Crusader Kings III

Crusader Kings III

210 ratings
Immersive Siege Battles
   
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30 Apr, 2021 @ 8:09pm
17 Sep @ 5:59am
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Immersive Siege Battles

Description
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This is a mod that focuses on the defensive aspect of the game. For me, I found it quite odd and immersion breaking when building defensive structure such as Forts or walls & towers didn't provide any defensive advantage in battle. No longer will be the case now.

Enemies will have a hard time conquering your castle now and vice versa. Building Walls & towers, Hill forts, watchtowers and lodging forts are actually useful now as these will provide defensive advantage in battle. Additionally, archers and spearmen will do more damage and will have increase defense when defending a fort. These buffs entirely depend on the type of the fort these units are defending.

Building a Hill fort is actually worth it now and your archers are gonna love you for that ehehe.

This is quite a balanced mod but still your feedback is appreciated.

This mod works mid campaign but a new playthrough is always preferred.

This mod should be compatible with other mods. This mod is not compatible with mods that modifies the vanilla buildings rules.

If you enjoyed the mod, like and give it a thumbs up.

My other CK3 mod:

Immersive Imprisonment https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2479654064
Instant Build https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3586013112
60 Comments
MEB 18 Sep @ 5:53pm 
lol it was a joke 1.7.1 literally updated only for next day they release patch
Gladiator  [author] 18 Sep @ 9:19am 
@MEB, not outdated. Stop spreading false information or I'm going to ban you.
MEB 18 Sep @ 2:38am 
lol outdated already who knew
Embersfall817 15 Sep @ 2:08am 
does it now work with overhauls like realms in exile?
Gladiator  [author] 14 Sep @ 12:43pm 
Updated !
Mr.Oscar 8 Jun @ 10:15pm 
It only changes really the defensive bonuses and how much you gain it. So I don't see it why it would not work on Mongolian update. Unless it breaks something and makes it hard to track the Defensive bonuses. So it should work fine. As it only effects Defensive bonuses.
king0billy 8 Jun @ 2:18am 
@MEB Maybe. This file has only been edited 1 file. I found something new in the vanilla txt file. u can copy the added code in vanilla file to this mod file.
Ranger 16 Oct, 2024 @ 12:17pm 
Oh and it does work with the current update but does not work with overhauls like AGOT that change buildings
Ranger 16 Oct, 2024 @ 12:13pm 
Would I have implemented it differently? Maybe. Where vanilla has the concept of adding different kinds of modifiers as you level up a building, this mod keeps the same modifiers throughout, though it scales them to get better as the building improves. Either was great mod.
Ranger 16 Oct, 2024 @ 12:10pm 
@macintosh1257 @Dark Crow Example: level 1 ramparts in vanilla add fort_level, stationed_archers_damage_mult, stationed_skirmishers_damage_mult, stationed_skirmishers_toughness_mult, and travel_danger = -1. Where the modded version of level 1 ramparts adds all of those things as well, plus defender_holding_advantage and stationed_archers_toughness_mult. It more or less just makes places much harder to siege, even at lower levels. Is it immersive? I'm not sure, though i feel that even basic walls not giving defensive bonuses in vanilla is weird. Does it make sieging and attacking places harder, and defensive positions more important generally? Absolutely, and that is why I use it.