Crusader Kings III

Crusader Kings III

Pillage
75 Comments
JesusChristIsLord 27 Jun @ 7:07pm 
Still working?
Zincau 6 May @ 3:20am 
thank you for your answer and hard work.
牛奶大魔王 3 May @ 11:08pm 
Greeting! A great mod! but ENGloc had change that Chinese loc didn't update so i have translation it inside CK3 mod Chinese loc mod
would u make a line in description?

here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403925213
CaelReader  [author] 3 May @ 8:51am 
@Zincau only on sieges, not raids
Zincau 2 May @ 9:08pm 
what if AI raids our cities? same rule works ?
CaelReader  [author] 2 May @ 3:45pm 
@hamletsdead they're unrelated
hamletsdead 29 Apr @ 2:32pm 
Is this compatible with the new pillage options added by Khans of the Steppe? Or is it now redundant?
cuomo860 3 Apr @ 8:10pm 
I'm thinking there shouldn't be a penalty when the army leaves or enters it's stationed barony. Theoretically, that barony is already prepared for an army passing through, even expects it. I guess the work around to this would be moving you're rally points outside of these areas.
CaelReader  [author] 21 Mar @ 5:39pm 
@Ranger Yep, this mod is entirely self contained and should work with anything else, even total conversions. The "buildings downgraded or destroyed" effect will only target vanilla buildings, though, unless another mod updates the core destroy_random_building_effect.
Ranger 21 Mar @ 4:24pm 
Just letting people know this appears to be compatible with AGOT. Looked at the code and it doesn't seem to override any AGOT stuff.
CaelReader  [author] 13 Mar @ 12:55pm 
Mod updated to 1.15. New game rule added that causes counties to lose 10% or 5% of their total development when sieged down. New event added for when you siege down a Rival's holding.
johnnyguffey1982 23 Feb @ 10:24am 
now its not working
Kaschperle 21 Feb @ 1:50pm 
I agree with @Alexander Pistoletov that whole buildings getting destroyed is a bit to much considering AI is already struggling a lot. But luckily it's a option you can turn on / off. Perhaps you could add instead a malus "recently sieged" with 50% holding taxes and levies reduced. A middle ground where that buff is there for a 3-4 years.
Выдрёнок 19 Jan @ 12:02pm 
I hope there will be an option with increased loot and development penalty
CaelReader  [author] 12 Dec, 2024 @ 8:23am 
@Ishchyaboi Note: this only applies to your armies moving through your own domains, to avoid weird cheese strats where you debuff your vassals by marching around in circles. Some kind of Military Access diplomacy system or way to tell AI armies to get out of your lands would be needed I think.
Ishchyaboi 12 Dec, 2024 @ 8:14am 
was there a concept of closed borders back then? because I'd like a mod for something like that before I used this.
ck3user7748 21 Nov, 2024 @ 11:27pm 
hi, this mod is fantastic! it recently stopped working for me. I do use a range of QoL mods plus MB+ but never had compatibility issues until now. I don't know precisely when it stopped working and whether it is related to last week or this week's hot fixes or just a mod conflict, but a quick check of the mod files did not suggest this should have any issues.
Alexander Pistoletov 4 Oct, 2024 @ 7:55am 
I think that the building reduction it too much for the AI, Iberia for example, where there is a lot of war, is full of sub 5-6 development provinces with no buildings and duchies with like 50-1500 soldiers
Cryso 10 May, 2024 @ 10:42am 
change_development_progress_with_overflow can also change the development level if it reaches zero
ΑLΕΡΗ 5 Mar, 2024 @ 2:32am 
this mod is great i hope you plan on updating it
rayancoelho 4 Mar, 2024 @ 11:08pm 
Could you please update the mod to the new patch, 1.12.1? Many thanks in advance!
FantasticKru 11 Feb, 2024 @ 4:20pm 
weird, it stopped when I disabled it. I probably have some conflicting mod that breaks this mod.
CaelReader  [author] 11 Feb, 2024 @ 8:32am 
@FantasticKru this mod's script only activates when an army enters a province, and it doesn't apply the debuff if that county is already suffering from the Friendly Army Requisitions modifier.
FantasticKru 10 Feb, 2024 @ 10:32pm 
I have this mod and it seems to make provinces lose like 20+ control per month of an army standing in it, seems a little extreme. Is it intended? or is it some mod conflicting with this one?
CaelReader  [author] 15 Dec, 2023 @ 11:52am 
@peequi this mod only uses the change_development_progress_with_overflow effect, it shouldnt be impacting development directly.
peequi 15 Dec, 2023 @ 4:39am 
Actually it looks like something was implemented that makes the actual development drop after a raid, haven't checked on a siege. I am assuming it is this mod as I have no other mod that looks like it touches raid/sieges. Can someone confirm if they are seeing the same thing from this mod plz.
peequi 15 Dec, 2023 @ 3:26am 
@notorius_marauder regarding your comment about having development drop by a flat 5, not the growth but the actual development, if you can share the exact line please. Or upload your mod please. TIA
Coach 29 Nov, 2023 @ 1:55am 
great mod! immersive and realistic, i like it!
MarkKaluger 28 Nov, 2023 @ 7:41am 
christopherxmas
Никто никогда не договаривался. Просто брали и шли, либо их не пускали (Обычно не пускала армия). Часто было как в Первой крестовом походе, когда толпа каких-то голодных бомжей разграбила Венгрию.
Welf 12 Nov, 2023 @ 5:19am 
THANK YOU! I always thought the game needed something like this.
christopherxmas 5 Nov, 2023 @ 2:09pm 
I would love to see this: Some kind of Military Access diplomacy system or way to tell AI armies to get out of your lands would be needed I think.
christopherxmas 5 Nov, 2023 @ 2:08pm 
I never understood in CK2 or CK3 how you can have these huge traveling armies just cross into your realm to fight somewhere else like it was nothing.. lol I am pretty sure no neutral kingdom wanted an army walking through their land on the way somewhere else... this would obviously need to be negotiated and just walking your army through someone's land to fight somewhere else would be an act of war.
Gropy 22 Oct, 2023 @ 3:34am 
So based, tbh CK3 is way to forward, like youll never lose development or buildings, and with no plague mechanic, you dont lose characters either.
CaelReader  [author] 3 Oct, 2023 @ 5:12pm 
@Sir Koda yes
Sir Koda 3 Oct, 2023 @ 7:37am 
Is the mods save game compatible?
Gliese581 27 Sep, 2023 @ 9:53pm 
After playing with it a bit I think the hit to control is just too harsh for my taste. I'm playing with MDN making empires work for it mod and I don't know if that affects anything but I get around 1 control a month from my marshal and passive effects, a good 8-9 years to raise a control 0 province (where it will be after a conquest) to 100.
I'm consistentlly getting my provinces wrecked from armies getting routed by my liege in interminable rebellions and the defeated armies shattered retreating to my provinces before recovering, even though I'm not directly involved in the war. Every time it happens 8 months of work by my marshal is undone. I can't anticipate where these armies will end up because they move insanely fast thanks to shattered retreat and as soon as they recover that's a control hit on the county they ended up in and any they have time to march through before I intercept on their way out of my realm.
CaelReader  [author] 26 Sep, 2023 @ 4:32pm 
@Tibbers yes
Tibbers 26 Sep, 2023 @ 4:07pm 
Says it is compatible with 1.10.x, it should be compatible with the latest 1.10.2?
CaelReader  [author] 26 Sep, 2023 @ 11:19am 
@Andy's Take No on both counts. Mods are unable to interact with the supply level of armies nor am I able to remove the notification from a building downgrade (as far as I can tell).
Andy's Take 26 Sep, 2023 @ 10:59am 
Does the mod have any positive effects for the roaming armies? Also, is there a way to remove the building notification thing?
The Lady of the Lake 22 Sep, 2023 @ 6:45am 
insanely great mod. I'd noticed that before using this mod that places that become major battlegrounds (like the rhein, the border between the byzantines and the muslims, etc) turn into underdeveloped hellholes considering the land keeps getting put to the sword as roving armies rampage through. Vikings are a genuine threat and can (after a few generations) genuinely soften up kingdoms that don't trend towards being impossible to break due to feudal buildings and upward development.
This should straight up be in the base game, its so good.
Renown 20 Sep, 2023 @ 11:57pm 
Just FYI - long time modder here. Observer games are great for bug hunting, not so great at AI behavior prediction, since so much of CK3 is player predicated/based. As soon as the player leaves the situation, enemy AI acts... basically stagnant to some degree.

So when you say you don't see any real impact, it's because you don't see it with player involvement/interaction. Players will take advantage of a weakened enemy a lot more. My point being - the AI can't function with advance knowledge of this behavior, so balance with a player will always be off.

I still use mods like this on occasion but with house rules.
CaliBlueBear 20 Sep, 2023 @ 9:59am 
Can you have it simply destroy a random non-special building? So you get that annoying “new building competed” notification.
Ed Balls 18 Sep, 2023 @ 8:23am 
A game rule to add a percentage reduction in development would be incredible, the world would actually have a dynamic level of development instead of everyone always tending towards 100 as the years go by.
CaelReader  [author] 11 Sep, 2023 @ 5:48pm 
@RL - Alioshax I might add a game rule to add a percentage reduction in Development upon county occupation.
PeachySnail183444 11 Sep, 2023 @ 2:13pm 
FINALLY, some proper consequences to getting raided
RL - Alioshax 11 Sep, 2023 @ 2:28am 
Great mod ! Would it be possible to include some form of developpment loss (not progression loss, just flat loss) when sieging or raiding provinces ? I feel like developpment is too linear, you can't lose it, while historically a city could lose most of its splendor in a single looting (Constantinople in 1204, for instance)
Spaceracer 8 Sep, 2023 @ 3:54pm 
That works well
CaelReader  [author] 8 Sep, 2023 @ 3:41pm 
Update: Added individual Game Rules to toggle on or off Building Destruction, Friendly Army Requisitions, and Enemy Army Plundering.
CaelReader  [author] 7 Sep, 2023 @ 5:15pm 
@Spaceracer Yes ideally the whole supply system would be somewhat different to allow for realistic foraging to be represented. I specifically am interested in a paradigm where just having enemy armies *march across your land* is bad, even if they don't occupy anything or are repulsed. Occupations do already lower county Control and Development Progress in vanilla, anyway.