Crusader Kings III

Crusader Kings III

244 ratings
MND Balance: Making empires actually work for it...
9
3
6
6
5
4
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.818 MB
5 Sep, 2020 @ 5:43pm
26 Mar @ 7:52pm
70 Change Notes ( view )

Subscribe to download
MND Balance: Making empires actually work for it...

Description
Hello players,

I am Malorn, some of you who play EU4 M&T may know who I am. This mod was created for my personal use, but I was encouraged to make it available so others could benefit from it.

This is a balancing mod which alters several key defines to improve the base game balance, producing better outcomes. Succession is a little less secure, and rulers with massive empires cannot muster forces as rapidly. This will NOT make the game easier in most cases, since the player is often the larger in many wars. Politics is more complex and less certain, meaning that you won't always know if you can win a war when you declare it unless you never take any risks.

::::

A detailed discussion of the changes is posted here:
https://cs2bus.com/workshop/filedetails/discussion/2220794067/6348431004289986383/

In sum, this is a balance mod with the focus on increased realism and anti-blobbing measures on the organic level. It is not about hard interventions, but about tuning the game rules to produce certain outcomes. It may be expanded as more ways to improve CK3 become obvious.

I would highly recommend using my mod with the excellent More Game Rules mod.

It is most assuredly compatible, and many of those rules permit other solid balance changes which I highly recommend, and would have created on my own, had pfried not already done so.
Popular Discussions View All (8)
45
1 Apr @ 4:19am
Talk to me: what is OP?
Malorn
4
3 Jan @ 3:34pm
Errors in error.log
LVLVbNH
15
16 Aug, 2023 @ 8:10pm
Talk to me: what is underpowered?
Malorn
779 Comments
timotheus 22 Jun @ 2:34pm 
needs an update sadly. everyone has bombards at 867 start date and who knows what other problems there are
Paradox 9 Jun @ 10:00am 
Hope that work on this mod is going fine
Gliese581 15 May @ 12:02pm 
@Why so bad at game? It always was previously so I assume so but it is not yet up to date with 1.16
Why so bad at game? 12 May @ 11:15am 
Hi! Is this mod compatible with More Interactive Vassals?
akagi 12 May @ 12:41am 
will this be updated?
Malorn  [author] 2 May @ 8:12am 
Yup, it just takes some time after every update. Balancing mods are not as simple to update as content addition mods.
Abu Musa 2 May @ 12:54am 
will this be updated?
Hate Juice 17 Apr @ 5:53pm 
I do like the other balance changes. But focus on genetics and blood legacy that a lot of people have makes no sence, you can build absolutely OP characters with 30+ in every stat and then 100 in a stat of choice easily without any inheritable traits.

Yet the "eugenics program" provides you with another venue of gameplay, another challenge. Even if you do everything right, acquiring a perfect heir is a question of like 200 years.
Paradox 7 Apr @ 11:42am 
Can kinda confirm light footman problem. In my current playthrough Abbasid Empire (administrative if it matters) at year 964 have 25000 soldiers and 22500 of them are light footman which is someting a never saw before and I thing it is unhealthy
Beef and Beer and Jesus 3 Apr @ 6:15am 
With MND on, every AI except for a king only starts with light footman, and 30 years in 90% of every factions MAA have only built light footman. (playing in france)

When I turn off MND and start a new game, AI MAA are randomized at start and not only just light footman.