Crusader Kings III

Crusader Kings III

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Command Tent Camp Domicile
   
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2.611 MB
Oct 3, 2024 @ 3:36pm
May 1 @ 5:48pm
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Command Tent Camp Domicile

Description
Custom camp domicile for people to have fun with. Has three custom upgrades as well. This will be tweaked and updated as needed

its used only by adventurers and is slightly overpowered, but will not be built by ai.

any suggestions or feedback is appreciated, good and bad
11 Comments
Azi_Dahaka12th Apr 5 @ 8:33pm 
no rush, and thank you
Eagle Scout  [author] Apr 5 @ 9:52am 
ill make a seperate version with lower numbvers and limited domicile slots for each one, but this one will not get such drastic changes this late. ill try and see if i can get a version up today or tommoprow
Azi_Dahaka12th Apr 5 @ 2:04am 
this might sound odd...but can we get a weaker version? 2 size and 2 number...thats just sooooo strong...i want to improve adventurers...not make them broken...and me and my friends like to play with only balanced mods and there is no way they would let me use this mod...plus 5 number and size...i could rival Emperors
CometDeer Apr 4 @ 1:31am 
Sick! Thanks for the quick update. I think it'll be much more fun to use now!
Eagle Scout  [author] Apr 3 @ 2:42pm 
updated. hope to get more feedback from people going forward so i can further tweak it as needed
Eagle Scout  [author] Apr 3 @ 2:24pm 
based on the feedback i am doing some tweaks to soldats and the domicile itself. i am also replacing custom perk with a character flag so its only as long as domicile is up
Eagle Scout  [author] Apr 3 @ 1:12pm 
hi. i appreciate the info and feedback. ill try tuning it to be less op and no need to be sorry. only way people improve is with feedback and input. ill see what i can do to tweak it
CometDeer Apr 3 @ 12:18pm 
And finally, I think it wouldn't be amiss to drastically increase the cost of the building. Since it's so good and has so many upgrade slots with only 3 upgrades I don't think that increasing the gold cost 500 for the first level would feel amiss as it is kinda the "ultimate" camp building. And I think the cost should reflect that.

Anyways, thanks again for making the mod, and hopefully some of the feedback I gave will end up being useful. Cheers!
PS: Sorry for cutting my messages up into three, but the character limit on messages forced my hand
CometDeer Apr 3 @ 12:18pm 
Besides that some of the other upgrades feel a bit all of over the place. I think buildings like the memorial and the raider's stash would be better if some of the effects were separated into two or more different upgrade buildings so that you actually have to make a choice about whether you want the ability to raid, the extra movement and mobility or what have you.
on that note i'd also like maybe some more upgrades in the same vein as the one that upgrades your intrigue. Maybe one for each stat?
On a very personal note, I think the thing I miss the most when I'm an adventurer, besides how annoying it is to get new blood into your family sometimes, is the lack of a court tutor. So maybe a building that enables a landless version of that position?
CometDeer Apr 3 @ 12:17pm 
I really like the criminal men-at-arms building, though they are a bit overtuned. The horsemen for example don't have any negative terrain, which is probably the biggest blemish I could find currently. The lot of them also have a lot of counters, but that's secondary if the aim of the mod isn't to be too too balanced.

I think for suggestions, besides giving the marauders some unfavoured terrain reducing the dread bonus about a factor of 10.
Besides that I think I'd enjoy a bit of a rehash of the different men-at-arms from the pardoner upgrade. Maybe it's just because I get a bad taste in my mouth from the fact that I can even hire rapists, but maybe some sinfull clergy members? Maybe some exiled nobles as some heavy cav? Just some options that feel bit more flavorful I think I'd personally enjoy. Since it's all around criminals you could play around culture-specific "criminals", like reformed vikings of what-have-you-