Crusader Kings III

Crusader Kings III

Pillage
82 kommentarer
Ranger 17. sep. kl. 2:47 
@ENFP Yeah that was my main reason for downloading it as well. There need to be more realistic reasons NOT to go to war.
ENFP 14. sep. kl. 16:15 
its so easy to gain income in the vanilla game and I love using this mod to help at least make me think twice about expanding through conquest
ENFP 14. sep. kl. 16:15 
This mod does such much to help with the economic gameplay... I love when a war geniunely obliterates my economy
Ranger 14. sep. kl. 4:29 
@CaelReader Yeah confirming on my end too I've been playing with it. Thank you for getting back to us!
CaelReader  [ophavsmand] 13. sep. kl. 11:16 
Confirmed working on 1.17
Ranger 11. sep. kl. 11:06 
@CaelReader So after looking at your code it looks like none of the new stuff from the dlc should mess with this. Would I be correct in assuming it still works? If not should we expect an update? No pressure I just really enjoy this mod and always use it.
Jet 2. sep. kl. 22:19 
sounds like a cool mod. Is it possible to alter the percentage chance of downgrading or destroying buildings of a sieged province? Or is it always confirmed to happen?

Is it compatible with TCs like agot, EK and fallen eagle?
JesusChristIsLord 27. juni kl. 19:07 
Still working?
Zincau 6. maj kl. 3:20 
thank you for your answer and hard work.
牛奶大魔王 3. maj kl. 23:08 
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3403925213
CaelReader  [ophavsmand] 3. maj kl. 8:51 
@Zincau only on sieges, not raids
Zincau 2. maj kl. 21:08 
what if AI raids our cities? same rule works ?
CaelReader  [ophavsmand] 2. maj kl. 15:45 
@hamletsdead they're unrelated
hamletsdead 29. apr. kl. 14:32 
Is this compatible with the new pillage options added by Khans of the Steppe? Or is it now redundant?
cuomo860 3. apr. kl. 20:10 
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  [ophavsmand] 21. mar. kl. 17:39 
@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. kl. 16:24 
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  [ophavsmand] 13. mar. kl. 12:55 
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. kl. 10:24 
now its not working
Kaschperle 21. feb. kl. 13:50 
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. kl. 12:02 
I hope there will be an option with increased loot and development penalty
CaelReader  [ophavsmand] 12. dec. 2024 kl. 8:23 
@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 kl. 8:14 
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 kl. 23:27 
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. okt. 2024 kl. 7:55 
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. maj 2024 kl. 10:42 
change_development_progress_with_overflow can also change the development level if it reaches zero
ΑLΕΡΗ 5. mar. 2024 kl. 2:32 
this mod is great i hope you plan on updating it
rayancoelho 4. mar. 2024 kl. 23:08 
Could you please update the mod to the new patch, 1.12.1? Many thanks in advance!
FantasticKru 11. feb. 2024 kl. 16:20 
weird, it stopped when I disabled it. I probably have some conflicting mod that breaks this mod.
CaelReader  [ophavsmand] 11. feb. 2024 kl. 8:32 
@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 kl. 22:32 
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  [ophavsmand] 15. dec. 2023 kl. 11:52 
@peequi this mod only uses the change_development_progress_with_overflow effect, it shouldnt be impacting development directly.
peequi 15. dec. 2023 kl. 4:39 
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 kl. 3:26 
@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 kl. 1:55 
great mod! immersive and realistic, i like it!
MarkKaluger 28. nov. 2023 kl. 7:41 
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 kl. 5:19 
THANK YOU! I always thought the game needed something like this.
christopherxmas 5. nov. 2023 kl. 14:09 
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 kl. 14:08 
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. okt. 2023 kl. 3:34 
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  [ophavsmand] 3. okt. 2023 kl. 17:12 
@Sir Koda yes
Sir Koda 3. okt. 2023 kl. 7:37 
Is the mods save game compatible?
Gliese581 27. sep. 2023 kl. 21:53 
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  [ophavsmand] 26. sep. 2023 kl. 16:32 
@Tibbers yes
Tibbers 26. sep. 2023 kl. 16:07 
Says it is compatible with 1.10.x, it should be compatible with the latest 1.10.2?
CaelReader  [ophavsmand] 26. sep. 2023 kl. 11:19 
@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 kl. 10:59 
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 kl. 6:45 
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 kl. 23:57 
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 kl. 9:59 
Can you have it simply destroy a random non-special building? So you get that annoying “new building competed” notification.