Rather than creating a third thread regarding how ridiculous I still think Knights are with the Chivalry tree unlocked, I'll add this here:
View attachment 848218View attachment 848216View attachment 848217
The King of East Francia filled out his Strategist tree and spent a lot of gold (for only being 13 years into the game) to recruit and maintain 600 Armored Footmen, but it was all still outperformed by
one Count/Knight with 29 Prowess and 2 perks (from the King) invested into the Chivalry tree. With the rest of his knights - complete with their thoroughly mediocre prowess levels - added in, the gap becomes downright silly.
Yes, I hired some cheapo mercenaries to get ~650 Light Footmen to help counter his heavier infantry, but I still don't think that's any excuse for this lopsided imbalance. There are 0 buildings that I can find giving the King of East Francia modifiers for his knights, and he gets +14% from his Marshal's mission (character switched to check).
Meanwhile, I'm playing Norse and have +20% Knight Effectiveness from Halfdan controlling York, yet my top knight with 28 prowess had less than half the kills of the East Francian number-2 knight, who had half his prowess at 14. Furthermore, Duke Otto of Angria (not pictured in the above screenshots) had
one quarter of my top champion's prowess, at only 7, yet managed to land 41 kills - only 2 less than my champion with 28 prowess.
It might sound overly dramatic, but this nonsense with the Chivalry tree (and other, stackable modifiers further into the game) are mostly what cause me to repeatedly shelve the game, usually without playing very far into it. This sort of stuff is just way too "gamey" for me, and makes immersion non-existent. Perhaps a temporary bandaid solution of being able to turn off the AI's ability to choose Chivalry would work until some proper balancing can be done? Like with Seduction at one point in CK2, it just allows too much unrealistic silliness (and imbalance vs other "combat trees" as well, in the case of Chivalry).