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!
! As usual, please remove old versions before installing new versions.
~ Version numbering changed to a more simplistic system, with version based on the release.
~ Fixed Greenblood Title.
~ Colour tweaks to just about every title, including the republics and beyond the wall.
~ Crown laws fix, removed reference to vanilla pagan religion.
~ Manderly Flag Tweaked
~ Kingdom of the Mander is now directly held by the King in Highgarden.
~ Stepstones pirates may now use the conquest CB freely.
~ Runestone nerfed.
~ New, requested houses; Button, Porter and Ninja.
~ Minor tweaks to Valyria, vassals and culture/religion distribution.
~ Many port locations tweaked, including reported ports in the Westerlands.
~ Many tweaks and changes to provinces across the world.
~ Edits to house Mudd.
~ Nicknames fixed / tweaked.
+ Free city flags.
+ New Nicknames
+ New Culture Buildings: Fairman, North Marcher, Manderish, Shield Islander, and Reachman
+ A number of new characters:
- Wildlings: Dumhic, Cavemen, and Frozen Shore
- Braavosi characters.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
everytime i want to disband my army, it always says that i can only disband x out of x because of enemy presence, but i dont see any enemy. Same thing always happens even at day 1 when i test it out... is this feature intended ?
also, can i request a house ?
House of Talon, with white eagle on red background (like HRE but only 1 head and red background)
It is an intended feature; it adds realism. Each time you disband your army some men will desert, and yes I'll go ahead and make that house.
is there a plan to implement changing CoA of kingdom and empire tier like in AGOT ? i know it's not important, just wanna know ;)
i like the idea that if by chance a historical house like Rayne, Brax, Sarsfield took control of Westerlands or Rock, the kingdom CoA changa to their respective house CoA, and if a lesser house took control of Westerlands, a normal "Rock" CoA is used instead of Lannister's one..
also, im not sure if it's been fixed in this update, coz im still using the save files from last update,
my character's religion is old gods, and the wive is also old gods, but i still have the option to "convert to her old gods faith", probably some missing clause in the option to convert that check if the character have the same religion as the user
i found a bug:
I was playing as a house from Greengold (duchy of greenmont), and i took over all of lannister's holdings including county of casterly rock.
originally, casterly rock have 5 holdings (including capital holding). those are: 1.casterly rock, 2.burrock, 3.casterton, 4.alberrock, 5.casterbuty
at one point the county was "booming" at rank 3 prosperity, and then i got an event from the steward, saying whether i want to increase the number of holdings in the county of casterly rock for a bit sum of money (around 300g) or not, and i said yes.
but, after building the 5th one which is Casterbuty, i couldn't click on the next empty holding to build another one. it just greyed.
this is easily solved by adding another barony in the landed_titles file.
so i guess it's better to just add 7 barony names in every county in the landed_titles file in case if a player got lucky and got an offer to extend their holdings... i know making up the names is taxing :p
also, there's something wrong with the behaviour of the ironborn...
they are raiding fang tower indefinitely although the loot is protected by the fort level at max. idk what they're trying to do by waiting, been testing it for 3 months and they're still trying to raid... poor fellows...
Many thanks for your reports! Been wondering what the cause of that issue with the holdings was.
Bit daunting though if we have to go through 1400 provinces and add custom baronies beyond the settlement limit to solve it, though.
Forgot about the convert to wife event bug, not sure how that came into play but is an easy fix. Popped it on the todo list.
As for raiders, their behaviour is a little weird. We can't actually mod their behaviour at all, beyond their aggressiveness, so there are many raiders around who just sit on provinces forever. So silly! The stepstones has the same issue.
However, should be possible to fix down the line with the moot King we intend to add, as it'll be one united realm and, iirc, only the top liege and/or major non-count vassals will be able to raid - which means larger raiding parties that can actually siege down those holdings.
Since there's no technology progression in the mod, i'd suggest you update the hospital building improvements.
as it stands, the hospital offer upgrades such as "Translation House" which gives 0.04 to economic tech.
will you disable the tech permanently like in AGOT or make it available later ?
if im not wrong (im not very good at the GoT lore), the technology in the current time has progressed quite far from when the andal invade, well not that far. so maybe... make the technology available but at a very very slow rate (considering they change from bronze weapon to steel weapon in around 1000 years)
Missed that one - fixed for the next version, thanks! :)
As for tech later on, perhaps. At the moment we're using it to balance our world and to distribute the buildings, so it might not fit as it would prevent a lot of buildings from being constructed.
Hey guys. I've played a long while of your new mod as the Boltons and I love it. Almost conquered the North now. Many thanks to the creators!
I have a few suggestions for the North as I've spend many hours there, it's not criticism, I absolutely love the mod as it is!
- The wall is part of the De Jure North, I think it's more enjoyable to play when this isn't the case.
- Skagos is part of the De Jure North. Even though it is ''nowadays'', I don't think it should be at this point in time. Even after Robert's Rebellion it's so isolated that it's filled with myths.
- Moat Cailin is the most strategically important fort in the North, because it's the only way to savely go from the North to the Riverlands by land because it's surrounded by dangerous swamps. I think it would be lovely if Moat Cailin and Llangranog switched places and it would be awesome to have a gigantic bonus for defenders there (I do realize that the last part would be hard to add in and don't expect it). I'm sure I've read somewhere that 20 archers in Moat Cailin could hold off 200 attackers.
- Maybe House Mormont can be an independent lord of Bear Island, and the Northern Clansmen all small lords of their own little provinces. I think it would make things more interesting in the North.
EDIT: Do cultures ever change? I've invited some Manderly's to my court to give them the White Knife five generations ago, but they're still Reachman.
I don't know where I can suggest names for new Houses of lesser lords, but I'd love the following housenames:
- House Haverkate, pink CoA with a shadow cat or a black lion?
- House Gouriye, red and yellow CoA with three stars?
Thanks! Happy to hear you've been enjoying the mod. :)
We've removed the Wall being part of the North as of the next version, as it was an oversight (that was also causing issues in our MP games). I'll also ask the others what they think about Skagos, as your suggestion would make sense.
Moat Cailin, where it currently sits, offers huge defensive bonuses and can't be taken with ease due to the crossing there. Any army coming from the south to the north will suffer huge penalties if they attack even a small army on that province.
I'm fairly certain Vierwood has gone and made your suggested changes to house Mormont for the next version too. I doubt we'll be making any changes to the mountain clans though, as it'd weaken the Kingdom there too much and give the Umbers and Starks free land to conquer off the bat.
Cultures do not currently change, and likely never will. However, we will have events for houses like the Manderly's so their culture may flip to simulate their movement.
I think Vierwood has added your house suggestions, not sure. Will have to poke him. ;)
Is there going to be Dragons?
Possibly somewhere in the future. It's not high on our list currently.
This comment is currently awaiting admin approval, join now to view.
i found another bug, somehow a character with Sinhala culture (Indo-Aryan) showed up... i captured him when fighting a war.
He got this adventurer and celibate trait
Rowan got consecutives crash when in battle against Runestone, in Hills, with Ally armies.
What is the checksum suppose to be?
every time i start the mod it crashes
Make sure you're on the latest CK2 version (2.7.1) and did a clean install of the mod if you used previous versions.
The mod is completely standalone, so enabling other mods may cause issues, so make sure it's the only mod enabled before trying to use other mods with it.
When I start playing this mod and I start the time, at the next day, exits a message that it doesnt have any answer, only like an important message that stops the time and i cant play, please, help me
Make sure you are using version 2.7.1 of CK2 (The most recent version)
Developers i found some wrong lores in the game
1) House Upcliff were supposed to be the vassal of the Bronze King instead of the Arryns
2) The Lydden are not one of the first men, instead they were one of the andals who came to the westerlands
3) The Freys were founded 600 years before the War of the Five Kings
Sorry for the bad english, it's not my first language
I'll try to address all of these issue. We had a long discussion about the Freys, and we felt that it would be good (gameplay wise) to include them in the mod.
House Shett is actually an enemy of the Bronze King and he was an independent king during the Andal Invasion. King Osgood Shett allied himself with Gerold Grafton an andal(Who was no vassal of the Arryns) and married his daughter and King Osgood's daughter married Gerold in return. King Osgood also converted to Faith of the Seven.
Or if its after Robar united the remaining valemen i think Osgood Shett is already dead and replaced by one of his own kinmen
Also House Brax, Drox, and Marbrand were formed by the union between the Andals and the First Men, so i think their religion are Faith of the Seven from the start.
4) Prince Durran the Stagknight should've been known as Durran Half-blood because his mother was an andal
5) The Durrandons are like the Gardeners, even though they have andal vassals they were still faithful to the old gods until the time of King Ormund (Son of Durran the Stagknight ig) who converted to the Faith of the Seven
6) The Seat of House Upcliff is at the Witch Isle
7) House Tollett are the vassal of King Artys instead of King Robar
8) High King Mern III is also known as the Madling
9) House Jast and Sarsfield were also formed by the union of the andals and the first men
I also think that the andals in dorne should have the same portrait like the andals in the vale and also House Uller is andals
well done with this mod, its looking good so far. some minor bugs..but to be expected with mods :) was hoping for this kind of mod :)
Thanks! We're happy you are enjoying it.
If you've run into any bugs, no matter how small, please report them so we can deal with them!! :)