Crusader Kings III

Crusader Kings III

KGD: Adventurers Nerfs
85 Comments
Captain Smollett  [author] 18 Nov @ 2:45am 
@unknown thanks for feedback. Seems like there isnt much difference? The distance values may be too large...
Mortician tools are located somewhere else and i forgor they do kind of the same thing. But euh, it's only 1 per 100 anyway
unknown 18 Nov @ 1:00am 
It does show the amount you will get before you Take the contract (take first, accept next)
all exceptional successes:
1500 km artifact 33 gold
1500 km escort 11 gold (for baron?)
370km artifact 41 gold (for count)
400km escort 25 gold (for count)
Apparently escort pays less?
The variety is better, amounts not very nerfed though. I think the contractor rank shouldn't matter at all or very little. (contract tier yes, contractor rank no) Since the higher ranks would even be inclined to pay you less because they would bring their own guards and supplies, and hire you only as a guide rather than full travel package. But that's RP interpretation and it's usally their courtiers who are travelling, not themselves.
I will report further when I get a T3 travel contract.

2000 strong army stackwipe - 20gold mortician's tools + 40gold excellent master of spoils
2200 peasant army stackwipe - 23gold mortician's tools + 11gold excellent master of spoils

I'm fine with these amounts.
Captain Smollett  [author] 17 Nov @ 6:24am 
@unknown added some of the requested things, but im waaay to busy with eu5 rn so i did not test if the transport contract thing actually works. They should give more money for VERY long travels, please report it if you encounter one like that and it pays the same as regular ones
Captain Smollett  [author] 14 Nov @ 8:53am 
@unknown my question was WHEN is the destination set, because knowing paradox jank i assumed it might've been set after you already taken the contract and the rewards are already set, but i checked it and it seems like it's doable, so maybe one day. Not soon, though, im a bit busy with EU5 rn.
unknown 14 Nov @ 8:33am 
ad travel contract distances There's this mod: https://steamproxy.net/sharedfiles/filedetails/?id=2743500919
Maybe it can be adapted. It factors distance calculation into scheme success by comparing squared_distance to some predetrimned variables.
...
add = -30
}
else_if = {
limit = {
scope:ttd_owner_residence = {
squared_distance = {
target = scope:ttd_target_residence
value < ttd_squared_distance_huge
}
}
}
add = -35
}
I wouldn't mind a mission to escort another Marco Polo from Venice to Yuan court, if it was insanely lucrative.
Also would be nice to have events like, if traveler is your guest or in travel entourage, then it has a chance to fire some related events. Like requiring you to duel or take maa casulties, basically increasing the difficulty of the contract, and the gold value would inform you how dangerous it's going to be before you accept it. Either short and dangerous or far away and mellow. Or any combination of those, each with its gold tiers
Captain Smollett  [author] 14 Nov @ 8:04am 
@unknown nope, there's no follower_opinion or anything like that, and also you cant do conditions in modifiers like that, traits accept faith and culture params but not government ones im pretty sure?..

yea and that change is ported over from unofficial patch, sure i could at least partially roll that back
unknown 14 Nov @ 7:57am 
Also btw. in events\dlc\ep3\ep3_laamp_decision_events.txt
you changed:
set_variable = {
name = 1031_has_reveled_recently
days = visit_settlement_small_cooldown_days #Unop: Was using months = (so the CD was 180/12=15 years)

This lets you gain 1 skill point every 180 days. And you can choose a specific skill too like diplomacy, simply by going to another tavern.
The way this event works, it first gives you hastiluder Wit xp on short cooldown (~15xp for 30 gold or so) until you max out. After you max out you get the option "I know this one!" which gives you a straight skill point and you see in tooltip which one you'll get. So that's why they put 15 year cooldown on it.
unknown 14 Nov @ 7:48am 
I think the game differentiates between follower opinion and courtier opinion. Followers are adventurer's courtiers. Only adventurers have followers, so after getting landed the opinion bonus wouldn't apply to them, because they would become courtiers instead. It should be de facto possible to make, but I haven't found any mention in vanilla game files of follower_opinion property or anything like that. It's always courtier_and_guest_opinion.
Or maybe make it conditional like { NOT = { has_government = landless_adventurer_government } }
But I do agree that getting landed is the caveat for the gallowsbait opinion bonus.
Captain Smollett  [author] 14 Nov @ 1:42am 
@unknown
As for mortician's tools and master of spoils and levy/MAA giving different gold for those - i dont think i can implement that at all, as im pretty sure we just cant access who are the casualities in the battle, the most i could do is lower it overall (i bet it's at least a bit too high) and maybe try to jank it so it gives less in peasant wars specifically, but it's also more overwrites....
And for gallowsbait - so are you saying i should swap same trait opinion with courtier opinion? You keep it when you get landed and at that point that change would feel weird. On the other hand if i were to just add courtier opinion then courtiers WITH gallowsbait trait would have bazillion opinion of you by default which also feels wrong.
Captain Smollett  [author] 14 Nov @ 1:40am 
@unknown
for siege engineers - that was just a cheeky little comment, there're 2(+1) military purposes and 2 non-military purposes, i think siege engineers fit better with mercs (and scholars are pretty strong already)
I didnt check contract modding at all but it looks scary, so i doubt i'll ever implement scaling for distance, i dont even know if the destination is predetermined per contract or gets rolled after you accept it or smth. But that is a good idea, maybe i'll look into it at some point. For now i would rather keep transport contracts underpowered as they're way too free most of the time.
unknown 13 Nov @ 10:00pm 
Also, I think there's a bit of misunderstanding about Gallowsbait trait.
The bigger general opinion penalty is nice, but it shouldn't apply to your own courtiers. Ie. if it gives -50 general opinion, it should give +50 follower opinion. To exactly cancel it out.
That's the PDX's way of avoiding giving every courtier the same trait to have a positive opinion of each other. Instead they give gallowsbait only to the leader, while allowing the followers to potentially move on with their lives, without everyone forever knowing they used to be a bandit.
They are all voluntarily part of the bandit camp and can leave any time they want, unlike in feudal courts where people were bound to serve. So, it doesn't make sense for them to hate their leader more just because he's a notorious bandit - they're all complicit in his actions. They are all kicking old people down the stairs and robbing orphans. Figuratively. It's not a gameplay issue, it's just about the modifier making sense.
unknown 13 Nov @ 9:08pm 
The provision gain and provision use are ideal. That's how it should be in vanilla.
I also like the better prestige management (like castle reinforcements)
But the Escort emissary and travel contracts overall are very cheap.
They should scale with distance needed to travel.
I just had a contract to travel to a point 4800 kilometers away (~7400km on foot) for 17 gold.
In real life that's like a 6-7 month journey, more in game. In terms of realism that's probably a correct amount, but in game terms it isn't very attractive.
The biggest money gain I have playing your mod is joining wars against pesant revolts and stomping their armies with huge mortician's tools and master of spoils gold rewards.
Levy armies should give like 1 gold per 100 casulties max. And about 10 times more for men-at-arms casulties, since they have good armaments, possessions they take on campaigns and ransoms for characters not represented in game.
unknown 11 Nov @ 2:05am 
Apart from Byzantine or Islamic scholars, maybe monastic communities might be preserving technical manuscripts about siegecraft. But it doesn't stop with knowledge (and literacy and mathematical ability), since the adventurers would also have practical experiences with it. And also have connections with master craftsmen from large population centers, and get things going.

Perhaps the adventurers should give the commander a permanent buff after the first successful siege, as they transmitted some of the practical knowledge to him. Perhaps with separate tracks for circum-/contravallations, organizing engineering corps with standardized equipment production, and training in systematic approaches to undermining, ramp construction/moat filling, and use of artillery.

It would even make sense for Chinese scholars, since the aristocrats were often appointed to command, but wouldn't be proficient at every possible topic taught at the military academy.
unknown 11 Nov @ 2:04am 
#flag = unlocks_baggage_train_siege_engineers # I dont think those are very scholarly...

The sophisticated aspects of siege engineering required education levels above typical martial training.

The martial commander was a scrapper with some charsima and foresight, respected for his cleverness, but he wouldn't be caught reading Vegetius's De Re Militari or Frontinus's Strategemata. Not only because of literacy levels being inconsistent, but also because the texts were simply not widely available.

Siege operations have complexity beyond intuitive understanding. That is, if they require anything beyond blockade/treachery/assault. There is no wonder the castles were power bases. The adventurers should primarily be itinerant specialists (instead of a horde of MAAs). That's why the mechanic for accelerating the sieges makes sense for scholars.
Captain Smollett  [author] 22 Sep @ 5:20am 
@hide5ing seems to be more or less compatible. Second (court position) might be stronger than intended, but that's about it
hide5ing 22 Sep @ 5:04am 
Is this compatible with 'life of an adventurer'?
Captain Smollett  [author] 17 Sep @ 10:22pm 
@xkuripuri you can reverse a good chunk of those via gamerules. As for `magic` gold in on itself - check the link below (the author hates me though)
https://steamproxy.net/sharedfiles/filedetails/?id=3343006469
xkuripuri 17 Sep @ 6:01pm 
While I don't like all these nerfs, I might give this a try simply for the 'magic' gold... I just always thought the gold WAS magically spawned, because I can't think of how the AI is possibly making enough money to keep paying for these contracts! Then I read this, and check in-game and realize I have been taking it from them!

No wonder I leave realms poor with how many jobs I'm cycling...
Norwegian Forest 23 May @ 10:24am 
nice
Captain Smollett  [author] 28 Apr @ 10:52am 
@PaToSsAuRo yeah, looking through changes rn some things are def broken, i'll fix it as soon as i can, most likely this week.
PaToSsAuRo 28 Apr @ 8:09am 
Hi there! Since today's update I'm having issues while this mod is active: 1. I cant' move my camp (char travel to destination but camp stays) 2. Adventurer's MAA started do pay gold maintenance. I've tried disabling this mod and things went back to normal in the same savegame.
Captain Smollett  [author] 7 Jan @ 3:04am 
@DeLaBedoyère yep, i dont think it should break anything in multiplayer
DeLaBedoyère 7 Jan @ 2:20am 
Fantastic mod, do you think it works without problems for multiplayer ?
Captain Smollett  [author] 5 Jan @ 10:23pm 
@fisto the robo feel free to lift whatever, just link this mod somewhere on your mods page.

about the inverse thing would probably be interesting, but i would imagine not all of your troops would follow you. And also im not sure if the effect for getting landless title and camp is fired before or after u lose all the titles, because if it is after (and i assume it is) that means you already have no MAA and you have to save them beforehand somehow and that means you have to go through all possible ways of becoming landless and mess with them which sounds very annoying.
fisto the robo 5 Jan @ 2:58pm 
@Captain SSmolleTT: can i lift elements from this mod to add into a mod of mine?

also you added a system to make landless maas into special troops, but would the inverse be interesting: landed maas becoming special troops when leaving for adventure or losing your titles?
Jeron 30 Dec, 2024 @ 8:54am 
Search for secrets travelling is too nerfed I think. I found 1 secret in my whole lifetime traveling with the nerfed travel safety, and then finally getting the nerfed prestige for exposing it lol
hide5ing 16 Dec, 2024 @ 11:07pm 
Hey, great job creating this mod! I really enjoy it. Just wondering though, are these nerfs applied to AI landless adventurers as well? I hope not, cuz I find that AI adventurers are not really impressive in Vanilla game. Hope there is an extra game rule that only applies these nerfs to player
Angelic Burrito 3 Dec, 2024 @ 4:40pm 
Gotcha. Well, it's more like a stipulation than a "feature" that it doesn't apply to mercenary work. That mod's sole purpose is to stop contracts from impoverishing landed characters, so imo your mod supersedes it with the game rule since that's 91% of the other mod. Anyways, I think it'd be a neat feature.
Also, meant to say "I *don't* think I saw anything about it", if that wasn't clear :steamfacepalm:
Captain Smollett  [author] 3 Dec, 2024 @ 5:15am 
@Angelic Burrito i didn't really "adapt" it, so i actually dont know what options it has. So no, they either paid alongside all other contracts or are not payed alongside all other contracts, but i could add that, i think.
Angelic Burrito 2 Dec, 2024 @ 9:48pm 
The Adventurers Don't BANKRUPT The Realm mod you adapted into a game rule also has a feature where war contracts and calls to arms are paid directly from the AI characters, not conjured money. Does/can your mod also do that? I did think I saw anything about it in the change log.

Otherwise, love this.
Captain Smollett  [author] 29 Nov, 2024 @ 9:34pm 
@Murio l'ermite Im open to suggestions, but that's more of a general game problem, it's not like you know what to do with prestige on feudal rulers either.
For landless prestige is even weirder coz in my (admittedly, few) test runs i didnt get much prestige at all, except if i had a trait like arrogant, which made me have too much prestige all the time. Maybe the new lifestyle perks changed it or smth, but i felt more or less fine with how prestige was before 1.14
Murio l'ermite 29 Nov, 2024 @ 1:33pm 
I've used this mod for over a month now and it's really great. In my last playthrough however I noticed how little we use prestige as a currency for adventuring. Maybe there's an option there to use it sometimes as a complement to gold. things like hiring people and marrying into noble families (after using the favor hook on the lord). It would make sense that prestige would factor in such decisions. Thoughts about this?
fisto the robo 26 Nov, 2024 @ 5:09pm 
If possible men at arms regiments should have a tiny monthly provision maintenance, so theres an actual cost to maintaining a huge army in the adventurer late game (besides movement provision cost).
消化不了酪蛋白 17 Nov, 2024 @ 5:40am 
Wow, adventuring feels truly miserable and challenging with this mod, and all the flavor texts about how hard the adventuring life is makes perfect sense now. Love it.
Utah 16 Nov, 2024 @ 11:51am 
Thanks for this mod. I hated how easy vanilla was for landless.
Captain Smollett  [author] 9 Nov, 2024 @ 1:09am 
@Shaxx while i dont think having to savescum for something makes it op (theoretically you can finish every scheme in 50 days if you savescum hard enough), adding a short cooldown of maybe a month or three to it doesnt sound like a bad idea. Maybe i'll do it eventually.
Shaxx 9 Nov, 2024 @ 1:04am 
Nice mod.

I notice that the option to steal the donation money from Churches as an adventurer is pretty unbalanced with just a bit of save-scumming (yea I know, I know), it has no cooldown (other than locking you out that visit but you can exit and come right back) and can be as much as 60 gold with a 50/50 win lose rate at times. Might be worth looking into.

Keep up the great work!
Captain Smollett  [author] 25 Oct, 2024 @ 12:51am 
@TurboJ you wont believe it, but it is allowed already. But only for wandering characters. I think it's a fine restriction
TurboJ 23 Oct, 2024 @ 11:31am 
Since we're discussing balance both ways, I think it would be good to allow not only soulmates and best friends, but also lovers and close family to be invited to camp.
Captain Smollett  [author] 23 Oct, 2024 @ 11:01am 
More gamerules to the Gamerule God (may he resurrect Gamerule Gadget).
TurboJ 23 Oct, 2024 @ 5:44am 
Well I've played normal CK3 and I've played AGOT and in both cases Mortician's Tools gives no gold at all. I'm not sure if it's another mod conflict but I've tried many load orders too to no avail.
Captain Smollett  [author] 22 Oct, 2024 @ 10:31pm 
@TurboJ wdym? Mortician's tools should still work and im pretty sure they do work.
Vampus Великий 21 Oct, 2024 @ 7:37pm 
Здравствуйте можете создать еще отдельный мод только с этими изменениями,
Контракты:
Золото за выполнение контракта было уменьшено как минимум в 2 раза
Золото за выполнение контракта сопровождения и прочих ему подобных уменьшено раз в 5
Контракты, требующие выполнения схемы, должны в среднем давать больше золота за выполнение.
А все остальное останется дефолтным.
TurboJ 21 Oct, 2024 @ 5:31pm 
..oh and mortician's tools are still not giving any gold.
TurboJ 21 Oct, 2024 @ 5:11pm 
Game rules very useful! Already using some to customize the experience.

A possible bug: the intrigue challenge to steal supplies at a castle/city gives very low chances. If my character has 2X the intrigue of the target, the challenge winning probability is less than 50%.
Murio l'ermite 21 Oct, 2024 @ 10:15am 
Great! I'm testing this in my setup. Reading your changelog I'm wondering if this is possible to add: make so that travel contracts can only be accepted in the place where they originate. (Doesn't make sense that you can pick up a travel contract from a few counties away if you're supposed to escort someone that is located in that county...)
Captain Smollett  [author] 20 Oct, 2024 @ 5:52am 
Just added some cool gamerules. Check them out!
TurboJ 19 Oct, 2024 @ 6:39am 
Thanks for clarifying that. BTW I just had that event again and it's actually not the target's gold value. Target had ~160 gold but the extra gold available was around 1800 (the optional value you get to try to rob after initial success). It's not always quite that much but it can get broken like that. But if it's difficult to fix then no worries; it does require a very skilled character to gain that much anyway (or one that has great stress tolerance).
Captain Smollett  [author] 18 Oct, 2024 @ 10:05pm 
@TurboJ yea im pretty sure it is just the target's gold value. The problem with that is - it's an event. Events require full file overwrite i think, which is a pain do maintain between updates. Pdx said they are aiming to release 1.13.2 next week, maybe after that. It probably has to be a lot riskier and have a cap of idk 2 years of income or something like that.
TurboJ 18 Oct, 2024 @ 10:00am 
OK then... The 'Heist Treasury' criminal mission can yield you far too much gold. I don't know exactly how the maximum amount is determined - maybe it's the target's actual gold amount? Anyway, that maximum amount could perhaps be limited so you can't gain 2000 gold from a single mission.