Crusader Kings II

Crusader Kings II

Courtiers Will Join Mercenaries
37 Comments
CaveBoundGirl 15 Nov, 2017 @ 2:25pm 
Thanks so much, especially for fixing it so quickly!
SinStar87 (He/Him)  [author] 15 Nov, 2017 @ 12:27am 
Fixed.
CaveBoundGirl 15 Nov, 2017 @ 12:20am 
Steam has once again decided not to let me download mods off the Workshop (yes, I tried restarting both Steam and CKII, with no luck), so I wanted to download this mod from your Dropbox... except it gives me a 404 error: "That file isn’t here anymore
Someone might’ve deleted the file or disabled the link."

If it wouldn't be too much trouble for you, could you please reupload the file to Dropbox, or host it somewhere else?

I just finished a "shopping spree" of all your mods that interested me (which was most of them, actually), but only need this one mod to complete my own personal "Sinful" collection!
MightNight 28 Sep, 2017 @ 6:44am 
Ahhhh I see so a player keeps that mercenary company modifier even after vassalizing them. Yup that is all I needed. Thanks man, great mods!
SinStar87 (He/Him)  [author] 27 Sep, 2017 @ 9:09pm 
No? I mean if you form a merc company you are already paying hefty penalties in manpower what would half cost for raising them matter in the end and rather a poor idea to begin with. But in the end, it's an option, if you don't want to use it, then don't use it.
MightNight 27 Sep, 2017 @ 8:53pm 
So the whole vassalizing mercenary companies thing...if I assign a dynasty member to my own created mercenary company, wouldn't it be a little bit cheaty?
SinStar87 (He/Him)  [author] 27 Sep, 2017 @ 8:49pm 
shouldn't need it.
MightNight 27 Sep, 2017 @ 8:34pm 
Is this going to updated? I can see this having unwanted effect since you are now able to create your own merc companies
SinStar87 (He/Him)  [author] 10 Aug, 2016 @ 7:14pm 
The reset for asking was broken, new version hopefully tunes it down a bit
Cosmik Debris 10 Aug, 2016 @ 6:25pm 
Maybe my empire is to big but I'm getting this "so-and-so wants to leave" message way to often. It is kind of anoying to have this pop-up interupting my game every 20 seconds.
SinStar87 (He/Him)  [author] 27 Mar, 2016 @ 8:34am 
I don't use it, but should be unique enough to be compatible, if you add a dependency to the .mod file.
Joachim Kleronomas 27 Mar, 2016 @ 8:27am 
CK2+ compatible?
SinStar87 (He/Him)  [author] 26 Jan, 2016 @ 12:30am 
Fixed a scope error and cleaned up the code.
SinStar87 (He/Him)  [author] 26 Oct, 2015 @ 4:44am 
Ok updated, ~10 years as a merc they'll get the trait.
SinStar87 (He/Him)  [author] 26 Oct, 2015 @ 4:25am 
Ok CK2 has a trait called adventurer that I think will work well here. Now I have to think about how best to add it.
Bakhan 26 Oct, 2015 @ 4:17am 
Dont think Graphics are as much of an issue with it, but It would be a cool idea
SinStar87 (He/Him)  [author] 26 Oct, 2015 @ 4:13am 
Yeah I could, but I can't do the graphics so it'd be pretty much a straight rip.
Bakhan 26 Oct, 2015 @ 4:09am 
Yea Essentially, just a variant of that for Mercenaries would be cool.
SinStar87 (He/Him)  [author] 25 Oct, 2015 @ 8:41pm 
Sorry about not responding I'm not sure what you are wanting, like the guard trait?
Bakhan 22 Oct, 2015 @ 6:48pm 
Do you think you could add something similar to Nords working with the Varangian Guard for People who run off and work in a merc company? some thing like Veteran Mercenary?
SinStar87 (He/Him)  [author] 21 Aug, 2015 @ 5:14am 
SinStar87 (He/Him)  [author] 21 Aug, 2015 @ 5:12am 
Ah don't have horselords so didn't know they added anything like that, anything more like what I've designed here? Closest thing I can think of is the Son's join the Varangian Guard event, but I looked at that when I was creating and sad to say it's woefully unhelpful for my purposes.
Howitzer 21 Aug, 2015 @ 3:44am 
Ah, I took a quick look at the events you wrote and your factors are in the range of 1-100, but that's a lot , seeing as factor 2 means double, so 100 means a hundredfold more likely. (e.g. practically impossible that person won't go away at some point)

Maybe check the factors for Nomads sending their sons away to a mercenary company. (Decisions/HL_mercenary_decisions.txt - they range from 0.1 to a maximum of 4)

Sorry for all the criticisms. It's a very lovely mod you made :)
SinStar87 (He/Him)  [author] 20 Aug, 2015 @ 10:49pm 
Ok changed the mtth to 5 years, changed how the informer fires so you should only be asked by commanders and dynasty that like you, and an informer that someone has left. As for having them come back, don't think I'm going that far, if you really want someone back should be easy enough to invite them to court.
Should cut down on things a bit and I'll work on the factors.
SinStar87 (He/Him)  [author] 20 Aug, 2015 @ 10:14pm 
And for some reason my triggers are being ignored seemingly randomly.
SinStar87 (He/Him)  [author] 20 Aug, 2015 @ 9:45pm 
Yea it's not because of ck2+, it's the ai choice factors in my decisions, they're mostly a best guess, I'll try adjusting them.
Douglas8970 20 Aug, 2015 @ 8:50pm 
I agree with howitzer, it is excessive. Could you find someway to lower the chances of people leaving and ad an event where they come back after 5-10 years. This is not just happeneing because of ck2+.
Howitzer 20 Aug, 2015 @ 3:21pm 
I get on average one to two requests per month. Which is quite excessive in my eyes. I'm a duke and more than twelve people a year flee my court to join a mercenary company?

Also, my commanders want to go away as well. Maybe check for minor titles too?

I'm using it with CK2+. Don't know if it's because of that, or due to how the mod itself is.
SinStar87 (He/Him)  [author] 20 Aug, 2015 @ 11:48am 
Best I can say is give it a shot, I wrote it uniquely so unless there's coincidence shouldn't conflict with anything.
ViperClaw 20 Aug, 2015 @ 11:41am 
is this compatible with CK2+?
SinStar87 (He/Him)  [author] 19 Aug, 2015 @ 2:45pm 
"W,why are you looking at the mod like that?? Are you drooling? Wow..."

Heh, thanks, glad you like it.
RareMason 19 Aug, 2015 @ 2:31pm 
I like this mod. A little too much......
Douglas8970 17 Aug, 2015 @ 8:17pm 
ty
SinStar87 (He/Him)  [author] 17 Aug, 2015 @ 6:50pm 
Ok replaced it with an opinion.
SinStar87 (He/Him)  [author] 17 Aug, 2015 @ 6:47pm 
I can remove it, not vital to the code just figured it'd be a little interesting.
Shadok 17 Aug, 2015 @ 3:01pm 
I'd suggest making suicide only happen if they're depressed at the time. Any other circumstance they'd probably just sulk (giving a penalty to their opinion of the grandmaster and they don't try to join that company again).
Douglas8970 17 Aug, 2015 @ 2:39pm 
could you perhaps make one where they don't commit suicide