Crusader Kings III

Crusader Kings III

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Travelers
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Nov 13, 2023 @ 9:13am
Jun 28 @ 8:41am
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Travelers

Description
Overview

Ever wondered why hostages or wards must travel to your court, but spouses, invited courtiers, or prisoners can instantly teleport to it from hundreds of miles away? Or why you can magically teleport to your new realm capital together with all of your courtiers, guests, and prisoners?

If you did, you no longer need to wait for Paradox to fix it. With this mod, characters always travel to their default location when it changes instead of teleporting, no matter if it changed due to marriage, invitation, imprisonment or release from prison, becoming a guest, becoming landed for the first time, or realm capital change.

To ensure that important vanilla mechanics are not negatively affected, wandering and adventuring characters, as well those in an army are still able to teleport. Characters will also not interrupt any ongoing vanilla travel except in cases they would previously have teleported.

Not only do they travel, but they often don't do it alone. When multiple characters in the same location start travel to the same destination, they form a group with a single leader and one or more companions. If the leader is a ruler, the other travelers may join their entourage. Otherwise, each character travels alone in vanilla terms (since non-ruler characters can't have entourages), but they all arrive together. In both cases, the player is informed about the departure or arrival with a single message that lists all members of the group.

Since character homes may change mid-travel, such groups may lose members, change their destination, split, or disband altogether, but every character should eventually arrive at their correct home.

While traveling, rulers and their entourage may get some of the vanilla travel and danger events. As a result, some of them may die or leave, and others may join. Rulers can also select a travel leader, add travel options, and get experience on arrival.

Since there are no travel events for non-ruler characters available in vanilla, this mod adds 15 new travel danger events for non-ruler group leaders, loosely based on existing vanilla events. Other group members may also participate in the resolution of such an event, and all may suffer its consequences. The player is informed about such events with appropriate messages, and they can be disabled via a game rule.

Due to the increased volume of travel caused by this mod and the new travel danger events mentioned above, more characters may die or get injured due to travel danger events than before. To compensate for this, the travel safety of all travel caused by this mod is increased compared to vanilla travel. If you prefer, you can increase it even further or decrease it to its default level via a game rule.

Prisoners are a special case. Imprisoned characters always travel as companions of a "prisoner escort" group leader, who joins the imprisoner's court only temporarily and leaves on arrival, and may also get some of the danger events mentioned above. If their travel is aborted for any reason, e.g. death due to an event, all prisoners escape.

Imprisoned rulers traveling to their jailor's capital are assigned a "prison guard" travel leader, can't add travel options, and other characters may not join their entourages. They also don't get any vanilla travel events, but may still be affected by the danger events mentioned above.

Traveling prisoners are moved to a special prison type and can't be interacted with (ransomed, executed, etc.), unless you are at the same location (can be disabled via a game rule). They may try to escape while traveling via a special event, and may also get freed if their escorting character moves to a location containing a hostile army. As a player, you can try to free prisoners captured by an enemy by putting one of your armies on their path.

Finally, this mod also adds 3 new interactions:
  • The Invite as Guest interaction enables inviting a wandering character as a guest, so you could later recruit them for the usual fee.
  • The Invite Characters to Court and Invite Characters as Guests convenience interactions allow finding all characters that would accept Invite to Court and Invite as Guest respectively.

Compatibility

The current version is compatible with CK3 1.16. If you are still on CK3 1.15.x, use version 0.10.1[github.com] instead.

This mod is compatible with most other mods, except for mods that make similar changes to the travel system, or modify the travl_on_actions.txt and travel_options.txt vanilla files. Unfortunately, the latter includes most total conversion mods. If you use such mods, put this mod before them in the load order - the travel of imprisoned rulers may be affected as a result, but everything else should work as expected.

This mod is now fully compatible with A Game of Thrones with a compatibility patch, see Links below.

This mod also supports changing its game rules mid-game with the Gamerule Gadget mod.

Localization

This mod is currently available in English, Russian, (partially) French, (partially) German (translated by @Feivel), and Korean (translated by @gazette2). For other languages, it uses the original English text as a placeholder.

Performance

To achieve its goals, this mod introduces a location tracker that tracks the location of every non-teleporting character. It activates on a regular basis and checks most living characters. This has a negative impact on the overall game performance that might be noticeable on lower-end machines. By default, the location tracker activates every 5 days, for a reasonable tradeoff between performance and accuracy. You can use the Location Tracker Interval game rule to make it either more accurate or faster.

I measured that the slowest and highest accuracy setting (2 days) is about 35% slower than vanilla, while the fastest (10 days) is about 10% slower, while still being pretty accurate. The default setting (5 days) is about 17% slower and is accurate enough for players to almost never notice any inaccuracies.

As a recommendation, if you don't notice any performance issues, just leave the default settings. Otherwise, you may try adjusting the above game rule to the fastest setting.

The Invite Characters to Court interaction might also become slow if the number of characters that would accept Invite to Court is large enough (hundreds). To avoid this, you can use the Invite Characters to Court Range game rule to reduce the range this interaction uses to look for characters.

Links

For more information, see the mod README[github.com].

If you like this mod, you may also consider my other mods:
Popular Discussions View All (7)
7
Apr 5 @ 7:40pm
Compatibility Request
Jashkar
3
Aug 23, 2024 @ 5:38am
German Localization
Feivel
3
Dec 10, 2023 @ 8:02pm
modify turn off notifications
Dinkleberg257
376 Comments
pharaox  [author] Jul 27 @ 9:22am 
@bodeshmoun Thanks for the feedback! See the description: "Traveling prisoners ... can't be interacted with ..., unless you are at the same location". So yes you can ransom, but only if you are leading the army that captured the prisoners yourself, and only while they are still there. This is by design, although I admit you may miss the right time to ransom. I am not sure adding a popup for this is a good idea, many players would find it too disruptive.
Prisoners traveling should not affect the outcome of the Ransom interaction, except perhaps if the recipient is among the prisoners and so is also traveling. I will double-check this.
pharaox  [author] Jul 27 @ 9:12am 
@Mirror I don't think this is caused by this mod. Realm priests are selected by "pool character selectors", the realm priests just appear without any travel. The events that Travelers handles don't fire in this case at all. Most likely the issue is caused by other mods modifying either those selectors, or the council position.
bodeshmoun Jul 27 @ 12:42am 
Since last update you can interact with prisoners made after a battle, but the behavior seems little off (note that I play with AGOT and travelers-agot compatibility patch) : it seems possible to ransom the prisoners immediately, but there is a delay before ransom acceptation. And ransom request seems to fail because the prisoners are travelling.
Another point is that if you are not quick enough, your army or the prisoners have already leave the province where the battle (or raid) take place, and interaction is not possible anymore (as intended)
If this problem is not caused by my specific modset, you might consider adding a popup (with autopause) when a battle or a raid ends requesting what to do with prisoners (and eventually delay they departure until ransom request is accepted.
Mirror Jul 26 @ 1:06pm 
Maybe a bug somehow emerged from the fact that newly appointed clergy character couldn't teleport themself to the destination?
Mirror Jul 26 @ 1:04pm 
I'm not sure if it's caused by other mods, but when I use it, sometimes the realm priest in the council will be not available after current one died (can't get a new one, the position just being vacant).
pharaox  [author] Jul 25 @ 11:44pm 
@hu They are interactions, so you should see them when you right-click a portrait. "Invite Characters to Court" and "Invite Characters as Guests" are available on your character, while "Invite as Guest" is available on the invited character, who must be a wandering character.
hu Jul 24 @ 11:42am 
I can't seem to find the Invite as Guest or Invite Characters to Court interactions. Are they in the Decisions tab?
Venemar Jul 19 @ 10:04am 
Thank you for the quick responses! Helpful info :)
pharaox  [author] Jul 19 @ 6:15am 
@Venemar, 1) Yes you can unsub and resub mid-game. If you unsub, after ongoing travels have finished no new ones will be started, and some ongoing travels may abort or end-up in the wrong destination.
2) See the description about prisoner travel. The "wandering" characters are likely escorting captured prisoners. If such a convoy is intercepted by a hostile army, all prisoners may be freed and the escorting character imprisoned. You can disable prisoner events if you don't like this.
3) The mod tries to convert all teleports into travel, except for a few special cases (such as teleporting to and from an army). Prowess, knighthood, etc. don't matter.
Venemar Jul 18 @ 9:22pm 
a couple questions for you.
1) Able to unsub mid play-through or will that ruin my save?
2) Why do I have minions with court positions such as my Physician wandering around my territory while I'm in a war? I keep getting messages of people being captured, that were not a knight or marshall of troops.
3) I do use knight manager, so no one that doesn't have 17+ prowess should ever be travelling unless they're a new hire, or count etc with their own territory correct?