Crusader Kings III

Crusader Kings III

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Pillage
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Aug 29, 2023 @ 6:23pm
Sep 13 @ 11:15am
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Pillage

Description
Pillage
for Crusader Kings 3 1.17.*

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
79 Comments
Ranger 8 hours ago 
@CaelReader Yeah confirming on my end too I've been playing with it. Thank you for getting back to us!
CaelReader  [author] Sep 13 @ 11:16am 
Confirmed working on 1.17
Ranger Sep 11 @ 11:06am 
@CaelReader So after looking at your code it looks like none of the new stuff from the dlc should mess with this. Would I be correct in assuming it still works? If not should we expect an update? No pressure I just really enjoy this mod and always use it.
Jet Sep 2 @ 10:19pm 
sounds like a cool mod. Is it possible to alter the percentage chance of downgrading or destroying buildings of a sieged province? Or is it always confirmed to happen?

Is it compatible with TCs like agot, EK and fallen eagle?
JesusChristIsLord Jun 27 @ 7:07pm 
Still working?
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