Crusader Kings III

Crusader Kings III

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Buffed Mongol Invasion
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18 Apr, 2022 @ 4:52pm
8 Nov, 2024 @ 10:10am
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Buffed Mongol Invasion

Description
11/4 quick update for 1.14
11/8 modified Great Khan's selection process to favor line of male heirs

Disappointed by the Mongols? Well, this simple mod may just help!

Special thanks to Maximusagricola for the example runs of both 867 and 1066! See the videos for yourself.

Features

  1. Steppe nomads now move faster on steppe terrain than they do with sailing boats! They will outrun everything except other nomads. They will also move faster on flat, open terrains: plains and drylands.
    • there is a new game rule now for those who wish to change the speed.
  2. The greatest khan will now gain gold when successfully besieged a holding. Amount of gold depends on the province's income.
  3. Massive buffs to Temujin through the Greatest of Khans trait.
  4. A new building only available to the Genghis Khan (This will now follow around the capital of Genghis Khan, it is literally his camp... so that makes sense).
  5. A better horse archer unit available to cultures of Mongolian heritage.
  6. A better horse archer unit available to cultures of Turkish heritage.
  7. Temujin will die around the age of 60 now, his heir to the empire will carry on the a weaker buff through the Great Khan character modifier.
  8. Moving of the Great Camp: the capital of Mongol Empire will now move upon the death of its holder(AI only), or simply by chance. This helps resolve, though not completely, the problem of Temujin starving his army to death while marching across the map.
    • Its new capital will be either in steppe, plains, or dryland terrains: favoring steppe over plains and plains over dryland(i.e. greater weights).
    • It will be in a random county held by the new Great Khan that is either above 20 in development or is at the border of the empire for further conquest. Higher developments are more heavily weighted.
  9. The Mongol Empire gains the chance of collapse on each succession base on its ruler's ability to conquer more lands. The ruling dynasty's members' culture and faith also contributes to its decline; when a great portion(>40%) of the dynasty's rulers are either not of Mongolic heritage or not of the great khan's faith, the empire is more likely to break apart.
  10. All ruler of empires(any ruler of Mongolic heritage) created from the collapse of the Mongol Empire, such as the Golden Horde, will now independently claim to be the Great Khan, an non-official Khan of Khans of their own state. If only one Great Khan exists after the Mongol Empire collapsed, s/he will automatically gain the official Great Khan modifier.
  11. The Great Khan(s) AI will now weight and designate child as primary heir base on traits, skills, and other character stats. Favoring intelligent, healthy, and brave warriors.
  12. Consorts of old age will now be removed for new ones if they failed to provided two sons - AI only.
  13. A new game rule is now available for player to set the power level of nomads: normal, high, or insane.
    • On normal setting, Turkish horse archer units will be greatly diminished in numbers.
    • Credits to RockTheShoulder for the middle balance.
    • Previous difficulty remains on insane setting.
    • Insane difficulty and higher will now see that two Mongol Armies be inheritable. Also changed its spawn army troops from horse archer to Mongolian horse archer

Attention: playing as the Genghis Khan using this mod is not balanced at all. Still not balanced, even on normal setting!

Q&A

Compatibilities
Compatible with most mods including ones with Asia map expansions such as MB+.

Compatible with save files that haven't had Genghis Khan spawned. Note that your existing game will be given the default setting: see game rules.

My Other Mods

Quality of Life Game Rules
Change of Looks
Popular Discussions View All (3)
7
6 Nov, 2022 @ 5:28pm
Mod Balance
/\ltanic
4
1 Nov, 2022 @ 5:28pm
Mongolia repeated attempts to invade yenisei kyrgyz khaganate
QAZ_WSX
0
30 Jun, 2022 @ 3:53pm
Bugs
/\ltanic
115 Comments
JarlRagnar793 1 Jun @ 4:51pm 
WolvesofZiu im having the same issue all nomads are randomly becoming feudal right at the game start if you found a fix let me know please
shlejma 25 May @ 5:17pm 
update please to new version with nomads
kratos13092 16 May @ 1:41pm 
Please Update PD: I love u bro
ben 18 Mar @ 11:53am 
When will this mod update to 1.15?
SalahadDin 15 Mar @ 8:42pm 
I love this mod so much, please update, thanks
未若柳絮因风起 5 Feb @ 7:52am 
Great mod, I prefer this one over historical invasion.
LegallyADwarf 31 Jan @ 3:36am 
How buffed are the New MMA "Mongolian horse Archer" ?

What are the counters and (un)favorable terrain ?
WolvesofZiu 15 Jan @ 9:16am 
The Khan cannot appear in my game because all the potential nations on the Steppe are feudal.
/\ltanic  [author] 20 Nov, 2024 @ 11:27am 
@Mechero

I see; I will look over the files for exact detail on how it worked in vanilla. Anyhow, it can be easily fixed by replacing max development with some tweaked variant of mean(average) development, I already have a script in my other mods that can help with this.

As for converting tribal to feudal, I suspect that is done to make them on par with other realms; tribal is much weaker the further tech(culture) progress. Besides, it isn't all that wrong, the Yuan dynasty of China is literally Mongols that conquered and then converted to Chinese bureaucracy because there's no other way to rule over that many people in a culture rooted in Confucian ideas. This is a greater transition than going from tribal to feudal; the mongols are generally good at adopting systems of governance.
Mechero 19 Nov, 2024 @ 3:56pm 
@/\ltanic

Because they always switch faiths, it also means that after the mongol breakup the entirety of central asia switches from Tribal to Feudal/Clan and nomads are essentially wiped out in their entirety, when the dominance of Ghengis Khan should result in the complete opposite.