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Aelisa

Second Lieutenant
79 Badges
Jun 23, 2017
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As part of the subset of the playerbase that's been clamoring for Paradox to make CK3 more challenging since the beginning, I feel obliged to make a thread about the new difficulty levels after having played a few games on Very Hard. Since the devs are doing a test run on the difficulties, I'd encourage anyone that cares about difficulty in CK3 to try them out and provide feedback.

I'll preface this by saying that I've played two full (300+ years) games on Very Hard since the new patch with all DLC and no mods: Matilda into France/Francia into European domination (1060) and the Nestorian Keraits (867) on the steppe into Mongol Empire, as well as a few shorter games (Ireland, Persia, Tarim Basin) to test some things out. Conquerors on default setting (primary heir inherits), everything else that matters on Default. Everything below is my opinion.

Pros:
1) AI generally consolidate quicker and build up quicker.

Games played out a bit like EU4, where the realms generally grow larger and dominate their region as the game progresses. AI realms are powerful (HRE and Byzantium fielding 15-20k, France fielding 10k, etc. at game start in 1066) with full MAA regiments, robust economies, and several allies that can be dangerous in their own right.
2) AI seem to pursue empires/formables more.
I saw Hispania forming, the Holy Roman Empire (re)forming (thanks France) after I destroyed it as Matilda, and a great Conqueror-founded Berber Caliphate owning North Africa, Sicily, Sardinia, and the Levant, where they duked it out with Byzantium. In general, Conquerors, even more than on normal, are the founders and destroyers of great empires, which feels both cool and historical.
3) AI are more aggressive and opportunist.
The AI is quick to sense weakness and can quickly gang up on a realm and take large chunks out of it. I've been DoW'd a few times, too, and it's fun to try and scramble to meet the threat. It also incentivizes you to build up your Men-at-Arms quickly and not stay weak while you build up your economy.
4) Your vassals are powerful and easier to rouse.
Duchies in 1066 could field 2-3k troops with full MAA and money to buy mercs, and allied among themselves. Revoke Title wars need to be planned out and Tyranny wars are very dangerous. Factions, likewise, are dangerous and do seem to appear a little more often. AI generally rises up when you Revoke Titles unless they have high opinion and trait combinations like content/cowardly.
5) Arranging marriages and marriage alliances is harder.
This incentivizes you to befriend/use hooks to secure good marriages, alliances, and skilled characters by way of marriage. Alliances reduce the marriage alliance acceptance drastically, so one has to choose allies carefully and it's harder to cheese the game with them.
6) Hostile schemes are harder to pull off, but not impossible.
Killing the King of France should be hard to pull off, and it is. Good agents are harder to find and might have to be paid and success chance is lower. Between a greater need to kill key characters to break alliances and schemes being harder/more expensive, stuff like the Schemer lifestyle becomes less of a meme and more of a useful strategic tool, which is a huge win in my book.
7) Wars are more interesting/tactical.
Between the "AI Rulers gain advantage when leading armies" and huge and full MAA armies, you might actually have to be tactical. As Matilda, I baited the HRE Emperor's armies into the mountains to break on my pikemen, pulling off a severely numerically disadvantaged win (6k vs 19k) in the early game.

Neutral:
1) The AI 'cheats'.

The AI uses bonuses and 'cheats' to compensate for stupid stuff like questionable building choices, accolades, MAA composition, so on, so forth. Of course, we all wish they could fix this, but the game is still a good deal more difficult, which is a win in my book.
2) Snowballing is still a thing.
Faster than, say, EU4 Very Hard, you are still going to reach a point when you've stacked all your MAA bonuses, built up a powerful economy, and stacked enough artifacts/traits that the game is gonna tend toward trivial.
3) Mercenaries.
Paying 700g for a few archers that stay around for 5 years seems questionable, but if you need the extra oomph (and you very well might), it's still an option. Meanwhile, the AI spams them out like normal mode Papal State, so that's something to watch out for.

Cons:
1) Recruiting Courtiers

Marrying your courtiers off to fetch skilled characters/knights is a lot harder now, but you can still recruit half the map with level 5 Lodgings as soon as you become a Kingdom. This feels like an oversight.
2) Tyranny gain
Changing your Vassal Contracts unfairly gives an insane amount of Tyranny now (160 to ask for slightly higher taxes from one vassal) for some reason, but Tyranny from revoking titles is unchanged. I'd argue for doubling the Tyranny costs across the board instead of targeting the Vassal Contracts specifically. In theory, you can still change everyone's contracts when you're about to die, accrue 5000 Tyranny, and then die.
3) Ransoming prisoners
Ransoming prisoners gives a pitiful amount of gold, but you can still ask for hooks and Demand Payment from Hook for the usual amounts. Once again, this feels like an oversight.
4) The Pope doesn't want to give you money anymore.
This always felt like half a cheat anyhow, but it doesn't seem like the solution is to nerf Catholicism even more for players. Instead, up the Piety cost/make the AI use it more.

As you can probably tell, my overall impression of the new difficulty setting is positive, and the balance of Very Hard feels closer to what I wish the game had been like from the beginning (something I can't say for EU4, where VH sometimes feels like an exercise in masochism). I believe there's still some quirks to be worked out and hope this thread can assist in that endeavor.
 
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The main difference is the AI has gamebreaking amounts of money, which means that all the empty holding slots get filled very quickly and the weaker side of every war immediately buys all the mercenaries they can to balance it. My playthrough ended when the Arabian Empire declared war on me because when I won they gave me 22,000 gold and I had no idea where to go from there. Still better balanced than normal mode though.
 
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The main difference is the AI has gamebreaking amounts of money, which means that all the empty holding slots get filled very quickly and the weaker side of every war immediately buys all the mercenaries they can to balance it. My playthrough ended when the Arabian Empire declared war on me because when I won they gave me 22,000 gold and I had no idea where to go from there. Still better balanced than normal mode though.
The money situation is a little wonky, especially for situations like that. Even a minor war in the early game where the Duke of Lombardy declared on me as Matilda yielded like 1200 gold when I beat him back.
 
5) Arranging marriages and marriage alliances is harder.
This incentivizes you to befriend/use hooks to secure good marriages, alliances, and skilled characters by way of marriage. Alliances reduce the marriage alliance acceptance drastically, so one has to choose allies carefully and it's harder to cheese the game with them.
I generally like alliances being a lot harder to get, but I feel marriage could need some tuning. E.g. I can't get my kids married off to someone with some standing because of existing alliances. Also I might not want to either because it might take up my possible alliance slots that I need for my heir / one good alliance.
Internal alliances, which are often not useful, also make any alliance marriage harder.

Maybe some sort of toggle would be useful on whether you want to marry for an alliance or just for prestige / possible claims (and roleplaying). So you can at least get your kids married off. Nobody wanting to marry the kings' daughters seems a bit strange.
 
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I generally like alliances being a lot harder to get, but I feel marriage could need some tuning. E.g. I can't get my kids married off to someone with some standing because of existing alliances. Also I might not want to either because it might take up my possible alliance slots that I need for my heir / one good alliance.
Internal alliances, which are often not useful, also make any alliance marriage harder.

Maybe some sort of toggle would be useful on whether you want to marry for an alliance or just for prestige / possible claims (and roleplaying). So you can at least get your kids married off. Nobody wanting to marry the kings' daughters seems a bit strange.
Yeah if they just decoupled alliances and marriages this wouldn't be an issue. But for some reason the devs think that's too confusing or too many steps for casual players? Weird thought process there.
 
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I wish they added a stress malus to the player to higher difficulties. Feels a bit too easy to deal with the stress system IMO and it is a common area where the player grossly outperforms the AI.
 
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I'm playing p***poor one province minors on Very Hard with Dark Ages mod installed. It's brutal, not sure if its exactly how things should work. But I feel some challenge for once at least.
 
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Diplomatic Range really needs a nerf, especially at lower title ranks, so that there's more upsides and potential interest in being a Vassal inside large realms, while having a similar impact on marriage and recruitment abuse. Stationing bonuses nerf for the player is the other obvious area, and could lead to less AI money buff and make the Hard modes play out better rather than it does right now.
 
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I'll just copy my rambling about hard/vh i left under some reddit post (ended up adding a bit more to it as apparently even while not actively playing it i did think of the changes more):

I have some problems with it, but i'll preface them by saying i think it's great that we finally have difficulty above normal.
The player gets almost no debuffs, i think there's no buffing AI enough if you dont nerf the player in the current state of things. At least some stress gain (half of which can be avoided by just roleplaying) and maybe some nerfs to cheesy things (like the whole left tree of stewardship, it's just dumb).

On the topic of cheesy things - AI having 50% building cost discount is not great and should probably be removed. Not only does that not solve the problem that AI just doesnt build enough things (even on very hard it just sits there with 9k gold or smth NOT BUILDING THINGS) but it also creates a funny problem with barons and (to a lesser extend) counts having this discount, because revoking baronies is free, if you can hold said barony you always want to throw a baron in just for the discount and build it up like that. This doesnt seem to be a big problem at first until you realise that lay clergy exists and that means you can build up temples for half cost and then revoke them with no downsides at all. Same but to a lesser degree applies to counts because even if AI was competent enough at building up to at least have some counties to station their MAAs at, counts most likely only have one, so their MAAs are weak, even if numerous, and if you're a duke there aren't that many vassals to revolt alongside them, so you can probably abuse 50% building discount like that.

Another thing is merc spam doesnt feel great. Not just that, merc spam also doesnt scale! So having bazillion mercs be called in vs you in 867 start sure sounds scary and you will probably lose, but same in 1178?... Euhhhhh...... Another problem with that is that AI doesnt account for the fact that it can POTENTIALLY raise another 5k troops off mercs and thus will never attack you, the player, if you have bigger "standing" army than them

Levy reinforcement rate, which is QUADRUPLED for AI on very hard also feels wonky and probably hurts AI more than it helps it, because it makes AI vs AI wars more stalemate-y. It could be knocked down a bit, but this one i care the least about.

Faction changes are interesting, i think them having +50 base reasons to join one is a bit much, but the fact that it scales with opinion (or rather it becomes +150 if opinion is below 25, i think some granularity here would be good....) is a very interesting choice and i quite like it, it's a bit rough but also euhhh, whatever.

I think having a flat -2000 reasons to marry if someone is a pool character and has 12+ in any stat is a bit too.... binary? Again, would be better if it was more granular, and also only applied if you're actually stealing that person to your court (it's not hard to detect that at all). I like this chance a lot though, and if it was made less binary i think this one could probably be applied to normal too, just in a less harsher form.

Everything else to me feels OK. About on par with what i expected off higher difficulties. I think another cute addition to it would be to just fobid AI from hiring skirmishers, like... at all. Considering AI sucks at stationing (consequence of it sucking at building) having it NOT pick the weakest-at-base option might help a bit.
 
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Diplomatic Range really needs a nerf, especially at lower title ranks, so that there's more upsides and potential interest in being a Vassal inside large realms, while having a similar impact on marriage and recruitment abuse. Stationing bonuses nerf for the player is the other obvious area, and could lead to less AI money buff and make the Hard modes play out better rather than it does right now.
I think stationing nerf in general EXCEPT for holdings themselves would level the playing field more, as AI just isnt scripted to hire MAAs around buildings them have (even though it really should be that way, as it's not like AI can destroy or replace buildings....) and thus gets minimal stationing bonuses.
But also i dont think there's a way in current script to apply a modifier to a building via gamerules...
 
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The AI has way too much money.

Like, this is the equivalent of EU4 "hard mode" being all AI countries having 5000+ ducats a few years after the start of the game. They don't have anything to spend it on.
 
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If youre playing a patch that doesnt have it, you won't be able to use it. Try playing on the latest patch
Looks like some dirs like common were not updated properly. Cleaned and it's fine now.
According to the difficulty, there's a major issue to understand if your dynasty members are friends or foe? They also AI getting buffed with hard difficulty and extra money, skills, cheap domain expansion etc. Also there's alliance limit added. But what about house members call to wars - are they still free?
 
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The AI has way too much money.

Like, this is the equivalent of EU4 "hard mode" being all AI countries having 5000+ ducats a few years after the start of the game. They don't have anything to spend it on.
Free money could be spent on armies and tournaments. Also legends and epics become costly with a strong economy. Buildings are cheap like 30 gold per temple with buffs.
 
Yeah if they just decoupled alliances and marriages this wouldn't be an issue. But for some reason the devs think that's too confusing or too many steps for casual players? Weird thought process there.

I strongly support ending automatic alliances on marriage anyway, and replacing this with an automatic non-aggression pact that you have to persuade/manipulate the other party into upgrading to a defensive or offensive alliance, as this would mean you have to work much harder to get people to fight your wars for you, even on normal difficulty, and add another political/interpersonal dynamic to your foreign policy.

Failing that, I think the solution for the hard mode as currently constituted is to only apply the limit on marriages to external marriages - ie, the marriages that would provide you with more armies to support your expansion - whilst leaving marriage acceptance within the realm unchanged, because of course vassals would want to marry into their lieges family, both in a historical accuracy sense, and in a game mechanics sense, because they would gain prestige/influence, and would not be expected to join as allies in wars in return.

(PS I haven't actually started a new game since the harder difficulties came in, so apologies if I have misconstrued how it works!)
 
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Looks like some dirs like common were not updated properly. Cleaned and it's fine now.
According to the difficulty, there's a major issue to understand if your dynasty members are friends or foe? They also AI getting buffed with hard difficulty and extra money, skills, cheap domain expansion etc. Also there's alliance limit added. But what about house members call to wars - are they still free?
Theyre ai so probably get the buffs.
 
Looks like some dirs like common were not updated properly. Cleaned and it's fine now.
According to the difficulty, there's a major issue to understand if your dynasty members are friends or foe? They also AI getting buffed with hard difficulty and extra money, skills, cheap domain expansion etc. Also there's alliance limit added. But what about house members call to wars - are they still free?
Good catch, they are unchanged.
 
Failing that, I think the solution for the hard mode as currently constituted is to only apply the limit on marriages to external marriages
You get base +50 reasons to join faction vs you on very hard, internal alliances might actually be useful sometimes, and as such, i think should still count towards overall debuff, although maybe not as much.
 
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How do we feel about this compares to Dark Ages? I feel like DA is superior in that it’s less buffs and nerfs, but instead changes the gameplay in more immersive ways.
 
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