Crusader Kings III

Crusader Kings III

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A Question of Affluence: Wealth Tracking
   
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Compatible Version: 1.18 'Crane'
标签: Balance
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1.222 MB
12 月 6 日 上午 9:06
12 月 7 日 下午 3:27
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A Question of Affluence: Wealth Tracking

描述
A Question of Affluence – For CK3 1.18+

Wealth is now tracked beyond a simple ledger of gold coins and has far greater personal consequences and rewards.

In Vanilla, the wealth of an individual ruler is a critical metric that has widespread effects on everything from what kinds of MAA you can recruit to the funding of lavish activities, hiring mercenaries, and improving the infrastructure of your holdings. But it has no direct impact on a ruler's health, which historically, is a big gaping hole. Furthermore, courtiers have no reason for coin. The unlanded son of a duke could, apparently, be just as wealthy as the newborn child of that lowborn guest who just won't leave your court.

This mod attempts to address that by adding a trait to all characters, Affluence, that adjusts dynamically over a character's lifetime, starting from birth. There are six tiers to Affluence:
  • Austere
  • Modest
  • Comfortable
  • Prosperous
  • Opulent
  • Magnificent

Each rank comes with a different set of penalties and/or benefits that primarily focus on a character's health, prowess, general opinion, and resistance to epidemics.

How does it work?
A Question of Affluence gives all characters an XP tracked trait, Affluence, that updates every year to account for income, stored gold, and status. There are several game rules that allow you to adjust the various components of this mostly passive mod.

By default, a character gains 1 Affluence point for every +1 gold a character has in net income a month or every 100 gold they have stored, from 0 Affluence to 100. You can adjust this to be more severe or more generous via a game rule.

Rulers have a built in safety net, where they also gain a bonus of 10 Affluence per rank they have above the Baron tier (e.g. a Count would have a base of 10 Affluence, while a King would have 30). This can be halved or turned off entirely via a game rule.

Certain governments, including Tribal, Nomadic, Wanua, Mercenaries, and Adventurers by default receive only 1/3 of the Affluence that is afforded to other government types, as Affluence is not just a measure of coin, but access to amenities, nutrition, luxuries, and quarters. This can also be adjusted via a game rule to be stricter or you can turn this off entirely.

Those with direct connections to a ruler share some or all of their ruler's Affluence. For example, close family members who are courtiers of a ruler share the same Affluence rank, while extended family members, wards, friends, and hostages share 75%. Characters who are bastards, disinherited, or are concubines receive significantly less.

Courtiers with no connection to the ruler also have Affluence tracked, with their rank primarily coming from any salaried court positions they have and what gold they have been able to "store" over the years. Gifts suddenly have a real impact on a courtier's health. Role play!

Councilors and Knights now receive a proper salary based on a portion of their liege's salary. The degree of this salary is determined by a new realm law: Retainer Wages, which has five options of compensation. AI will default to the "middle" option (Fair Wages), which has no modifiers to income, opinion, or knight effectiveness, and results in Councilors receiving an annual salary of 2% of their liege's annual income. Knights will receive 1% of their liege's annual income.

Lastly, mercenary captains and knights now receive proper gold when employed, with the most "popular" mercenary companies becoming richer and richer over time. This becomes part of the calculation when hiring a mercenary company, as a rich company has fewer maluses to their knights' prowess and health, while a newer, poorer company may have knights struggling with maintaining their health and prowess. It has no effect on the amount of levies and MAA they can field.

Design Philosophy and Motivation
I wanted coin to represent more than just a currency that turns into buildings and armies. I wanted bribes and gifts to actually have an effect on courtiers. I wanted my councilors and knights to get salaries like my court jester. I wanted to seethe with jealousy and envy as a poor Viking tribal chief. I wanted deeper immersion and greater role play opportunities. I wanted a system that was relatively passive, informative, without adding a whole new layer of wealth management. Thus, this mod was born.

Compatibility
No vanilla files were touched. Should be compatible with virtually everything. That being said, if you see something strange, let me know so I can look into it.

Anticipated FAQs
1. Does this affect performance?
Based on my testing and playthroughs, no. However, if you notice any hiccups, consider another one of my mods, A Culling of the Weak, which limits the Affluence trait to be assigned and calculated only for those characters within diplomatic range, along with other performance improvements.

2. How do I get more Affluence XP?
If you use the default rules, +1 monthly net income and every 100 gold in store grants you 1 XP, which gets recalculated once a year.

3. Do spouses pool their coin?
If they both have income and/or their own storage of coin, yes. So by making a spousal pair both councilors, you'll increase their Affluence significantly more than if just one were employed.

4. I don't like the trait bonuses/maluses. Can you make me a customized individual mod?
Nope. But you can! Most of us get our start in modding by making small tweaks to other mods first. Want to adjust the trait bonuses/maluses specifically? Navigate to: Program Files (x86) > Steam > steamapps > workshop > content > 1158310 > 3618968921 > common > traits > olympia_affluence_traits.txt and adjust the trait to your heart's desire.

5. Can I use parts of your mod in my own or make alterations for an alternative version?
Yes. The modding community is made stronger when we share and support one another's different visions and experiences.

6. Is this save-game compatible? Can I uninstall it mid-save?
Yes. It may take up to a year for all characters to receive their Affluence trait. As for uninstalling, yes, it should be safe, though many of us recommend against uninstalling mods once a game has started for long term stability.

7. Any translations?



Interested in feeding my mod-95%-of-the-time-to-only-play-5%-of-the-time lifestyle trait?

☕ Buy Me a Coffee[www.buymeacoffee.com]

Much appreciated!
16 条留言
Olympia  [作者] 11 分钟以前 
@Ishchyaboi: Thanks! Let me know your experience.

@Optimus Crime: Another user reported this as well, but I couldn't figure it out. I haven't been able to replicate it on my end. Any additional context you could give would be really helpful!
Optimus Crime 1 小时以前 
Gotta say, love the mod, however it's currently having a bug where most rulers get obscene amounts of gold, for some reason, and I cannot pinpoint which of the other 53 mods in my library is causing it exactly (if any) and honestly I'm currently too lazy to check myself :P

If it is not already known, I can check later. And yes, this mod was last on my modlist when it happened.
Ishchyaboi 5 小时以前 
This is a really neat idea. Can't wait to give it a try.
Olympia  [作者] 11 小时以前 
@無壹: Thank you! Added to the list.

@finallyciv & TurtleShroom: Having an Affluence of 0 results in -1 to Health, the equivalent to getting the Illness trait. Typhus gives a -4.5 to health. Most poor rulers will be in the Modest category, which is -0.5 health, equivalent to the Weak trait. You also cannot die from having a low Affluence, it just lowers your base health. However, it makes you more susceptible to other sources of potential death, like diseases or getting wounded.
無壹 13 小时以前 
@Olympia a great mod!I want more Chinese player to use it, so I've translated it into Chinese, could you please add a link in description?

Here's my translation: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3090564070
finallyciv 19 小时以前 
I think the health penalties are too harsh and unrealistic, such as equating poverty with having typhus. It would be great if there were a mechanic that balanced out the fact that poor rulers get poorer and rich rulers get richer.
TurtleShroom 20 小时以前 
I think that it affecting Health will cause a LOT of characters to die REALLY fast. There should be an option to disable that...
Olympia  [作者] 12 月 7 日 下午 3:22 
@[23rd] Ozan: I thought about some kind of inflation mechanic, but I felt like there were already some decent mods out there that deal with excessively high income. I also agree with your second sentiment -- I personally play on the harsher rule of +1 and 100 gold equals only 0.1 Affluence. But I also am a glutton for punishment.

@Crobi567: Thanks for the info. I haven't seen this personally, but I believe you. If you could give me some more details, particularly around which rulers and just how rich they became, that'd be really helpful.
Crobi567 12 月 7 日 下午 2:14 
When I played the mod (with other mods) some rulers all of a sudden became REALLY rich. But it's probably because your mod clashes with other mods on my playset
[23rd] Ozan 12 月 7 日 上午 8:55 
In addition to Irate Pirate's idea. In addition to mercenaries, maybe costs of everything can be increased (just like inflation) because people know you can afford to pay more, making raiders or nomads more likely to attack you, if possible. Lastly, even though It can be changed in the settings, +1 for each monthly income and for every 100 gold sounds kinda too much. An average 1200s duke will be able to reach highest affluence in at most 10 years.

Anyway, great idea and a great mod so thanks.