Realism & Balancing – Tweaks

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Author: Chris

Last revision: 27 Feb at 20:19 UTC

File size: 259.41 KB

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Description:

I made this mod to tweak the Realism & Balancing mod to my personal tastes. I don’t want Dark Ages but I want Crusader Kings III but slightly harder. Which I feel Realism & Balancing does well.

This mod patches some obsolete files inside the Realism and Balancing mod, bringing them up to date for All Under Heaven as well as adding in a few additional features and game rules which help out the AI.

In addition to the changes by Realism and Balancing. Here are Some other things I have changed.

Independent AI rulers now get a +50 acceptance modifier to revoking titles, like vanilla hard mode. This will help independent AI realms get back up to their domain limit since it is controlled by legitimacy in Realism & Balancing.

All court positions for the AI are completely free, like the vanilla hard modes. Meaning they should hire them more.

– AI logic in regards to men-at-arms has been reverted to vanilla. Temporary fix until I can figure out how to stop the AI spamming armored footmen over anything else. Brings back army variety.

– The additional difficulty modifiers by Realism & Balancing have been adjusted to the following and will apply to ALL AI characters:

Men-at-Arms Maintenance: -25% (Same as Vanilla Hard)
Men-at-Arms Recruitment Cost: -50% (Same as Vanilla Hard)
Tyranny Gain: -50%
Stress Gain: -50% (Same as Vanilla Hard)
Accolade Glory Gain: +25%
Domicile Build Cost: -25%
Owned Scheme Secrecy: +25%
Hostile Scheme Resistance: +25%
Hostile Scheme Duration: +25

Selecting the Realism and Balancing Game rule will now apply the following bonuses ONLY to independent rulers, helping prevent the player from exploiting them for their own gain.

Building Gold Cost: -25% (Same as Vanilla Hard)
Building Herd Cost: -25% (Same as Vanilla Hard)
New Holding Gold Cost: -25% (Same as Vanilla Hard)
Building Prestige Cost: -50% (Same as Vanilla Hard)
Monthly Development Growth in Capital County: +0.3 (Same as the centralization perk)
Monthly Control Growth in Capital County: +0.3 (Same as the authority focus though only applied to the capital)
Cultural Head Fascination Progress: +25% (Moved from the default Realism & Balancing modifiers to apply only to independent rulers and presumably foreign cultural heads)
Mercenary Hire Cost: -15% (Same as the Voyager perk, Mercenary Contacts)

As an Addendum to the Mercenary Cost, the higher your title tier, the more expensive they are to hire. My initial plan was to nullify that scaling cost for the AI but not the player but I have not found a clean way to do this quite yet. Looking for feedback on that one.

AI Landless Adventurers receive the following bonuses:

Monthly Prestige: +1
Monthly Gold From Domicile: +1
Domicile Build Speed: +1000%
Domicile Building Construction Cost: -1000%

From my initial tests, this makes AI adventurers actually build up their camp to resemble something like the player might build. Making them a good choice for mercenaries now. Paradox never implemented logic for Ai adventurers so this is the best I could come up with. Thankfully they do not mass recruit knights but their men-at-arms will hit extremely hard. Looking for additional feedback on this one.

Inside the Ai logic, the AI war chance has been reduced from Realism and Balancing’s 99 to 0.01. This makes the AI less aggressive but preserves the status quo for longer. This is a personal preference of mine since I enjoy a slow paced game. The AI not declaring war as much also helps it focus on its internal stability.

The -25 modifier towards factions implemented by Realism and Balancing has been renamed to Realm Stability, indicated in gold. This modifier applies when the primary title holder is an AI AND they have held that primary title for 5 years. This makes succession more chaotic and helps reintroduce entropy into the game by causing a succession crises on purpose through intrigue.

Two New Game rules have been Added

Natural Vigor: Reduced the health stat of all characters by -1. Essentially it makes people die more so when you see someone 70+ they actually stand out. Also makes having multiple children a good idea.

AI Parition: Realism and Balancing makes making new titles more expensive. With AI partition enabled, when a AI ruler dies their succession law will be forcibly switch to Partition instead of Confederate Partition. This makes AI realms stay together for longer. It doesn’t stop the AI from forming more kingdom titles but it does help clean up the borders. If the player inherits a realm with partition and they do not have the required innovation they will be switched back to confederate partition. A fair trade off considering the AI can’t plan as well as the player.

The requirement for forming Empire titles has also been increased from 2 kingdom to 3. This helps stop the AI from forming Ahistorical Empires unless they are a conqueror or something similar.

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Realism & BalancingSteam Workshop