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Rune Welsh

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Another one here who doesn't use CK2+ or any other balance mods for that matter. I tend not to agree with a good chunk of the changes they implement (in the case of CK2+ I would go as far as to say I disagree with 80% of the changes). Unfortunately I'm too busy to sit down and tailor those mods to my liking, so I just play with minor tweaks of my own.

I would love to try the AGoT mod eventually, being a big fan of the books myself. However I'm playing on a windows machine that has borderline specs to run CK2 and sadly I still find performance unacceptable on my Mac. That mod just requires so many resources :( I also tried that mod that generally improves portraits and clothing, but it also slows down my system to a crawl.
 

albso437

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Another one here who doesn't use CK2+ or any other balance mods for that matter. I tend not to agree with a good chunk of the changes they implement (in the case of CK2+ I would go as far as to say I disagree with 80% of the changes). Unfortunately I'm too busy to sit down and tailor those mods to my liking, so I just play with minor tweaks of my own.

I make personal mods for all Paradox games.
As you say - I often disagree with big chunks of all the mods out there, so I borrow the parts I like from different mods and then create my own personal mod.

Time consuming?
You bet...
 

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No thanks.
-Turning West Africa into a powerhouse (I agree it's not fleshed out enough in vanilla, but there's a happy medium between that and the crazy version in CK2+)
Is it? They have more provinces and stuff but they don't really interact with the rest of the world much so I don't see a problem.

-Holy Wars cost piety. (What?)
Mostly a balance thing, can be avoided and you usually get that piety back from battles.
-More lethal diseases. (CK2 is "uncertain" enough as it is with every other ruler dying in their 30s of "Natural Causes." I'd actually love a mod that significantly reduces the chances of that.)
Actually "natural deaths" might happen less in CK+ as I remember one update increased the base health for characters just for that reason. The diseases being more lethal seems more realistic, and I think it's better than my rulers are not Methuselah who just refuse to die.

-Messing around with the de jure title structure. (More just an issue of me being used to vanilla. If I'd started with CK2+, it wouldn't bother me.)

Usually it makes them more correct, I hate the jure Bavaria, Saxony in Pomerania and made-up kingdoms like Ruthenia

/CK+ drone
 

siis

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81% was people who had not booted up a single mod in december...

I think because most of your customers buy in steam, and may not even know there is a forum and mods for the game. And I think the mod Forum can only be seen when you have registered the game? So people have to make a forum account and somehow manage to find the cd key and register it to even learn that there is a mod forum? And installing, patching and compatibility of mods... it could be easier. In these times of hand-holding and instant action this is way to much work ;)

Include the Steam Workshop!
 

Aeon221

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Better multiplayer, better integration of modloading into the actual game screen and better integration of modding into multiplayer would all be great and would probably boost mod uptake and satisfaction among your most vocal customers.

As far as mods played, I've been bouncing between AGOT, CK2+ and PB for the past month or two.

AGOT is sort of entertaining because of the largely similar sized states whacking into one another, but has SERIOUS issues with event spam, plot overload, overbuild of systems and in general a severe case of kitchen sinkism. Plus way too many features that don't work, or aren't worth the work they require to get them to work. I can't say I'd recommend it to anyone in the current state, but on the flip side I did nearly pee my pants at how hilarious it was to run through the enemy flambeing everything as Aegon. Plot spam can easily crash the game though, so be careful what you wish for when playing it.

CK2+ works reasonably well and has a number of usability elements I find dandy. But it's also got a lot of special case stuff and hidden modifiers I don't particularly care for, with the province prosperity thing chief among them (tax makes it worse over time, economic research makes it better). It's ok. I like the faction system, but I don't like how opaque it is and how few options I have for interacting with the various factions. I also dislike how difficult it is to form a separatist faction of Italians without picking up tons of random minor German states, or of aiding other Italian states in escaping from the HRE after I've accomplished that feat. I'd absolutely recommend it as something worth trying, but I don't tend to use it for play sessions or MP due to the number of counterintuitive or unexplained stuff I've run into. It does have a lot of opportunities for MP, so it can be fun in a SP experience.

PB is the most limited of the three I've played in terms of changes to the game, but by far the best polished. Balance might not always be spot on, but everything included actually works as advertised. Plus the crown and demense law system is the best thought out. I wouldn't mind a few more systems getting added, but for the most part it's an excellent experience with a lot going for it. This is the mod I use for MP, I recommend everyone try it if only to see what it does.
 

Johan

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Most likely it shows "most played mod" for those who've actually started a mod. Or they got lazy and took vanilla - CK2+ - GoT = other mods, rather than accounting for people who've played more than one mod..


yeah
 

Johan

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So if you started a mod once, and vanilla 100 times, you'd be listed under playing that mod? Oh, and what if you started two mods exactly the same amount of times? Sorry, but it really sounds like a perfect case of "lies, damned lies and statistics" here... :p


you would be counted as playing that mod.
 

Asa_TJ

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I'd love to hear what you consider bad in Project Balance ;)

~ PB author

"Bad" is a strong word. "Not to my particular liking" would have been more accurate. I could go through and break it down, of course. See my previous post about not wanting to make the game harder. Your tutorials were amazingly helpful, by the way!
 

Slaxl

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People are suprised? Mods and modders are not as important as they like to think.

What an odd thing to say...

I am surprised, if for no other reason than it's really easy to change stuff. So if you want to make even the tiniest of tweaks, like renaming a county, or adding yourself in as a character, or changing some stat somewhere, I would assume that that would count towards the other mod category. I'm surprised more people don't.
 

Dracko81

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People are suprised? Mods and modders are not as important as they like to think.

I think you are mistaken. Almost 1/5 of CK2's player base used a mod in December.

I am, as always, part of the 4/5 who play without mods. Simply due to the fact that I still have not played every possible starting scenario in vanilla, on the 15th Sept 1066. Or even played as all the kingdoms start to finish. Mods are great, but there is so much in the base game already that mods are not needed to enjoy the game passed the first 100hrs.

Replayabilty.
 

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you would be counted as playing that mod.
Thanks for the clarification. So these statistics should be taken with a grain of salt. I am not even sure which category I am part of myself...

People are suprised? Mods and modders are not as important as they like to think.
I'm more surprised that the number of people playing WITH mods is so high. 20% is quite a bit.
 

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"Bad" is a strong word. "Not to my particular liking" would have been more accurate. I could go through and break it down, of course. See my previous post about not wanting to make the game harder. Your tutorials were amazingly helpful, by the way!
Feedback is always great. Though it'd probably be better to stick it in the PB thread itself so as to not derail this one :)
 

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This is far from exhaustive, I could break it down more in the PB thread if you're curious.

Project Balance-

Love it!

-Gender equality changes
-Increased max held duchies
-Reduced councilor reassignment cooldown
-Higher death in battle chance
-Harder to convert pagans
-Culture spread via ports
-Norse-Gaels!
-Tribal raids (Why don't they work against Catholic, though?)
-Shorter truces
-Changes to tech spread
-Longer opinion bonus from granting land
-General changes making it easier to keep vassals happy
-Renaming Irish titles! (Again, something I'd love a stand-alone version of.)

No thanks. The general theme here is either, "This straight-up makes the game harder (which might be great for some, but I find the difficulty in vanilla daunting as it is)" or "This makes things less historically accurate just to make things more 'fair.'"

-Pagan holy orders. Might make sense for the Romuva, but I'm not aware of such a thing existing, at least for the Norse.
-Lower empire levies.
-Double time to fabricate claims as a pagan.
-Kingdoms formed with prerequisites of holding multiple, other kingdoms. Just a bit confusing.
-Reduced prestige for holding an empire.
-Anything that forces the active liege to change culture against their wishes
-Longer time for culture spread in empires
-No Jihads against Ethiopia
-Emperors need to have above -15 relations with all duke/king vassals to increase Crown Authority
-All the restrictions on Holy Wars based on character traits
-Reduced reinforcement rate
-Pagans/Muslims no longer get de jure county claims against same religion
-Cooldown on holy wars
-Coastal republic CB unusable against Mulsims
-Tax modifier while at war
-Increased levy/retinue upkeep. (I'm fine with retinues costing money while not reinforcing, that actually makes sense balance AND flavour-wise. It's the other change I'm referring to.)
-Warrior cult stunts tech growth
-Reduced city tax income
-Changes to Imperial Crown Law
-Tax, levy, and reinforcement changes
-Nerfs to opinion gain from Feudal Elective, fighting infidels
-Nerfed Varangian guard, made all the Byzantine vassals envious
-Prestige calculation nerfs
-Independence factions more dangerous in empires
 

Meneth

Crusader Kings 3 Programmer
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Feb 9, 2011
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This is far from exhaustive, I could break it down more in the PB thread if you're curious.
<snip>
That'd be great :)

Anyway, to counter a few points:
"Kingdoms formed with prerequisites of holding multiple, other kingdoms. Just a bit confusing."
Pretty sure no kingdoms require other kingdoms. The empires do require kingdoms though.

"Anything that forces the active liege to change culture against their wishes"
The player gets the option to not change culture.

"Reduced city tax income"
Have you seen how much income cities get in the Republic? They essentially got buffed by ~30-40% whenever there's a trade post there.

"Tax, levy, and reinforcement changes"
The first two you can opt out of; there's a mini-mod of sorts attached to the OP that restores vanilla's demesne laws.