Crusader Kings III

Crusader Kings III

Love Marriage Family
 This topic has been pinned, so it's probably important
Rylock  [developer] Mar 6, 2024 @ 11:47pm
Additional Information on LMF Features
  • Players will now receive regular lover events, drawn from a pool of over 60 new mod events specifically designed for lovers and soulmates who aren't your consorts. This is combined with a new lover rating which tracks the strength of your love - if it drops too low, soulmates can be downgraded into lovers or you can even break up. Raise it up, and lovers can upgrade into soulmates. There are two game rules which govern who gets these events (by default it's everyone in your player realm) and how often (or not at all, if you prefer).

  • The player will now enjoy family feasts, and event which will fire (on average) every other year, assuming you aren't already engaged in an activity, sick, or leading an army. These events can be a variety of things, from arguing with your spouse over dinner, simply enjoying being with your family, rivalries and friendships being created or ending, and more! The point here is to add more interaction between the player and their extended family in their home court.

  • The courtship scheme has been largely reworked. It now comes with new events... including outcome events that don't always revolve around saving your target from an intruder or a wolf. Also, the point now isn't simply sex, not unless your target is already your spouse or lover (whereby they'll become a soulmate as per normal). Instead, this is about chaste love, with one of the outcome options being a proposal of marriage (if possible). If they need to, they'll ask involved lieges for permission. Turning them down might mean they then become secret lovers or even turn to elopement!

  • Marriage introductions! Sometimes older children will demand the right to marry for love, and you can override their wishes or instead bring suitors to meet them - this is a new character interaction that works much like Find Spouse (you can use it on the suitor you intend to come visit or on the family member - including yourself - that you want to marry off). Sometimes a family member that's been given the right to refuse marriage will offer their own suggestions for suitors... and, if they don't find someone, eventually they'll give up their right and let you find a spouse for them like normal.

  • Elopement expansion! There is now a notification event for lieges of courtiers who elope even when they aren't family. The events have also been adjusted to allow for courtiers eloping with other courtiers, and elopement can now also target the devoted (nuns and monks) as well as holy order members.

  • The Disinherit interaction now causes the disinherited dynasty member to immediately get claims on any titles they would have otherwise inherited. Once they're an adult, they may approach their dynast and demand their inheritance be restored... and might get really angry if they're refused. This can optionally be turned off in the game rules.

  • Unmarried family members who become pregnant can be sent into seclusion. They'll have the child in secret, and (if all goes well) it'll be spirited away as if the whole thing never happened. Her reputation will be unsullied and you'll never have the see the babe again... or will you?

  • You can confront close family about their lovers, secret or otherwise, and demand they either break up with their lover or marry them (if both are in a position to do so). This gives you an option other than watch helplessly while your family members churn out bastards.

  • Unlanded primary heirs receive Heir Training, which can eventually give them a trait with four levels of bonuses. A primary heir of non-dominant gender can be granted a title if they have the trait. Also, there are events which fire every few years both for child heirs and heirs who remain unlanded as adults. Unlanded heirs are also going to have more children (they're no longer restricted to the 1 child average of courtiers but will assume the average number of children they'd have if they already had their title).

  • Birth and fertility changes: the overall number of children, particularly among courtiers and lesser nobility, has been increased. Consequently, the percentage of complications that can arise from birth has been adjusted higher, and after their first couple of children mothers can receive modifiers which reduce fertility for a while - or which even render them effectively barren from that point on.

  • An update to marriage AI acceptance, making the AI more carefully consider things like an actor's age (particularly for female candidates, when children are of importance), their status (are they a known fornicator or adulterer?), and various other aspects simply to make it more realistic overall.

  • An update to seduction AI, raising the bar slightly on what sorts of characters are likely/willing to cheat on their spouses, but also adjusting the difficulty when it comes to such things as seducing unmarried women whose reputations could be ruined, virtuous nuns, etc. This also includes more variety to the seduction scheme failure notification event (the one where the seducer is caught climbing up to someone's window).

  • Additional unmarried maidens are added into courts at game start, and new ones can be invited through a decision. They come from minor noble families, looking to find husbands, and after a time - if they don't otherwise find employment at the court - they'll return home. This feature can be modified or turned off in the game rules.

  • Courtier children who are not the ruler's close relatives are automatically assigned guardians. These guardians are always evaluated to make sure they're the best available pick.

  • New childhood events including children wanting to abandon or take up martial training, as well as female children who not only want to take up martial training but can, if they excel, earn the modifier which allows them to be combatants as adults without needing to also be rulers.

  • army events, which can affect every knight and commander currently in an army much like travel events (including the player, if they're commanding an army). How does this apply to LMF's theme? Well, soldiers sleeping with camp followers and locals to relieve stress was one of the main ways that bastards appeared historically, and a good chunk of these events revolve around that.
Last edited by Rylock; Jun 9 @ 12:02am
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Just a quick question: You claim that the overall number of children increases with this mod, but looking at the files it does not seem that you increased the child cap in the defines, so how does the overall number of children increase?
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