Crusader Tweaks
A set of tweaks to certain game play mechanics that I find fitting. Very much a WIP as my tweak ideas have more far reaching impacts then I thought. Should be stable enough for no crashes, but fingers crossed. I made the mod to make the game more enjoyable for myself, but I am publishing it in case others like it or get inspiration.
- Crown Authority(not tribal)
- Buildings
- Men at Arms
There are now 11 tiers of crown authority from 0-10. Each tier raises the obligation equilibrium of vassals. Higher obligation percentage yields higher taxes and levies, but more discontent. Liege is able to lower and raise individual obligation percentage with opinion impacts.
All holdings now have 10 building slots. Duchy slots are disabled. All buildings changed. There are 8 standard buildings (1 is coastal only), and 2 resource buildings dependent on terrain.
Most men at arms counters have been changed. It should hopefully make sense as you play. Each MaA gets countered by the same amount it counters. Cultural units have been removed (except DLC). Instead the culture gives a boost to the corresponding unit type.
- Bug fixes
- localization
- balance tweaks all around
- update cultures with impact on buildings.
- AI use individual obligation toggles. Raise when vassal has hi opinion or lower when low opinion/in faction.
- More buildings/building-flavor. Unsure if all buildings should be buildable, or revert back to limited building slots. Maybe add building trees with mutual exclusive paths.
- Maybe refactor unit types further. I am trying to have new tech units crush older tech units with niche exceptions. Reintroduce culture units but as new unit types.
- Higher development comes with penalties such as lack of control. Goal is to have some thought and engagement with it, rather then pure boon.
