Crusader Kings III

Crusader Kings III

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Life of an Adventurer
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Jul 1 @ 1:44pm
Sep 29 @ 8:15pm
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Life of an Adventurer

Description
This is a comprehensive mod that expands the ways in which landed rulers interact with landless adventurers and enhances the general gameplay options of landless adventurers, filling the existing gaps.

Disclaimer
The mod is in its ALPHA stage, and many mechanics may and will change in the future. Many will require improvement.

As a landed ruler:
Offer contracts — actual contracts, with the same system used by adventurers in vanilla.
Some contracts are based on the existing ones, some are entirely new, for instance Protect Domain allows you to hire an adventurer to protect someone's lands for a limited time, Sabotage allows to spread dissent or destruction. Contracts that are not practically useful from the landed employer's perspective (like Deliver Artifact) will be followed by submods or settings to make them make sense. Or they can be just used for roleplaying purposes.

Watch who visits your realm — you will also occasionally spawn criminal contracts, which may be accepted by adventurers, based on their personality, opinion of you and many other factors.

(Note that current pool of contracts is quite limited for both systems. New ones will be added over time)

Offer Legitimist Support — mirrors Request Legitimist Support. However, the army and the investment size will scale, depending on the development of your capital. It also allows to separately choose what you offer and what you demand from the claimant. If the negotiations go well, the AI will start the war in two months, while another player is given 4 years, much like in vanilla interaction.
Includes a game rule to allow using this even on courtiers with at least kingdom-level claims (disabled by default).

Offer Invasion Sponsorship — mirrors Request Invasion Sponsorship interaction with some key differences:
a) You are trying to convince your future vassal, so you will be paying for the efforts.
b) The war will start immediately — if your sponsorship is accepted and your target is AI. The player will have more freedom.

As a landless adventurer:
Raid Camps of other adventurers with a new scheme. It's a covert raid, allowing you to kill, maim, imprison enemy followers, rescue prisoners, or simply steal their provisions.
Includes a game rule to enable this scheme even for landed rulers. Or turn it off completely.

Face challenges upon succession - no longer will everyone silently accept a new camp leader they secretly despise. Some may attempt to leave and form their own camp — or even try to seize control of yours and force you out.
High camp temperament and a loyal Second will matter more.
A child "leader" will have to rely on someone else to handle the problem.
(Currently under rework)

Merge two camps under your command. Full integration will take time, but it can be sped up by giving certain concessions to the the former camp leader.

No railroading - if a landed ruler attempts to capture you and you successfully resist, you will be presented with four options: taking the realm of the lost side for yourself (like in vanilla), plundering it and leaving, deposing him/her and continuing with your contracts, or appointing a follower to act as a new ruler (but he/she will require some of your gold and troops to survive).

Includes a game rule to bring back forced becoming landed if you prefer that.

Fight for your followers' claims, turning them into landed rulers and your patrons.
(Technically it's possible in vanilla, but limited to having at least kingdom-level claims of your own, and contains several bugs. Vanilla casus belli wasn't changed for compatibility reasons.)

Unlock the marriage interaction with other adventurers by becoming their friend or lover.

Duel other adventurers to influence the opinion of your followers and those of your opponent. Requires stalwart defender perk.

Use new court tasks for the Second, indicating his/her role as a chief advisor and a spymaster.

Compatibility
Several minor scripts, related to landless adventurers are overwritten. Namely: eviction interaction, eviction casus belli, contract raid for captives casus belli, adventurer duchy invasion casus belli, custom localization for the invalidated contracts, the Second camp officer position.
These are limited in scope, but still require checking and sometimes compatches.
Last version tested with AGOT, EK2.

Save compatible.

While it's being built to scale into multiplayer in the future, currently only singleplayer is recommended.

Most importantly:
Feedback, bug reports in particular, is very appreciated. This is an early implementation, and most of its parts will require further adjustments.

Localization:
Chinese: https://steamcommunity.com/sharedfiles/filedetails/?id=3403925213 by 牛奶大魔王

French: https://steamcommunity.com/sharedfiles/filedetails/?id=3516603080 by Jsko

German: https://steamcommunity.com/sharedfiles/filedetails/?id=3355568022 by finallyciv
Popular Discussions View All (2)
7
Sep 6 @ 6:28am
Suggestions
Loken
0
Jul 1 @ 4:10pm
Bug Reports
Loken
83 Comments
Loken  [author] Sep 27 @ 12:21pm 
But criminal contracts will still make things worse for the "employer", that's what they are supposed to do.
Loken  [author] Sep 27 @ 12:16pm 
I fully agree.
The way ot works now is exactly how AI employers work vs the player adventurer, so it's the vanilla approach unchanged. I guess it represents the benevolent ruler who always chooses to compensate the damage. I wanted to balance the frequency first and get rid of the bugs.

But it will be changed, making some problems local. You can see that ambush already applies effects somewhat locally and not just to the capital, in vanilla contracts against the AI Italian Emperor it would always make the Roads of Rome unsafe even if someone was robbed in Denmark.
Masel Sep 27 @ 9:07am 
Hey there! I really really like the mods Idea and would love to use it. But I think paying out of your treasury for Adventurers stealing your peasants cattle is inconsistent.
Would love to hear what you think regarding balancing of this mod, and how to balance it with the base game.
CubanWitcher Sep 25 @ 3:54pm 
Very cool mod!
Loken  [author] Sep 25 @ 6:35am 
Hello everyone. 0.3.1 is focused on the AI criminal contracts and the UI.
AI criminal contracts reworked and rebalanced.
All new applied modifiers are vanilla. Notifications will show the approximate/exact location, amount of stolen money and (depending on intrigue) the identity of the criminal.
Added GUI to show the details/cancel the contract that you have offered.
Raid camp got bugfixes and an option to rescue (or "rescue") prisoners.

Primarily tested with HRE and 5 year CD, with lots of adventurers. If you still think they are a problem let me know, likely the opposite will be true.
Once the tools to handle crime are in place, some restrictions will be lifted, likely in the next patch.

You can expect many more changes to them.
Loken  [author] Sep 20 @ 4:15am 
Someone who is bold and greedy, or has low opinion.

They never do it against friends, lovers, blood brothers, etc.
leonpoi Sep 19 @ 9:26pm 
Got you. Sounds good. If you get notifications, is there a way to work out which landless guy is doing it to you?
Loken  [author] Sep 18 @ 12:55pm 
Nevermind, it's tax impersonation contracts stealing.

After testing with huge empires I see the problem.
Released a hotfix now for criminal contracts.
It will now work like hostile schemes in vanilla - AI will try to not launch several contracts of the same type against the player at once.
Increased default CD to 10 years for each adventurer.
Added more notifications and made tax impersonation more rare.

Also added a game rule, allowing to set 5, 10, 20 years CD or to turn them off entirely.

Will further tweak and rework this in a bigger patch.
Loken  [author] Sep 18 @ 4:36am 
In any case, will look into criminal contracts a bit later today.
Loken  [author] Sep 18 @ 4:09am 
Thanks for the info.
Could you send me the save file? So I can address this more precisely.

If it was treasury heist there is a notification event and it's set to be very rare (4-5%).