Crusader Kings III

Crusader Kings III

316 ratings
War Lords
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File Size
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714.202 KB
29 Mar @ 11:15am
19 May @ 8:31am
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War Lords

Description


In vanilla Crusader Kings III, neither the player nor the AI have much reason to lead their own armies or to put important characters in command. After all, what's the point when some lowborn nobody with 30 martial can do the job better? This is contrary to the historical phenomenon of rulers leading their own armies. Taking command and leading all of a ruler's men off to war was a big deal, and it was important that the ruler could trust that those troops were being led in their name.

This mod introduces changes to the commander system by adding rules that limit who can lead and by widening the advantage gap for commanders who lead armies which are not their own. More important characters will be placed in command by both the player and the AI. A greater number of highborn characters and their families / important vassals will be meeting on the battlefield, leading to more consequential and memorable conflicts. Prominent figures being skilled in the art of war is of greater significance than before.

Inspired by the changes in AGOT: Immersion.

Chinese localization: 集成汉化 · | 收复失地 |
Russian localization: War Lords [RUS]



Features

NOTE: Most features can be tweaked via game rules.

  • Rulers can participate in war at a younger age.

  • Players can now lead their AI liege's armies if they're a trusted commander.

  • Commanders are limited to an army's owner, their regent/diarch, close family, and vassalic marshal by default for both the player and the AI. The AI will almost always lead their armies themselves now or put a trusted family member in charge, even if a more competent but lowborn character is available. Note that realms with bureaucratic government types (such as administrative, republican, and theocratic realms) largely ignore commander limitations.

  • The advantage difference between armies that are led by their owner and armies that are not has been increased. The AI will take this into account when deciding who to put in command. The player will also need to lead more often in order to compensate and will have to plan wars accordingly. You should now think twice before declaring war while you're bedridden or away at a feast unless you have a trusted commander at the ready to lead your men.

  • Vassals will no longer be pulled away to serve as a knight or commander in their liege's army if that vassal is in their own war (unless they are their liege's regent/diarch). They must stand ready to lead their own armies.

  • The Marshal can be called upon to lead their liege's armies, and the position comes with a commander advantage bonus that scales with their liege's tier (like the vanilla prowess bonus). This makes the Marshal an important role come wartime and adds nuance to accepting the position, especially since players can now command their liege's armies if they're eligible to lead.

  • Regents and diarchs are considered "rulers" entrusted to lead the realm's armies, adding some more nuance to power sharing.

  • Female rulers that could already lead their own armies can now lead other armies if they are a trusted commander.

Game rules



Compatibility

Compatible with just about everything. The mods below that also make changes to commander / warrior / knight eligibility have been made explicitly compatible:

This mod does not overwrite any files, so it can be loaded in any order.

Save-game compatible.

Related mods

I highly recommend Battleground Commanders. It's what got me to start caring about who's leading armies in the first place.

Battle Events for more consequential battles for commanders and knights.

House CoA as Title CoA for more immersion as armies carry their house banners into war.

For a unique experience I recommend using this mod alongside More Interactive Vassals with the Direct Vassals, Reduced Levies, and Reduced Levy Contribution rules enabled. This overhauls the vassal-liege mechanic into a more interesting/accurate system in which vassals fulfill their military obligation by raising their personal armies to fight in their liege's wars, rather than just giving their liege a percentage of their levies. It works well with this mod, especially since vassals will lead their own armies and take over as commander in battles if you do not have one assigned.
60 Comments
Kuan_Requiem 7 Jul @ 8:43am 
the mod is cool, but for some reason my 11 year old character couldn't lead an army, but his 10 year old brother could
finallyciv 7 Jul @ 5:59am 
I have translated your mod into German (AI assisted) and added the localization to my translation mod: https://cs2bus.com/sharedfiles/filedetails/?id=3355568022
Of course, you can extract the files and add them to your own mod, or include a link to the mod in your description — or do neither. As you wish! ☺︎
shit head  [author] 29 Jun @ 8:58pm 
@Beef Stew That's part of Vanilla CK3. When you have multiple armies with commanders in a single battle on one side, the battle uses the combat advantage of the leader with the best commander traits.

@Barracuda I'll look into adding that to the next update.
Beef Stew 29 Jun @ 10:27am 
My vassals keeps taking over my battles even though my character is meant to be commanding
Barracuda 25 Jun @ 3:55am 
Would an additional rule for Dynasty/House only be possible?
WinWolf 20 Jun @ 9:44pm 
DarthSamoyed 5 Jun @ 9:04pm 
classic shit head :steamthumbsup:
Sekhmet 31 May @ 2:43am 
That`s awesome! Thank you shit head!
Gabol 30 May @ 5:01am 
I'm so so so glad to find a fellow shithead with such sublime tastes. :steamthumbsup:
bamboocarpet 22 May @ 4:09pm 
Thanks shit head.