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)
8
Oct 27 @ 1:13pm
Suggestions
Loken
0
Jul 1 @ 4:10pm
Bug Reports
Loken
103 Comments
MetelStairs Nov 23 @ 5:30am 
Cool mod but like others have mentioned the criminal contract frequency and harshness is waay to much.

I make like 8 a month and i lose like 500 gold then i cannot play the game and have to sit there for a few years until my -430 gold becomes +1, this happened 4 times during one ruler which pretty much made me scrap my run. The amount this triggers should be lowered (i had the cattle theft twice and treasury heist twice) and the amount of gold stolen be a percent of the gold treasury
Loken  [author] Nov 17 @ 12:25pm 
Scratch the last part, editing this way seems to no longer work. Needs to be set before the start.
Loken  [author] Nov 17 @ 11:03am 
Until the update, you can set frequency to 20 years or turn them off in the game rules if it happens too often. Mid-playthrough this can be done by editing the save file in any text editor; in the game_rules section: ai_criminal_contracts_cd_10 to ai_criminal_contracts_cd_20 or ai_criminal_contracts_cd_never

@PocketTJ, yes
SEMA Nov 15 @ 8:41am 
the brigand activity basically ruined my game as an empire ruler. i am now at -1.5k with +13.5 gold per month. if there was some way to prevent this madness, it would be great.

btw loved the mode anyway
FBKong Nov 11 @ 6:51pm 
gets pretty annoying that there's basically nothing I can do to prevent or punish brigand activity.. Had "livestock missing" every week for several months from different adventurers and they just run away after i kick them out
PocketTJ Nov 11 @ 3:35pm 
compat with Adventurer's Beneficiary?
Ahnng Nov 5 @ 7:52pm 
@Kylar I've used it briefly and had no notable problems
Kylar Nov 1 @ 3:25pm 
I know its not recommended but has anyone tried this in multiplayer and how was it?
Loken  [author] Oct 31 @ 12:21pm 
1.18 doesn't change much for the edited scripts.

What additions exist will be part of the next update. Planning to maintain compatibility with 1.17.
Lord Oct 29 @ 7:31am 
@AzoorFox Do you want to do the work to make the update? Be patient and hold on. You are not entitled to his work and effort.