Crusader Kings III

Crusader Kings III

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Siege devastation
   
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May 4, 2024 @ 6:02am
Oct 11, 2024 @ 1:35pm
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Siege devastation

Description
This mod adds several different mechanics and modifiers related to siege warfare.

Siege devastation is the amount of monthly development decline and and siege epidemic risk marks the decrease of epidemic resistance while the county capital is under siege.

Game rules exist to change the amount of development decline and epidemic resistance decrease in a county.
The default settings are small for siege devastation and none for siege disease risk. There is a game rule to change the minimum army size for the modifiers to apply starting from 0 up to 3000 in the intervals of 100. The default is that the besieging army has to be at least a 100 strong for the modifiers to apply to the county.

Game rule setting values:
None: 0
Minimal: 1
Slight: 2
Limited: 5
Small: 10
Notable: 15
Great: 20
Immense: 25
Extreme: 50

Armies can build siege encampments which reduce defender advantage by 1 on each level. The level goes up each month up to level 5. This can be enabled or disabled by a game rule. By default it is enabled.

Buildings can also be destroyed by sieges. This scales by army size and development and can be disabled or enabled by a game rule. By default it is enabled.

A scorched earth mechanic exists which can be used to scorch a given county. To do this you must be at war and control the county in question. You must also not be a pacifist of any kind and to scorch your own realm you must be a primary war participant. Scorching your own realm cost 100 prestige and scorching a county of a righteous faith cost 50 piety unless you're a warmonger, although you can still scorch earth even in negative prestige or piety values. You also anger the local rulers with a decaying opinion modifier of -25 that lasts for 5 years but doesn't stack on repeated scorches of their holdings. Scorching the county lowers the county control by -100 and adds the Scorched earth modifier for 5 years.

Scorched earth modifier effects
-50% Supply Limit
-500% Levy Reinforcement Rate
-500% Development Growth
-50 Popular Opinion
-10 Supply loss in Provinces affected by Winter

List of things that either increase or decrease your stress while scorching counties. The AI will never use the mechanic if it would cause them to gain stress under any circumstances but conversely will do so if it would lower their stress. Zealous AI will also never scorch righteous counties unless they are warmongers due to the piety cost, and unless they're cynical they will also not scorch counties if doing so would put their piety in the negative. These values are affected by stress loss and gain modifiers.

Compassionate +20
Forgiving +10
Just (in your own realm) +10
Wrathful (in enemy realm) -5
Vengeful (in enemy realm) -5
Sadistic (in enemy realm) -15
Zealous (in counties of either hostile or evil faith in enemy realm) -5
Paranoid (in your own realm) -5

Scorched earth mechanic is by default enabled for both the player and AI but game rules exist to choose who can use the mechanic or to disable it entirely.

Game rule settings:

Enabled
Player only
Independent and player only
Independent player only
Independent only
Disabled

This mod modifies gui/window_army.gui file so it will be incompatible with other mods that do so. There are also on_actions that the mod modifies and thus it will be incompatible with other mods that modify those same on_actions. Otherwise the mod should be compatible with other mods.
Popular Discussions View All (1)
0
Oct 5, 2024 @ 9:34am
German localization
finallyciv
28 Comments
Cryso  [author] Jun 18 @ 8:32am 
It should but I'll check
king0billy Jun 13 @ 8:58am 
worked in 1.16? Chinese localisation is needed.
Cryso  [author] Oct 11, 2024 @ 1:37pm 
The mod has now been updated and should work fine.
Cryso  [author] Sep 7, 2024 @ 4:00pm 
No overlapping files
Cryso  [author] Sep 7, 2024 @ 3:58pm 
My guess is that somehow the siege epidemic resistance reduction modifier causes issues with how that mod uses it.
finallyciv Sep 7, 2024 @ 9:34am 
Is it possible that this mod accidentally disables pandemics? Or is there a compatibility problem with the Reasonable Epidemics mod?
Cryso  [author] Aug 26, 2024 @ 9:00am 
Thanks!
finallyciv Aug 25, 2024 @ 8:40am 
German localization: https://pastebin.com/x5xnAp8u
Cryso  [author] Aug 22, 2024 @ 5:13am 
It's random and doesn't include special buildings
CaliBlueBear Aug 20, 2024 @ 10:43am 
Do you get to choose which buildings get destroyed or is it random? Does it include special buildings?