Updated the LIBRT module to version 7c
This should be save-game compatible, so just download and extract to the LI folder.
Well, the gold you spent in-game won't come back though x_x
Changelog:
(Re)corrected ai factor mistype for militia chains (is typing in bed at night to finish the release an excuse? -_- )
Made the first two regional levy/tradition chains for castles start as always. The first two regional traditions cost 50 and 75 gold, and the rest of the chain 100 gold. The regional levies and non-professional cultural levies cost 125, the general levy specialization and professional cultural levies (for castles only) are back to the original 150 for all holdings
Made castle and city cultural buildings build time back to 425, and temple build times up to 365, from the previous quickening to 300 (since I made most buildings all faster then in general)
Made the five temple control -> bailiff chains cheaper (by either 5 or 10 gold) and made them start always with first level shrines (they are temples after all).
Made retinues slightly cheaper (reference: a skirmisher company that previously cost 250 now costs 150, ie. 1.25x vanilla) to try making the ai hire more of them, but made them more expensive to maintain (2.5x than before, since setting was too low upon checking an observe game) yet cheaper to reinforce (2.5x as well). Also modified the technology scale so that instead of a 0~20%, it's now 2.5%~15%.
Added a Steppe Mercenary Band horse-archer/light-cavalry retinue
Increased garrison size reduction in tech to compensate for the unforseen effect of garrison additions of late-game buildings (as Shaytana defined the values).
Perhaps give states a building in castles, like the merchant republics have ( garrison for trade posts), that adds more retinue manpower ( at least I think it does for the republics).
I've actually already done that

There's the early mercenary chain, then the household and aristocracy chains also add retinue points.
Though I'm still debating over whether retinue points should be more dependent on manpower or on buildings. After all, late-game I've seen stuff like 182k retinue points even with reducing them as they are now (granted, the realm manpower was 800k with an army size of close to 300k, but this was at 1415 so it kind of felt justifiable. Though I'm still on the ropes with what is the ideal for realm army size per period).
Also, a screenshot from a late-game observe (from the version before this)
View attachment 72362
happy, dacia fanboy? :laugh:
though the AI doesn't create kingdom titles, which prevent them from creating empires...
View attachment 72363
"umayyads", right.
This is probably an oversight I believe...
Btw, the funny thing about republics in this mod (pre mercenary update patch) is that they thrive early game but almost all but one or two survive late game (usually either Pisa or Gotland)
I like Krete because it has the trading origins, and doesn't have much of a use in its current form anyways. It's great for both Aegean, Adriatic, and Mediterranean trading.
another suggestion made in the ck2+ forums which is relevant is realigning the ports of Cyprus to make it face the southern sea zone instead of above it.