Crusader Kings III

Crusader Kings III

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One Proud Brazilian  [开发者] 2024 年 6 月 5 日 下午 3:05
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.


-> To remove "controversial" balance changes Chat GPT Flavor Pack (Unbalance)
-> To remove ALL balance changes Chat GPT Flavor Pack (Vanilla)


Game Rules (optional):
-> Defaut Conqueror game rule is now "No Inheritance", for less bordergore
-> 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)

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", exotic, pretty!
-> There is a decision to "Search for an Albino", though it's kinda expensive
-> Your family will join the entourage for some trivial activities

Skill Modifiers:
-> Min/Max random skill is now 5 (for generated characters)
-> Maximum skill for all characters is now 30
-> Every skill point adds a negative 0.2 to the same skill (20% reduction)

-> 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 0+ opinion, 20% of their skill will be added to the ruler as "assistance from councillor". The perk now gives 20 Councillor opinion.

(The goal is to, in a simple way, fix one of the most problematic aspects of CK3 balance: godly characters with absurd skills, some living for over 100 years at their peak performance. CK3 was not balanced for characters over 30 skill. However, in the late game, with all modifiers stacked, even AI characters easily go beyond 30, which breaks the game balance. Now, with 30 being the maximum allowed, this problem is solved. By reducing skills by 20%, the sense of progression is still mostly preserved.)

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
-> 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
-> Attackers must pay a small amount of gold to call allies to war
(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.

Economy Changes:
-> Reduced Buildings Base and Scaling Values: Income/Levy/Garrison/Maa
(The Practical result is, as an example, England on the 1170 start date having 50 monthly income, instead of 70, a much more reasonable value)

Legitimacy Changes:
-> Initial/Succession value is now influenced by opinions, compatibility, sins/virtues.
-> Increased legitimacy loss when legitimacy level is high
-> Being in debt will reduce your legitimacy

Vassal Rebalance:
-> Allied vassals can now join liege's wars (Player-only, costly character interaction).
-> Vassals now receive a debuff modifier (-1 Domain, -20% Army Strength).
(The goal is for vassalage to be appealing to the content, but not to the ambitious.)

Tributary Rebalance:
-> Reduced tributary taxes by 50% (now matching the values of vassal taxes).
-> Suzerain guarantees now increase tax by 30% +10 Opinion
-> Tributary war participation now decreases tax by 30% -10 Opinion
(Instead of "overly-extorted" subjects, tributaries are now "decentralized." subjects)

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

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

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 and skill.

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.
-> Nerfed modifiers for "Above Expected Court Grandeur"

Personality Traits:
-> Personality traits now have Combat/Dread modifiers
-> Rebalanced Personality traits ruler design costs
-> Content/Loyal vassals dont care about Council positions (no negative opinion)

Relevant Changes:
-> Ai will offer/demand hostage from neighbors way more often!
-> 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:
-> Removed the 3 Holy Site requirement to create new faiths
-> Increased Cadet Branches requirements (less AI house spam)
-> Legitimacy passivelly increases when low, and decreases when high
-> Liberty factions are less frequent, allowing rulers to keep high authority longer
-> 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)
-> 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.

Slower Expansion (less map-painting)
-> Restricted CBs for AI vassals to avoid senseless bordergore
-> 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!
-> 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.
-> Some non-religious CB will cost some 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)
-> Less wandering courtiers.
(The total population has been slightly reduced 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


Unbalance Addon removes "some" balance changes
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3598963862Vanilla Addon removes "ALL" balance changes
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599767762
最后由 One Proud Brazilian 编辑于; 11 月 22 日 上午 9:54