Crusader Kings III

Crusader Kings III

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Quality of Life Game Rules
   
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2.577 MB
2023 年 10 月 8 日 上午 11:04
11 月 19 日 下午 7:47
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Quality of Life Game Rules

描述
11/19 rebalanced decline of health

Features

A Quality of Life mod with game rules! You will decide what features is QOL or not, so try them and decide for yourself.

Gamerules I randomly came about implementing:
  1. Harder difficulties
    • Hard: mirrors easy, but now AI gets the buffs instead of you!
    • Insane: mirrors vesy easy, but AI gets the buff.
  2. More difficulty
    • All Enabled: AI will do better with all mechanics designed to aid them, such as designating their best and most
    • Some Enabled: AI will do better with some mechanics designed to aid them.
    • Disabled: No change.
  3. Dynamic Holy Order Lease
    • Enabled: Holy orders may now only have castle holdings, all of which save for the founding headquarter will expire! Opinion matters, you will lose patronage if you hate the grandmaster or the grandmaster hate you.
    • Disabled: Regular old holy orders that somehow holds on to their cities forever, even under hostile faith...
  4. Auto Building Order
    • Enabled: What is that? You hate the AI placing building out of order? Good, this is for you! Existing buildings will be organized every 5 upgrades/new buildings. Player may disable themselves separately in game.
      * you can disable this for yourself in-game via self interaction
    • Disabled: Regular suffering of messy building placement from AI.
  5. Character Remarriage
    • Restricted: Characters of low fertility, unless landed without an heir, will not remarry. Characters whose spouse was their lover or soulmate will not remarry for years - length of time depends on opinion of the dead spouse and their own honor.
    • General: ... will most likely not remarry ... For details of the mechanical difference: see files.
    • Lenient: ... will be less likely to remarry ... For details of the mechanical difference: see files.
    • Disabled: Regular CK3 marriage.
  6. Hidden Boon and Curse
    • Enabled: It is time to stop treating children as simple traits. If they are a genius, you won't immediately know! And how can you tell if a baby will turn into a beauty unless they did? Genetic traits will now take time to manifest.
    • Disabled: Regular vanilla inbreeding and betrothal at birth.
  7. Keep Childhood Trait
    • Enabled: There is no clear boundary between child and adult; may we stay curious and charming, or be rowdy and bossy as always. It is who we are, a change of age does not change us, hopefully.
    • Disabled: No change.
  8. Player Can Be Knight
    • Enabled: Allows players to be knights of their liege if their character has high prowess.
      * Sadly, we cannot be our own knight unless you're at war the same time your liege is at war, then somehow you do participate in battle as knight and slaugther enemies. Weird Paradox moment.
    • Disabled: No change.
  9. Besiegeing Slows Down Army
    • None: No change.
    • Player: Player armies will slow down within a month from when a siege starts, making it harder to move away.
    • All: All armies will slow down within a month from when a siege starts, making it harder to move away.
  10. Reasons to Abdicate
    • Enabled: Rulers with suitable personality may peacefully abdicate in favor of their heir.
    • Old Age: Old or incompetent rulers may abdicate peacefully.
    • Disabled: No change.
  11. Decline of Health (beta)
    • Disabled: No change.
    • Normal: Diseases will now worsen over time depending on character probable hygiene, health, stress, weight, age, etc. Harsher aging independent from base game health decrease: see detail below at "rule mechanics."
    • Harsh: Diseases will progress faster
  12. Surprise War (beta)
    • Disabled: No change.
    • Enabled: Characters can now start a war even with an army raised(even in enemy territory), but there are consequences for surprise attacks.

I may add more game rules in the future; you can also suggest any other game rules that you want to see in the game; I'll try implementing some if possible. Have fun!

Q&A

Compatibilities
Recommend new game file
Will work perfectly fine with most mods
Updated to 1.13.*

Achievements
Yes; none of the rules from this mod blocks achievement

Rule Mechanics

For those interested in the technical details: see Rule Mechanics discussion

Translations

中文: 牛奶大魔王

Deutsche: ProfDrMax, finallyciv

Русский: Splinter

日本語: 夢見月

My Other Mods

Better Dynasty Tree
Buffed Mongol Invasion
Change of Looks
热门讨论 查看全部(3)
11
9 月 6 日 上午 9:32
Rule Suggestions
/\ltanic
1
2024 年 4 月 5 日 下午 1:00
Rule Mechanics
/\ltanic
0
10 月 29 日 上午 12:15
Bug Report
/\ltanic
125 条留言
niardra 11 月 21 日 下午 3:02 
Yup, if you could update the mechanics doc, that would be helpful!

Adding a random childhoot trait based on their existing adult education trait seems like a good idea.Or could simplify even more and add for the character's highest stat.
/\ltanic  [作者] 11 月 21 日 下午 12:09 
@niardra
A bit of this and that that I can't recall right off my head; "some enable" generally includes things that make AI more 'competent' like higher chance to undo corruption that lowered their holdings' control. If you're interested, I will compile a list and put it in Rule Mechanics

As for the performance question, I've experienced no noticeable difference. The mod replaces the vanilla trait, so the exp bar will be there even with the game-rule disabled, it just won't ever progress. I definitely can add them to adult characters but I have not think of a way to assign them without proper historical expertise. I have thought to give them at random, depending on their education. If you have a idea, feel free to let me know :)
niardra 11 月 20 日 下午 11:59 
Could you share the details of which features are enabled 'some enabled' in the 'more difficulty' setting?
I like the tiered childhood education trait: are there any performance impacts of adding it to everyone? Would you be able to also apply it to existing adult characters on game start?
w1ldforss 11 月 20 日 下午 7:42 
@diogobigateixeira, what game rules are you currently using?
diogobigateixeira 11 月 20 日 上午 2:07 
That's so cool I'll turn it on when I start my next campaign. I'll give you a feedback when I do
/\ltanic  [作者] 11 月 19 日 下午 8:00 
Update is live, so it is true players are affected earlier than AI because AI don't stack as much modifiers lol. I've tone it down a bit to match base game re-balance, see if this feels better.

You should live longer but if you don't keep stress down, drinks a lot of alcohol, have no relationships, and is lone survivor in a big but dead family, you'll die much quicker.
/\ltanic  [作者] 11 月 19 日 下午 6:36 
Thank you all for the inputs, I'll see to fix anything that could be going ham on player in this mod

@ck3user7748, no I was not aware, thanks for letting me know
diogobigateixeira 11 月 18 日 上午 12:34 
My games usually goes around:
Poor health around 45
I change focus to medicine to live a few more years
Skull icon after 3-5 years ~50
Death within a year or two ~52
Army north 11 月 17 日 下午 11:00 
I can understand receiving a significant health penalty after age 45, but I don’t understand why only the player-controlled characters are affected. This also happens in multiplayer.(AI translate)
ck3user7748 11 月 17 日 下午 5:35 
The base game rebalanced mortality quite a bit and mods that aimed to adjust down life expectancy averages are now almost all too harsh. Not sure if this has already been attended to for this mod but thought worth responding given discussion below.