Crusader Kings III

Crusader Kings III

War Lords
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Update: 19 mei om 8:31

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 mei om 16:40

v1.20

- Change Marshal modifier advantage bonus to a combat roll bonus

Update: 1 mei om 12:54

v1.19

- Update for Crusader Kings 1.16

Update: 22 apr om 11:40

v1.18

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

Update: 17 apr om 13:18

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 om 4:44

v1.16

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

Update: 9 apr om 12:46

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 om 12:19

v1.14

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

Update: 5 apr om 12:42

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 om 19:56

v1.12

- Fixed initial MSC compat from v1.10