Crusader Kings III

Crusader Kings III

359 ratings
War Lords
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29 Mar @ 11:15am
18 Sep @ 7:25am
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War Lords

Description


Updated for CK3 v1.17

In vanilla Crusader Kings III, neither the player nor the AI have much reason to lead their own armies or to put important characters in command. After all, what's the point when some lowborn nobody with 30 martial can do the job better? This is contrary to the historical phenomenon of rulers leading their own armies. Taking command and leading all of a ruler's men off to war was a big deal, and it was important that the ruler could trust that those troops were being led in their name.

This mod introduces changes to the commander system by adding rules that limit who can lead and by widening the advantage gap for commanders who lead armies which are not their own. More important characters will be placed in command by both the player and the AI. A greater number of highborn characters and their families / important vassals will be meeting on the battlefield, leading to more consequential and memorable conflicts. Prominent figures being skilled in the art of war is of greater significance than before.

Inspired by the changes in AGOT: Immersion.

Chinese localization: 集成汉化 · | 收复失地 |
Russian localization: War Lords [RUS]
Korean localization: War Lords 한글패치
German localization: Ultimate German Translation Mod



Features

NOTE: Most features can be tweaked via game rules.

  • Rulers can participate in war at a younger age.

  • Players can now lead their AI liege's armies if they're a trusted commander.

  • Commanders are limited to an army's owner, their regent/diarch, close family, and vassalic marshal by default for both the player and the AI. The AI will almost always lead their armies themselves now or put a trusted family member in charge, even if a more competent but lowborn character is available. Note that realms with bureaucratic government types (such as administrative, republican, and theocratic realms) largely ignore commander limitations.

  • The advantage difference between armies that are led by their owner and armies that are not has been increased. The AI will take this into account when deciding who to put in command. The player will also need to lead more often in order to compensate and will have to plan wars accordingly. You should now think twice before declaring war while you're bedridden or away at a feast unless you have a trusted commander at the ready to lead your men.

  • Vassals will no longer be pulled away to serve as a knight or commander in their liege's army if that vassal is in their own war (unless they are their liege's regent/diarch). They must stand ready to lead their own armies.

  • The Marshal can be called upon to lead their liege's armies, and the position comes with a commander advantage bonus that scales with their liege's tier (like the vanilla prowess bonus). This makes the Marshal an important role come wartime and adds nuance to accepting the position, especially since players can now command their liege's armies if they're eligible to lead.

  • Regents and diarchs are considered "rulers" entrusted to lead the realm's armies, adding some more nuance to power sharing.

  • Female rulers that could already lead their own armies can now lead other armies if they are a trusted commander.

Game rules



Compatibility

Compatible with just about everything. The mods below that also make changes to commander / warrior / knight eligibility have been made explicitly compatible:

This mod does not overwrite any files, so it can be loaded in any order.

Save-game compatible.

Related mods

I highly recommend Battleground Commanders. It's what got me to start caring about who's leading armies in the first place.

Battle Events for more consequential battles for commanders and knights.

House CoA as Title CoA for more immersion as armies carry their house banners into war.

For a unique experience I recommend using this mod alongside More Interactive Vassals with the Direct Vassals, Reduced Levies, and Reduced Levy Contribution rules enabled. This overhauls the vassal-liege mechanic into a more interesting/accurate system in which vassals fulfill their military obligation by raising their personal armies to fight in their liege's wars, rather than just giving their liege a percentage of their levies. It works well with this mod, especially since vassals will lead their own armies and take over as commander in battles if you do not have one assigned.
73 Comments
dddadaada 19 Oct @ 3:24am 
I really need this feature because I still want to use this module, which can greatly enhance the sense of immersion. It's like the Chinese celebrity Yue Fei, who led troops to war at the age of 11 and returned victorious.
This is very interesting.:steamthumbsup:
dddadaada 19 Oct @ 3:21am 
Could you please consider changing the +10 for the "Conqueror" back to the original +5, or provide an option for this? During gameplay, I noticed that after activating the "Knight Focus" feature, players gain a +15 bonus, which seems to be overly unbalanced and reduces the diversity of the game. As a result, I haven't used any other generals in several matches. I kindly request that this be modified or an option be provided in the mod settings to allow players to make their own adjustments. Thank you.
Mr.T 19 Sep @ 7:54am 
Thanks for the update! I think there might be some sort of conflict with AGOT when the ruler that's leading the army is a Dragon Rider. The bonuses you get from having one on the field does not seem to trigger. Might be due to the adjustments in advantage this mod has causing the conflict.

Not sure though.
JesusChristIsLord 18 Sep @ 10:10am 
thanks bro
CS-HS 18 Sep @ 9:00am 
nice thx
ZenFlakes56 18 Sep @ 8:11am 
Lets go!
shit head  [author] 18 Sep @ 7:27am 
Update released for CK3 v1.17
CS-HS 15 Sep @ 4:36am 
update?
JesusChristIsLord 14 Sep @ 11:56am 
needs update
nullmana 4 Sep @ 3:12am 
Great mod, but is is not compatible with Realms in Exile, because it allows Sauron to be a commander.