This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
For CK2 2.7.1. Please delete old versions before installing. Install into Documents/Paradox Interactive/Crusader Kings II/mod This build should be stable for both multiplayer and singleplayer!
This build should be stable for both multiplayer and singleplayer!
23517-S-1.2A
= Quite a lot, but too much to put into the changelog. Changes are very extensive.
- Stripped music from the mod. Back to vanilla music until we find music we can use without possibly infringing on copyrights. Music included was uncertain, so removing so to be safe than sorry.
~ Every single Vanilla event and Decision has been edited heavily. Many events have been excluded from the mod, to avoid issues relating to them.
~ Fixed starting buildings for a number of holdings, including but not limited to Oldstones, Oldtown, Arbor, Highgarden, Casterly Rock and Storm's End.
~ Modified ambition events and stripped out all buddhist related events and a (vanilla issue) duplicated paragon objective.
~ Modified factions, removing references to muslim and catholic faiths and pagan related restrictions.
~ Modified positions of every single port and army location, as well as many city locations. A good few hundred provinces touched, so some may have been overlooked.
~ Modified plots, removing references to vanilla religions.
~ Modified focuses, removing references to vanilla religions.
~ Buffed the base value of cities, castles and temples for a number of reasons. Should also help make raiding more worthwhile, as there will be more to raid.
~ Extensive number of custom scripted triggers, used to enhance factions
- Dornish are now less likely to join factions against their liege so long as their liege is Dornish.
- Marcher cultures are now less likely to join factions against their liege so long as their liege is of the same group.
- Old Gods followers are more loyal to their own people.
- Drowned, Valyrian, Seven and Eastern Pagans are far less loyal when under a foreign religion.
- Valyrians (culture) are just more ambitious.
- Council members are more loyal, even with no empowered council. However, they are also more dangerous if they do not like you (and are not empowered).
- Eastern Religion group and cultures are generally less likely to form factions.
~ Dukes may now form or join the loyalist faction.
~ Moved reachman, manderish and shield islander into first man group.
~ Factions have been overhauled with a wide variety of conditions and scripted effects.
- Vassals who like you should be overall less likely to join factions against you.
- Distance, Culture and Religion have a big impact on joining loyalist or independence factions.
- Some groups are just more likely to split off, whilst others are more tolerant. The iron born, for example, will be far less tolerant of weaker rulers.
- Your heir, so long as they like you and share the same culture and religion, will be very loyal.
- Don't trust sociopaths - they don't care if you are a good person or not.
- Factions will not form against Valyria before the year 7000, due to the power behind the Valyrian Empire. However, the opinion bonus for the Valyrian Viceroy has been nerfed, so expect intrigue and assassination.
~ Many traits have been modified. Mod specific traits that were missing effects have been given actual effects.
~ A number of nicknames have been modified or fixed.
~ Many more characters have been giving fighting/dueling traits, which in turn have been named into "[Rank] Warrior" rather than "[Rank] Duelist" to better reflect their current role.
~ Localisation has been tweaked by SweetThose, so we are no longer using the silly generated adjectives, but some much more sensical hand-made ones by him. Thanks!
~ A number of defines tweaks have been integrated at the suggestiong of SweetThose, including but not limited to reduced loss of levy on disband, making it overall less punishing.
~ Wildling characters have been expanded upon by tsf4, and a wide array of traits have been added, making the region far more interesting to play in!
~ Many more flags have been added, although many are placeholders.
+ Added shipyard building for Tarth.
+ More family members, and ancestors for houses:
- Stark
- Karstark
- Redwyne
- Hightower
- Gardener
- Darry
- Bracken
- Greystark
- Reyne
+ Created the Kingdom of the Blackwood Vale, and gave it to house Blackwood.
+ Created the Kingdom of the Reynelands, and gave it to house Reyne.
wow you guys are really steaming out these fixes!
ty for your work and for the great great mod!
Thanks from the team! Hopefully you (and everyone else) enjoys it. :)
My only complaint so far is that supply limits seem a bit low. Like no matter what I end up losing more than half my army in the first few months of a war to attrition.
I've increased supply limits and reduced attrition for the next version, which should be out this week. Seasonal attrition has also been drastically reduced as well.
Hi! Strange thing - at the work (workPC) runs perfectly.
But at home I doesn't see it by launching the game
(placed correctly at Documents/Paradox Interactive/Crusader Kings II/mod)
found the problem... sorry
Khm... I still have 10 events without text and button. You can help me?
Make sure you're on CK2 2.7.1, as listed in the mod name. That bug occurs when using an older version, such as 2.7.0. ;)
Use version 2.7.1 of Ck2...
Cannot start the mod, crashes at launch. placed correctly and i have all DLC.
Make sure you do a clean install of the mod (delete old versions of the mod first), use no other mods and are using CK2 2.7.1.
I have downloadet the mod but i cant start the game, is it because i dont have all DLCs? Do i really need them?
Make sure you do a clean install (delete old versions of the mod first), use no other mods and are using CK2 2.7.1.
Sorry I couldnt start the game because of something else. I have deleted the mod and installed it again but I cant activate it when I start the game, it isnt there. I can still just play vanilla. And I am shure that I have the right version and no other mods running.
What have I done wrong?
Everything is fine now, fixed it by myself. This is a great mod, thanks :)
Hey, really awesome mod. Just wondering if DLC are required to play and if yes, which ones?
No DLC required! You need version 2.7.1 of CK2, however. And most mods almost certainly won't work with it.
This comment is currently awaiting admin approval, join now to view.
First of all really cool mod. Secondly I tried moving my capital and it worked but it didnt...it said my capital had been moved and on the map it really did show up like that, but the 50% capital county bonus you get to the troop amount didn't. It was removed from the previous capital and that got instead the 25% capital duchy bonus, but on my current capital it removed the capital duchy bonus and didn't put in the county capital bonus.Please help!
Also (yeah sorry) I've noticed that every time you disband your armies a portion of it the gets deleted even when the enemy isn't in your land or even when you're at peace. Is it suposed to work like that?
This comment is currently awaiting admin approval, join now to view.