Crusader Kings III

Crusader Kings III

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Rebalanced Less OP Knights
   
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188.065 KB
4 Jun @ 12:44pm
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Rebalanced Less OP Knights

In 1 collection by I Am Full Truie
Immersive Hard
52 items
Description
Introduction
This mod is part of a broader "Rebalanced" lightweight mods series. (A breakdown from the former "Rebalanced +" mod)

I essentially made each mechanism its own submod so that players could pick only the aspects they want to see modified/added.

Indeed, everyone has a different idea of what needs tweaking in the vanilla game and what does not.

"Why not make everything Game Rule ?" one might ask ; i felt like having those as separate mods would make it easier from a player's perspective, as most people don't even bother tweaking the game rules.

It's also a little easier maintenance-wise on my end, and - I feel - more readable for players. You'll know exactly what you're modifying from your subscriptions/playsets.

All these mods will include a Game Rule (IF APPLICABLE) which will give you 5 settings :
- Values set to 33% of default - way easier/lighter
- Values set to 66% of default - easier/lighter
- Default (intended setting to play the mod)
- Values set to 150% of default - harder/heavier
- Values set to 200% of default - way harder/heavier



Mod content
This mod makes the following changes :
- Knight Damage per 1 Prowess : 50 ---> 15
- Knight Toughness per 1 Prowess : 10 ---> 15
- Building Scaling Knight Effectiveness modifiers Tier 1 : 0.1 ---> 0.075
- Building Scaling Knight Effectiveness modifiers Tier 2 : 0.2 ---> 0.125
- Gave Levies 1 Screen (mainly to keep the mod in line with MND Balance mod)

That's it.

This will make it so 35 Knights with 30 prowess and 450% Knight Effectiveness won't mow down on 100.000 levies. They will absolutely stay relevant though.

No Game Rule for this one as it's mainly tied to Defines (NCombat).



Compatibility
Pretty much everything that does not modify the NCombat node.



Savegame compatibility
Yes.



Available Languages




MY MODS




Rebalancing / Lightweight Mods


[www.patreon.com]
7 Comments
I Am Full Truie  [author] 11 Jun @ 5:30am 
@Captain SSmolleTT Yup, completely agree with you, i've been looking for a workaround the engine limitations to make it so knights in army buff the army, but that's not doable outside of accolades.... if only "knight_army_modifier" was scopable outside of accolades....
Captain Smollett 11 Jun @ 5:09am 
what would be great if standalone knights got some penalties. One knight killing 50 levies sounds like a lot, but if he himself has levy support (more so just so not all the 50 said levies pile up on him immediately) then it doesnt sound quite as bad...
I Am Full Truie  [author] 11 Jun @ 4:46am 
@Captain SSmolleTT with these numbers, modded the Knights all die due to low toughness, and kill about 600 levies

from a realism standpoint, this is still quite insane
it would be great to be able to make it so knights deal a lot of damage but only 5% of it would be hard casualties, to better mimic their effect on a battlefield (easily routing people but here we still have each knight kill 50 levies each all while being alone on the battlefield, not the best historically plausible depiction of medieval battles imho)

perhaps buffing the toughness higher again to compensate, but that's just gonna make battles longer in the end
Captain Smollett 7 Jun @ 9:53pm 
That's quite a stacked army, what about something more grounded, like 12 knights, 16 prowess, 175-200% eff? I suspect they wont have much of an impact in that case...
I Am Full Truie  [author] 7 Jun @ 9:02am 
@Captain SSmolleTT I've re-made my calculations

with 30 knight at 30 prowess with 400% knight effectiveness vs 6000 levies

"in a vacuum"
Vanilla : 2 rounds, 22 knights left
Modded : 5 rounds, 16 knights left
I Am Full Truie  [author] 6 Jun @ 9:20am 
@Captain SSmolleTT y'oure free to make your own version mate
Captain Smollett 6 Jun @ 9:07am 
Why are the levy changes there?..
Also not sure how relevant knights are with just 15 damage per prowess