Crusader Kings III

Crusader Kings III

War Debuffs
47 Comments
wzfcns 31 Jan @ 7:58am 
Material Failure repeat 100 times
Arvi 14 Jul, 2024 @ 3:42pm 
20 = { trigger_event = wd_event_war.1010 } #Material Failure seems to be bugged.
game is sometimes not applying flag = had_wd_material_failure_event_flag making the event trigger multiple times in a row, often killing my characters from the stress they receive. Basically they die from stress every time someone declares war on them.
macintosh1257 14 Jul, 2024 @ 8:12am 
I read the file in notepad++ and i find this is the mod that have a event that adds soldiers for free.


You should fix that.
macintosh1257 11 Jul, 2024 @ 4:44pm 
Is this the mod that add strong man special soldiers?
DondarfSnowbonk 27 Apr, 2024 @ 4:10pm 
I'd like to see the destruction of a building be a random chance rather than a sure thing. And as the previous commenter says, the implementation of the penalties for being at work could do with a bit more granularity — I don't know how easy or even possible this is, but maybe the effect could only occur while at war if your armies aren't in your realm.
Schrödinger's Cat 26 Feb, 2024 @ 7:50am 
I like the idea but implementation is bs. Like penalties apply even if you being called to ally's war and don't even really participate. Meaning in practice your control will aways be in red.
ubermann 5 Feb, 2024 @ 11:48pm 
Maybe add some game rules. Some customisation would be really cool, especially regarding the amount of development lost due to an occupation.
Funglesby 1 Feb, 2024 @ 8:04pm 
This mod is amazing it makes the game way more challenging. It also forces you to really think before starting a war. A must have from now on!
blue 13 Jan, 2024 @ 8:33pm 
this is brutal
mateuszn2007 4 Jan, 2024 @ 11:18am 
Mam nadzieję, że to będzię właśnie ten mod, wojny są nudne, tak nudne, że liczę na dodatkową dawkę emocji
Hustlemaster88  [author] 8 Dec, 2023 @ 12:21pm 
@牛奶大魔王 thank you, very kind of you.

I added your link to discussions.
牛奶大魔王 8 Dec, 2023 @ 5:54am 
greeting ! I am fan of your mods ,I want more Chinese player to use your mod.so I've translated your mod, and could u add in description?

here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903983628
Hustlemaster88  [author] 2 Dec, 2023 @ 12:50pm 
@mhrbnbngs good Idea.

I had something like that in my mind as well but for the start i want to focus on war events. But i planned to also add events that help the player rebuild after war, especially with sieged counties.
Hustlemaster88  [author] 30 Nov, 2023 @ 9:54am 
@MarkKaluger ty for the feedback - i read your text translated from Google but i think i understood your point.

From Wikipedia: "Under the feudal laws on the European continent, landowners in the medieval period enforced a system whereby all peasants, freemen commoners and noblemen aged 15 to 60 living in the countryside or in urban centers, were summoned for military duty when required by either the king or the local lord, bringing along the weapons and armor according to their wealth."

From my understanding, everyone living in the land owned by someone at war was subject to conscription/military service inculding peasants. Maybe England had a different system to the majority of the other feudal realms.

What values do you think should be modified? Or what should be changed in your opinion?
MarkKaluger 30 Nov, 2023 @ 8:20am 
Идея хорошая, реализация не совсем.
На войну призывались только свободные люди, а не крепостные. Удара по экономики здесь не будет. Население Англии, например на 14 век — 5 миллионов. В Столетней войне участвовало до 10 000 свободных людей (йоммены).
МАА — не полиция. Это личная гвардия.
Никогда не было падения "контроля" и "производительности". Ремесленники и торговцы не участвовали в войнах, они же, согласно капитулам, статусам, эдиктам и ордонансам, выполняли роль полиции.
MarkKaluger 30 Nov, 2023 @ 8:20am 
Было бы лучше не придумывать лишние штрафы, а сделать функционал контроля: фуражировка, грабеж, порабощение. Выполнение данных функций зависело бы от военного образования командира.
Hustlemaster88  [author] 30 Nov, 2023 @ 5:18am 
I updated the mod: If the 'Destabilization'-Modifier doesn't get removed after a war, you need to wait up to a year - then it should be removed. Let me know if it works or not.

The one year delay is for performance reasons, so the game doesn't get slowed down too much.
Hustlemaster88  [author] 30 Nov, 2023 @ 5:02am 
@hunkim11

What do you mean by 'spirit days'?
hunkim11 30 Nov, 2023 @ 2:56am 
The war is over, but the debuffs from the spirit days remain.
mhrbnbngs 29 Nov, 2023 @ 1:16pm 
@Hustlemaster88 I am unsure if you can do it on CK3, but maybe you could give a natural control modifier/month to counties where the damaged debuffs have ran out to make recovery much easier for the player? Something like "Recovering from the war". Or you could have the damaged debuffs last forever but have a check after a peace deal to see if the countries are still at war, and replace the debuff with a short temporary one if they aren't. The temporary one could last for like 3-6 months perhaps, and then get replaced with the recovering one.
Hustlemaster88  [author] 29 Nov, 2023 @ 5:17am 
@mhrbnbngs ty for the feedback.

This is something that i'm thinking about but i'm not sure how that would work out in the long run. Depending on how long a war lasts, if you for example have a -0.5 control modifier/month and a war lasts 3 years this means your county control would be reduced by -18 after the war. But the modifer applies to all your directly hold counties. If this countinues even after the war ends, you would spend even more time trying to get the control back to 100 in every county. This mod should make you suffer but not be frustrated.
mhrbnbngs 28 Nov, 2023 @ 11:45am 
I think you should make it a game rule whether or not modifiers are removed when the war ends or whether or not they last for a period of time
Hustlemaster88  [author] 28 Nov, 2023 @ 3:20am 
Although it would be good to know if your character has the "wd_modifier_flag" (something that you can only see in debug mode). Also you could open the error log in Documents/Paradox Interactive/Crusader Kings III/logs/error.log and search for "wd". Everything that shows up could be interesting for me to solve the problem. If there is a entry that contains "wd" you can post it in the discussion thread "Report Bugs/Problems".
Hustlemaster88  [author] 28 Nov, 2023 @ 3:20am 
@Lil Stiffy

Normally the "Destabilization Caused By War" modifier should be removed after a war ends (in any imaginable way - win, loss, white peace etc.). My guess would be that maybe you inherited a county whos owner was at war at the time but you weren't part of this war.

You could try to remove the modifier via the debug console (beware that it deactivates achievments) or wait fot the next time you declare/join a war. The modifier should be gone after.

Also i'll try to add a fallback option that removes the modifier in those cases (but i don't know yet how to do that)
Hustlemaster88  [author] 28 Nov, 2023 @ 3:07am 
@Fiddlesticks good to know. Whoever was responsible for security within a realm probably also changed over time. So you both could be right :D

For the point of this mod the important thing is that both male citizens and the professional army where involved in the war and therefore were not able to effectively/at all fullfill their tasks within the realm.
AngryMutt77 27 Nov, 2023 @ 9:52pm 
Grothmog needs to mind what he's saying. The statement "most medieval cities" is dumb from the start because he's casting a massively wide net. The Late Medieval era for example had plenty of what we'd consider police forces, an interesting look at a particularly large and organized is the book Blood Royal by Eric Jager which displays Paris' (admittedly exceptional) police force, which had a police chief (Provost of Paris Guillame de Tignoville), hundreds of sergeants that patrolled the streets on foot and horseback, and even detective-esque examiners that examined evidence, interrogated witnesses, and followed up on leads. Depending on the era, plenty of cities had proper police forces.
BEEF SUPREME 27 Nov, 2023 @ 5:46pm 
Hey first off, great work I love the mod! Do you know how long the "Destabilization Caused By War" county modifier lasts, by the way? I'm not at war and one of my counties still has it. Thanks.
Hustlemaster88  [author] 27 Nov, 2023 @ 8:44am 
@Grothmog's Hammer - thanks, good to know!

That's an interesting idea but to be honest i don't know yet how to implement this in the code :D
Currently i'm making the events but this is something that i will try to add after because it would also force the player to think ahead (can i win this war fast enough so my realm doesn't suffer for years after?) - which is exactly what i want this mod to do.
Grothmog's Hammer 27 Nov, 2023 @ 7:25am 
Most medieval cities did not have any police force (in fact, the first modern police forces only came into existence in the eighteenth century). There was a form of criminal justice system, but it was backed by men-at-arms: "sheriffs" were originally also the men in charge of managing the local military forces of a shire.

Considering that the administration of most medieval polities was also intimately bound up with the military (the highest magistrates were also soldiers), there might even be a case for increasing the administrative penalties as time goes on.
Hustlemaster88  [author] 27 Nov, 2023 @ 3:35am 
@Caloens2k1

When i tested it, neither duchy buildings nor special buildings got destroyed. It should apply only to 'normal' buildings.
Caloens2k1 26 Nov, 2023 @ 9:09pm 
Will the special and duchy building be destroyed as well?
Teamson  [author] 25 Nov, 2023 @ 12:35pm 
I´ve added you
Hustlemaster88  [author] 25 Nov, 2023 @ 12:03pm 
@Teamson Yes, of course.

I want the events to add real value to the game, so no decisions that just add a modifier here and there or make you loose money/prestige. To achieve this, i'm still in the 'testing' phase to see what is possible and what not.

Maybe you can add me / can i add you?
Teamson  [author] 25 Nov, 2023 @ 11:51am 
Would love to help with the events, if you would need some help?
Hustlemaster88  [author] 25 Nov, 2023 @ 2:38am 
@Tagellus. To be honest i'm not really an expert when it comes to how medieval villages/cities where structured so you are probably right. :steamthumbsup:
My thoughts when creating this mod primarely where that in times of war, the overall military presence in a realm was significantly reduced and therefore more vulnerable.

From a modding perspective - from what i understood so far - there is not much variables to modifie for warfare. For example there is no way to check if a player only has MAA's raised or also levies. So i wanted to create something simple but also something that has an noticeable influence on the difference of you beeing at war or not.

That beeing said if you have any suggestion or a hint on what could work just let me know and i will look into it.
Tagellus 24 Nov, 2023 @ 3:25pm 
i think garrisons were police, not maa or levies. Also, maa in feudal era should be mostly focused on war, isnt it?
绝望( T_T ) 24 Nov, 2023 @ 8:41am 
great idea
Hustlemaster88  [author] 24 Nov, 2023 @ 7:11am 
@AK Changed the modifiers for the player and made different, softer modifiers for AI when at war
CS 24 Nov, 2023 @ 5:12am 
keep the modifiers for the ai but make them worse for the player to put everyone on an equal playing field
Hustlemaster88  [author] 24 Nov, 2023 @ 2:56am 
@AK would you suggest to make the modifiers only apply to the player? Or maybe weaker modifiers for ai and more hars modifiers for the player?
CS 24 Nov, 2023 @ 1:14am 
ai is already piss easy, this would make the game a walkover
Hustlemaster88  [author] 23 Nov, 2023 @ 3:04am 
@Aziz1310 thanks.
It's my first mod so making changes takes a lot of time. Currently im stuck resolving the known problems but i also have started to create events.
Fillyshellz14 22 Nov, 2023 @ 2:02pm 
this sounds good, hope you keep at it
Hustlemaster88  [author] 21 Nov, 2023 @ 4:40am 
An idea would be to create a couple of different modifiers and make them apply randomly to the provinces.

I will look into the code what i can find about army size, maybe there is a trigger for that.
Riaman 21 Nov, 2023 @ 3:44am 
May be there is some coding limitations that prevents this right now, but only a certain percentage should. Not all wars are equal. Though sadly I don't think ck3 ai can differentiate on scales of war and how many troops to raise. In real life empires didn't used to raise all troops for small conflicts or skirmishes. Hope there is a war DLC to fix this. A very much needed focus for this game.
Hustlemaster88  [author] 21 Nov, 2023 @ 3:22am 
@Riaman ty for the feedback.
I'm not entirely sure about that. Wouldn't a ruler who plans going to war conscript every available men so that - in case he needs them - they are ready?
Riaman 20 Nov, 2023 @ 8:06pm 
Only raised levies should result into decreasing control