Crusader Kings III

Crusader Kings III

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Life of an Adventurer
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1 Jul @ 1:44pm
20 Jul @ 5:24pm
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Life of an Adventurer

Description
This is a comprehensive mod that expands the ways in which landed rulers interact with landless adventurers — and vice versa — while also enhancing the general gameplay options available to landless adventurers, filling the gaps left by Paradox.

Disclaimer
The mod is in its ALPHA stage, and many mechanics may and will change in the future. Many will require improvement.

As a landed ruler:
Offer contracts — these are actual contracts, with the same system used by landless adventurers in vanilla. Of course, many of the vanilla contracts are either useless for the employer, or don't have good pacing from the employer side. So I had to be selective here, or create new ones entirely. For instance, Protect Domain contract makes an adventurer your ally and participant of all your wars, but only for a fixed amount of time — 2 years.
Some contracts allow you to select another character as a target, so you can hire an adventurer to Improve Reputation or Protect Domain of your vassal or a neighbouring ruler. Others, like Conduct Census, need to be performed in your own realm.

Watch who visits your capital — you will also occasionally spawn criminal contracts, which may be accepted by adventurers with the right background — especially if they don't think too highly of you.

(Note that current pool of contracts is quite limited for both systems. New ones will be added over time, if they make sense from the employer's point of view.

Offer Invasion Sponsorship — mirrors Request Invasion Sponsorship interaction with some key differences:
a) You are trying to convince your future vassal, so you will be paying for the efforts.
b) The war will start immediately — if your sponsorship is accepted.

As a landless adventurer:
Raid Camps of other adventurers with a new scheme. It's a covert raid, allowing you to kill, maim, imprison enemy followers — or simply steal their provisions.
With a game rule you can enable this scheme even for landed rulers. Or turn it off completely.

Face challenges upon succession - no longer will everyone silently accept a new camp leader they secretly despise. Some may attempt to leave and form their own camp — or even try to seize control of yours and force you out.
Keeping camp temperament high and employing a loyal Second should finally be useful now.
A child "leader" will have to rely on someone else to handle the problem.

Merge two camps under your command, provided you can be convincing enough. Full integration will take time, but it can be sped up by giving certain concessions to the the former camp leader.

Avoid railroading — if a landed ruler attempts to capture you and you successfully resist, you will be presented with four options: taking the realm of the lost side for yourself (like in vanilla), plundering it and leaving, deposing him/her and continuing with your contracts, or appointing one of your own as a new ruler (but this new "ruler" will require some of your gold and troops to survive).

If you prefer vanilla approach with forced landing, you can restore it with a game rule.

Fight for your followers' claims, turning them into landed rulers — and your patrons.
(I know this is technically possible in vanilla, but it is limited to having at least kingdom-level claims of your own, and contains several bugs. Vanilla casus belli wasn't changed for compatibility reasons.)

Unlock the marriage interaction with other adventurers by becoming their friend or lover.

Duel other adventurers to influence the opinion of your followers and those of your opponent. Requires stalwart defender perk.

Use new court tasks for the Second, which indicate his/her role as a chief advisor and a "spymaster".

Compatibility
Several minor scripts, related to landless adventurers are overwritten. Namely: eviction interaction, eviction casus belli, contract raid for captives casus belli, custom localization for the invalidated contracts, the Second camp officer position.
These are very limited in scope, so the mod should still be compatible with any total conversions, just place it last in the loading order.
Personally tested with AGOT and GoA (and made minor adjustments for AGOT specifically).

Seems to be save-compatible as well, but fresh start is always better.

Most importantly:
Feedback, bug reports in particular, is very appreciated. This is an early implementation, and most of its parts will require further adjustments.

Localization:
Chinese: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403925213 by 牛奶大魔王

French: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3516603080 by Jsko

German: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3355568022 by finallyciv
Popular Discussions View All (2)
5
6 Jul @ 3:18am
Suggestions
Loken
0
1 Jul @ 4:10pm
Bug Reports
Loken
26 Comments
Loken  [author] 16 hours ago 
Peaceful camp merging is here. Should be pretty hard in general and close to impossible if the target is a legitimist. and Let me know if you encounter any bugs or have any suggestions. Keep in mind that expelling the former camp leader or breaking the promise to keep him/her as a second if you made one will have negative consequences.
Loken  [author] 16 Jul @ 12:17pm 
Yeah, there's several ways to go about this, but I think some transport contracts can be added. Will update the description.
Dakosaurus 15 Jul @ 9:28am 
I believe a transport contract could be a reasonable one to implement if used with the Travelers mod by pharaox which removes teleportation. This would obviously require a separate submod though as it is only usable with that mod, but this is just a little suggestion should you ever think this is worth it.
[system] BEEMEE 15 Jul @ 7:42am 
make a Russifier at least with the help of AI pls
Loken  [author] 15 Jul @ 7:37am 
@殇帝, no, it doesn't affect achievements.
殇帝 15 Jul @ 3:58am 
本mod会影响成就吗?
Loken  [author] 14 Jul @ 5:12am 
No, that's from the base game
Bombe 14 Jul @ 4:34am 
Just got an event that gave a pressed claim on the kingdom of georgia. Never seen it before and wondering if its a part of this mod?
Loken  [author] 13 Jul @ 1:19pm 
*non-english localizations
Loken  [author] 13 Jul @ 11:58am 
All localizations have been made by the public, new contributions are very appreciated.

I could try making some baseline option with AI, but I wouldn't want it gimped and there are new mechanics for 0.1.5 which I'm currently implementing.