Crusader Kings 2

Someone who's going to murder you over a picture in a game is psychologically imbalanced, regardless of which religion they profess to follow.
 
While this game has no need to cause controversy there is no need to offend a religious group (whether you think they should be offended or not).
 
Why are we even arguing about this? this thread is supposed to be about gameplay, not offtopic stuff. As thread creator I say end discussion.
 
There is a joy in organisation the assassination plots against emperors just to see if the new ruler after causes a civil war. Civil wars equals possible land for you to steal! :trouble::mwaha::trouble:
 
sCKUd.jpg


This mod looks pretty funny
http://forum.paradoxplaza.com/forum/showthread.php?619529-Mod-Beware-the-Mormon-Horde...
 
My the House of Holland of France and the Empress Angela of the Holy Roman Empire protect us!
 
Just about had a heart attack yesterday when I decided to look at the state of the world... and saw the HRE had inherited France! :eek:

Am I right in thinking the two will separate when the Kaiser dies because the Empire is Elective and France is (I think) Gavelkind?
 
Just about had a heart attack yesterday when I decided to look at the state of the world... and saw the HRE had inherited France! :eek:

Am I right in thinking the two will separate when the Kaiser dies because the Empire is Elective and France is (I think) Gavelkind?

Not necessarily--there might be two rulers, but I think the French liege will still be the Holy Roman Emperor unless he fights a war of independence. At least I think that is what will happen based on my game experience with an HRE-controlled Kingdom of Andalusia (taken through a crusade).
 
Even if it was on sale, I wouldn't get the shield DLC; there are some far more extensive heraldry mods that you can get for free.
 
Anyone have an idea why I'm not getting the decisions for plots? I.e. I can start a plot, kill x y yadda yadda, grab a bunch of co-conspirators, but the decision that used to pop up with XX% chance of successful assassination are simply gone. I've managed to go a good 80 years so far without but I feel like I'm lacking. Checksum is YYEV.

Also after conquering England with Denmark after Hastings, I decided to change England to Elective just for giggles. Anyone have a sense for how Dukes distribute their votes for king? Especially how to suppress X non-dynasty candidate and promote my ideal choice. For instance, a boy Ylving came to power in Scotland, outside my realm, so I tried to vote him in but my Dukes preferred the descendant of William the Conqueror, etc. I have a vague impression they like older characters with better stats and with better relations, but then my choice seems to have an effect.

Re: France and HRE it should stay within HRE, they'd only split if, say, France's monarch were elected HRE, then died. Further details/ravings on Elective: Denmark is a really great monarchy to try out in 1066. Huge family of bastards at the start means that, with enough attention given to your family you can farm out hordes of children for good-stat rulers and trip up all sorts of claims. Elective is fun when you've got dukes on lock, but I ended up with Denmark, England, Galicia, and part of Pomerania, and keeping together my kingdoms was increasingly frustrating, esp. since the wiki doesn't have much for strategy. As for the conquest of England, I swooped in when William went to war with France, then alternatively cowered in Middlesex with my meager army or conquered William's desmesne before his vassals revolted. 15 years later (noobery, I know) I took his crown, and the leader of the revolts promptly died, saving me another (hopeless) slog. I recommend it.
 
Anyone have an idea why I'm not getting the decisions for plots? I.e. I can start a plot, kill x y yadda yadda, grab a bunch of co-conspirators, but the decision that used to pop up with XX% chance of successful assassination are simply gone. I've managed to go a good 80 years so far without but I feel like I'm lacking. Checksum is YYEV.

Assasinations do not happen by decision as of 1.06. Now your co-conspirators will go for the kill by event when and if they get the chance based on several factors (Can't remember exactly what but plot-power is obviously part of it). You might want to get the 1.06b hotfix (savegame compatible) as it dramatically increases the chance of assasination when over 100% plot power. In 1.06 plot assasination can sometimes take decades.

Just about had a heart attack yesterday when I decided to look at the state of the world... and saw the HRE had inherited France! :eek:

Am I right in thinking the two will separate when the Kaiser dies because the Empire is Elective and France is (I think) Gavelkind?

Unless France is the empire of Francia, France should still have HRE as liege no?
 
On another note, does anyone here use plots much? Personally, I don't - there are far less time-consuming methods to kill someone.
 
Unless France is the empire of Francia, France should still have HRE as liege no?
I'm the King of Hungary (from the County of Pest at game start). This should be fun... :/
You have to do it eventually.:p. There are some really good mods too.
On this note, what mods are particularly worth looking at? I've heard a lot about the Game of Thrones mod already, but any others?
 
I thought the Game of Thrones mod was kind of dull, to be honest. There's not much to do, and the attrition when you go to war (only ever a war when a ruler dies) is a complete nightmare.
 
I'm the King of Hungary (from the County of Pest at game start). This should be fun... :/

On this note, what mods are particularly worth looking at? I've heard a lot about the Game of Thrones mod already, but any others?
Here's a couple I like.

Balansegang:
While I've been playing, and compiling information for my guide, I've noticed various small things that annoy me in the game. Everything from ahistorical succession law, to pagans getting destroyed in decades.
As such I've over time made many small changes to the game which I've been using both to play on my own, and to play with friends. Some of these changes I've already released as mini-mods, but now I'm releasing a compiled version.
The focus has been on not changing the base game by much, merely tweaking various figures to attain better results. Another important focus has been improving how long pagans survive for, as they currently get destroyed quite fast in CKII.

Main features:

Tech spread has been overhauled so that technology spreads in a more realistic fashion
Pagans survive much longer, and are stronger
All Pagan religions have holy orders
Ethiopians survive much longer
The Holy Roman Empire and Byzantium are weaker and expand more slowly
The conquest of Iberia, by either side, is considerably slower
Expansion in general is slower
Holy wars are more difficult to declare
Fewer peasant revolts. Most sources of unrest give other penalties instead
Improved cultural spread
Improved cultural buildings
Reworked de jure kingdoms
Navigable seas around the Arabian peninsula
Change list
Spoiler :
General changes:

Denmark and Norway now use Primogeniture
Assassinations cost 100 gold and 10 piety, plus 75 gold per title tier
All eligible women can now become spymasters (only your spouse or mother could before)
All eligible women can become treasurers if their liege's primary title doesn't use Agnatic succession
All eligible women can become chancellors if their liege's primary title uses Absolute Cognatic succession
Made all religions playable (though non-Christians aren't necessarily interesting to play)
Monophysite is no longer a heresy
Increased max duchies held to 3
Made the Pecheneg Company and Pecheneg Band Tengri holy orders
Each Pagan religion has two holy orders
Tengri - 5500 men
Romuva - 3000 men
Suomenusko - 3000 men
Norse - 3000 men
The Pagans have an event that ensures they have enough Piety to hire holy orders
Pechenegs can no longer form Bulgaria
De jure empires get 20% less max levy from burghers and bishops, and 30% less from nobles
Doubled the time it takes for pagans to fabricate claims
It is now impossible to forge claims upon a duchy held by someone of another religion unless your realm borders their's
The Arabian peninsula has navigable seas surrounding it
Spanish union kingdom, creatable if Castille, Leon, Navarra, and Aragon are held
A Romuva ruler holding the duchy of Mecklemburg can no longer usurp the duchy of Pomerania if the holder is also Romuva and only has a single duke title
Made the rulers of Sardinia Greek
Reduced the cooldown between changing a councilor's job action from 183 days to 60
Added some more info to the tooltip you get when hovering over a character
Holding an empire now gives the same amount of prestige as a kingdom

Religious Conversion changes:

Converting pagans takes twice as long
Provinces take twice as long to convert if they don't border any provinces of your religion
Converting a province takes 25% longer if the province borders other provinces of the same religion

Culture changes:

Divided German culture into South and North German
Culture can spread via ports
Made culture changes into province events, so that the number of held provinces doesn't affect the likelihood of culture changes
The culture change event for unconnected coastal provinces can now only fire if there are no neighbors of the owner's culture
Norman counties outside England are now more likely to become English if their liege is English
Added a somewhat rare event that changes a ruler's culture to that of his capital. Also changes the culture of any children he has under the age of 16. Its mean time to happen is affected by his age, his rank, and whether or not the new culture is of the same culture group
Added a somewhat rare event that changes a child's (under 1 year old) culture to that of the province he's living in. Affected by his parents' rank, and whether or not the new culture is of the same culture group
Provincial culture spread takes 50% longer in empires
Provinces change culture 20% faster if they border two or more provinces of the owner's culture with rulers of the same culture
Provinces take 25% longer to change culture if they border any province of the same culture
Rulers change culture 25% faster if their capital borders no provinces of their culture

Holy War changes:

Dukes and below cannot declare holy war on provinces they don't border
Emperors need Limited Crown Authority to declare holy war
Kings need Limited Crown Authority to declare holy war on non-bordering duchies. Emperors need Medium
Muslims cannot declare holy war or Jihad on Monophysites or Orthodox Ethiopians, and vice versa
Limited Crown Authority is required to declare holy war on pagans
Kings with any dukes at under -10 opinion need Medium Crown Authority to declare holy war on Pagans
Emperors with any kings/dukes at under -10 opinion need Medium Crown Authority to declare holy war
Kings with any dukes at under -10 opinion need Limited Crown Authority to declare holy war
Emperors need to have above -15 relations with all duke/king vassals to increase Crown Authority
Depressed, infirm, or incapable rulers cannot declare holy war
Content rulers cannot declare holy war unless they're Brave or Wroth, Zealous, Lunatic, or Possessed
Craven rulers cannot declare holy war unless they're Ambitious, Wroth, Zealous, Lunatic, or Possessed
Cynical rulers cannot declare holy war unless they're Ambitious, Brave, Wroth, Lunatic, or Possessed
Stressed rulers cannot declare holy war unless they're Ambitious, Brave, Wroth, Zealous Lunatic, or Possessed
Having any two of Cynical, Craven, Stressed, and Content will prevent rulers from declaring holy war (unless they're Lunatic or Possessed)
If the target duchy is not part of a de jure kingdom or empire the ruler holds, he has to be Ambitious, Brave, Wroth, Zealous, Lunatic, or Possessed to declare holy war
If the target duchy is not part of a de jure kingdom or empire the ruler holds, he cannot be Cynical, Craven, Stressed, and Content (unless they're Possessed or Lunatic, or has any two of Ambitious, Brave, Wroth or Zealous)
Rulers below 100 piety cannot start holy wars
Added a 5-year cooldown between holy wars and the special Muslim CBs (when used upon other religious groups)

Other Warfare changes:

Applied most of the holy war restrictions to the 1.06 muslim CBs. Only applies against non-muslims. Cannot be used against Pagans
Added a Tribal Raid casus belli. This CB lets Altaic realms (namely the Cumans, the Pechenegs, and the Mongols) raid non-Pagan non-Altaic neighbors. Victory will gain them tribute, prestige, and piety. Loss will do the opposite. The CB incurs a 5-year truce. War cannot be declared if you've got a truce with the target, or if the target has less than half the money necessary to pay the tribute
The Tribal Raid CB is also usable by Ethiopians and sub-Saharan Africans
Commander martial contributes two-thirds more to combat
The coastal republic CB can no longer be used against rulers of the same culture group unless they share a border.
Sieges are 25% shorter
Increased supply bonus for bordering a province to 50%
Reduced supply bonus for coastal provinces to 30%
Reduced supply bonus for realm holdings to 40%
Increased base supply to 6
Most truces reduced to 5 years (from 10)
Reduced reinforcement rates by 40%
Reduced ratio needed to overrun armies to 15 (from 25)
Increased warscore gained from battles by 20%. Reduced defender warscore bonus to 40% (was 50%) to compensate a bit
Forests now give the defender 20% higher defense for light infantry, and 10% offense
Forests now give the defender 15% higher defense for heavy infantry, and 7.5% offense
White peace in independence wars will make the revolter independent if he's revolting from someone who isn't his de jure liege. No prestige will be awarded, and crown authority will be unaffected. His former liege will have claims upon his land
Having any two of Cynical, Craven, Stressed, and Content will prevent rulers from declaring holy war (unless they're Lunatic or Possessed)
Rulers cannot declare claim wars upon dynasty members, unless they're Ambitious, Envious, Arbitrary, or Wroth (rebellions excluded)
Rulers cannot declare claim wars upon dynasty members if they're Craven, Just, Kind, or Content (rebellions excluded)
Possessed or Lunatic rulers can declare claim and holy wars regardless of other traits
Counties under siege's reinforce rate reduced by 100% (castles start at 125%)
Tribal invasions can only be started against Orthodox, Tengri, Muslim, or Komi factions
Characters defending against holy wars that aren't involved in any offensive wars get a 10% boost to minimum and maximum vassal levies
Horse archers, light cavalry, and heavy cavalry get offensive bonuses when attacking plains
Horse archers, light cavalry, and heavy cavalry get offensive penalties when attacking hills or mountains
Horse archers and light cavalry get offensive penalties attacking forests
Tweaked movement times, reducing movetimes in most terrain by about 30%
The Norwegian force at campaign start is slightly stronger, and Harald Hardråde has slightly more Martial
The Norman force at campaign start is slightly stronger
Pagans no longer get dejure county claims upon others of the same religion
Muslims no longer get dejure county claims upon muslim counts of the same sect
The AI is now considerably less likely to attempt to gain independence from their dejure liege, unless the rebeller's title is king-level. Rebellion odds remain the same, but they'll be more likely to use another CB
Increased the cost of declaring war on allies to 150 prestige
Made it impossible for non-muslims to use the county-conquest CB
Tweaked the crusade weights so Muslims typically attack further east when declaring a Jihad upon Byzantium
Dejure wars now terminate if the dejure title is lost
Depose Liege rebellions now terminate if the liege dies
Added a 5-year cooldown between holy wars and the special Muslim CBs (when used upon other religious groups)
The occupation modifiers now increase construction time by 50 to 200%, depending on the type

Building changes:

Lappish castles start with level 1 walls
Pecheneg counties have the Small Riding Grounds building at campaign start
Iberian holdings start with level 1 walls
Warrior Cult gives 110 fewer Light Infantry
Warrior Cult gives 180 more heavy infantry
Warrior Cult gives 20 fewer Archers
Warrior Cult gives 1.0 fort-levels
Warrior Cult gives -10% levy size (causes them to have a larger advantage at campaign start, but it slowly declines)
Warrior Cult gives -40% tech growth
Warrior Cult gives a 10% offensive and defensive boost to heavy infantry
Warrior Cult gives a 25% penalty to garrison size (they're still much larger than everyone else's garrisons)
Added a Warrior Cult building to Pagan temples and cities, giving 50 light and heavy infantry, 50 archers, 0.5 fort levels, and -15% garrison size
Castles give 5 heavy cavalry
All non-pagan counties now start with level 1 ports

Culture building changes:

There are now six tiers rather than four, one per tech level
What culture building is available now depends on province culture, not owner culture
Tier one and two are buildable by everyone
Tier three and four are buildable by characters of the same culture group as the province
Tier five and six are buildable by characters of the same culture as the province
Frisians can now build the Dutch cultural building

Law changes:

Split crown authority laws into two, one set for emperors, one set for kings
Emperors get 0/5/10/15/20% minimum levies
Emperors need high authority to disallow internal warfare and strip heathen/heretic titles
Emperors need medium authority to strip titles
Emperors need absolute authority to ban inheritance outside the realm
To call a vote for Limited Crown Authority one needs all duke/king vassals above -25 opinion. -20 if one is an emperor
To call a vote for Medium Crown Authority one needs all duke/king vassals above -20 opinion. -15 if one is an emperor
To call a vote for High Crown Authority one needs all duke/king vassals above -15 opinion. -10 if one is an emperor
To call a vote for Absolute Crown Authority one needs all duke/king vassals above -10 opinion. -5 if one is an emperor
Crown Authority cannot be increased if the ruler is Content or Slothful (unless they're also Ambitious or Diligent)
Crown Authority cannot be increased to Absolute unless the ruler is Ambitious or Diligent (and is neither Content or Slothful)
Crown Authority cannot be increased to High in empires unless the ruler is Ambitious or Diligent (and is neither Content or Slothful)
Taxes cannot be increased beyond the second level if the ruler is Charitable
Absolute Cognatic can be imposed by a female ruler as long as she has almost any of the positive nicknames, and isn't content
You can appoint army commanders at any crown authority level

Unrest changes:

Removed the provincial revolt risk for different culture or religion (in the same religious group)
Halved the provincial revolt risk for different religious group and heresy
Provinces in the same culture group as their liege, but different culture, get -2.5% tax, levies, garrisons, and levy reinforcements
Provinces in a different culture group than their liege, get -5% tax, levies, garrisons, and levy reinforcements
Provinces in the same religion gorup, but a different religion, get -5% tax, levies, garrisons, and levy reinforcements
Provinces in a different religion group than their liege, get -20% tax, levies, garrisons, and levy reinforcements
Heretic provinces get -20% tax, levies, garrisons, and levy reinforcements
Isolated provinces get -50% tax, levies, garrisons, and levy reinforcements

Technology changes:

Fixed level 5 of heavy armor being a downgrade
Replaced Military Fortifications (increased siege times by 10% per level) tech with Infrastructure tech (increases supply by 1 per level)
Starting tech is more reasonably distributed, giving appropriate tech to Ethiopia and Sicily, while fixing a few enclaves of high/low tech. To achieve this, some provinces will have the wrong culture or religion on day 1, but it should be back to normal within a few days
Increased the base chance of gaining tech from 1.25% (1.2% in vanilla) to 2.5%
Coastal provinces get +80% to tech
Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
Reduced the demesne bonus from 30% to 20%
Reduced the focus bonus from 100% to 50%
Changed the ideal tech years slightly
Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
Any province with a trade center will start with a level 1 marketplace
Various provinces start with a trade post building, increasing tech gain by 30% per tier, as well as giving galleys and taxes. A full list available below
Gave the Warrior Cult building a 40% penalty to tech

Centers of Trade:
Opinion changes:

Upped the length of the 'granted a x' modifiers to 120, 180, 240, 360, 720 (barony, county, duchy, kingdom, empire) (all were 120)
Reduced the opinion penalty for feudal taxes by 5
Reduced the vassal opinion bonus for Feudal Elective by 10
Increased the dynasty opinion bonus for Seniority by 5
Increased the opinion bonus for same dynasty by 5
Reduced the opinion penalty for having a female heir by 5
Reduced the opinion bonus from defending against infidels to 15
Reduced the opinion penalty from wrong government type by 10

Character changes:

Made the Ambitious childhood personality event twice as common if one of the child's parents, or the child himself, is vassal to an emperor
Made the Content childhood personality event half as common if one of the child's parents, or the child himself, is vassal to an emperor
Made the guardian twice as likely to encourage the Ambitious trait if one of the child's parents, or the child himself, is vassal to an emperor
Made the guardian half as likely to encourage the Content trait if one of the child's parents, or the child himself, is vassal to an emperor
Gave the Holy Roman Emperor the Content trait
Reduced the Diplomacy of the Polish king by 2 so as to weaken Poland slightly
Removed the Sultan of Marracech's claims
Gave most pagan rulers their primary title 10 years earlier so as to eliminate the short reign penalty (title originally granted at campaign start)

Provincial changes:

Made all Vlach counties Tengri religion and Pecheneg Culture (all but one are owned by the Pecheneg)
Made Oleshye part of Moldau rather than Crimea; should reduce # of wars between Pechenegs and Cumans
Made the Kama province Komi culture and Suomenusko religion (was Tengri/Cuman, surrounded by Komi/Suomenusko and Turkish/Sunni)
Made the Mozhaysk province Russian culture and Orthodox religion (was Komi/Suomenusko, surrounded by Russian/Orthodox)
Made the Derbent province Persian culture and Sunni religion (was Armenian/Orthodox, surrounded by various other cultures and religions, with a Persian/Sunni liege)
Made the Kuma province Alan culture (was Turkish, primarily done to improve survival) and the Semender province Persian (the change to Kuma made it isolated from Turkish culture)
The Livonian rulers are now the correct culture and religion
The Mordevin rulers are now the correct culture and religion
The Komi rulers are now the correct culture
The Ugric-Baltic rulers are now the correct culture
The count of Lappland is now the correct religion
All of Muslim-controlled Iberia is now Muslim and Andalusian
Thessalia is now Greek
Reduced the number of holdings at game start in northern Muslim Iberia

De Jure/De Facto changes:

Moved the counties of Yatvyagi and Jacwiez from Mazovia to Lithuania
Moved the county of Galaz from Karvuna to Moldau
Moved the county of Abydos from the Aegan Islands to Samos
Gave the county of Torki to the Pechenegs
Al-Andalus is formable by non-Andalusians if they hold every duchy in it
Removed the barony of Brzesko from Krakow to weaken Poland slightly
Added a city to Pohjanmaa
Divided the Duchy of Moldau into Moldau and Belgorod
Divided the Kingdom of Byzantium into four: Epirus, Thessalonika, Nikaea, and Trebizond
Divided the Kingdom of Rus into Novgorod and Kiev. The respective duchies are required to form/usurp them
Added a Crimean kingdom. Having the duchy of Crimea is required to form/usurp it
Made Alania a de jure kingdom
Moved the county of Kasogs from Abzhakia to Alania
Pomerania is no longer part of the HRE
Kingdom of Saxony created from southern Pomerania and northern Germany
Southern Germany given to Bavaria
Added the duchy of Khwarizm to the kingdom of Perisa
The duchy of Prussia is now part of the Kingdom of Pomerania
Split Savoie in two; A Burgundian and an Italian part
Moved the county of Grisons from Lombardy to Upper Burgundy
Redrew Nice and Saluzzo, making Saluzzo border Provence

Annotated image of the Balansegang de jure kingdom map available here. The vanilla is below for comparison.
Flavor changes:

Renamed Irish dukes to kings, and Irish kings to high kings
Norway is now red
Norwegians now have a chance of their children being named after their (grand)parent, the same values as Danes and Swedes have
Syphilis renamed to Gonhorrea as there is little evidence Syphilis was present in Europe at the time
Tweaked the colors of Bohemian and Polish culture to make them more distinct
Irish duchesses and queens are now called queens and high queens
Fixed some cultural titles for females not applying
Fixed there being no cultural consort titles
Most Christian titles (Prince-bishop and similar) now have female versions
Russian kings are now called Grand Duke/Duchess
Changed the colors of several German duchies to something more historical
Changed the color of the Kingdom of Bavaria to something more historical
Changed the color of the Kingdom of Croatia to something more historical
Changed the color of the Duchy of Croatia to something more historical
Changed the color of the Kingdom of Serbia to something more historical
Changed the color of the Kingdom of Bulgaria to something more historical
Changed the color of the Kingdom of Mesopotamia to help differentiate it from Arabia
Changed the color of the Duchy of Novgorod to something more historical
Changed the color of the Duchy of Kiev to something more historical
Changed the colors of the duchies within the Kingdom of Crimea to colors similar to the kingdom itself
Changed the color of Denmark to yellow
Linked various names for the purposes of regnal numbering
Muslims will now use their coat of arms, rather than randomly generated ones
Made the borders of a few provinces in Pomerania follow the rivers more closely
Redrew the northern border of Mainz to make the borders in the area less jagged
Added Slovene culture, and made Carinthia Slovene. Credit goes do duinnin
Ensured that Toscana is Matilda of Toscana's primary title

Seljuk/Byzantine changes:

Made the Sunni Caliphate remain a vassal of the Seljuks upon starting a campaign
Made the Sunni Caliphate kingdom-level, and the Seljuk Sultanate empire level
The Seljuks start with their army raised in Hama
The Byzantines start with their army raised in Byzantion
Byzantium has a modifier until 1075 reducing their morale and morale recovery by 20%
Made the Seljuks a de jure empire, containing Persia, Mesopotamia, Syria, and Armenia. Cannot be created
Byzantium is now de jure only Epirus, Thessalonika, Nikaea, and Trebizond
Gave the Seljuks another castle in Qazwin
Gave the Seljuks another castle in Rayy
Gave the Seljuks another castle in Mazandaran
Gave the Seljuks another castle in Tabaristan
Gave the Seljuks level 1 barracks in all cities and temples
Gave the Byzantine Emperor the Slothful trait
Gave the Byzantine Emperor the Content trait to prevent positive traits being generated
Changed the Byzantine emperor's Clubfooted trait to Hunchback
Increased the Seljuk Sultan's Diplomacy by 4
Azerbaijan is now a vassal of the Seljuks
Gave the Seljuk Sultan claims on eastern Anatolia
Gave the Seljuk Sultan a claim on Derbent
Made the starting Seljuk-Byzantine war a Claim All war
Only provinces of the Byzantine culture-group starts with walls, castle upgrades, and militia buildings within Byzantium (also applies gives walls to any Byzantine culture-group provinces outside Byzantium). Starting buildings in general are tied to the Byzantine culture-group rather than the empire
Removed Ambitious from the duke of Mosul
Reduced the size of the Varangian Guard to 3600 men
Made the duke of Armenia Minor Envious
Made the duke of Antioch Envious
Made the duke of Charisianon Envious
Made the duke of Nikaea Envious
Made the duke of Samos Envious
Made Aleppo and Edessa vassals of the Seljuks

Plot/Ambition changes:

Vassals are more likely to plot to lower crown authority against emperors
The Prestige, Wealth, and Piety ambitions are no longer repeatable
The Prestige, Wealth, and Piety ambitions now have three tiers, so you're more likely to be able to have the ambition available
The councilor ambitions now require a minimum of 10 points in the relevant skill
All females can now have becoming spymaster as their ambition

Empires:

Removed Brittany from Francia
Removed Finland from Scandinavia
All empires (except the Arabian Empire and Mali Empire)) display as kingdom-level, E.G., King of Scandinavia, not Emperor of Scandinavia
All the empires have short names, E.G., Scandinavia rather than Kingdom of Scandinavia
Added an Italian empire
Added an Abyssinian empire
Added a Mali empire



CKII plus:
Purpose
The purpose of CK2+ is to create a broader, deeper, more challenging and more balanced CK2 experience without straying too far from the original game mechanics or tacking on deterministic railroading events and modifiers. The purpose of this mod is not historical accuracy (although I try to preserve it whenever it is not a major detriment to gameplay) but rather to embrace and enrichen the medieval intrigue sandbox that is CK2, while fixing its various little issues and exploits.

Spoiler :
Features
- More provinces and sea zones.
- Martial and Learning are no longer useless stats for rulers, as the former will affect the size of your levies and the latter determines your chance of spreading your culture and religion to your provinces.
- Reduced fertility/health and altered attributes for old characters: 80-year olds will no longer have a new child every year while leading their armies from the front, and characters that live to very old ages are suitably rare.
- New tyranny system that assigns reasonable but noticeable penalties for imprisoning, banishing and executing characters and allows for more leeway in dealing with traitors.
- New education system. Children's attributes now matter in how well they take to an education (so a high martial child will do better in a martial education), and characters will not simply always end up having the exact same education trait as their tutor.
- Crusades can result in independent Crusader states with a special truce that makes them able to survive their first few years. A Crusade for Jerusalem will now much more closely mirror the historical First Crusade with an independent Jerusalem being created.
- Civil wars are more dangerous: A revolting vassal that is trying to depose you will ask all other vassals to join him, which can result in a major revolt among vassals that like him better than they like you.
- Councillor opinions of you matter: A councillor that really likes you will work harder and do better at his job, while one that dislikes you will perform worse.
- Holy Wars cost piety to fight, so that the general rate of expansion in Iberia and the Middle East is slowed. Overseas Holy Wars cost a large amount of piety, and the AI will largely avoid fighting them. Crusades/Jihads are not affected.
- More lethal diseases and battles, making medieval life the violent and uncertain existance it should be.
- Many more Empires and Kingdoms to create.
- More mercenaries and holy orders.
- More cultures.
- It is now more difficult but also more rewarding to raise your crown authority.
- Tweaked succession laws to make it possible for non-Basques to use Absolute Cognatic. Authority requirements for other succession laws have also been eased.
- Rebalanced levies and laws that reduce the military capabilities of large kingdoms with weak authority (like France or the HRE).
- Many more ambitions and plots.
- Women of your dynasty can hold some council positions under Cognatic or Agnatic-Cognatic laws.
- Many minor and major balancing tweaks for a more challenging and enjoyable experience.
- German and French localisation.


They are basically balance mods.
 
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