Crusader Kings III

Crusader Kings III

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Memento Mori - A Difficulty Overhaul
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26 May @ 5:21pm
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Memento Mori - A Difficulty Overhaul

In 1 collection by idm
mods by idm
4 items
Description
Compatible with 1.16.



Memento Mori - A Difficulty Overhaul makes several adjustments to Crusader Kings 3 in order to create a more challenging and exciting game experience.





  • Memento Mori - A Difficulty Overhaul rebalances all 5 skills with new modifiers. Each character now has more defined strengths and weaknesses. Each skill now also has an associated Commander modifier.

  • Information changes. Health is now hidden like in Crusader Kings 2. Battle Prediction has been disabled.

  • Expanded Difficulty Options. Hard and Very Hard difficulties have been expanded upon and has been extended to player characters as well. An Extreme difficulty option has also been added to the game, although this option is not recommended for serious play.

  • Expanded Game Rules. New game rules have been added that allow for further tweaks to the game, with game rules for things such as Fertility and Reduced Skills.

  • Characters now earn increased Lifestyle Experience from their Attributes.





The changes made by this mod can be seen below. Any showcased modifiers represent the 1.16 version of the game and the 1.0 version of the mod.

EXPANDED DIFFICULTY OPTIONS
While the difficulty options added by Paradox primarily make the AI ​​stronger with only a few player disadvantages, Memento Mori expands on the player side with additional disadvantages. Several player-specific disadvantages have been added, such as more expensive Men-at-Arms and reduced Lifestyle Experience Gain.




SKILL CHANGES
Changes have been made to give each character more defined strengths and weaknesses.

Diplomacy
Knights are now associated with Diplomacy like in my other mods. Knight Limit now has a negative offset, making it possible for some characters to have 0 Knights. Characters with low Diplomacy will earn noticeably less Prestige. Children will also have a deficit in Prestige while growing up. Counteract this with granted landed titles or prestigious marriages or other sources of Prestige. Commanders with low Diplomacy will take more losses when retreating from battles.



Martial
Knight Limit has been moved to Diplomacy. Men-at-Arms are now associated with the Martial skill like in my other mods. Commanders with high Martial skill are very deadly when winning battles. Travel Safety has been removed from Martial to give more weight to Travel Options and other sources.



Stewardship
Levies are now associated with Stewardship like in my other mods. Commanders with high Stewardship will have more supply. Travel Speed has been removed from Stewardship to give more weight to Travel Options and other sources.



Intrigue
Intrigue modifiers now have negative offsets, making sources of Scheme Secrecy more attractive. Commanders with high Intrigue will complete sieges much faster.



Learning
Piety gain from Learning now has a negative offset. Children will have a deficit in Piety while growing up. Counteract this by making sure that your children receive Virtuous traits or other sources of Piety. Characters with low Learning will gain more Stress. Commanders with high Learning are better at attacking armies with high Defensive Advantage.




CHANGES TO TITLE RANKS
Changes have been made to make AI rulers more aggressive and Knights less prevalent. Counts will now have to rely on their Diplomacy skill or other sources of Knight Limit to gain Knights.




CHANGES TO PRESTIGE AND PIETY LEVELS

Each Level of Devotion starting with Dutiful now reduces Different Faith Opinion and Holy Order Hire Cost, to a maximum of -25 Different Faith Opinion and -20% Holy Order Hire Cost at Religious Icon.

Each Level of Fame starting with Distinguished now increases Stress Gain, to a maximum of +50% Stress Gain at Legendary Figure. This is compensated by the increased Knight Limit - one of the most powerful modifiers in the game. Increasing your Level of Fame Impact now means more Knights but also increased Stress Gain.




INFORMATION CHANGES
Changes have been made to make the gameplay of Crusader Kings 3 less predictable. More of these type of changes may come in the future.

Hidden Battle Prediction
The predicted outcome of a battle is now hidden from view, making combat less predictable and in turn more exciting.



Hidden Health
Health is now hidden like in Crusader Kings 2. The "Know Thyself" perk from the Learning Lifestyle (20 Learning Perk with Veritas) is now the only way to be notified of your character's impending death.



EXPANDED GAME RULES
Several game rules have been added that allow for further tweaks to game difficulty.






Both of these mods impose additional limitations on the player and are highly recommended to use together with Memento Mori.

Veritas - Lifestyle Perks Overhaul
Hiraeth - Dynasty Legacies Overhaul










Changes are made indirectly by overwriting modifiers from 00_basic_modifiers.txt by their key names. This ensures that Memento Mori is compatible with as many mods as possible.

Memento Mori overwrites the following files in order to inject faction modifiers for the difficulty options.

(127)_nation_fracturing_faction.txt
(127)_peasant_faction_new.txt





All of my mods are completely free to use. You can patch, edit, or change anything that you like. You don't have to ask me for permission.





Crusader Kings III and its assets are owned by Paradox Interactive.
Fondamento is licensed under the SIL Open Font Licence.
Thumbnail makes use of assets from Elder Kings 2.
40 Comments
Anubis 27 Jun @ 4:46pm 
It took me a while to notice because the ingame tooltip does not reflect what is written on this description page but: "Hard" and "Very Hard" difficulties apply a flat reduction to lifestyle experience.

Besides the lack of transparency (because not mentioned ingame except when hovering over the lifestyle experience bar) I believe the malus is too severe, since there is no other way ingame to get flat bonuses to lifestyle experience, meaning this will reduce the total experience by a large amount - this is especially problematic if also using a mod like Veritas.

This is an odd issue because it is in line with the mod's objectives, personally, however, I do not think that taking this type of option away from the player is a fun way to do it - I do like the other changes from the harder difficulties though.
Anubis 26 Jun @ 3:13pm 
Whilst I like the intention of this mod, I feel like a few of the ideas are implemented in a way that is contrary to the expected quality of life.

To name an example: The hidden health mechanic is fine in principle but it should hide only the "result" of the health calculation, and not the entire tooltip, since it contains a compilation of pertinent effects, which are technically still accessible but it's cumbersome to check - I'd suggest either removing ONLY the end result of the calculation or, alternatively, adding a game rule to keep the original tooltip.

Something curious is that this exact approach is how the Battle Prediction mechanic is reworked - you can still see all pertinent modifiers and the only information that is actually hidden is the prediction itself.


I also agree with the other comments about the removal of travel safety and speed modifiers from attributes - I believe changing the values would be more sensible than removing them.
wingyiu.lw 24 Jun @ 7:35pm 
Try with Dark Age, you could die for any sickness, it's very excited.
Muse 24 Jun @ 5:42pm 
I like almost everything to do with this mod, but the other religion opinion malus from piety feels plainly ahistoric. People of religious renown were often respected by followers of other faiths- even Genghis Khan kept a buddhist monk around to consult his wisdom
Parysz 21 Jun @ 2:31pm 
No travel safety and speed from attributes is really annoying, can't really play the mod because of it.
Iwen 5 Jun @ 4:59pm 
@dada146 Yes, I'm pretty sure it does. Played with it and I've noticed the AI having the limiting effects
JarlRagnar793 3 Jun @ 11:05pm 
why does the entire steppe turn feudal after game start
Shattered Tian 3 Jun @ 6:41pm 
Can I play this mod with Dark Ages? If so this will be the ultimate hardcore experience
dada416 2 Jun @ 7:31am 
does this mod affect AI as well ?
mac6na6na 1 Jun @ 2:32pm 
The new skill stats overwrite the nomad-form stats with the ones that are for non-nomadic rulers.