Just something as feudal elective. If someone else gets chosen, does your dynasty retain control over all other titles other than the title with the elective succesion?
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Just something as feudal elective. If someone else gets chosen, does your dynasty retain control over all other titles other than the title with the elective succesion?
i think it does.
Would anybody here know if one can run multiple mods at once? Some of the smaller mods look quite nifty, and I figured I may as well try them out together if possible.
Not totally sure since I don't have any myself, but my best guess is that yes, it's possible to run multiple mods at once, since you turn them on using checkboxes just like DLC.
The problem is, you do have to make sure that specific mods are compatible with each other, because it's entirely possible that two different mods can modify the same files, in which case you'll either get a crash, or one mod will just overwrite the other and you'll miss out on the effects of one of them.
I might just download them and see if they work together - there shouldn't be any problem with conflicting changes, as it's all small stuff like more form-able empires and new nicknames (Duke Ishmael the Impaler :evil:). And they shouldn't have too large a download size, which is good.
Word from the official forums is that 1.05f is currently going through QA, so we should expect it in a week or so. If you guys want to preserve the integrity and/or balance of your current campaign, you may want to switch steam over to tell it to ignore updates until you are finished. Just a heads up.
Have you ever gotten the event where a neighboring baron complains about your demense size so you can either: send him roses (piety) or nail his emissaries' hats to their heads (prestige)? Choose the prestige option, this will start you down the Impaler path. Then when the follow up event happens, choose "I wonder what will happen if I do this..." You will get numerous chances to atone for your behavior, but each time one comes up just choose the one that sounds more cruel/has you continuing your new gruesome hobby. Eventually you will be rewarded with the Impaler trait. Alternatively, if you turn away from your "evil" path, you can get the gardener trait as you character has found other ways to work out their problems.Quote:
I never even got the impaler trait
The event id for this path is 5020, if you want to trigger it in campaign for a certain character, open the console and type in "event 5020" and it will start you down the gardener/impaler path. Have fun! ~D
i got impaler and the epiteth "The Dragon" :P
Ah so that's why. I always choose the gardener path because I value piety higher than prestige. 1.05f better fix most of the bugs. They have (relatively) taken long on this one. I still get the champion at own tournament glitch.
Also, I have started that mod about the roman times, around the time of the Pyrrhic wars. I am currently working on the map(most provinces need to be newly made).
Nevermind that :daisy: here comes 1.05f! New checksum: XIDX
Here's the patch notes reposted from http://forum.paradoxplaza.com/forum/...-Checksum-XIDX
- The invasion cb can now be granted correctly again
- The Pope now gets a significantly lower contribution score in Crusades
- AI: The Pope/Caliph will now be more reluctant to accept a White Peace when Crusading/Jihading
- The Metaserver should now work again
- Fixed a rare crash with sieges
- Changed the speed settings so they are all faster, except for max speed (level 2 is now level 1, etc)
- Added missing message text for calls of allies
- Added missing message text for offers to join wars
- No longer possible to usurp religious head titles, even if they have de jure vassals
- Tied together a few more cultural names
- Fixed more typos and database errors
- Fixed a bug where you could have duplicate laws due to the history scripts
- Fixed a bug with the event effects 'prestige' and 'health'
- Fixed a rare crash bug with very long war names (could also cause corrupt saves)
- Fixed a rare de jure assimilation issue when one character holds multiple kingdoms/empires
- Fixed an issue with de jure assimilation status not always being saved
- When events in multiplayer time out, the first VALID event option is now automatically chosen (rather than just the first option)
- Added some missing characters in Novgorod
- Fixed numerous relatively rare bugs causing unintentional independences at the end of wars
- No longer possible to declare wars while in revolt against your liege
- No longer possible to revoke titles off or imprison lower vassals in revolt against their liege
- No longer possible to ask for invasion against a liege or above
- Fixed some bugs with Crusade outcomes
- No longer possible to attach units to those owned by someone of a lower rank
- Fixed an asymmetrical hostility issue between revolting vassals of revolting vassals and the top liege
- No longer allowed to ask to join wars while in revolt
- Can no longer ask to join a war against a liege above your liege
- Fixed a bunch of event bugs
- Broken savegames no longer crash the game when you open the savegame browser, they are now marked as broken and cannot be loaded by clicking on them.
Interesting to note this is also the mac compatability patch so... awesome? Good news for mac users. ~D
The meta-server is fixed? We might even retry the CKII multiplayer thingy in the throne room!
I have been playing with a interesting little mod. I present to you:
Dawn of Kingdoms
https://i1155.photobucket.com/albums...ndom/ck2_8.jpg
Dawn of Kingdoms is a mod where everyone starts off as a lowly count and the best of those counts will conquer and form kingdoms.
Here's a list of features:
Quote:
Current Features
-Every county is occupied by one Count and three holdings: Castle (Capital), Temple, and City.
-All de jure Kingdoms and Empires removed. A Titular Kingdom is available for every Duchy. After a few centuries de jure Kingdoms will start forming.
-Invasion CB is granted to everyone for the first few centuries to encourage tribal expansion.
-All tech levels start at 0.
Planned Features
-A culture for every duchy to simulate cultural migration, as well as faster culture conversion at the beginning. Titular kingdoms can only be created by the specific culture it belongs to. An extra Roman culture will be made for Rome for all of you Rome lovers.
-Everyone starts as Pagans, more "organized" religions will sprout and spread eventually. This should also eliminate the invasion CB.
-All counties start with only one holding.
Are there any good ways to forms plots to weaken crown authorities? I started a game as the Duke ofLannisterLancaster and as a loyal vassal my levies and a well-time merc unit beat the snot out of the invading Norwegians and kept Harold Godwinson in the game long enough for the French to attack Normandy (felt like Christmas that did). Harold goes on to be known as the Great. He institutes high crown authority (I go along with it so I can enact primogeniture, suck it gavelkind!) but now I can't enforce my claims within England by force. Then he institutes Absolute crown authority (I vote "ignore" but apparently he has more suck-ups in the realm). Then the greedy bastard declares war on one of the Welsh dukes I was fighting and steals the dukedom away from me! I didn't have the troops to win fast enough. :(
He's also made one of my angrier vassals a duke which stole away their county from me. What should I do?
And what happens if the king dies with no un-assasinated heirs? :creep:
When the kings dies with no heirs, the closest family member will succeed( i.e brother).
I added a link to the mod
Edit: I'm extending the map a bit to the east for my mod and I don't really know if I got the coast right
I did some observe runs on that mod rick, i gotta say while it's clearly new and in need of tweaking it's got incredible potential. There's a possible oversight in that Venice is still a serene republic and has quite a powerful starting postion. They have the ability to gather up a good blob quickly before anyone can really say anything about it. There's also a large area of the map that has characters flagged as "noreligion" for some reason. :confused:
The AI also seems to focus on forming titles before it goes conquering. This means that with all those counts, you'll go 20 years with hardly any wars. On the other hand.. you start in year one. So twenty years is literally nothing. Wars will eventually start to kick off and when they do it's pretty cool. By the 40th year mark some really interesting power blocs were forming, and thats when i pulled the plug.
I am definitely gonna give this mod a shot when I get some free time. :yes:
The religious leaders also seem to expand first, probably because they already got their titles. I also notice the guys on the russian steppes seem to get big first( not counting in venice). In my game, any power blocks beside myself don't really get off the ground. The newly found lord of Smolensk found himself being ganged up by several dukes invading him.
The modding forum is interesting enough to look at. People are discussing an Elder scrolls mod, which should be interesting.
My biggest concern with the mod is the fact that the Sunni religion doesn't have any characters tied to it for some reason. If i knew how, i'd fix that myself. Anyone happen to know the location of characters and religions in the files?
Other than that? This is a really cool mod.
The AI takes a lot longer than usual to gather it's power. The first kingdoms usually start forming around year 20 on the steppes and year 40 everywhere else. But yeah its a very slow game. I'm watching stuff unfold in a long term observer mode currently, i'll post the results tomorrow. Right now a number of Khans have risen on the steppes while the first kingdom, Carinthia, has formed in the west. Here's hoping many more powers rise. :yes:Quote:
The religious leaders also seem to expand first, probably because they already got their titles. I also notice the guys on the russian steppes seem to get big first( not counting in venice). In my game, any power blocks beside myself don't really get off the ground. The newly found lord of Smolensk found himself being ganged up by several dukes invading him.
Update:
I ran a 100 year observer game using the mod me and Rick have been talking about. At year 60 some real power blocs started to form, primarily in Germany and Spain. Others formed up as well but none as successful as those. Here's a screenshot:
Spoiler Alert, click show to read:
I've been tweaking this mod to be more to my liking. I managed to fix the lack of a Sunni religion (not sure what was up there, but its all good now) and have nerfed Venice to the ground. I removed Venezia's starting 7 holdings and gave them three instead, about to run a 100 year observer game to see if that balances them out. If it does I'll do the same to the religious leaders and provide a truly even playing field.
Spoiler Alert, click show to read:
I still haven't found the right setting to remove the republic title from the starting doge but if I can that would be even better.
EDIT: found it! Removed Venice from starting as a kingdom level entity but kept them as a republic on the county level. This game is actually pretty easy to mod once you figure out the basics and orient yourself.
You seem to be doing good for yourself with the modding. Maybe you could contact the mods author with the enhancements?
I've never been good at waiting and this concept is so cool I couldn't help myself, really. I've never modded before but once I got into it, it was surprisingly easy and now I just can't stop. Still a lot of things I don't quite grasp and I'm learning as I go, but it's getting easier and easier. I've decided to mess around with this concept and teach myself how to mod in the process. For example:
Spoiler Alert, click show to read:
Wanted to see if I could get the patriarchy off the main map and back onto a single barony like he is in vanilla. And there you go! I created a new dynasty and character and linked the two entities together, then assigned the county of Byzantion to that new character. After that, it was a simple matter of creating a a history file for whatever barony I wanted the Patriarchy to occupy and assign it to him. I cross checked from the province file to make sure I had the temple name right and assigned it to the patriarch. :yes:
Well, 110 years after the Dukes of Lancaster bled and died for house Godwinson against the Norman invader, we are now...
The Saxon Kingdom of Portugal.
Starting maybe 40 years back the Godwinson King of England croaked and all the other vassal Dukes rebelled to gain independence. I also revolted, and along with two Counties and a one-county Duchy we won our freedom. The big names, York, Kent, Cornwall were all flattened, despite my assistance.
I end up fighting and winning three more wars against Godwinsons, mostly with a liberal use of mercenaries to supplement my levies. The best thing about mercs is they pay for themselves through ransomed counts. :D Anyway, one war was to help lower crown authority (I was married into one of the rebels at the time), the next to end the English claims to my duchies (Oxford, Hereford, Gloucester, and of course Lancaster), and the last was to pick up the lower half of Gloucester to complete the set.
After whipping them, the Pope calls a crusade for Portugal. Thinking I've got time with the truce, I join in. I do the only real work with a few sieges, then my levies get whipped by a much larger army. I burn some piety and drop the Templars (or Hospitallers? I don't remember) on them. The Pope negotiates a win, and I get the two-county Duchy of Algrave and a shiny new crown. So far I've only seen rebels there and the Muslims haven't threatened. I'm concerned that the Godwinsons or the Muslims will attack me while I'm busy with the other. But that's what mercs are for, right?
State of play and some commentary in the spoilers.
Spoiler Alert, click show to read:
:laugh4: if only that were the case... Russia looks like a paper tiger. She looks scary but i doubt there's much bite in those fangs. Usually if Byzantium is alive they stop the horde in their tracks because they can match their numbers. The Rus normally don't have those numbers unless they pour hundreds of thousands into the steppes like I did. And I still lost!Quote:
The east. Russia and Poland look like they should slow the Horde down so I don't have to worry about them, right? :D
If i had to lay odds I'd say the HRE would stop the horde - but even then it's gonna be rough. :no:
Wow, you weren't kidding.
I wasn't really paying attention in the East, apparently Hungary got huge, but they've been pushed back by the Golden Horde. The Ilkhanate hasn't really done much, they've been contained by the Turks (and maybe the GH).
I've carved out a two more chunks of territory in Spain, and I now hold both de jure duchies of Portugal proper. All 4 counties are Catholic, and two are Saxon. Since I personally hold Lisboa and one of the other ones, I can muster a huge amount of troops - ~8k total (also thanks to retaking Shrewsbury).
The English king was deposed in a war I assisted with, and now the Kingdom is officially ruled by a Prince-Bishop. The former king is still around as a prince with substantial holdings - he's actually consolidating some de jure duchies right now, I believe. He may be more dangerous as a Duke then a King.
My near term goals are to take the rest of the Portuguese claims (ideally in a holy war, though Mauretania makes me nervous) and to survive my grandson's reign. Eadwin the Unready (a bit unfair of a name, we didn't lose a war under him, though we had some close calls) didn't have any sons, and his daughter was actually great stat-wise, but she died soon after giving birth to Wulfnoth, the current heir. Wulfnoth is... slow. I'm raising him and he'll have decent diplomacy skills, but that's about it. I'm worried about going over the demense limits. He's betrothed to a countess in Wales so his son can inherit and we can start securing our western flank.
Spoiler Alert, click show to read:
I just saw that the first version of the Game of Thrones mod has now been released (note: you need to be a registered member on the Paradox forums to access it). Has anybody tried it yet? I'll certainly be checking it out over the weekend.
http://forum.paradoxplaza.com/forum/...ame-of-Thrones
It's pretty good, but still clearly a beta. Some missing coats of arms and stuff like that. The map looks amazing, though, and they clearly put a lot of effort into it. I had no ships when I tried to play the Starks, though. Makes me wonder if they're in it at all in this version; it would certainly make the Greyjoys rather boring.
Anyway, if there are guys who want to do an AAR, they are holding a contest. How does the map run in comparison to the vanilla one?
I didn't notice any difference. If anything the map is smaller, so it would be a little faster. Come to think of it I don't remember the yearly autosaves taking nearly as long.
I suppose you're right. I'll have to check out the other houses soon to see if they have ships, then.
I started a campaign as the Ironborn and they have ships...
BTW educating children is just crippling my economy! XD
The Ironborn educate their children? I thought they just gave them an axe, pointed them at the nearest orphanage and said "go solve our overpopulation problem, son (or daughter)."
10 years later...
"So, did you pay the Iron price for your University education?"
"Damn it."
Heads off to murder tutors family...
News:yes:
Swords of Islam is going to be the next expansion. I don't really know yet if I'm interested in it, but my interests may increase when they show some more of it.
This to see here are:
- Ruler has a fewer than 4 wives penalty, which suggests polygamy is in the game!
- New UI for muslims
- Grapes near the dynasty symbol with percentage(don't know what this means yet).
https://www.youtube.com/watch?v=JQCP85FngzE
The grapes may be legitimacy or a similiar mechanic. If they are introducing strong/weak levels of claims, it may be how strong or legitimate your claim to that title is. Pure speculation on my part though, could be radically different. (why grapes, for intance?)
After watching quill18's playthrough of CK2 using Castille 1066, I finally decided to buy it. The ruler designer is one of the most worthless things I've seen, next to Oblivion's horse armor. Made a female? Everyone hates you. No children to start out with? Good luck getting children in the game (even on Very Easy, Lustful, Hedonist). Female heir? Everyone hates you. Want to play a young character? You need to take gimpy traits. Want to be powerful? You are going to be old enough to not enjoy the designed ruler. High intrigue? Good luck trying to get money needed to utilize said intrigue.
I spent 5 bucks to play how I wanted to play, and now the game is telling me that I cant play how I wanted to play. Paradox games in a nutshell, I tell ya.
Now retrying the game using a historical figure. Hopefully that will be more fun.
the easy way is simply to modify the ruler designer dlc so it doesn't increase the age, etc. Or simply load up on the gimpy traits, then once the game begins, save it, open the save file, go to "player=yes" to get your character, then under traits you see a bunch of numbers. You will notice they increase till a point they seem to "semi-rest", delete these numbers, save changes, reload game. Now you got no gimpy traits.
I think I'm a rarity in that I actually quite like the ruler designer as is. Having a lunatic, possessed, drunken hedonist found my dynasty (and then educate my heirs :laugh4:) is very amusing to my mind. Plus, you're highly likely to get the nickname 'The Accursed,' which is rather cool.
That said, the ruler designer did lead to my only outright loss so far. I spent half an hour designing my first character with it, making sure everything was just right, and then he died at age 16 before a year had passed (and before I had saved the game).
Started a new game as a male designed ruler of Castille 1066. Let's see...
Got married to a Princess of Navarra. She popped out babies the way Bioware pops out excuses.
One of my vassals revolted and I had to put him down. Imprisoned him, revoked his title, and now my insurrection and money problems are cured. Added quite a lot to my personal levy too.
Pressed my wife's claim on Navarra and won the war easily.
Plotted to murder my wife since she was now Queen of an independent nation with my son as heir. With a bit of luck, the wife had a bad fall down the stairs and broke her neck, leaving my (not yet of-age) son in command of the independent nation. He's not my heir, and the kingdom will go to me if he dies, so I'll need to arrange another "accident" soon.
The Kingdom of Leon eliminated Galacia and is now in a war with the Moors. Seeing a good distraction, I pressed all claims, and won the war. The majority of northern Iberia is now mine.
Definitely more fun now that I'm not playing as a female ruler of Ireland. :2thumbsup:
The female penalties are indeed far too over the top. -20 overall for having a female ruler AND a female heir? Come on. I think, now that I am thinking about it, i'll make a simple mod and change that later for my own preference.
I quite enjoy it myself but it's clear it had multiplayer in mind when it was designed. Most of the traits have a sense of "balance" to them, so making a ruler you want can be pretty difficult.Quote:
Originally Posted by Ishmael
As far as I know difficulty does not at all affect fertility, but female rulers are by their nature a lot harder to get children than if you were playing a male. Once a female character hits 45 her fertility drops like a ROCK. It's still possible to get pregnant after that but your odds are so small its negligible. Not only that but if your personal court has over 30 characters in it already, base fertility rates also suffer a penalty. If you are a female ruler and are suffering a number of bad luck rolls most of your reign, you can easily hit age 45 with very few or no children. It can cause some really troublesome succession situations.Quote:
Originally Posted by Kekvit Irae
Still, if you were a young character you should have been getting pregnant like crazy. +40% to fertility from lustful/hedonist is insane. Maybe your husband was shooting blanks, or you were just having some terrible luck in the probability. :no:
That reminds me, has anybody seen a mod that gets rid of the fertility penalty with a large court? If not, would there be any way to mod it myself?
Aaaaaaand... it all went to hell now.
Son of my ruler inherited the kingdom, and it all went fine until he died suddenly in battle, leaving behind no male heirs. Biggest problem? The closest heir he had was a daughter who I was training up to be a spymaster. She came to power with not a single point of Stewardship to her name. And then came the kingdom-wide revolts. These were easy enough to put down... until the Moors came knocking with 12k troops.
http://i46.tinypic.com/2modtnq.jpg
Yeah, a rule in CKII is that when you have women on the throne, the throne gets destroyed. Although I do seem some 'Catherine the Great' types once in a while, it doesn't happen that much.
I checked out game of thrones mod and I'm impressed. I took the Lannisters and Tywin died within a year or two. The imp became king... with Cersei as his regent. Of course, that naturally meant trouble.
Spoiler Alert, click show to read:
And then Tyrion went to war against the Targaryens and was imprisoned.
There is however something I don't like about this mod. The members of your dynasty will often ask for titles, which you often can't give. If you don't give them, you'll get a tyranny effect. This pretty much makes playing Freys impossible
Anyone interested in possibly doing an Org compilation of user tweaks and what not? It seems many of us has ideas and tweaks we would like to do, so perhaps throwing some of these together might produce something nice.
Yeah that sounds like fun. So far the things i have changed are relatively minor but imo go a long way to helping the feel of the game. Those include the change to the female dynastic penalty, making all religions playable, and the ability to have absolute-cognatic no matter your culture.
I've also been experimenting with time locking crown authority. It was an idea I got from the Dawn of Kingdoms mod and really seemed to stop the AI spamming its authority in its tracks, simply add a year requirement - sounds simple enough right? I haven't had the chance to do extensive observer games to see how this affects overall balance but in the mod in question it slows down the military build up quite effectively.
Bump for content.
As i compiled most of the tweaks i've made to my CKII experience i realized most are in line of allowing female characters to simply do more. I understand that medieval life wasn't exactly about equality, but i've goten sick of all my genius daughters and sisters sitting around court rolling their eyes at me. So here's a mod archive of my gameplay tweaks. See if they strike your fancy:
1. Expanded Council -
Women are now able to serve as Steward, Chancellor and Spymaster regardless of their relation to the player character. Original idea from the minimod CK1 Council by the Chancellor, all I've done is maintain it through the various patches.
Under these changes not only can female characters be those three jobs but all events seem to fire normally, and they can have ambitions to get those jobs.
https://i.imgur.com/CVG9y.jpg
- Modded files include :
Events/job_steward.txt
events/job_chancellor.txt
common/job_titles
common/objectives.txt
2. Nerfed penalties for female rulers -
It's something i've been meaning to do for weeks now and hearing Kekvit's story inspired me to finally make the change. I haven't removed the penalty completely due to all of the entries in opinion_modifiers being hard coded. I did however nerf them down to inconsequential values. You now suffer a -2 penalty with all your male vassals (down from -10) for being a female ruler. Another -2 for having a female heir, which gives a total of a -4 penalty (down from -20), which relates to minor grumbles from your vassals instead of full on angsty rage.
https://i.imgur.com/sv1hE.jpg
I didn't touch the short reign penalty so watch out for that if you use the Ruler designer!
Modified files:
common/opinion_modifiers.txt
3. All religions playable -
The most common and widespread change of them all. The muslim DLC will likely make this change a lot harder to do but from now until patch 1.06 this one works grand. A simple 'playable = yes' to all religions has been added, letting you play Tengri, Pagan, Zoroastrian and Muslim factions.
modified files:
common/religion.txt
4. Absolute-cognatic for everybody!
The first change I ever made, a simple edit to the succession_laws file to ensure that anyone who follows the western faiths can use absolute-cognatic, letting women inherit on the same grounds as men do. The -10 to male dynasty members penalty was left intact because i felt it made sense to have at least a small negative, seeing as the other gender extreme carries with it one as well (-10 female dynasty opinion).
modified files:
decisions/succession_laws.txt
https://i.imgur.com/Mxyji.jpg
Full list of changed files:
Events/job_steward.txt
events/job_chancellor.txt
common/job_titles
common/objectives.txt
common/religion.txt
common/opinion_modifiers.txt
decisions/succession_laws.txt
Left out the changes to crown laws due to me not liking the results of attempting to time lock CA - it doesn't work the way you'd expect it to. While new kings who have no CA established must abide by the year rules - those who already have CA above low can ignore it. IT gives a HUGE headstart to the Byz/Seljuks/Shia and I think those three powers have a big enough lead at the start of 1066
Installation is unzipping the archive and dropping it in your /mod directory, then just check it in the launcher.
EDIT: left out the .mod file. Added it in.
You could always try to make it a little bit different. Scale up the time requirement for each level of CA. Like 10 years to institute minimal, 20 year to institute medium, 35 to institute high and 50 to institute absolute.
As for messing with files, I am making a mod set in the time of Rome. I am also helping a Tamriel mod.
Sort of like a "crown law has not changed in x years"? Hm, didnt think of that, I wonder if I can.
What i was attempting to do was lock the levels based on what year it currently is, but other modifiers will overrule that if you already have a crown law above low. I haven't quite figured out how to make that work in the way that I'd like. Maybe you can't, or maybe someone who is better at modding than I could figure it out. :yes:
I like! I will add those to my current mod file, because I like them.
Here are the tweaks I am working on.
Jewish religion (Judaism, Minim, Epicursim) and cultures ( Ashkenazim, Sephardim, Mizrahim), titular Kingdom of Israel.
titular empires (Latin, Shiite, Sunni) New:(Albion, Iberia, Nordland, Russia)
"Smoother Borders", a few of the duchies will be edited so they have clean borders, such as Savoie, which sort of spreads ugly across west-italy and eastern france.
The ones I already got (such as religion) you already put in yours. There is one difference I got in which you haven't got, Consanguinity (The successors are chosen based on their strength). The text needs to be added to the .csv file, but I included it into your tweak file.
Just a suggestion... How about updating the first page with the tweaks and mods? This way one can easily find them without having to go through several mouse clicks to search the thread.
:bow:
This might be relevant to your efforts: it's a step by step on adding new kingdoms to your game. For titular kingdoms it's just a matter of ignoring the part where you assign duchies as apart of its de jure, and putting the title in the appropriate category in the landed_titles.txt file.Quote:
Here are the tweaks I am working on.
Jewish religion (Judaism, Minim, Epicursim) and cultures ( Ashkenazim, Sephardim, Mizrahim), titular Kingdom of Israel.
titular empires (Latin, Shiite, Sunni) New:(Albion, Iberia, Nordland, Russia)
Playing my own mod which eliminates female penalties altogether (will post once I refine it to my liking). Started in Leinster, Ireland, 1066 as a female Countess. Married a Prince of Denmark and then had a son. My father-in-law died and made my new husband King, and named my son as his heir. An ornery Spymaster with a 61% plot power insured that he tripped on some stairs. My son is now King of Denmark.
Oh lawdy, this game is hilarious if played right.
Yup, its in defines.txt in your common folder. (remember, .txt not .lua! Thats a different defines file altogether!) I got curious so i started looking around and found it. The base is 30 characters per court and at that size the file explains every couple will on average have one less child. Experiment to your hearts desire!
:laugh4: Now that's how you play CK2! :yes:Quote:
Playing my own mod which eliminates female penalties altogether (will post once I refine it to my liking). Started in Leinster, Ireland, 1066 as a female Countess. Married a Prince of Denmark and then had a son. My father-in-law died and made my new husband King, and named my son as his heir. An ornery Spymaster with a 61% plot power insured that he tripped on some stairs. My son is now King of Denmark.
Oh lawdy, this game is hilarious if played right.
Not bad, but I've assassinated an entire family tree in one day to inherit scotland.[/smug]
:P
Thanks Monk! I've added a '0' to the end of that 30 and increased the base number of children to 3; lets see how this plays.
It wasnt gamey, I spent years getting enough gold for multiple assassins! It's a valid tactic.
Quote:
For flavour, we have also made it so that duchy tier and above titles held by rulers of Iranian, Arabic and Turkish cultures are named after the ruling dynasty. For example, the Kingdom of Egypt automatically becomes the Fatimid Sultanate while the Fatimids are in power (though the original name is also used where appropriate.) In case the same dynasty holds several high rank titles, only the highest is named after the dynasty. Thus, we can have both a Seljuk Sultanate and a Sultanate of Rum, both ruled by the Seljuk dynasty. Randomly generated characters of these cultures automatically get a dynasty name suitable to name states after (ending with -id or -n, etc).
Oh my god this is amazing.Quote:
Lastly (for this dev diary), there are seven new creatable empires (the Arabian Empire, the Empire of Persia, Britannia, Scandinavia, Francia, Spain and Russia) and a whole slew of new de jure kingdoms, mostly to break up the old kingdom of Khazaria. Now, I know the addition of the new empires is controversial, but the creation conditions are designed to be fairly difficult to achieve, so the AI will very rarely do it. We want players to have the imperial option to strive for if they so desire - the Unions turned out to be a popular feature in Europa Universalis III.
Apologies once again for double post but here's another mod for you guys: A quick tweak to the defines.lua file to ensure that everything in the ruler designer is free. Want to create a super king who is equal parts dashing, daring, strong and intelligent? Want to make him a 16 year old prodigy without a single flaw? Well now you can! Here is an edited defines.lua which will allow every trait to be free in the designer.
https://i.imgur.com/zYhXD.jpg
https://i.imgur.com/jYlTK.jpg
https://i.imgur.com/YXRSF.jpg
Files modified:
common/defines.lua - http://www.mediafire.com/?0cl7ya2kr3rpkpy
Be warned that making incredibly overpowered rulers and breaking your regional balance may result from this. Use it wisely: or don't! Either way. :laugh4: This mod is also compatible with my other tweaks, just drop it into your mod's (or the base game's if you dont have a mod) common folder and you're good to go.
edit: had a scare and thought the defines I edited affected more than just the ruler designer. Turns out they do not and all is well. :bow: Link re-added.
we need a new contest/challenge! i want to win this dlc
First person to turn HRE and byzantium into one empire wins!
The grapes percentage has been confirmed to be a new stat directly tied into your dynasty, decadence, and will reflect how characters of other dynasties view your dynasty.
No word yet on exactly what decadence is other than the fact that well.. it's there, and it's a dynasty-wide stat.
Civil war after civil war, I finally stabilized to the point where I realized where I went wrong: DON'T MAKE DUCHIES. Seriously. Those things are great when you want to take a break from micromanaging, but the moment someone gets ambitious, you have a full scale war on your hands.
The King of Denmark unified Ireland and, through some crafty political maneuvering, claimed Scotland. He passed away with over 6000 prestige and 2000 piety. Then came the civil wars once his son came to power. After spending most of his life putting them down, the new King decided "well, sod this" and gave his own heir the Kingdom of Scotland for HIM to micromanage.
Spoiler Alert, click show to read:
Thanks to some pretty hefty wartime incursions in the original King's lifetime (who lived to 80 and was titled "The Apostle"), Ireland made significant gains in Sicily and Estonia. There's still one last Muslim holdout in Sicily, but I'm under a truce with them at the moment. I'll be back for them, eventually.
do make duchies just give them to doges (aka make the main leader a republic) this way you can a) have a huge income b) plot kill a rebellious doge after you just gifted his successor 20 money for like 50+ relations and c) have no worry about megadukes because of dynasty expansion (assuming you are playing with Medium CA and thus internal expension by military conflict is pretty much impossible)
When you have a ducal title, give it (using the checkbox that says "also all the titles below this one") to a mayor within the je dure duchy.
Speaking of modding, does anyone know how to reverse, remove, or otherwise get rid of the change they made to claim inheritance in 1.5? I'm referring to the part listed in the changelog as "Women and illegitimate bastards no longer get pressed (inheritable) claims on their parents' titles" I hate it - it encourages cheesy gameplay, and is a historical stupidity. It's completely put me off playing the game. I know 1.6 is supposed to bring in a whole new system and that this is intended as a temporary placeholder, but I don't fancy waiting another month for them to fix a broken 'solution' for something I didn't want altering.
Maybe it should be modded that bastards and women do have a claim but in the average "first born male" preffered succession laws they should be automatically set to be behind all other male immediate family members. Or am I remembering it wrong and that's what they had before?
Absolutely, it's a simple switch in defines.lua. I found it while i as looking for someone else, but haven't changed it for my current games. I want to experiment with other changes before then. Navigate to your CK2 main folder(or your mod folder if applicable) and open up "common", then open defines.lua with notepad and just look for the two lines:
WOMEN_INHERIT_PRESSED_CLAIMS = 0,
and
BASTARDS_INHERIT_PRESSED_CLAIMS = 0
Change both values to 1 and now both your daughters and your bastards will inherit pressed claims.
Oh, you mean like having your ruler marry a Princess, pressing the claim, killing her off, gaining a new kingdom, and repeating 100x to rule the world in a single lifetime? :P
I definitely prefer the 1.05 way, from a gameplay standpoint. It means the Chancellor is actually not useless. But it's good that you can mod that out if you want to play a game like that.
Britain has formed a very interesting situation, it started with William the conqueror dying then his heir pressing the claim on England and winning. This led to no Norman holding upon the mainland. After a few decades a child ruler came about and all the duchies of England broke free and "Kingdom of England" remained sololy in Normandy. Around this time, Ireland was united and began their push for England, followed behind them was Scotland who lost Northumberland and came back with a vengeance.
Around 1130~
https://i.imgur.com/e9WPV.jpg
At 1171, it looks like this:
https://i.imgur.com/9iTqc.jpg
Looks like there is a real powerstruggle on the isles.