Crusader Kings III

Crusader Kings III

War Lords
Showing 1-10 of 24 entries
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Update: 19 May @ 8:31am

v1.21

- Add new game rule for administrative realms, which gives them the option to either ignore / follow commander limitation rules
- Add new game rule for hired mercenaries, separating them out of the base "Leaders" tier 0 rule

Update: 3 May @ 4:40pm

v1.20

- Change Marshal modifier advantage bonus to a combat roll bonus

Update: 1 May @ 12:54pm

v1.19

- Update for Crusader Kings 1.16

Update: 22 Apr @ 11:40am

v1.18

- Move ruler story cycle logic into simpler weekly global story cycle

Update: 17 Apr @ 1:18pm

v1.17

- Give Marshal councilors an advantage bonus modifier that scales with liege tier (like the prowess bonus). This is implemented as a character modifier rather than a councilor position modifier in order to maintain compatibility with total conversion mods.

Update: 13 Apr @ 4:44am

v1.16

- Allow player to lead AI armies if they are a trusted commander

Update: 9 Apr @ 12:46pm

v1.15

- Show Marshals that don't meet criteria to command in commander list, but with a description explaining why they're ineligible

Update: 7 Apr @ 12:19pm

v1.14

- Add game rule that allows rulers to place their marshals in command

Update: 5 Apr @ 12:42pm

v1.13

- Fix AGOT compat issue where women would serve as knights regardless of prowess

- Fix AGOT trait stubs showing in vanilla ruler designer

Update: 3 Apr @ 7:56pm

v1.12

- Fixed initial MSC compat from v1.10