Crusader Kings III

Crusader Kings III

Humble Adventurers
51 Comments
Nye  [author] 14 Jun @ 4:55am 
It'll work with anything
Ġedryht of Wōden 14 Jun @ 2:42am 
Do you reckon this works with The Fallen Eagle?
Nye  [author] 25 Apr @ 10:29am 
Good idea, might even try that myself 👍
Coocoodas 25 Apr @ 8:02am 
I love using this mod with Bum to God mod to make adventurer a middle step between a landless noble and a baron.
Nye  [author] 23 Apr @ 9:44am 
For anyone that uses this mod, please re-read the description. I have overhauled the way it works.
Nye  [author] 19 Apr @ 7:55am 
Yes, I was referring to my new mod The Great Men-at-Arms Humbling
Coocoodas 19 Apr @ 7:41am 
This only affects adventure's strength and nothing else, right? What was the big update pertain to exactly?
Nye  [author] 11 Apr @ 3:02am 
I have a pretty big overhaul of the levy system + men-at-arms that I will be releasing, hopefully in the next few days. I am trying to re-capture a similar vibe to CK2, at least in terms of levy strength.

If I can get the balancing to feel good, it will likely just replace this mod altogether.
MrVeraguth 11 Apr @ 2:58am 
IMO, you need to nerf the bonuses they gey from camp buildings and positions. Or maybe you can just outright remove the bonus they get from buildings and keep the bonuses from positions to counter stacking. Also, adventurers can stack so much knight effectiveness it is a bit broken. I think knight effectiveness from buildings needs to be removed as well.
Dingus 6 Apr @ 8:49am 
:(:bad_beauty:
Nye  [author] 6 Apr @ 8:30am 
womp womp
Dingus 6 Apr @ 8:25am 
just make them more expensive or less units instead of making the game more difficult artificially and more boring, if thats the purpose of the mod then yeah you excelled at it
Nye  [author] 5 Apr @ 2:45am 
I think I accounted for the perk in the code though I don't remember exactly. It's been ages since I've looked at this.

As for no cultural units, that is pretty much the point. This is a difficulty mod and cultural units make the game mindless, especially for adventurers without any downsides of having them (upkeep).

The point of this mod is to make becoming a ruler a step up in terms of power progression. It's not for everyone of course, it's fairly niche.
Dingus 4 Apr @ 4:56pm 
the no cultured units makes the landless gameplay abit bland , also doesnt it conflict with the perk in learning that lets you get maa units from the culture your camp is in ?
Nye  [author] 1 Apr @ 5:48am 
No, it's too time consuming for this particular mod. Anyone else is free to obviously
failproof 1 Apr @ 5:40am 
Can you make a compatibility mod for AGOT please?
Pamparampampamparam 8 Mar @ 10:05am 
wot if u could still recruit cultural MAA but only 1 and only to level 1? Just to give some flavor to ur army.
Ġedryht of Wōden 8 Mar @ 12:58am 
@Big Boy - I'm not so sure it's fully compatible with even The Fallen Eagle or any mod that adds new troops as you can recruit those troops.
It'd be great if someone could make compatibility patches for this mod. Adventurers definitely shouldn't feel strong.
Big Boy 14 Feb @ 7:53pm 
ok thanks for lmk
Nye  [author] 13 Feb @ 10:18pm 
No, it definitely won't work
Big Boy 13 Feb @ 9:04pm 
will this work with Cultural Armies II or any other mod that changes men at arms
Nye  [author] 5 Feb @ 3:29am 
If it's possible to make this a game rule, I'll do it at some point
Renown 2 Feb @ 10:38pm 
I'd even do a 25% version tbh. In vanilla they get so large so quickly

Also, maybe it's just me but I feel like there should be a prestige upkeep to units. Only the most prestigious mercs would be able to get that many people to follow them?
Milsugione 1 Feb @ 2:21am 
is there such a mod?
Nye  [author] 1 Feb @ 2:01am 
That's just a separate mod tbh
Milsugione 31 Jan @ 10:29pm 
a game rule that lets you disable spawning of legitimist adventurers after inheritance would be neat
Fraenzer 30 Jan @ 1:28pm 
Thanks for the response.

Nerving the modifiers sounds good to me.
Nye  [author] 30 Jan @ 12:29pm 
With that being said, I am planning on overhauling the domicile, so will likely nerf the MAA modifiers they give
Nye  [author] 30 Jan @ 12:28pm 
It's not possible to scale the unit sizes without a lot of work that I don't really want to put into it. If I was going to add the cultural units, maybe I would add them at 25 per regiment or something.

But tbh, I don't think I even want to do that, I want to nerf adventurers, and the moment I start giving them OP units, we're just back to square one
Fraenzer 30 Jan @ 11:48am 
Edit: Innovations mostly buff MAA via buildings. Most OP MAA are cultural and accessable immediately
Fraenzer 30 Jan @ 11:45am 
Landed rulers have to wait for innovations to unlock powerfull MAA und buildings to buff them. Adventurers dont. Hence the power difference is the most extreme in the early eras.

Would it be possible to nerv adventurers MAA even more and unlock buffs/negate the nerv via waiting for relevant innovations? (like the military innovation of each era)

I quite like the cultural units since they feel unique. So I would prefer to just add a modifier to every adventurer that reduces the size of MAA to 10% (reverse scaling with eara, so late medieval the size ist like 25%)

I really like the idea of your mod. Gameplay is way to easy right now, to the point of it being boring.
Nye  [author] 30 Jan @ 9:00am 
Updated and fixed the MAA portraits.
Nye  [author] 30 Jan @ 6:41am 
Weird okay thank you, I shall fix that today
Koivuka 30 Jan @ 6:32am 
Mercenary bowmen,Onagers and mangonels do not have picture.
Nye  [author] 30 Jan @ 2:20am 
Yeah my other mod, Landless Rebalanced. I edited the domicile too which I don't in this one. I won't be updating the previous one either
Captain Smollett 29 Jan @ 8:15pm 
Im pretty sure i've seen a mod like that at some point
Nye  [author] 29 Jan @ 2:22pm 
Updated with a rethink.
Nye  [author] 29 Jan @ 9:48am 
Ah, I didn't know you could get around it like that, I will look into removing that option.
Sasha 29 Jan @ 9:46am 
It seems to me that it would be better to limit the number of wanderer troops rather than worsen their quality.
Sasha 29 Jan @ 9:44am 
In the course of a short research, I found out that you can easily get normal troops through the patron's request :). So, I'm afraid this mod will only weaken the wanderers' AI.
Nye  [author] 29 Jan @ 9:21am 
The main goal though is to make it so that there is purpose and power in becoming a landed ruler because in the base game, even as an emperor, you're weaker than a player adventurer
Nye  [author] 29 Jan @ 9:20am 
Potentially, I could make it so that every, or every 2 campfire upgrades, main domicile upgrades and proving grounds upgrades gives +1 size or +1 regiment.

Other slight buffs might be that the Peasant Militia comes in packs of 75 instead of 50, similar with archers and spearmen.

I also had ideas surrounding a new perk tree that either unlocks more upgrades or just adds to the size / regiments. I'm happy to hear some input before I commit to anything.
Winged Hussar 29 Jan @ 9:09am 
This mod has a lot of potential, but this leaves adventurers bringing pseudo men at arms in really low numbers, would it be possible to make it so the camp is up-gradable with more maa regiment numbers/size for later game? it doesnt matter if its expensive or not.
Nye  [author] 28 Jan @ 10:58am 
@Notis, rulers still have access to everything they would in the base game, but adventurer's don't.
NotisMiCrempie 28 Jan @ 10:44am 
@Nye Oh, so they are disabled in this mod? Good riddance, tbh. Now, when i think of it, it's really strange, i agree with you.
Nye  [author] 28 Jan @ 10:17am 
@Notis, I've thought about adding cultural MAA, but I don't know if adventurers running around with war elephants, heavy cavalry, or praetorian's and things like that was the vibe I was going for. Once I start adding things like that, we're back to square one of being massively OP again.
NotisMiCrempie 28 Jan @ 8:27am 
Cool, instant sub and fav. What about cultural MAA? Just started a campaign by Bavli Samaritan missionary, and having even 2-3 full stacks of shomer is absurdly broken. Every battle somehow full wipe of Caliph's army with 0 casualities.
Riaman 28 Jan @ 6:03am 
Nice!
Nye  [author] 28 Jan @ 2:51am 
Updated with nerfed 'Nomadic Mounted Archers' for any area that would have access to horse archers.
Nye  [author] 28 Jan @ 2:42am 
Deleted my previous reply as I have reconsidered. Horse archers make sense to add. I will only add units to this if requested and it makes sense to have them.