Crusader Kings III

Crusader Kings III

226 ratings
Fantasy Men-at-Arms
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25.572 MB
26 Nov, 2020 @ 7:56am
22 Feb, 2022 @ 3:16pm
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Fantasy Men-at-Arms

Description
Updated to 1.5!
The mod should work again, though I will have to sit down and get the AI to properly use regiments at some point. I also didn't really get into it too much because life isn't giving me a break right now so please report any bugs. I also disabled the Lord of the Kings options I had added as I definitely won't be keeping that up in the future. That aside it will be easier to just create compatibility patches with other mods.


Fantasy Men-at-Arms
As the title suggests, this mod adds some stereotypical fantasy Men-at-Arms to the game, such as treants, owlbears, wargs, and more. Also infantry units for Elves, Orcs, Undead and more.
You can customize how you want to play this mod. You can choose whether everyone gets these or maybe just you. You can also choose whether to enable Monsters/Fantasy Men-at-Arms. You could also just pick what units you want via decisions yourself.

However, this mod will NOT add new races, cultures, religions etc.
I created this mod to use it alongside other fantasy mods such as Lord of the Kings. That means that I might add support for such mods, but I won't guarantee it.



Balance
First of all let me say this: I learned a lot about CK3 combat to balance these units (and they are probably still not perfect...), when you look at their stats you may think that 5 more points of damage don't make much of a difference. This is true for the individual units, keep in mind however that most regiments consist of 100 units. Also don't underestimate Pursuit (and to a lesser extent screen) on unit types that normally don't have access to it. You may suddenly find yourself stackwiping armies more often when using undead or orc troops for example.

Also this mod adds a new unit type: Monsters. Monsters are typically larger than humans and very deadly, however taming them is not an easy task. As such their stacks are smaller, but their stats make up for it.
Monsters are countered by pikemen and other monsters, however a little bit differently than the way vanilla counters usually work. Each monster counters one other monster regiment. That means two fully reinforced regiments will be dealing 77.5% damage while fighting each other (which dynamically changes as some die in battle). Pikemen are a tiny bit worse at countering monsters, one full regiment can barely counter a monster regiment.

There is also some racial units (Elves, Orcs, Undead etc.) they have slightly different stats from vanilla units.

As for the stats on any units this mod adds: I greatly appreciate any feedback. I don't want monsters to completely obliterate everything in their path. I want them to fit into the game. If you feel like some monsters are too strong/weak, let me know. Balancing all the stats is not as easy as it seems, so if you are interested check out this spreadsheet.[docs.google.com]



How to enable the mod
This mod adds 3 new gamerules:
Choose Units: Enables/Disables decisions that let player choose their units. Also enables the decision to change the other two rules ingame. Do note though that once enabled you can't disable them anymore.
Monsters: Who gets access to monsters. Standard option is nobody.
Racial Units: Who gets access to racial units. Default option is nobody.

If you are done with the decisions that enable units you can disable them with another decision. Should you suddenly realize you needed them after all, don't worry, they will come back every time your ruler dies. If you feel like you need to enable them this very instant go into debug mode, that will unlock a decision to enable them as well.




Localization
Because of myrddin88 the mod now has french localization! Huge thanks to him!
There's also a Russian localization submod, check it out here!
If you want to add your own language, feel free to contact me or create a submod!



Feedback
Please use the discussion threads for feedback.
As mentioned earlier, any feedback about the balance of the units would be greatly appreciated. Also, getting the AI to use these units has proven to be a bit of a challenge, should you see excessive use of monsters in certain culture groups let me know.

If there are some monsters that you think would fit into a certain area, let me know. But I will not guarantee that they will be added. I will also not add any flying monsters as that would require a whole new unit type and way too many new counters.
Popular Discussions View All (4)
46
20 Nov, 2023 @ 8:45pm
New Monster/Race Suggestions
Serelia
4
8 Dec, 2020 @ 1:16pm
Compatibility Issues
Serelia
4
3 Dec, 2020 @ 7:53am
Translate
myrddin88
140 Comments
Genesisroyal 7 Jul @ 1:37pm 
could you update the decisions? something happened in the base game code to rework decisions and its destroyed all decision based mods. all the decisions show up, but descriptors are gone, the menu stuff is mostly gone, and the button doesn't pull up the choice menu anymore, it just closes out. :blocked:
Sola Fide 7 Feb @ 4:07pm 
The mod is a broken mess
Fadeless 2 Jan @ 7:17pm 
Please update!
[FD] Tomatohead 1 Nov, 2024 @ 3:23am 
Good luck with your Thesis Serelia!
Illuminatus369 13 Oct, 2024 @ 11:38pm 
your mod is broken asf
Mr.Oscar 19 Apr, 2024 @ 4:47am 
Its understandable. But l do hope it gets updated eventually. Until it does not work anymore. Then just have to down upgrade my game smaller version :lunar2019laughingpig:
Serelia  [author] 18 Apr, 2024 @ 4:43pm 
@Mr.Oscar I see, yeah that's probably gonna do it. It's unfortunate, our friend group cycled between Grand Strategy games for a long time, but we've been stuck on EU4, which we know best, for the past couple of years :/ And with life moving along I just don't have the time to keep up-to-date with every game I mod for. Since I have no idea what's going on with CK3 at the moment I can't update it.

I will not guarantee it, but as this is the mod that started off my modding journey I'll probably update it eventually because it has a special place in my heart haha. But I also have a Bachelor's thesis to write soooo... yeah.
Mr.Oscar 18 Apr, 2024 @ 2:37pm 
True. :lunar2019laughingpig:
its probably still working okay, but since after the province update that Man-at-arms get buff from been garrisoned to province l think that causes some shattering and lag. But honestly? it does seems to not effect the game too much, but it is noticeable when it does start lagging or eating FPS all suddenly.
Serelia  [author] 18 Apr, 2024 @ 2:33pm 
@Mr.Oscar It hasn't been updated in quite a while, I'm honestly surprised it works at all.
Mr.Oscar 18 Apr, 2024 @ 1:45pm 
It sure.. works.. but it tends to lag quite a bit, since the game has been updated many times, it required an update to stop shattering your game. Or that is at least on my games. When l use the mod.