom from the other side
Malorn  [developer] Jun 6, 2023 @ 5:57pm 
Originally posted by Arcane_Luzion:
i feel like natural defense are too weak. I dont think "hmm if i take this duchy i have a river they have to cross, because it doesnt matter, the ai just goes around it and attack my kimgdom from the other side

Welcome the realities of medieval warfare. You need to move your army along the river with them if you want them to have to cross it during the battle.

Ultimately, we are trained to think of rivers like barriers due to more modern war, in which actual front lines exist. In reality any opposed crossings in CK3's period were of fordable streams at most, and were only relevant at the scale of the battle itself. Think total war battle scale of conflict. Also, there is no way short of an entire engine rewrite that I could change this.

Honestly, larger rivers should just be barriers on the map with a few crossing points. But the engine doesn't really support this the way EU4 did with straits. And I'm not a map modder.
bingus the wizard Jun 13, 2023 @ 10:48pm 
Diplomatic range should be reduced to your realm, the region you're in and any other realms immediately adjacent to it. And it can only be expanded when you unlock certain innovations, have certain dynasty legacies (e.g. Customs and Adventure legacies), go raiding in those places or it might increase by 20% every 3 points of Diplomacy over 10. Different religions should be like an iron wall (especially Christian and Muslims) to each other.

No longer should you be able to know everything that's going on from Scotland to Scandinavia if you're a Catholic ruler in Jerusalem.

I reckon this'll make the game a bit more challenging and will fix the borders a bit more.
Malorn  [developer] Jun 14, 2023 @ 1:24pm 
Diplomatic range is a distance, and can only be a distance. I suggest using more game rules to halve it, that generally brings it to a good place.

Also, historically, there was a surprising range for diplomatic contact, though religion heavily affected that.
Arcane_Luzion Jul 6, 2023 @ 11:51am 
NVM moved to suggestions
Last edited by Arcane_Luzion; Jul 6, 2023 @ 12:48pm
Arcane_Luzion Jul 6, 2023 @ 12:48pm 
Im not sure if this belongs here but here we go:
Give the liege the power to join in internal wars, no matter what. The King has the authority to back another vassal if he is fighting a rebellion. For example if I gave my brother some lands and his vassals rebel against him, I as the King should have the authority to join in,
Same for the other way around, if some counts revolt against a duke the king should have the authority to join on their side in order to dispose the duke.

TLDR Give the King more authority in internal wars.
Also moved to suggestions im not sure where to post it
video gamer Jul 7, 2023 @ 11:53am 
opinion maluses are extremely harsh, with this mod everyone always hates eachother guts for no reason
Malorn  [developer] Jul 7, 2023 @ 7:00pm 
Originally posted by salt miner(KNIGHTPILLED):
opinion maluses are extremely harsh, with this mod everyone always hates eachother guts for no reason

Well, they kinda do have a reason. A large number of reasons listed out. But I think I know what you are getting at.

Basically, the maluses are heavy because the sources of positive opinion are far more plentiful, and the balance point in vanilla is around +30 average for people within your realm. If you try you can easily keep anyone, no matter how incompatible with you, at 100. That's just a little too easy.

This is a great example of why paradox has allowed opinions bonuses to such an extent with very few maluses. People don't feel good about maluses, and always question their validity far more than a bonus. But opinion inflation is a huge deal, and it has eroded difficulty in the game.
Sarimal Aug 16, 2023 @ 10:02am 
I checked with the mod on and with it off and couldn't find any changes in religious tenets.

"Religious tenets have been rebalanced, with the goal of making more tenets viable or interesting. There should be, ultimately, no 'bad' tenets that are never worth taking in any situation. This will improve difficulty in the game, as the AI generally won't make their own religion, and thus the player will min-max and many default religions had weak tenets by default. Improving these 'bad' tenets helps this situation, and thus base religions will be stronger by comparison to their prior selves, or against the player min-max religion."
Malorn  [developer] Aug 16, 2023 @ 1:54pm 
Originally posted by Helsing:
I checked with the mod on and with it off and couldn't find any changes in religious tenets.

"Religious tenets have been rebalanced, with the goal of making more tenets viable or interesting. There should be, ultimately, no 'bad' tenets that are never worth taking in any situation. This will improve difficulty in the game, as the AI generally won't make their own religion, and thus the player will min-max and many default religions had weak tenets by default. Improving these 'bad' tenets helps this situation, and thus base religions will be stronger by comparison to their prior selves, or against the player min-max religion."


Well, what other mods do you have? Also, feel free to do a winmerge comparison with the normal tenet file, you will note quite a few changes.
Sarimal Aug 16, 2023 @ 8:10pm 
Originally posted by Malorn:
Originally posted by Helsing:
I checked with the mod on and with it off and couldn't find any changes in religious tenets.

"Religious tenets have been rebalanced, with the goal of making more tenets viable or interesting. There should be, ultimately, no 'bad' tenets that are never worth taking in any situation. This will improve difficulty in the game, as the AI generally won't make their own religion, and thus the player will min-max and many default religions had weak tenets by default. Improving these 'bad' tenets helps this situation, and thus base religions will be stronger by comparison to their prior selves, or against the player min-max religion."


Well, what other mods do you have? Also, feel free to do a winmerge comparison with the normal tenet file, you will note quite a few changes.


Ah damn for some reason when I disabled the mod the changes were still in the game, so it seemed like the mod didn't do anything. But the files do show that there are buffs to certain stuff. At least I think that's what happened.

Honestly I would buff all those useless tenets even more. For example, sanctity of nature, I would give that some nature related buffs. Like better hunting, and/or buffing the current effects.

Alexandrian could probably have development bonuses too. That sort of thing. The syncretism ones, the pentarchy, etc are also really bad.

I think you were correct to buff some stuff. I think you could even double down on it if you feel you would never really pick certain tenets.
Last edited by Sarimal; Aug 16, 2023 @ 8:11pm
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