Crusader Kings III

Crusader Kings III

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Pillage
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Aug 29, 2023 @ 6:23pm
May 2 @ 3:44pm
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Pillage

Description
Pillage
for Crusader Kings 3 1.16.*

The march begins. Out in front are the scouts and incendiaries. After them come the foragers whose job it is to collect the spoils and carry them to the great baggage train. Soon all is tumult. The peasants, having just come out in the fields, turn back, uttering loud cries. The shepherds gather their flocks and drive them towards the neighboring woods in hope of saving them…the terrified inhabitants are either burned or led away with their hands tied to be held for ransom…money, cattle, mules and sheep are all seized. The smoke billows and spreads, flames crackle. Peasants and shepherds scatter in all directions.

Medieval warfare was violent and destructive by its very nature. Even "disciplined" armies were troublesome for allied populations, and rolling catastrophes upon the peasantry of invaded lands. This small mechanical mod seeks to add some of this reality into CK3 warfare with the following effects:

  • Moving raised armies through your lands causes minor hits to Control and Development Progress, as well as applying a small debuff modifier to the impacted provinces (unless you have the Well-Supplied modifier). Note: this only applies to your armies moving through your own domains, to avoid weird cheese strats where you debuff your vassals by marching around in circles. Some kind of Military Access diplomacy system or way to tell AI armies to get out of your lands would be needed I think.
  • Moving raised armies through enemy lands is twice as destructive, causing larger hits to Control and Development Progress, and applying a harsher debuff that lasts longer. Reaver commanders increase the hit to Control and Development Progress.
  • Sieging down a barony now randomly downgrades or destroys one of its Buildings, and applies the Recently Looted modifier. Doesn't apply when you retake an occupied barony.
  • Sieging down a barony in a county with >10 Development now reduces overall development of the county by 10%.
  • When you siege down a holding held by a Rival or Nemesis, you get a special event that allows you to destroy it more thoroughly.

Each effect can be toggled on or off in the game rules.

Does not overwrite any vanilla files, so should be compatible with everything.

Author's Note: the vanilla on_army_enter_province trigger seems temperamental and so the army movement debuffs are sometimes applied inconsistently. I've worked out the scripting errors from the mod but couldn't pin down what's going on with the on_action itself.

Thanks to Marcus for the Simplified Chinese localization.
Popular Discussions View All (1)
1
Dec 4, 2023 @ 11:09am
Simplified Chinese Localisation
Marcus
74 Comments
Zincau May 6 @ 3:20am 
thank you for your answer and hard work.
牛奶大魔王 May 3 @ 11:08pm 
Greeting! A great mod! but ENGloc had change that Chinese loc didn't update so i have translation it inside CK3 mod Chinese loc mod
would u make a line in description?

here's my Chinese translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3403925213
CaelReader  [author] May 3 @ 8:51am 
@Zincau only on sieges, not raids
Zincau May 2 @ 9:08pm 
what if AI raids our cities? same rule works ?
CaelReader  [author] May 2 @ 3:45pm 
@hamletsdead they're unrelated
hamletsdead Apr 29 @ 2:32pm 
Is this compatible with the new pillage options added by Khans of the Steppe? Or is it now redundant?
cuomo860 Apr 3 @ 8:10pm 
I'm thinking there shouldn't be a penalty when the army leaves or enters it's stationed barony. Theoretically, that barony is already prepared for an army passing through, even expects it. I guess the work around to this would be moving you're rally points outside of these areas.
CaelReader  [author] Mar 21 @ 5:39pm 
@Ranger Yep, this mod is entirely self contained and should work with anything else, even total conversions. The "buildings downgraded or destroyed" effect will only target vanilla buildings, though, unless another mod updates the core destroy_random_building_effect.
Ranger Mar 21 @ 4:24pm 
Just letting people know this appears to be compatible with AGOT. Looked at the code and it doesn't seem to override any AGOT stuff.
CaelReader  [author] Mar 13 @ 12:55pm 
Mod updated to 1.15. New game rule added that causes counties to lose 10% or 5% of their total development when sieged down. New event added for when you siege down a Rival's holding.