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In this mod I see that Duchy penalties for Kings apply after more than 1 duchy is held, Is there a way to disable or edit this??
Just started using paradox plaza because Steamdownloader doesn't work, saw your mod and the only thing I didn't like was the 1 duchy thing.
 
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In this mod I see that Duchy penalties for Kings apply after more than 1 duchy is held, Is there a way to disable or edit this??
Just started using paradox plaza because Steamdownloader doesn't work, saw your mod and the only thing I didn't like was the 1 duchy thing.

Yes! Just download the free editor Notepad++ (google) and then install it.
The path to the file you need to edit is (from the top level of the game directory which will depend on if you use steam and where you installed it etc): *CK3GameFolderName*\game\common\defines\00_defines.txt

In 00_defines you can, if using Notepad++, press ctrl+f to open the find box. The line you are looking for is MAX_DUCHIES_BEFORE_PENALTY = 1

Just change that to w/e you want.

IMHO its one of the many weaknesses of the current game design that the max number of titles your top level liege can hold without causing unrest is not directly tied to crown authority ..

Its also going to apply to the AI if you increase it. ;)
 
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Hi Rob,

Thanks for the quick reply! Overall really love the mod, and I think it brings an important balance to the game. Now being realistic, what is the chance that you could put some of these options in the initial game setup options? :)))
Would be amazing to be able to toggle the level of this. I'll be honest, with the current optionality of where (at least how it appears now), the vast majority of the value comes from the commander, it feels like its not about avoiding pitch battles, but rather courtier mating season to always hunt for the best commander, and you can then take on any sized armies almost. If I had the option to give more of an advantage to the value of the favor from the default ~(80% lets say when there is a 20 point advantage) but not necessarily 1,000% I definitely would. Doesn't mean that everyone else would love these settings however. An alternative option is to provide the default value in the comments file so that I can select how much different I want things to be...

Regarding the advantage benefit
"ADVANTAGE_DAMAGE_SCALING_FACTOR = 50 # How much should the advantage affect damage given"

Am I correct in understanding that this takes the basic advantage and multiplies it by 50, where I could put my own value in there? Or what would the default value be?

Adding settings options for the main variables is a fantastic idea. I will do this for the next major release. ;)
If you tweak ADVANTAGE_DAMAGE_SCALING_FACTOR closer to vanilla, you will see a return to the side with the most troops winning every time. What's more fun: an unpredictable outcome or one that is not even determined by MAA counter or commander quality? As ever though, its 100% up to you! If you find something you like (and consider that you will also want to edit the command traits modifiers and levy and MAA stats too to maintain some balance) let me know and I'll play test it.

Vanilla value for ADVANTAGE_DAMAGE_SCALING_FACTOR is 2 (!) so I am condident you can find a sweet spot between that and 50 hehe. :p
 
Hi Rob, congratulations on your mod. I have a question, how can I modify the value of the mercenaries? Being so cheap, I find myself in the situation that by raising a little money, I can buy all the mercenaries at the same time and have a large army being a simple count
 
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Hi Rob, congratulations on your mod. I have a question, how can I modify the value of the mercenaries? Being so cheap, I find myself in the situation that by raising a little money, I can buy all the mercenaries at the same time and have a large army being a simple count

This is usually: %USERPROFILE%\Documents\Paradox Interactive\Crusader Kings III\mod\
Find my mod folder and it will be in \whatever it calls it\game\common\defines\00_defines.txt

Edit with Notepad ++ (free).
The section you want is:

Code:
NMercenary = {
    LEVELS = { 9 9 9 }                        # Defines how many different sizes of mercenary companies are there and how many are spawned for a given culture
                                            # The numbers correspond to numbers of counties of the culture. No company exists if the number is lower than the first value specified here.
    HIRE_RANGE = 250                        # The maximum distance of mercenaries that can be hired (capital to mercenary location)
    HIRE_RANGE_SAME_CULTURE = 350            # The maximum distance of mercenaries with the same culture that can be hired (capital to mercenary location)
    LEVIES = { 150 250 550 }                # The base numbers of levies for levels of mercenary bands
    MAA_REGIMENTS = { 1 2 2 }                # The number of MAA regiments for levels of mercenary bands
    NUM_KNIGHTS = { 1 3 5 }                    # The number of knights for levels of mercenary bands
    MAA_REGIMENT_SIZES = { 1 2 3 }    # The base sizes of MAA regiments for levels of mercenary bands, in number of sub-regiments
    SKIP_CULTURAL_CHANCE = { 0.5 0.33 0.2 }    # The chance that we skip including a cultural MaA in a merc company
   
    SIZE_INNOVATIONS_RATIO = 3.5            # How much are mercenary companies growing with the ratio of discovered to all cultural innovations of the culture. 1.0 means +100%
                                            # if SIZE_INNOVATIONS_RATIO = 2, the mercenaries will be 3x their original size if all innovations are discovered
   
    HIRE_MONTHS = 60                        # The length of the period mercenaries are hired for in months
   
    LEVY_COST_PER_100_SOLDIERS = 0.1        # The cost of the levy regiment part of mercenary companies, per 100 soldiers for better precision
    MAA_COST_RATIO = 0.2                    # The cost of the MAA regiments of mercenary companies as a fraction of what those regiments cost when buying them
    REALM_SIZE_MULT = 0.05                    # The cost will increase by this many percent multiplied by the square root of the hirer's realm size (# of counties)
   
    ALLOWED_DEBT_MONTHS = 24                # How many months of monthly income in dept are characters allowed to have before being blocked from hiring mercenaries
   
    REINFORCEMENT_FACTOR = 3.0                # How much faster do mercenary regiments reinforce than regular regiments

    COUNTY_REMOVAL_FACTOR = 1.2                # When removing mercenaries from shrinking cultures, first multiply culture size with this
}

Tweak away!

IMHO its pretty well balanced as it is. The vanilla version makes mercs more expensive for a shorter time. My mod makes them less numerous, with far fewer knights, cheaper and for a longer time.

I wanted to make it viable to farm gold and hire mercs to fight your wars instead of maintianing standing armies of MAA.
CK3's late game is broken and boring and always was.. no getting round that with any mods sadly. :)

I'll add merc hire cost and availability to the preset options next version.
 
small issue as of 1.7.2. events where you usually get a commander trait are simply blank. clicking on either dialogue option doesn't give you a trait.
Oh dear! Let me see if I can reproduce that ..

Steam version (1.7.2) ? Y/N?
Any other mods being used? Y/N?
If Y to mods: what order are they in? and
Does it do it 100% vanialla with just my mod?
 
Oh dear! Let me see if I can reproduce that ..

Steam version (1.7.2) ? Y/N?
Any other mods being used? Y/N?
If Y to mods: what order are they in? and
Does it do it 100% vanialla with just my mod?
Nevermind: its definitely my mod.
I bet I've missed a parenthesis out somewhere.
Will fix and re-upload this evening.
Derp.
 
Nevermind: its definitely my mod.
I bet I've missed a parenthesis out somewhere.
Will fix and re-upload this evening.
Derp.
yup.jpg


Amazing what a difference one bracket (or lack of) makes isn't it? :eek:
Fixed. Re-uploaded as v5.1. Should work now.
 
Hey Rob, I talked with you few months ago and here I am again, I just started playing CK3 again and wondering if you tweaked the mercenary costs, it seems odd to me because currently they are more expensive with the mod than without the mod. Also wondering if you tweaked the physical traits, because I remember 6 months ago or so they gave 10/15 in some skills and now 2/4 (examples). Thanks
 
Sadly this mod is broken as for 2023 due to TaT and it doesn't seem it is going to be fixed anytime soon, only reason I kept playing CK3 was because of this :/

I don't really enjoy playing on older versions but that's the only way around it if you want to keep using this mod, anything before TaT works