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Overall, on good campaign AI, and to some extent average, enemy kingdoms will be significantly more powerful and it becomes essential to take lords prisoner. Each “non-core” fief increases tax inefficiency by 3%/4%/5%. The player can hold 6/4/2 “core” fiefs, i.e fiefs that do not suffer from tax inefficiency. – Player tax inefficiency becomes more severe as campaign AI difficulty increases. In format: Poor/Average/Good (i.e the values on respective difficulties would be 6/4/2) The North and Southern Empire were not even viable at that point because of lords defecting to Khuzait.All of the difficulty settings are pretty self-explanatory, save for the AI settings. Last gameplay I was in the Khuzait took everything East of Argoron, Phycaon, and Vostrum in under two seasons. This is only a suggestion based upon gameplay observation. That way the Khuzait will still bring a lot of horsemen but will not be spamming as much horse archers as they do in vanilla and the list here. My suggestion to help create balance is to maybe change the Jilqi to a light melee unit. Seeing how the ai armies are built this is likely because of how easily it is for the Khuzait to upgrade their units and that they have a tier 2 horse archer unit easily accessible. The issues mostly lie with how many horse archers the Khuzait can bring. They either continuously pivot trying to keep all skirmish units in front of the line which really messes up with the archers not planting and taking a shot, or the infantry is simply charging in which they get split up into tiny groups only to get picked off quickly.Only way to win is to either match them in cavalry which is very hard to do for any other nation except maybe the Vlandians, or just spam archers and hope you as a player are in command and don't die. The issue being I have found is how the opponent ai react. The weakness to infantry and more horse centric tree works well both lore wise and gameplay.
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So been playing with this mod for a few games now.
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