Crusader Kings II

Crusader Kings II

Mercenary Kings
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Update: 29 Apr, 2015 @ 12:06am

APRIL 29/04/2015
Changelog for 0.91:
+Fixed "NONE" modifier [stil working on that damn vassal limit increase]
+Fixed a stupid typo in the programming that having pretty bad effects on income. This happened when the character had a realm size between 25 and 30. I Didn't even notice this until now :/
+Added a tiny amount of flavour to the Mamluks [with more meaty amounts coming soon], more warband-specific content will be coming soon for others.
+Made it so that an unlanded mercenary character can only beg for money once per character.

NEXT FACTIONS TO BE ADDED:
-Two slavic warbands called the Druzhina. One will be a vassal of Poland and another, to the Rus'.
-A Norse Warband in York (Old Gods) [still hasn't happened, eventually though...]


This final note isn't about an update, it's just something that players should know with this mod. Your mercenary band can be split into thirds, and each third that is disbanded will mean you pay less maintainence. As a group like the Mamluks, White Company or Grand Company, this should be how you play in the early stages.

Update: 27 Apr, 2015 @ 10:25pm

Changelog:
+Mercenaries changed from succession type: Open Elective to Gavelkind, as suggested by the subscriber WeirdAnkle (what a champ, this fixes so many problem)
+Mercenary leaders each given their own dynasties, to prevent the buggy succession of lowborns.
+Added Varangian Guard, a band subservient to the Byzantine Empire. For the 1066 and 1081 starts.
+Fixed the lack of income while you're a vassal and your liege goes to war. It is quite a bit of income when your liege goes to war, but unlike normal income it does not scale with your prestige! A prestigious character (1000 or more) will make more money by breaking free of their liege and fighting for others. They do, however give up the protection their liege offers them (ie Varangians and Byzantine Empire).
+As your realm size increases, so does your vassal limit. This effect starts at Mercenary Prince (Realm Size 25).
+Mercenaries can now marry.
+A known issue that need resolving is the fact that mercenary players can marry royalty and gain claims on empires, kingdoms, etc. How this is currently naturally resolved, however, is through gavelkind succession. So while one character may, for example, be king of Norway and control the Fjord Riders, one of their sons will inherit the Fjord Riders and the primary son will inherit Norway.
+Still trying to figure out a way to make mercenary armies raid. It's difficult to isolate the file in which the "raiding conditions" are stored. If you know, could you please PM me through steam. :)

+Bands to be added in the next update:
-Polish Druzhina, a vassal mercenary band of the Kingdom of Poland (in the 1066 and 1081 starts)
-A Danelaw Warband in York (Old Gods start) [Lol this didn't happen, it'll happen eventually]
-Rus Druzhina, a vassal mercenary band of Kiev-Novgorod (in the 1066 and 1081 starts) [It's a real shame how shitty the Rurikid Rus', post-Vladimir, are displayed in-game]

Update: 10 Apr, 2015 @ 5:26am

I noticed that some of the factions were unplayable at the Old Gods start, namely the viking warband. That wasn't okay, so I fixed it.

I also added an ancient Saxon band in the charlemagne and old gods starts

Update: 9 Apr, 2015 @ 11:14pm

A small update to fix some errors when pagan faiths get reformed. You should now get a decision that allows you to change your religion.

Also the error of a new leader being a completely new, usually christian, religion as the Rus' Band or the Victual Brothers should be fixed.

Still working on getting pagan merc bands to be able to raid (struggling to find where paradox hid the conditions).

Update: 21 Mar, 2015 @ 6:27am

Added the Alan Riders, Ghanan Band and Nubian Band mercenaries to the game.

Prestige gain over time has been upgraded a lot, depending on how many holdings your band holds.

Purchasing galleys is cheaper.

Large amounts of soldiers are purchasable during war, but disband when the war ends, much like tribal armies.

Added a Norse pagan warband, called the Fjord Riders, that has many ships, but is mainly comprised of lightly equipped soldiers.

Update: 21 Mar, 2015 @ 2:47am

In this update I removed the ability for Mercenary Companies to form a kingdom or an empire with the Charlemagne DLC, because that screws with the inheritance mechanics of Merc Companies, making the game end as soon as your character dies. So did forming a Merchant Republic from a tribe, or forming the Holy Roman Empire so mercenaries may no longer do that either.

Mercenary Bands can now build holdings in provinces they don't own by sacrificing a large amount of money and prestige (both of which are very important to a mercenary character) and moving their army to the province they wish to build it (if their character is leading the army, of course, otherwise it just builds in the capital.)

There was also a bug that disallowed the player from playing as the Catalan Company. This is resolved.

Update: 20 Mar, 2015 @ 11:56pm

Mercenary income completely reworked. As it was, you were rewarded for doing nothing.

NOW, you can join any war (so long as you are of the same religion and the war leader likes you). You are then rewarded with a certain amount of income for being in someone else's war, that scales with prestige, and everyone knows that a great way of gaining prestige is to win battles and take holdings. This, in theory, should encourage players to act like a mercenary band rather than rely on an arbitrary trickle of income.


Now, typically, Mercenaries will make MORE money while at war than at peace.

Update: 18 Mar, 2015 @ 10:01pm

Fiddles with mercenary income, it now scales to the size of your realm.

Update: 18 Mar, 2015 @ 8:41pm

Increased merc income.

Update: 18 Mar, 2015 @ 8:40pm