

Desperate AI will be more bold when selecting targets near enemy units, or when engaging enemy units.If the main subunit stack is already moving, then don’t deny being available for order because some units are still technically sieging.For combat evaluation, only count available subunit stacks if they are close enough.Added missing check for if a unit is moving or not when calculating troop strength for supply.Allow units to ignore hostile attrition as a last resort when moving to a target in a neighboring county.AI stops to raise levies with very small amount of troops.AI should take player units into account for supply situation when selecting target province.A unit stack wanting to resupply will spread out its subunit stacks into neighboring provinces even though said provinces might not allow resupplying, in order to try and avoid attrition.Several events that were ill-fitting for tribals will not appear for them (i.e.All Tutorials and Game Concepts now mention Tribals and the differences they have.This one can be kept if feudalizing, but it doesn’t give many benefits, and the AI will switch out of it fairly quickly. They only have access to one Court Type: Tribal.Amenity Costs are greatly increased if tribal (it was trivially cheap).All Amenity Levels except the first two are blocked if playing Tribal.The ‘Expected Grandeur’ is always the same as their current Grandeur level.Tribal Kings and Emperors can now access the Royal Court, but it plays differently:.Sacred Childbirth now grants piety each time a child is born and considers Pregnant a virtuous trait.Northern Lords legacies can now be gotten by dynasts of any culture descendent from Norse as well as Norse culture itself.AI now moves capital to London on victory in Norman conquest, if possible.Tweaked various factors in the war for England, in order to reduce the chances of Harold winning.The War Camps and Hunting Grounds buildings now give Horse Archer bonuses.The Prestige gained from the Architect trait when it’s boosted via cultural traditions have been changed from 50% to a flat +0.5/month.The Parthian Tactics perk now boosts Elephant and Camel cavalry.



The AI now has a 5 year cooldown towards asking to educate the players children if the player refuses.Strategy Lifestyle bonus to Skirmishers has been moved to the Hit and Run Perk.Only House Heads will now demand the return of artifacts if there’s only a house claim.Landless AI’s will now try to equip artifacts you gift them via the interaction (depending on rarity).It’s now much harder to invite Inspired people to your court, and practically impossible to invite anyone who’s currently being sponsored.Forcing same vote by using a hook on an elector will now last 100 years instead of 5.Corrected the modifiers of the Cup of Jamshid.Boosted the control gain from requesting Bailiffs from your Liege in a Petition.This should solve empires sticking around forever as micro-realms. Added a Game Rule (Empire Obscurity) that makes empires that control below 20% of their De Jure counties be destroyed.AI vassals are now more likely to offer a gift when paying homage.The AI now considers Faith Hostility when selecting claimants.AI’s will no longer press factions for Claimants they like if they also like their current liege a lot, with a decreasing chance at higher opinions (the AI will be less likely to press a claimant they have 80 opinion of if they have 60 opinion of their liege, for example).AI’s will now leave factions more quickly when they are pleased with you as their liege.
#CRUSADER KINGS 2 UPDATE 2.5 PATCH#
Crusader Kings 3 Patch 1.5.1 Notes Balance
