LOTR: Realms in Exile Rebalanced
Some personal changes I have collected over the past year to Realms in Exile that I thought I might share.
Features:
The Hard and Very Hard difficulty sliders actually do something now rather than what paradox did with them. Scales all the money for you and the ai. Makes the game more difficult for both of you, however, things like conqueror or the Sauron buffs are now way more impactful as they offset alot of that difficulty slider. In my games an empowered Sauron is like a wrecking ball and actually provides quite a challenge to even the best built realms.
Arnor Lost
So I always disliked how easy it is to colonize Arnor. Considering the land has been abandoned for 1000 years, what little infrastructure remains is likely ruins outside of the East-West road. In that spirit I added a modifier very similar to the modifier on Greece in vanilla ck3. Far more punishing but far easier to resolve, only requires 20 dev to remove. Takes me about 300 years to colonize Arnor now as the Dunedain, instead of 100. 300 I think is a reasonable amount of time for such a great undertaking.
Dwarf Holds
Small change just massively increased the cost of upgrading holds because I found it stupid how fast as a dwarf you could build a size 10 hold which is supposed to represent literal generations of DWARVES LIFE WORK. Might do the same for elves as Legendary Elven Cities are too common. These should be truly rare and grand achievements.
