Crusader Kings III

Crusader Kings III

Immersive Mercs & Raiders
59 Comments
One Proud Brazilian  [author] 7 hours ago 
I forgot to add japan to the rules. Now its fixed. (Only soryo)
Rei 7 hours ago 
I added this mod into my game and looks my Japan empire Ritsuryo government still can't raid. Is this because CK3 doesn't really think Ritsuryo as a proper admin government?
JamieStylez 22 Nov @ 2:24pm 
Hi! Idk about the other guys here, but this messes with my legends window for some reason. the localization for "Distant Legends" and "Mythical" gets broken and if you click on where Mythical is supposed to be you CTD.
One Proud Brazilian  [author] 11 Nov @ 12:14pm 
Sure! Thanks!
Kubrick 10 Nov @ 3:19pm 
Hi again,
I also released a Turkish translation for this mod (1.18 “Crane”, text-only, maintained).
Could you please add the link?
TR: Workshop Link
Many thanks!
Dark 9 Nov @ 2:20pm 
This mod is peak.
finallyciv 1 Nov @ 3:09am 
An updated German localization of your mod has been integrated. It would be an honor if you included it in your description: https://steamproxy.net/sharedfiles/filedetails/?id=3355568022
One Proud Brazilian  [author] 30 Oct @ 4:41am 
this was fixed in the last update. I had forgot to delete the old edited 00_legitimacy

Steam may take some time to update, so unsubscribe and subscribe again to force the update.
Vatonage 30 Oct @ 1:24am 
@Cliodart Seconded, after testing each mod in my load order I encountered the same problem, this touches China's hegemony legitimacy for some reason (other legitimacy rulers are unaffected).
Cliodart 30 Oct @ 12:22am 
This mod disables the Hegemon of China's legitimacy system for some reason and forces the nation to collapse everytime because it claims he has a level of 0, please fix.
Red 19 Oct @ 1:49am 
Chevauchee is not showing up for me, do i interact with a character?
In'ei 9 Oct @ 4:29pm 
Regarding compatibility - it's working, but not fully compatible with mods that add new government types (like EK2 for example) - as new governments are not included for court positions.
vidz99 29 Sep @ 4:42am 
I have these two issues in error.log

[13:32:50][E][lexer.cpp:297]: File 'common/defines/zzz_gptmi_defines.txt' should be in utf8-bom encoding (will try to use it anyways)
[13:32:50][E][defines.cpp:152]: Define 'NMercenary::HIRE_RANGE_SAME_CULTURE' not valid with given value, reason: Must be greater than or equal to 350
Enmerkar 18 Sep @ 1:09pm 
Seems to crash Realms in Exile.
Rambosfire 3 Sep @ 12:03am 
I've been waiting for ages since ck2 for a feudal Chevauchée mod, Thank You. I do have to note, Chevauchées saw it's establishment primarily in the 100 years war from the English side starting after they conquered Calais in 1347, ranging to famous examples of the Black Prince's Grande Chevauchée, and up to the later end of the HYW with Henry V's famous campaigns.

All that being said, the 'Chevauchée' is a very late medieval era kind of thing, namely it's use as an established military doctrine, which only was pursued after England's population was annihilated after the Black Death and they could not field the same numbers as before.

I'm not sure how modding works, but is there any way for the sake of historical accuracy that it could be tied to a late medieval era generic innovation (or an English/French regional innovation) to unlock it, or even making it only available after bubonic plague? It would really add so much more accuracy and anticipation for the late game.
Brondo765 2 Sep @ 10:21am 
I feel like the History element of this mod is interesting but you have to ask yourself if its viable gameplay wise as some of these changes ultimately affect the pacing and stability of realms.

I don't like how the AI declares war less but I understand the emphasis on raids if the ruler has a stable realm. Conquerors are the one's who expanded outside dejure historically but still, its fun to watch the map evolve and crumble and this really stabilizes everything more than I would like.
7 23 Jul @ 11:18pm 
Critical Bug Report: After raiding a territory of the same religion, the event that reduces devotion level causes permanent soft-lock. The army cannot leave the location or disband, and passing time does not progress the army's movement.
G-Unit 22 Jul @ 7:17am 
Good mod but needs some cleaning up still
Vergil074 16 Jul @ 7:39am 
I am not sure, but I think this mod conflicts with AGOT or some other AGOT submod. It can be just me or some other mod.
Ziggy Sawdust 7 Jul @ 4:37pm 
This broke the "Take Custom as it Comes" perk for me. I'm not sure why but when I installed it I could no longer recruit units from outside my own culture. Now I've disabled it I can again.
WinWolf 20 Jun @ 9:45pm 
Elmano 13 Jun @ 4:25am 
i really like the idea but HOLY SHUT that's annoying af, everytime my neighbor's vassals keeping raiding my territory even if we are on the same faith
Shifty Fish 7 Jun @ 1:10am 
Would this be able to be added to an existing playthrough?
Otro Nico 9 May @ 9:10pm 
is it 1.16 compatible?
Sada 6 May @ 10:28am 
You are missing the RAID_NOMAD_FACTOR in the NRAID defines. Btw the progress per soldier feels so low, especially if you have quite a few siege engines it feels like you can conquer 10 cities in the time it takes to raid 1 random monastry.
One Proud Brazilian  [author] 6 May @ 7:00am 
chevauchee is based on capital to capital distance. Target a vassal close to your borders.
Alpha_Kilo 6 May @ 12:00am 
Facing issue with this mod, it keeps showing the target realm is distant and wont let me raid even my neighbour
Moloch 28 Apr @ 2:05pm 
is this save compatible?
One Proud Brazilian  [author] 27 Apr @ 6:15am 
Considering the feedbacks, here is the update :)

REBALANCE:
-> base raid speed increased
-> decreased speed per soldier
(This benefits smaller raiding armies)
-> Base raid time decreased
(Raiding low fort level holdings is now faster)
Khan 27 Apr @ 5:00am 
Honestly, props to the creator . you can tell they put a lot of heart into making the Vikings feel more alive. But gameplay-wise, it doesn't really change much, and those crazy long sieges kinda kill the vibe a bit.
Steel 21 Apr @ 3:15am 
I think if possible to make Bishoprics and Monasteries easier (1-3 months) and keep Towns and Castles on 5-8 months.
One Proud Brazilian  [author] 20 Apr @ 3:57pm 
I will rebalance towards benefiting smaller armies. Game rule is not possible, since these values are managed by "defines.txt" file
Coach 20 Apr @ 11:18am 
mhmm i have to agree with STEEL, it doesnt make sense for a small, fast moving vikingr raiding crew to need 7 months to raid Lindisfarm. Having the ability to adjust in settings would be brilliant.
Steel 19 Apr @ 11:20am 
Yeah I understand that, but also I would like to lead my own armies. I thought you can't raid with Mercenaries, can you still use the commander in the raiding army?
One Proud Brazilian  [author] 19 Apr @ 6:20am 
Added a Note to raiding

Note: Many vanilla traits and modifiers, such as Reaver , reduce raid time significantly (e.g., by 40%). They are much more useful now. Therefore, a raiding army commander should be specialized and distinct. If you find raiding too slow, consider hiring a mercenary captain with the Reaver trait or seeking a commander with the Strategist lifestyle, etc.
Steel 19 Apr @ 4:53am 
Hi! Great mod, but is it a possibility that you will add game rules to allow us to tweak settings ourselves? I find that raids on average take a bit too long, I once raided a City in France and it took a year for 50 gold.
Riven 18 Apr @ 2:42am 
Your mods are always so cool! Thank you for being a creative member of the community!
One Proud Brazilian  [author] 17 Apr @ 6:39am 
The next step is to make events for AI raiding player trough Chevauchée. These will be way less complex. Mostyle a stylized notification (you have been raided by xxx)
One Proud Brazilian  [author] 16 Apr @ 11:35am 
The Chevauchee update is almost ready. The translations will be outdated soon.
DemonTheDark 16 Apr @ 4:27am 
Hi, i made an italian translation for your mod: https://steamproxy.net/sharedfiles/filedetails/?id=3464855783
CubanWitcher 15 Apr @ 4:58pm 
Holy crap this mod sounds amazing. If you can make Chevauchee work you will be a god! Everyone in this game should be allowed to raid, it's an unnecessary limit by the devs.
One Proud Brazilian  [author] 14 Apr @ 6:19am 
I with this was possible... AI behavior towards Raids (and mostly anything), is hardcoded by paradox.
GoatSkin 13 Apr @ 8:27pm 
Everyone should be able to raid. Mabey you could change who they choose to raid by adding weights to nearby kingdoms and kingdoms they have gone to war with in the past.
alegdansk 13 Apr @ 9:17am 
Thank you very much 🙏
One Proud Brazilian  [author] 13 Apr @ 5:47am 
True! I will think about how to add marc marriages
alegdansk 13 Apr @ 12:48am 
It would be great if our daughters could marry mercenary commanders like it was in real history.
Nye 11 Apr @ 11:26am 
This looks great
One Proud Brazilian  [author] 11 Apr @ 6:10am 
[h1]Compatibility:[/h1]
-> It seems to be compatible with everything, including AGOT
-> Replaces "can_raid_trigger". (if you see the Night's Watch raiding, well...)
One Proud Brazilian  [author] 11 Apr @ 6:06am 
@finallyciv - these values cant be changed by game rules. You can change them on defines. "common/defines" folder

@Avan - Probably works fine with every other mod. (Even works with AGOT, i looked at the can_raid file of AGOT and it seems to be safe to replace)