Crusader Kings II

Crusader Kings II

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Invictus
   
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标签: balance, Mods, Small
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5.608 MB
2019 年 4 月 4 日 上午 11:56
2019 年 7 月 27 日 上午 9:05
34 项改动说明 ( 查看 )

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描述
Mod for a grand campaign (https://forum.paradoxplaza.com/forum/index.php?threads/out-of-the-night-sundays-18-22-cest-ck2-to-hoi4-megacampaign.1164151/)

Changes:
-adds size limits
-buffs Christian, Jewish and Zoroastrian religions a bit (4 more stewardship, learning, diplomacy)
-replace tengri 30% light cav att and deff with 10% att, deff and 10% max pop
-removes raiding from cultures
-equalizes tech to 0 except for naval at 1
-every castle and temple starts with wall and fortification 1, every city with shipyard 1
-nerfs Merchant republics
---Trade post tax 6 to 4
---Trade post building tax from 1/1.5/2 to 0.75/1.125/1.5
---Family palace mansion tax 2/6/8/10 to 2/4/6/8
---Family palace vault tax 4/5/6 to 3/4/5
---half trade zone bonus tax to cities
---Plot defense bonus of 20% and Plot offense malus of 10% for merchant family members
---5 less vassal limit for mrs
---Family palace level 3 require trade practices 2, city infra 2, improved keeps 2 and construction 2, level 4 requires tech 4 of those
-nerf nomads (50% less pop growth)
-nerfs holdings a bit tax wise
---City Tax 12 to 10
---Temple Tax 8 to 7.5
---Castle Tax 4 to 3.5
-raises min possible holdings in all provs to 5
-barons pay 40% more for buildings, counts 20%
-free unjust war cb below 20 realm size for feudal and 10 for non-feudal
-reduce cost and mean time to happen for holding slot increase event
-observatory cost tied to income
-reworked retinues
-removed cultural retinue boni and cultural tactics
-reduced penalty for wrong kingdom and wrong empire vassals
-double tech spread from neighboring provs
-looted temples will no longer lower ma, but lost holy wars, crusades, viking invasion, county conquest, heretic revolts, religious revolts, hellenic resurgence, effects of reconquista, northern crusade and what else like that i missed will be 50% more effective on ma

Size Limits:
So basically as u grow in size u get a bigger penalty, it start at 4, then 6, then 8, then 11 14 17 21, at max harsher penalty every 6 provs
Each penalty is -5% levy, -2,5% tax from vassals and -4 vassal opinion
U can offset 2 levels on penalties with every step away from full centralization, 6 via giving your council power and 2 with power over war declaration
The other council laws only give 2 levels In vassal opinion so +8 vassal opinion

Retinues:

Size of Retinue stacks:
100 Heavy Cavalry
200 Light Cavalry
200 Heavy Infantry
240 Pikemen
300 Archers
857 Light Infantry

The final combinations we used for our tests:
6HI
5PI+1AR
4LC+2LI
3AR+3LI
4HC+1AR+1LI
5HC+1LI
5PI+1LI

How they counter each other:
HI > PI+AR / HC+LI / PI+LI
PI+AR > HC+LI / HC+AR+LI / PI+LI / (LC+LI)
LC+LI > HI / (PI+AR) / (AR+LI)
AR+LI > HI / PI+AR / (LC+LI)
HC+AR+LI > AR+LI / LC+LI / HI
HC+LI > HC+AR+LI / AR+LI / LC+LI
PI+LI > HC+AR+LI / AR+LI / LC+LI / HC+LI

Not all counters always win but they do on average win, ar+li always beats pi+ar for example, ones in brackets are really even ones.


To be added:

-remove trade post limit from family, add building to foreign trade posts which gives 1 trade post, but can only be built on every 250 range (screws over building a big trade zone) and then remove family dues, but possibly add build cost of 20%
-set max cost for decisions and events