Immersive Realm Espionage

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Author: Father_MaGGus

Last revision: 30 Apr, 2025 at 05:14 UTC (15)

File size: 1.41 MB

On Steam Workshop

Description:

If you want, feel free to support me on ko-fi:
ko-fi.com/father_maggus

DE/EN/FR/

V.1.16.* compatibel

Part of "UNIFIED UI"!

This mod changes a lot of GUI files and hence there may be compatibility issues with other mods.
Therefore use "Unified UI" by "TheGib770" to avoid compatibility issues with other mods included in UniUi:
https://steamcommunity.com/sharedfiles/filedetails/?id=2768734977

Video Introduction

Have a look at this fantastic video summary by "Snap Strategy" for a short overview:
https://www.youtube.com/watch?v=_lFudHZxJ3Q&t=230s

Introduction

Dear Ladies, dear lords,

during my playthroughs in Crusader Kings III, I’ve always wondered where I actually get the exact information about the wealth and military power of another realm.

The expansion of your own kingdom is easier and, at least for me, doesn’t feel like a milestone anymore, which it should actually be.

To deepen the immersion and increase the level of difficulty, I created this mod with those features:

– Adjustments to the "Graphical User Interface" (GUI)
No information on wealth or military power is revealed if it is not a subordinate vassal or oneself

– The task "Realm Espionage" was added to the spymaster
including positive and negative results and side effects

– New Character Interactions
Should you have friends in this hostile world, they will be glad to tell you about their military capabilities – just ask
them or use your hook of choice

– All information on wealth or military power are transmitted only via short letters
no more constant and updating information flows

Languages and Compatibilites

Languages
German (made by me)
English (made by WillowMist)
French (translated by "naas")
Chinese (translated by Shepard)
Japanese (translated by SoChin): steam://openurl/https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3056265674

CK III Compatibilites:
Ironman – Yes
Achievments – Yes
All DLCs – Yes
Multiplayer – yes in general, but not tested

Mod Compatibilites:
This mod overwrites the following files starting with the "gui" folder in the CK3 Root directory:

interaction_declare_war.gui
interaction_templates.gui
map_icon_layer.gui
window_character.gui
window_county_view.gui
window_war_overview.gui
window_factions.gui
window_intrigue_potential_faction_member.gui
artifact_details_view.gui
sharedlists.gui
sharedmisc_components.gui
sharedcoat_of_arms.gui

FAQ

Why can I still see the military strength in some windows?
Before you see and report this as a bug on my mod, disable all of your other mods in your playlist and check again. Paradox almost loves showing military strength in different places in the game, so I had to customize a lot of GUIs/windows. The mod is part of the mod "Unified UI", therefore use UniUI to establish compatibilities with other mods that are also part of UniUi.

Whats about the AI?
The AI ​​was not changed.
One reason for this is probably already almost clear to you: the technical implementation would be extremely complex.
I would also have to start development from scratch because the AI ​​uses neither graphical interfaces nor text boxes.
I also asked myself: What would the adjustment look like?
The answer to this would probably be: The AI ​​would have to act more passively, since it would have no or inaccurate information about other rulers. As a result, the level of difficulty would be lower instead of higher, which does not fit the intention of my mod.

Whats about the man-at-arms?
During the implementation, I encountered (my) technical limitations, left them out and felt quite good about it.
Not knowing your opponent’s man-at-arms is also a way of increasing the difficulty of the mod.
Therefore, before declaring war, you must be sure either that you can field more men or that the quality of your troops is higher.

What are your plans for the future?
Nothing is planned at the moment, because the mod is finished and complete from my point of view.
But yes, I will keep the mod updated so that new versions of Crusader Kings III are also compatible with my mod. I also continue to fix bugs, correct language errors or add smaller features.

What about the savegames?
In general, of course, I recommend starting a completely new playthrough. However, continuing an existing save should not be a problem, since my mod does not change anything in the saves nor in AI-relevant gameplay.

Copyright

I created the logo of the mod and the logo of the "Realm espionage" council task using content from Paradox.
If someone uses my code or parts of it, or uses this mod as inspiration for his/her content/mod, please credit this mod, thanks!