Crusader Kings III

Crusader Kings III

Chat GPT Flavor Pack (Complete) | 1.16
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One Proud Brazilian  [developer] Jun 5, 2024 @ 3:05pm
Balance Changes
Here will be compiled all balance changes added, for everyone to know! The core philosophy of these changes is to maintain the "vanilla" feeling while simultaneously adding more flavor and realism to some mechanics, without reinventing the wheel or complicating things.

NOTE: The balance changes are all compatibility-wise. They were done mostly by cirurgically editing values/triggers, and by adding modifiers and scripts, to avoid touching core game files commonly replaced by other mods.

For now, these are the changes:

Game Rules (optional):
-> Added Hard, Very Hard and Extreme Dificulties to Game Rules (default is Normal)
-> Defaut Conqueror game rule is now "No Inheritance", until paradox do this itself!
-> Default Max number of adventurers game rule is now "50" (down from 200)
-> Default Legend Cost game rule is now set to "Low" (cheaper legends)
-> Default Culture/Faith conversion speed game rule is now "Very Slow" (realism)
-> Default Regional Heresies game rule is now "Relaxed" (more religion variety)
-> Default Random Harm Events game rule is now "Anyone" (before was AI Only)
-> Default Advantage damage game rule is now "10", up from "5" (realism)

Landless:
-> Camp/Domicile Buildings are more expesive and take more time to construct
-> Nerfed schemes phase duration to compensate the modded features bonuses

Flavor Changes:
-> Albino Trait is now "Good", and acts kinda like an "elven blood" by giving health and life expectancy bonuses, but also a penalty of -50% fertility
-> There is a decision to "Search for an Albino", though it's kinda expensive
-> Your family will join the entourage for some trivial activities

Specific Changes:
-> Byzantium Tweaks (Theodosian Wall). Flat Gold income reduced from 10 to 5 (same as in Venice). Added character bonuses to compensate (Gold income is also used for calculations. Abnormal amounts are prone to balance issues)

Base (everyone):
-> Base Domain Limit for all ranks is now 4 (vanilla is 2, 3, 4)
-> Stewardship no longer gives Domain Limit (now greatly increases taxes)
-> Innovations now give vassal tax/levies bonus instead of Domain Limit
-> Holding too much titles will penalize you with less income
-> -50% Lifestyle Experience (Skills/Court Types now grants XP)
-> Reworked Education Traits (now impacts legitimacy and opinions)
-> increased build construction time (now build speed modifiers are worth it!)
-> Winter province modifiers reworked (more impact and strategic relevance)
-> Increased vassal levy contribution from high crown/tribal authority
-> Reduced Buildings Scaling Values: Income/Levy/Garrison/MaaBonuses
-> Doubled the cost to construct new holdings (from 400 to 800)
-> Increased base Grandeur Expected Level (to be less abusable)
-> Progressively increased prestige cost for crown/tribal authority
(Overall, you will notice a reduced late-game snowball, with a more balanced playfield, with more political stable late-game AI realms)

-> ON DOMAIN LIMIT changes: On average, 2 domains equals 10 vassals in income. Domain hoarding is easily abused. All ranks have 4 base domain now. For Counts/Dukes, this is a buff. Kings and emperors should now rely more on their vassals, but they also have more sources of vassal levy/tax (innovation/diplomacy). This is in line with the mod's phylosophy of leveling the playfield, as in history, were sometimes counts can be stronger than kings, in terms of personal domain/army.

Legitimacy Changes:
-> Initial/Succession value is now influenced by opinions, compatibility, sins/virtues.
-> Increased legitimacy loss when legitimacy level is high (4/5)
-> Holding too much titles will reduce your legitimacy
-> Being in debt will reduce your legitimacy

Allied Vassals:
-> Allied vassals can now join liege's wars.
(Easily overridden by other mods, avoiding compatibility issues)
(Automatically disabled when More Interactive Vassals is loaded)


Development Tweaks:
-> Capital Counties have bonus development
-> Non-Capital Counties have development penalty
(This encourages sharing counties with vassals, instead of hoarding domains)

Unrestricted Dynasty Legacies:
-> Pillage is available for Bellicose/Stoic
-> Metropolitan is available for Egalitarian/Bureaucratic
-> Coterie is available for Courtly/Communal/Spiritual

Stress Level:
-> Stress Level impact on health halved.
-> Stress Level now reduces Opinion and adds Dread.
-> Reduced stress impact (positive/negative) from some personality traits
-> -25% Unlanded stress gain

Skill Modifiers:
-> Skills now impacts Vassal Stance opinion
-> Skills now give up to 50% respective lifestyle experience
-> Diplomacy: Nerfed General Opinion +VassalTax/Levy
-> Stewardship: +BuildSpeed +Development +Levy
-> Intrigue: +Dread -StressGain -MercenaryCost
-> Martial: -MaaCost +Garrison +Ai War Chance
-> Learning: +StressLoss +LanguageScheme +Legends
-> The effects of the Perk: Learn on the Job, from Schollar lifestyle, is now unlocked for all rulers. If the councillor has 40+ opinion, 20% of their skill will be added to the ruler as "assistance from councillor". The perk now gives 20 Councillor opinion.

Defines:
-> Base Levies Damage/Toughness set to 12 (to keep them relevant)
-> Raised armies maintenance increased (to compensate many levy buffs)
-> 25% more raiding loot


Mod Version 2.0 Balance Changes

Terrain Modifiers (Reworked):
-> All terrain modifiers have been reworked. For example, Farmlands yield higher taxes/levies, while mountains yield lower tax/levies but boast higher fort levels and defensive advantages. Forests now offer an additional build slot but provide lower taxes/levies. Deserts are now appropriately designated as wastelands.

Cultural Ethos (Reworked):
-> Cultural ethoses now have minor additional bonuses to better distinguish from each other. For instance, Bureaucratic provides domicile bonuses, Bellicose enhances army damage, Stoic boosts fort level and garrison, etc.

Court Types (Reworked):
-> You now have the option to choose between all options rather than just two, but some cost more prestige than others (from 250 to 750 depending on ethos). Court Types now also grant their respective lifestyle experience.


Mod Version 3.0 Balance Changes

Court Positions:
-> Court Position Salaries are now more dynamic, scaling based on your character's income. Now, even poor and lower-ranked rulers can fill some positions without going broke, while rich rulers may have to be more selective.

Court Amenities:
-> Amenities in vanilla are almost useless. The concept is great, but the execution was poor, mostly because devs fear breaking the balance. Anyway, the amenities deserve some more love and diferentiation, without being OP.

Personality Traits:
-> Since my mod adds so many dread modifiers, some personality traits were lacking the impact they should have. Now traits like trusting, forgiving, shy, etc will give negative dread, while brave, vengeful, ambitious, etc will give positive dread.


Mod Version 4.0 Balance Changes

Relevant Changes:
-> Ai will offer/demand hostage from neighbors way more often!
-> AI will grant titles based on trait compatibility, skill, education and family ties
-> AI will no longer grant vassals away unless it surpasses its vassal limit. (In vanilla, AI quickly grants away all their non-de jure vassals due to excessive and unrealistic opinion penalties. These penalties have already been significantly reduced (from -25/-30 to -5/-10), including for claimant vassals. Lieges should not be punished for holding lands they own! As a result, AI and players will retain their vassals, and the Vassal Limit will finally have a meaningful impact.)
-> AI will activelly try to retract vassals from individual duchy or kingdom vassals who become too powerful/dominant.
-> Holy Orders rebalance: its now free of cost to found, but requires 30 realm size per existing holy order. In short, organized faiths will have at least one Holy Order, while big faiths will have an average of 3 Holy Orders, instead of 5 (or 6 with player), not being so dominant (Nor the Pope will found holy orders!). Also, the chance for leasing events to happen have been greathly reduced to avoit superpowered Holy Orders on early game. Their growth will be slower, and their presence more subtle. Base piety costs to hire were also doubled, so that they will be more available for pious rulers, instead of being always hired by randoms.
-> Reworked Lifestyle Completion Traits (those you gain when completing a tree). They are now much more powerful, but they each give a -50% penalty to their skill-lifestyle experience. This change is intended to avoid characters from completing 3 or even 4 lifestyle trees in their lifetime, as this is unrealistic and unbalanced.
-> Send Gift scripts and formulas were reworked to make more sense. In vanilla, sometimes gifting 50 gold gives more than 100 opinion. Greedy emperors are easily bribed and tribes are even cheaper! This is crazy stuff! Now its more balanced. Depends on your diplomacy, learning and intrigue skills, instead of just diplomacy. Thoughtful perk will give 50% more opinion (despite showing 100%)

General Changes:
-> Increased Cadet Branches requirements (less AI house spam)
-> Legitimacy now impacts Levy Size, Garrison, Maa Maintenance, Hostile Raid Time
-> Close Family, Friends and Rivals (courtiers) will stay at your court
-> Reworked Coping/Stress Traits. They are more effective, but lowers legitimacy.
-> Create/Usurp Titles costs double and grants double prestige. AI will create less titles (no more HRE being filled with new kingdoms and duchies, decreasing its vassal count from 60 to 20 in a few decades.)
-> Title Revocation: AI children, AI with low legitimacy, and AI with many low opinion vassal wont try to revoke titles (no tyranny war for obvious/stupid reasons)
-> Independande Factions: Enormous kingdoms and empires will have increased chance, while smaller ones will have decreased chance.
-> Liberty faction now will be much less frequent, and will take into account various factors such as vassal's personality instead of just flat opinion. To compensate, the cost to pass realm laws have been triplied. No more liberty war spam for AI.
-> Fashion Court Ammenity now gives bonus % Legitimacy instead of Prestige
-> Court Servants Ammenity now gives bonus % Legend Spread Gain and Piety
-> If "Pay Homage" is successful, you also gain some legitimacy (Credits: takuro)
-> Compatibility-wise changes to marriage acceptance: -20 if different culture, -100 if marrying down, +80 for Grand Weddings. These changes will be replaced by other mods like "Love Marriage Family".

Nepotism over Gender Laws:
-> Close Family females can now be granted Titles, be Councillors and Command armies. They can also be Knights if have high prowess + Brave/Martial. Noblewomans with High Martial Education can also be knights (They will be rare but will exist, just as in history). Lowborns will still be blocked by the gender laws.

Warfare Changes - no longer needed on 1.15
-> Levies: (less scaling from buildings) +2 Attack/Toughness and +15% maintenance per Era, avoiding late game massive armies that breaks historicity and game balance.
-> Slower and deadlier battles. (No more cat vs mice game. Chose your battles carefully, as their individual result is much more impactful.)
-> Improved War Score calculation (Attackers now benefit more from occupation, while defenders by winning battles. Scores lasts longer.)
-> 20 Score for capturing the capital (up from 10)
-> 5 Score per captured Spouse or Direct vassal (up from 0)
-> Improved AI target logic to be more efficient when selecting targets
-> To be an Army Commander, the character must be either Extended Family, Councillor, Vassal, Mercenary Leader, and must not be critically ill, be rival or disloyal. Commander is equivalent to a General. (Lowborns knights or lesser nobles should not lead armies. This makes finding a good commander a bit harder)
-> AI will not mathematically consider player army when declaring wars, to avoid initiating wars with high probability of being defeated
-> Armies are a bit more slow, but also more faster at friendly territory (this is to give more manouvering advantage to defenders that now profits more from winning battles, while attackes will go for occupation)
-> Counts have a passive buff of +4 Levy Attack/Toughness, Dukes have +2 (Smaller armies are more efficient regarding levies).
-> +8 Base Advantage for rulers commanding own army (Vanilla is 5)
-> +4 base Advantage for defending on friendly territory
-> Max advantage roll increase to 16 from 10 (combat imprevisibility and realism)


Slower Expansion (less map-painting)
-> Reduced overall pagan conversion speed to organized religions
-> Edited governor trait to reduce admin vassals war chance (less blobbing)
-> Administratives will start with restricted vassal wars, avoiding bordergore
-> With a new interaction, Form Coalition, neighboring small counts an dukes will form alliances to protect each other agains larger foes, just as in history!
-> More defenders will join in holy wars. It will be like stirring a hornet's nest!
-> Slower Fabricate Claim task from Court Chaplain (average of 6 years per claim)
-> Nerfed Swear Fealty. Base chance lowered. Increased chance for high taxes. Pay to be protected, or sway yourself to vassalage. No more free ride!
-> Nerfed Offer Vassalization. There is now a 5 years cooldown, piety costs and if the vassal is not de jure or have allies, it will be way harder to convince. This shall counterbalance the vanilla legitimacy bonus. No more easy vassalization.
-> Increased Prestige cost for every Casus Belli (100%)
-> Increased base cost for County Conquest CB. It was almost free in vanilla.
-> Increased Piety cost for Holy Wars (50%)
-> Every non-religious CB will cost at least 125 Piety (up to 500)
-> Added 5 years cooldown to Forced Vassalization CB
(These changes are intended to slow down the territory expansion and the map-painting. In history, territorial expansion was very slow. PDX for some reason is accelerating the game with every DLC. These changes also introduces a more effective way to drain hoarded resources: prestige and piety. And Piety now has a general purpose and importance)

Improved Personal Schemes:
-> Befriend is now available to everyone (with -30 Power)
-> The former befriend perk now grants faster Befriend scheme

Performance Improvements
-> Bonus fertility for the first child was increased, but the penalty for the following children was also increased. Reduced fertility and max kids for secondary spouses and concubines. No more muslims with 20 kids. (less characters, less CPU impact)
-> Bonus fertility to not-spouses (more bastards)

-> Health loss from old age was increased by 50% (characters easily live through their 70s, when the average life span for medieval kings was about 50 years. This change should bring the life span to 60 years)
-> Reworked Grant Title interaction. AI wont give titles to random generated characters. It will instead give titles to their family or available highborn courtiers (or skilled lowborns), lowering character generation by a significant amount.
-> Less wandering courtiers.
(The total population has been reduced by approximately 20% without the need for aggressive mechanisms, like "Population Control" mod)

MND Balance: Borrowed Changes
-> Religion Tenets rebalance (some buffed, others nerfed, mainly warmonger).
-> Less locked tenets for custom religions.
-> Changes to fervor drift, to keep it at center

-> Vanilla prestige gain from events and such reduced by 30%
-> AI will look for younger spouses, ensuring more fertility
-> Sway max opinion gain caped to 50
-> Vanilla events will give much more lifestyle XP
MND balance is a Mod created by: Malorn


Lite Edition removes all balance changes
https://steamcommunity.com/sharedfiles/filedetails/?id=3006888930
Last edited by One Proud Brazilian; Apr 10 @ 1:07pm