Question about knights and prowess

Okay; so idk if theres a mod that fixes this.

But I remember a post a while ago talking about how insane knights can be. Ya know 5 dudes taking out 5k each bc they have 20 prowess vs levies or whatever. Some really immersion breaking stuff.

Alot of comments were talking about "oh its not just one dude its him and his personal retinue"

Which, honestly helps. While my personal roleplay is to give land to any knight that is unlanded; I wish there was a prowess modifer to represent that. Like +5 or even +10 prowess for landed knight. I figure a knight, who owns land would have a better retinue than just some random followers.

To counter that, maybe assign knights to MAA with differing buffs for the knight or MAA unique accolades.

I figure Joe Smoe Buff Fighter man with his neighborhood friends while good fighters, shouldn't have the same prowess as a landed knight Sir Francis Richie Rich Pants the 7th with a retinue of armed knights.

Now if Joe Smoe was assigned to a Heavy Infantry MAA, that could put him on the same level as Sir Richie and so on.

What do you guys think?

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▲ 10 r/ck3

Noble family question

Started as a landless adventurer, stewardship focused, wanted to make a ton of cash and basically make a ton of family heirlooms for future generations. Success. End up with about 4k gold after a very long life at 60, retiring in Byzantium after purchasing an estate. The emperor dies first year im a noble house. The successor is someone I did a contract for. +100 relation. My son turns 16. New emperor has 1 yr old daughter. I propose marriage with a hook and grand wedding, success. Did I just go from a merchant to an emperor in 1 generation lmao.

Also am I screwing myself out of an experience by jumping so high in rank? Do you guys think I should cancel it and play the noble game longer rather than becoming the most power ruler in tbe game lol

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u/Strict-Particular-35 — 6 days ago

Freebooter disappointment.

Took a long hiatus from ck3...even though I bought every frickin DLC on impulse...

First time adventuring! Figured I'd do a bandit since I usually like playing as a tyrant. Criminal contracts are okay I guess, alot of them require a wide set of skills to encompass all kinds if criminals which I appreciate, just not enough prowess or martial ones I find... anyway, mercenary contracts are cool. I found out I couldnt raid, which fair enough makes sense if its a game limitation + mobile HQ. BUT, the high stakes bartering perk is literally a perfect template to add raiding role-playing. Just add a weaker version of it and tack it onto the aptly named "loot and plunder" which I know its just a tier 2 skill instead of 3 for high stakes bartering. That's why it should be like 10% of the loot for traveled holdings and give imprisonment reason to the leige. Call it "grab as you go" or something idk. Seems stupid I have to dip into stewardship to role-play a traveling bandit.

TLDR: Bandits shouldn't have to get a bachelor's in finance just steal money on the run...which is what bandits are known for.

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u/Strict-Particular-35 — 7 days ago

War against empire thwarted...by drug addicts.

Current playthrough is an attempt at a high pop, republic city vs the empire with deserter ve.

War is going well, have done multiple raids on their convoys and quest stations. Figured once I get 1 or 2 tanks built I'd start doing deserter missions to raid the nobilities estates. Well; got the tanks built! And just in time I got a burrow siege followed by a literal siege. I hate burrow sieges because it comes in waves, unless you use explosives to break up the burrows.

Well, burrows were so close to the edge of the map that my guys were not able to throw grenades or anything at them without it going off the map...annoying. figured ill just deal with the waves. Decided to let my army take shifts on the waves as they arent huge groups and combat ce with mounted mgs.

Anyway somehow this royal megaspider gets close enough to the gunners, they cower because they arent drafted on the guns. Im working on the factory layout comfortable with it going 1x speed. Gunner goes down, draft the army and take care of spider. Gunner gets tended.

Burrows dissolve, cool. Push play SIEGE, not even enough time to get Gunner to hospital.

Snipers and mortar team engage seige. Enemy mortars shoot once, and fucking hit my psychite greenhouse with an incendiary. They abandon siege and charge, we man the guns and take position to hold the bridge (combat ce "kill corridor" is actually just a bridge over a lake)

Downed Gunner gets up, immediately mental breaks and takes his plasteel mace and smashes the ammo box. Boom. 5 pawns down, Gunner dead. Enemy pawns almost get in, civilians pick up weapons and fight them off but take heavy damage, base on fire. (Especially greenhouse)

In the midst of healing everyone, mourning Gunner (undeserved) constant mental breaks, mainly corpse obsessions and psychite binges. I have stockpiled a metric ton of tea. Everyone gets addicted now, and tea is all gone. Greenhouse is gone.

Ive been in an ingame year long battle fighting to build a fucking green house because no one can stop tweaking out over spicy tea and the war effort against the empire is far off now, havent been able to use tanks :(.

TLDR: Series of unfortunate events leads village idiot to waste a ton of time trying to herd his village of IDIOTS into doing anything while they all freak out over not having tea time. Leaving the empire built on slavery to prosper.

FUCK GUNNER

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u/Strict-Particular-35 — 1 month ago