Crusader Kings III

Crusader Kings III

Travel Expanded
42 Comments
JimmyG1970 8 Jul @ 12:25pm 
I throw a fourth.
Toast 29 May @ 7:54am 
Thirding this :tobdog:
Skep Stealer 19 May @ 10:47am 
Seconding this, I would love this mod to get an update
ZoGer 17 May @ 3:47pm 
yep, only 9 seem to be working for me, would love for this to get updated :)
Hamacelos 18 Nov, 2024 @ 3:19pm 
some travel options seem to be hidden with the new update
Gropy  [author] 15 Oct, 2024 @ 3:37am 
What's wrong with the way I do it?
Paradox themselves write

is_shown = {
is_ruler = yes
is_landless_adventurer = yes
}

In their own files, and it should be intented, do you disagree with the option being available for both?
is "is_landed" even an option? I dont see it in the paradox files.
T 15 Oct, 2024 @ 3:24am 
so there's several travel options (be safe, prepared log., local thugs, etc.) where the conditional for usage is:


is_shown = {
is_ruler = yes
is_landless_adventurer = yes
}


Since there's an implied AND, this means that you have to be both a ruler and a landless adventurer to use them, i.e. a landed ruler can no longer use them.

Is this the intended behavior? Or was that meant to be an explicit OR? And was it meant to be 'is_landed' instead of 'is_ruler'? Because a landless adventurer is already a ruler, so it's double checking in that case. Overall, was the intention something more like?:


is_shown = {
OR = {
is_landed = yes
is_landless_adventurer = yes
}
}
boo.barnes 9 Oct, 2024 @ 4:54pm 
Neat idea, especially the Death March. There have been times when I've wanted to thin out my entourage!
TheRagFromTheCrag 30 Sep, 2024 @ 5:45pm 
Thank god
Gropy  [author] 30 Sep, 2024 @ 2:07am 
Updated to 1.13, no real changes, or additions.
NorscanWarlord 29 Sep, 2024 @ 4:25pm 
Can someone pick this mod up if possible? since the creator of it is not really active
tilarium 27 Sep, 2024 @ 8:15am 
Only modders who are active in the games community will update their mods. Modders that are active in the games community know when the games update. They don’t need people coming into the comments telling them to update. They will when they do.
Dementia5 認知症 27 Sep, 2024 @ 7:34am 
update!
Sigil 24 Sep, 2024 @ 5:44pm 
update?
Waringham 11 Sep, 2023 @ 6:23am 
pls update :)
KingMinotaur 8 Aug, 2023 @ 8:58pm 
hey, quick question, is it possible to put in an option to add or take out characters from a travel entourage? I'd like to have my spouse along for the journey, if you know what I mean ;)
Unstable Energy 21 Jul, 2023 @ 7:53pm 
Is this still updated?
raymondo292 28 Jun, 2023 @ 11:02am 
Great mod but it isn't updated for 1.9.2.1 and my game now has a glitch where I can only use one travel option from the base set of options.
JamieDave 16 Jun, 2023 @ 10:53pm 
Oh, I forget that I've already disabled another mod when trying to find the mod causing crash. It's not this mod that causes crash. My fault.
Gropy  [author] 16 Jun, 2023 @ 10:34am 
Im not getting anything when I try to load this mod alone, interesting.
JamieDave 16 Jun, 2023 @ 10:05am 
Causes crash when choosing purpose for an activity after the latest update of the base game. Need update.
Might be caused by mod conflict. I haven't test it yet. I only know if I remove this mod, there'll be no crash.
Maiev 2 Jun, 2023 @ 11:16am 
LOL
laxfeed 2 Jun, 2023 @ 6:47am 
Wonderful mod, only I do not understand why the travel option "hire local thugs," the description on the safety, but the modifier for the tax? It would be more logical to remove the modifier for the tax and add on the speed and safety of travel.

And yes, what does the "Mount Shoes" option mean? Is it horseshoe shoes or horseshoes?
MedievalHistoryMann 1 Jun, 2023 @ 10:41pm 
The river travel idea posted by Bair is a good one, if that is something doable by the modder.
Coach 31 May, 2023 @ 3:41am 
looks awesome. This will undoubtedly enrich the player experience, thank you! I will check it out later on.
MsL229 31 May, 2023 @ 3:30am 
nice mod, can't wait to add it to my modlist, cheers on good job
Gropy  [author] 31 May, 2023 @ 1:54am 
it only adds so yes
Coach 31 May, 2023 @ 12:52am 
savegame compatible?
Gropy  [author] 31 May, 2023 @ 12:23am 
Maybe ? There is only 2 prestige options and 1 is gated.

@Bair Im not sure, would be interesting if you had an expensive option to hire river boats or something.

Anyway, updated for 1.9.1
puggy 30 May, 2023 @ 8:26pm 
I really like the ideas. Though maybe the prestige should be less or scale more costly? Either way the prestige modifiers is so good on tours.

Maybe they should be even more dangerous because of the scale of your entourage
Bair 30 May, 2023 @ 3:31pm 
Is there any chance you could make it so cultures with river navigation can travel using rivers? I'm not sure if that's within your purview or not, but it'd be immensely helpful for my Rus campaign.
Samio 30 May, 2023 @ 9:51am 
@Gropy "GFX etc is done by me, feel free to copy and steal anything you like."

Thanks for letting people do this, it'd be hard to mod without using pioneers like yourself as a reference! (I'm not modding anything currently, just observing.)
Evgenika 30 May, 2023 @ 8:30am 
It seems to be useful mod! Thanks for it! And one suggestion (question?) Didn't you thought about mod like "Visit anyone"? To make possible traveling to any point on the map at any time?
Gropy  [author] 29 May, 2023 @ 1:32pm 
@sawwhet I like the idea of buffing thugs, giving a small income boost of like 0.1-4 gold, so it pays back after 1-2 of years of travel would be more fun then just making it Mercenarys but cheaper.

@Emyr, I could and will ! thank you, its mostly just flavour like traits, buildings or variations, not meant as direct replacements but as roleplay choices
Dr Jimothy 29 May, 2023 @ 10:59am 
Statistically speaking, by explaining the options in the description, you would drastically decrease the odds of a gluttonous family of rats deciding to live in your fridge, eat all your food and bite your hand with rabies-infested teeth whenever you try and get any food out of said fridge.
Trust me, I'm a Dr. Also this mod is great.
Bergmann 29 May, 2023 @ 3:02am 
This mod sounds very cool. I'm excited to test it out.
Em 29 May, 2023 @ 2:04am 
could you maybe add some more information in the description about the options and what they do?
sawwhet5975 29 May, 2023 @ 1:58am 
Or alternatively, why not slap an income increase on the hired thugs. So in a way its like they are robbing people while on the road. Ideally, maybe they'd have a chance of capturing random people, but that would require an event, and I understand if that's above what is desired with this mod.
sawwhet5975 29 May, 2023 @ 1:56am 
I'd like to appeal for a buff to Hired Thugs, because as of now there feels like no real reason to use it. Sure, its half as expensive as Mercenary captain, but less than half the protection, no travel speed increase, plus the increased scheme risk. What if the travel speed was increased to match the speed of the merc captain, and the safety decreased to 5. That way its like you can travel faster due to the increased perception of safety from your hired thugs. But the safety isn't "truly" safe.
Gropy  [author] 28 May, 2023 @ 12:13pm 
it should why not.
sny 28 May, 2023 @ 10:52am 
Does it work on a saved game?
buzz3931 28 May, 2023 @ 2:31am 
good mod. thank you