Crusader Kings III

Crusader Kings III

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Employ Landless Adventurer
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11 Mar @ 1:05pm
29 Aug @ 2:06am
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Employ Landless Adventurer

In 1 collection by Ourg
CK3 vanilla
16 items
Description
Introduction :

Why did I made this mod ? I like adventurer gameplay, but I dislike the lack of interaction with them when playing landed. That why I made this mod, to have adventurers to be more meanyfull when you play landed.

So basicly, this mod offer the player the possibilty to engage adventurers for some tasks. Those tasks are impired from the contracts. But as contract are not designed to be offered as player, I have adapted them for the player as an event chain.

I will add more contract in the futur. See list bellow.


Event structure :

When an adventurer (or more) has his camp nearby your capital province (approximately one ireland away), you will have the decision available to meet one of those present in the aera.

After that you choose your adventurer will the best skills (they will be displayed on the tooltip).

After that the adventurer will start a travel to your capital. Due to technical issue, if he's already in your capital province he will travel in a neighboring province (to prevent him for leaving). Then you should choose a contract.

Then the contract will start and depending on his skill it will succeed or not. If he succeed, you shall have to pay him, or not (but with consequences). If he fails he will leave without the pay. Success chance is also affected by his education rank traits, intelligence traits and more.

There is a cooldown of 1 year to retake the decision

You can also directly employ an adventurer with a character interaction. The interaction as the same conditions as the decision and share the same cooldown.

You can also use an interaction with adventurers to exclude them from the list of potential adventurer for contracts. Usefull if you don't want a low skill adventurer to appear in the list.
You can also make it reappear whenever you want with the reverse interaction.
On death the list is cleared.

This decision/interaction only works for the player targeting AI, as AI already proposes contracts

Contracts that doesn't meet the requirements are hidden


Available contracts :

- Train knights : martial and prowess contract. The adventurer will choose 3 knights randomly. If he succeed knight will gain prowess, have a chance to gain a commander trait belonging to the adventurer and a rare chance to gain blademaster trait or xp. Need 2 out 3 train success to validate the contract

- Tutor child : Learning contract. You choose one of your children and the adventurer will tutor him. Have 3 chance to gain a skill of each type (random). Need 2 out 3 tutor success to validate the contract

- Destabilize neighbor : Intrigue and prowess contract. Send the adventurer to create trouble in a random county of a chosen neighbor. The county will get a massive debuff modifier if succeed

- Regale Court : Diplomacy contract : Employ an adventurer to come and entertain at court feasts for a certain period of time in order to improve your status with your courtiers. Gain a bonus or debuff modifier if succeed or fail.

- Improving the Domain : Stewardship contract : The adventurer will help a mayor from you domain you have chosen to try to improve the county. Can result on good or bad country modifier.

- Convert Neighbor : Learning contract : Send the adventurer to convert a neighbor ruler to your faith. You need to have a reformed faith and the adventurer needs to be of the same faith. success chance if lowered when target reformed faith. Having a higher fervor increase the success chance. You can target neighbor or fellow vassal with a rank inferior to kingdom.

- Support a Faction : Martial contract : Send the adventurer to support a faction targeting a neighboring ruler. If success one of the faction member will receive some special troops from the adventurer MaA or the adventurer would join the faction.


Additional event :

A small event can trigger (small chance) when an adventurer has his camp in your domain and he's your rival or a freelooter (less chance to trigger for freelooter). He will raid your county and add a negative modifier. Should give a real reason to get rid of unwanted adventurer.


Compatibility :

Everything
Save game compatible
In MP, it wont work if the adventurer is a player


Localization :

All languages
Please note that I use ChatGPT to make the localization.

Submod for a better chinese localization : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3403925213




Here my other mods : https://gtm.steamproxy.vip/id/Ourg/myworkshopfiles/?appid=1158310
Popular Discussions View All (2)
2
27 Jul @ 9:08am
Report issues in localization
Ourg
2
15 Mar @ 1:40pm
Suggestions for 2.0 release!
JKL
133 Comments
MonaxProdalFerarri 2 Sep @ 1:49am 
Is there no option at all to make for a multiplayer game?
Ourg  [author] 28 Aug @ 1:28am 
update : I've added an interaction with adventurer to exclude them from the list of potential adventurer for contract. Usefull if you don't want a low skill adventurer to appears in the list.
You can also make it reappear whenever you want with the reverse interaction.

On death the list is cleared.
Ourg  [author] 24 Aug @ 11:58am 
update : I've removed the decision from the major decision category (because it's not really major), now it's in the "decision" category. To keep track on the availability i've added a notification in the current situation tab which open the decision tab when clicking on it.
Ourg  [author] 23 Aug @ 12:50pm 
@Trihne : I've updated the mod to reduce success chance for converting. Now it requires a higher skill (I've reduced the chance by around 10% from previous version)
I've also reduced the chance to converting a second neighboring county if succeed from 50% to 30%
Trihne 19 Jun @ 4:57am 
No, that would reduce mod compatibilty, so maybe instead a learning contract to teach one of your councillor, to augment their primary stat (or in extreme failure remove one stat lol).
Trihne 19 Jun @ 4:51am 
Maybe, instead of converting a neighboring ruler, it could instead add a modifier to a county of your realm to accelerate a tiny bit the counciler faith conversion task?
Trihne 19 Jun @ 4:39am 
At the risk of being rude, maybe that contract should be replaced entirely. As far as I know, there is no such contract when you yourself is a landless adventurer.
Ourg  [author] 19 Jun @ 1:17am 
thx for the feedback, will check value
Trihne 17 Jun @ 5:58pm 
This is a good idea, but the "convert neighbor" contract is absurdly overpowered.

In 867, as a count, I contracted an adventurer to convert a big part of denmark to christianism. a year or so passed, and the same guy converted another duke who had plenty of duchies.

It's the only contract I think is too strong
neptune 16 Jun @ 8:08am 
thanks for the answer author