Crusader Kings III

Crusader Kings III

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better mercenaries
   
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Apr 23, 2023 @ 10:06pm
Oct 31, 2023 @ 8:05pm
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better mercenaries

Description
this is an updated version of my mercenaries use cultural units mod to improve mercenaries in a more wide reaching way, rather then just cultural units
changes:
mercenaries no longer use levies at any level
instead each one has one regiment of men at arms, which if applicable is guaranteed to be a cultural unit (using cultural armies pack is highly recommended with this)
each culture now has 5 merc companies rather then 3, their sizes as follows:
1: 2 regiment size 2 knights
2: 5 regiment size 5 knights
3: 10 regiment size 10 knights
4: 25 regiment size 15 knights
5: 50 regiment size 20 knights
note that as a culture researches more innovations, the numbers will increase, eventually being double what they were initially, which is why these numbers will be slightly off in both start dates
mercenaries can now be hired from slightly further away, and from much further away if the company is of your culture
mercenaries men at arms size has slightly less of an impact on cost (to compensate that the entire thing is men at arms now)
larger realms now have to pay more for mercenaries
you can now go into 36 months of debt for mercenaries. rather then 24


update: thanks to the work of @Loc_n_lol and his great mercenaries use cultural maa mod, he has allowed me to impliment it into this mod, making cultural maa avalible once again to mercenaries by making them all innovations again. this combined with the one regiment system implimented with this mod, makes it so that mercenary companies will alway consist of cultural maa, making mercenaries able to fill specific niches very well. edit: with the release of a patch in august, this was fixed in the base game, so the innovations have been removed from the mod. I will still leave the link incase anyone wants to check out the original mod that helped this one before the offical patch.

here is the link to @Loc_n_lol mercenaries use cultural maa mod: https://steamcommunity.com/workshop/filedetails/?id=2982475523

my mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2898264696 mercenaries use cultural units
https://steamcommunity.com/sharedfiles/filedetails/?id=2966540097 culture expanded cultural armies patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2966560077 better mercenaries
https://steamcommunity.com/sharedfiles/filedetails/?id=2966764070 cultural armies pack arquebus plus patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2966800015 arquebus plus
https://steamcommunity.com/sharedfiles/filedetails/?id=2976452147 cow3/mb+ -arquebus+ compatch
https://steamcommunity.com/sharedfiles/filedetails/?id=2976667093 struggle actions for all
https://steamcommunity.com/sharedfiles/filedetails/?id=2983354041 more impactful battle terrain
https://steamcommunity.com/sharedfiles/filedetails/?id=2983659245 battlefield tactics
https://steamcommunity.com/sharedfiles/filedetails/?id=3031000108 mounted crossbowmen
https://steamcommunity.com/sharedfiles/filedetails/?id=3068713965 more accurate starting innovations
https://steamcommunity.com/sharedfiles/filedetails/?id=3068254426 retinue maa limits lifted
https://steamcommunity.com/sharedfiles/filedetails/?id=3017576260 arquebus plus RICE compatch
https://steamcommunity.com/sharedfiles/filedetails/?id=2994169712 greek fire for crusader wars
https://steamcommunity.com/sharedfiles/filedetails/?id=3069284002 byzantine horse archers
Popular Discussions View All (1)
0
Jul 23, 2023 @ 1:47pm
Siege Weaponry in Mercenary Companies
Quizer9O8
6 Comments
Quizer9O8 Jul 23, 2023 @ 1:51pm 
Some mercenary companies in Crusaders Kings 3 should come with siege weaponry.
Siege engines would help them take and defend castles faster and easier, and give them an advantage in battles. Many historical mercenary groups were skilled in siege warfare and had access to siege weapons. I made a post in Discussion regarding this topic with much more detail so feel free to take a look.
hamletsdead Jun 18, 2023 @ 1:26pm 
Is this making the mercenary companies smaller? I installed a few days ago and all the companies now seems to be 250-ish in size? They have the right number of knights but suffer from the game problem that if I have 20 mercenary companies it's incredibly difficult to move them as a single unit rather than 20 individual units of 250 mercs. It's a dumb tooltip thing where hovering over the combined companies let's you pick an indiviual unit, but doesn't let you move the whole group. Makes it difficult to engage in running battles when I have to point and click to send 20 tiny units to the fray.
firespark84  [author] Jun 13, 2023 @ 2:42pm 
it cant be done with how CAP innovations work, if he changes it, then sure
eoinraffs Jun 13, 2023 @ 12:48pm 
Sorry, I meant would it be able to make the cultural MAA match with the mercenaries culture? Or is that impossible modding wise?
firespark84  [author] Jun 13, 2023 @ 10:47am 
@eoinraffs this mod does currently, but due to how the innovations work in CAP, sometimes the men at arms and cultures do not match, giving the wrong cultural unit for certain cultures.
eoinraffs Jun 13, 2023 @ 1:36am 
Hey, would you be able to do a patch with cultural armies pack to use cultural MAA as mercenaries?