Crusader Kings III

Crusader Kings III

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Immersive Mercs & Raiders
   
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1.530 MB
10 Apr @ 10:46am
12 Sep @ 7:59pm
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Immersive Mercs & Raiders

In 1 collection by One Proud Brazilian
** Better Vanilla CK3 ** (1.15.x)
80 items
Description


Introduction
This mod reworks and expands on mercenary companies and raiding, adding new functionalities and flavor events for a more immersive gameplay experience. Mercenary leaders and raiding army commanders will feel more alive and present, with their personality directly shaping the events they trigger while hired or pillaging.
-> Almost 100 events have been added, ranging from negotiating with mercenary leaders to being extorted by an enemy raider, with multiple variants depending on personality.


How the Mod Works?
Mercenary Companies
-> Some months after hiring a mercenary, an event will allow you to try to negotiate the price, potentially receiving part of the money back (halved for vassals).
-> After 3 years of contract, if you are at peace, negative mercenary events may trigger, depending on several conditions. As in history, mercenaries are prone to cause trouble when idle. The mercenary leader's personality and opinion are relevant for these events.
-> Loyal, allied, friendly or romanticized captains won't cause trouble!

Raiding Events
-> Events can trigger at the start of raiding, on completion, on defeat and on loot delivery
-> After defeating a raiding army, you will be prompted to pursue/kill or let them flee
-> When delivering a substantial loot, you can divide half with the clergy or your soldiers

Chevauchée Interaction (NEW)
-> Feudal/Clan/Admin players can now Raid with a new interaction: "Chevauchée".
-> This interaction will start an event chain where you will select the participants.
-> Based on capital to capital distance. Can target vassals, not only independent rulers.
-> Rewards include Gold, Prestige, and Dread (and a negative modifier for the target).
-> New Court Position: "Master of Raids" (required for the Chevauchée interaction).
(AI doing Chevauchée is a Work in Progress!)


Balance Changes
Changes to Mercenaries
-> Contract duration increased to 6 years
-> Increased allowed debt to 36 months
-> Base hire price increased
-> Hire range slightly reduced
-> Reduced merc levies (maa focus)
-> Standardized merc prices and sizes
-> Decreased merc reinforcement rate
(The goal is to allow "permanent" mercenary armies as a viable gameplay option, especially for low-rank independent rulers who can hire at maximum discount, while also negotiating the best prices. Mercenaries had to be standardized in size due to how the scripted values are calculated. AI will hire mercenaries when at war, as in vanilla)

Changes to Raiding
-> Players can raid, if feudal/clan, and Count/Duke (or Bellicose King)
-> Raiding coreligionists has consequences, specially for players
-> AI is now way more flexible about raiding, specially with Bellicose ethos
-> AI will prioritize raiding hostile religions far more than in vanilla
-> Loot is now 3x larger, but raiding takes 4x more time (Read Note Below)
-> Raiding now has 2x attrition (harder prolonged raiding)
-> Raiding is way more impactful for county development
-> "Raided Me" opinion modifier now give -30 opinion
(Raiding was very common throughout history, and even "civilized" rulers frequently raided their neighbors. A notable example is the English "chevauchée" against the French during the Hundred Years' War. However, allowing unrestricted raiding can lead to a chaotic gameplay experience that is more frustrating than fun. Therefore, AI should raid more often, and players should too, just not "always")

Note: Many vanilla traits and modifiers, such as Reaver, reduce raid time significantly (e.g., by 40%). They are much more useful now. Therefore, a raiding army commander should be specialized and distinct. If you find raiding too slow, consider hiring a mercenary captain with the Reaver trait or seeking a commander with the Strategist lifestyle, etc.

General Changes
-> Reworked debt modifiers to simulate a monthly exchange of prestige for gold
-> AI is more selective about war, and will wage war slightly less frequently
-> AI will hire slightly more mercs when possible
-> Legitimacy now impacts Levy Size, Garrison, Maa Maintenance, Hostile Raid Time
(Since raiding is now more common and impactful, with less restrictions for feudal/clans, the map will already see enough action, and AI can be more selective when waging wars, while also investing more on these wars)


Fan-Made Translations:
Chinese: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3090564070
Italian: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3464855783


Compatibility:
-> It seems to be compatible with everything, including AGOT
-> Replaces "can_raid_trigger". (if you see the Night's Watch raiding, well...)
-> Perfectly compatible with Pillage mod (by @CaelReader)
-> Perfectly compatible with Mercenary Connections trait (by @Nick)

Recommendation:
Hello! I've been creating mods for CK3 for over a year. Try them :)
-> Chat GPT Flavor Pack (A mod that introduces a wealth of flavor content!)
-> Zeitgeist (Situation/Struggle) (Adds a new Situation, as well as Minor Conquerors)
-> Immersive Mercs & Raiders (Reworks mercenaries and raids, adds ~100 related events)
-> Populated World! (Increses the world population by about 25% in a immersive way)
-> County Temperaments (Adds personality to county populations and new buildings)
-> Additional Lifestyles (Adds an additional tree for each lifestyle, totaling six new trees)
-> Royal Court Event Pack (Adds 400+ court events, expanding the Royal Court DLC!)
-> Immersive Realm Laws (Adds 14 New Realm Laws, along with unique mechanics!)
-> Manor Domicile (Feudal/Clan) (Introduces new domicile types for feudal/clan/tribals)
-> Royal Court for Dukes (Unlocks royal court for dukes in a balanced way)
-> Simple Graphic Pack (A careful selection of edited and compatibilized graphic mods)

48 Comments
Red 19 Oct @ 1:49am 
Chevauchee is not showing up for me, do i interact with a character?
In'ei 9 Oct @ 4:29pm 
Regarding compatibility - it's working, but not fully compatible with mods that add new government types (like EK2 for example) - as new governments are not included for court positions.
vidz99 29 Sep @ 4:42am 
I have these two issues in error.log

[13:32:50][E][lexer.cpp:297]: File 'common/defines/zzz_gptmi_defines.txt' should be in utf8-bom encoding (will try to use it anyways)
[13:32:50][E][defines.cpp:152]: Define 'NMercenary::HIRE_RANGE_SAME_CULTURE' not valid with given value, reason: Must be greater than or equal to 350
Enmerkar 18 Sep @ 1:09pm 
Seems to crash Realms in Exile.
Rambosfire 3 Sep @ 12:03am 
I've been waiting for ages since ck2 for a feudal Chevauchée mod, Thank You. I do have to note, Chevauchées saw it's establishment primarily in the 100 years war from the English side starting after they conquered Calais in 1347, ranging to famous examples of the Black Prince's Grande Chevauchée, and up to the later end of the HYW with Henry V's famous campaigns.

All that being said, the 'Chevauchée' is a very late medieval era kind of thing, namely it's use as an established military doctrine, which only was pursued after England's population was annihilated after the Black Death and they could not field the same numbers as before.

I'm not sure how modding works, but is there any way for the sake of historical accuracy that it could be tied to a late medieval era generic innovation (or an English/French regional innovation) to unlock it, or even making it only available after bubonic plague? It would really add so much more accuracy and anticipation for the late game.
Brondo765 2 Sep @ 10:21am 
I feel like the History element of this mod is interesting but you have to ask yourself if its viable gameplay wise as some of these changes ultimately affect the pacing and stability of realms.

I don't like how the AI declares war less but I understand the emphasis on raids if the ruler has a stable realm. Conquerors are the one's who expanded outside dejure historically but still, its fun to watch the map evolve and crumble and this really stabilizes everything more than I would like.
7 23 Jul @ 11:18pm 
Critical Bug Report: After raiding a territory of the same religion, the event that reduces devotion level causes permanent soft-lock. The army cannot leave the location or disband, and passing time does not progress the army's movement.
G-Unit 22 Jul @ 7:17am 
Good mod but needs some cleaning up still
Vergil074 16 Jul @ 7:39am 
I am not sure, but I think this mod conflicts with AGOT or some other AGOT submod. It can be just me or some other mod.
Ziggy Sawdust 7 Jul @ 4:37pm 
This broke the "Take Custom as it Comes" perk for me. I'm not sure why but when I installed it I could no longer recruit units from outside my own culture. Now I've disabled it I can again.