Version 1.11.0 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.3.2.
Notes:
Changelog:
- Updated to CK2 v3.3.2
- Updated to ACR v0.46.1 'Imentet'
- Aengland Overhaul
- Claiming Aengland no longer requires the existence of 2 other Anglo-Saxon kingdoms or for you to get the approval (through diplomacy or war) of all of the other kings, instead now requiring you to dominate the Anglo-Saxons for an extended period of time, quantified through 'Hegemony Score'
- Hegemony Score is gained by controlling (directly or through tributaries) at least 50% of all Anglo-Saxon provinces, scaling according to the proportion of Anglo-Saxon provinces you control as well as the overall total
- Aengland will now only be lost if you no longer control at least half of all Anglo-Saxon provinces or you convert to a non-Anglo-Saxon culture
- While Bretwalda, you accumulating 'Bretwalda Authority' according to the proportion of Anglo-Saxon provinces you control as well as the overall total number of controlled provinces, as well as your diplomacy/martial/stewardship attributes
- Once you accumulate enough Bretwalda Authority, you can take a decision to Declare Supremacy, which allows you to keep Aenglaland on succession
- Declaring Supremacy also unlocks decisions to spend Bretwalda Authority to either Seize Control or Vassalize your subject kingdoms, to annex them to your realm
- When you are close to unifying Aengland, the other kings of Britannia will become fearful of your growing power and join together to declare war against you (i.e. Battle of Brunanburh)
- Defeating the coalition will allow to finish the unification and proclaim yourself King of the English, transforming Aengland into a normal empire-tier title
- Added a 2-year timer and (fairly minor) prestige requirements and costs to the County Conquest and Duchy Invasion cbs
- Gave Aelle and Clovis (after the Conquest of Soissons) a special 'Conqueror' character modifier that allows them to bypass this timer
- Using the County Conquest cb as an Anglo-Saxon ruler on another Anglo-Saxon ruler has an additional higher prestige as well as gold requirements and costs, scaling based on the size of the defender and whether or not the target province is a de jure province of the defender or borders your de jure territory
- Enabled use of the Subjugation cb by Anglo-Saxon kings on other Anglo-Saxon kings if the target is small enough
- Added a variant of the (Pagan) Kingdom Unification Subjugation cb for High Tribal Anglo-Saxons
- Anglo-Saxon provinces not controlled by their proper de jure kingdom have an increased revolt risk
- Liberation Revolts can now fire to restore Anglo-Saxon kingdoms even if the kingdom title is held as a secondary title, or to restore de jure lands to a currently existing Anglo-Saxon kingdom
- Added decisions for Anglo-Saxon kings to de jure integrate certain neighbouring duchies into their kingdom
- Added a new tributary type for Anglo-Saxons to use on other Anglo-Saxons
- Enabled (culture-restricted) claimant adventurers
- Increased revolt risk of tribal provinces of a different culture group
- Added province Cultural Revolts, which are similar to Religious Revolts except that they can trigger in provinces of the wrong culture group (with some exceptions)
- Semi-Romanized cultured (Britons, Cumbrians, Armoricans, Vasconians, etc.), Romanized Germanic, and Romance cultured provinces will not trigger Cultural Revolts under Roman cultures, and vice versa
- Roman cultured provinces of an organized religion will not trigger Cultural Revolts under rulers of the same religion
- Romance cultures will not trigger Cultural Revolts against their parent Germanic cultures or their descendants, and vice versa
- Province revolts event troops now scale based on a number of additional factors (e.g. tribal provinces of a different culture/culture group will have particularly strong revolts)
- Improved scaling of Anglo-Saxon invasion event troops
- Defeat in the anti-Aenglish coalition war or the formation of at least 3 Viking Jarldoms in Aengland unlocks the Duchy Invasion cb for Anglo-Saxons against duchies in Aengland with at least one Anglo-Saxon cultured province
- Added decision for the King of a United Aengland to get cbs against Wales and Cornwall
- Renamed Anglo-Saxon duchies from 'Eorldom' to 'Ealdormanry'
- Adjusted the creation requirements for Mercia, Northumbria, and Wessex to be simpler and more transparent
- The Offa's Dyke event now removes all British Fort/Civitas/Stronghold buildings and unlocks Teulu War Hall buildings for mountain/hill Briton and Cumbrian provinces, significantly increasing their levy and garrison size
- Briton, Cumbrian, and Romano-British (if not Imperial government) dukes and duchies are now titled 'Prince' and 'Principality', like Armoricans/Bretons
- Claiming the Britannic Empire using the 'Revoke Royal Privileges' decision now copies the Britannia title history over to the Britannic Empire title
- Added some sanity checks to the Frankish invasion events
- Revised event text for the creation of Francia to be more responsive to your religion and added a bloodline for the first Frankish Emperor (based on the vanilla Carolignian bloodline)
- Raise Tribal Army decision is now cheaper and slightly stronger, but now has a timer (length decreasing with increasing prestige) and cannot be used if your Tribal Respect score is too low
- Recurring endemic plagues after the main Plague of Justinian outbreak will now also occur under the Historical setting until 750
- Added a Historical Only setting for the Plague of Justinian that will only see the main outbreak in 542 (same as the old Historical setting)
- The base retinue size is now an additive modifier to all characters rather than a floor and no longer applied to baron-tier characters
- The Viking Invasion events no longer auto-build or usurp baronies in certain provinces
- Improved the Arpitan (credits to Thure) and Cumbrian (credits to Asakhra) name lists
- Rebalanced Army Organization (i.e. morale recovery) modifiers to be less broken with high martial skill
- The culture conversion event will now always also religiously convert the province if both the ruler and the province are tribal, even after 570
- The Visigothic Reconquest cb will now also retake any provinces in Septimania
- Minor adjustments to faction revolt AI so that AI revolts are somewhat less likely to be completely hopeless
- Made High Tribal realms more likely to have faction revolts during the early part of a ruler's reign
- Added a negative triggered modifier for Roman Emperors that are not a proper Roman culture
- Improved tooltip for councillor titles to clarify stat requirements
- Manichean and Jewish provinces will no longer be converted to Nicene by the missionary event
- The army sacks holding event from vanilla is now mutually exclusive with the standard holding sacking/sparing event
- Tribal rulers now have an increased number of short reign years (smaller penalty for High Tribal rulers)
- Many other smaller balance tweaks and adjustments
- Overhauled the East Anglia and southern/eastern Mercia regions (9 new provinces)
- Added wasteland regions in The Fens and The Weald
- Added formable Anglo-Saxon duchy of Wixnas in eastern Mercia
- Removed the Briton duchy of Durobrivae and redistributed its provinces between Grwath, Stronggore, and Lerion
- Moved Cilternsaete de jure to Wessex and Gyrwas de jure to East Anglia after the death/fall of Aelle
- Added 5 new provinces and 2 new duchies (Arfon and Ferlix/Fferyllwg) in Wales
- The capital of Gwynedd now moves to Rhos (Deganwy Castle) after the reconquest of Lleyn/Henis Wyren
- Added 8 formable Anglo-Saxon duchies and 1 earldom/kingdom in Wales
- Overhauled parts of the Salian and Ripuarian Franks region (6 new provinces, 4 new duchies)
- Merged together some of the smaller duchies in Provence
- Added a Mediterranean Trade Route along the coast of Provence and Septimania
- Converted the Viking Invasion host titles to duchy-tier
- Added de jure title removal events for Roman civitates in Germania (and some missing ones in Ireland)
- Added the Kings of Ferlix in southern Powys
- Several adjustments to the Anglian border in the 479 start
- Essex is now a tributary of Cantia from 527 onwards
- Expanded Tongres to include Aachen and the Ardennes in the 479 start
- Fleshed out the Emilius family of Laon
- Swaffham is now Old Alemannic from the 410 start, and its rulers are the descendants of Fraomar (of the Bucinobantes)
- Added an Agilofing ancestor as the Lord of Osterbant in 479
- Added an Alan settlement in Carcasum
- Expanded the extent of the Alan kingdom of Orleans in between 442 and 465
- Adjusted custom Ingvaeonic culture (Jutes, Angles, (Old) Saxons, (Old) Frisians, Anglo-Saxons) portraits to use English Portrait assets as a base, and the vanilla English Portraits if the BTWK portrait module is disabled
- Fixed an issue where your legions would dissolve shortly after succession in some cases if you held kingdom titles with a different succession law
- Fixed birth date of Eomær of Angeln
- Fixed provinces flipping back and forth between French and Romano-Gallic culture in certain cases
- Fixed missing localisation on option of event BCT_epigenetics.104
- Fixed event for Sagramor becoming a vassal of Dumnonia not firing
- Fixed Arthur's marriage event being possible to fire if you start at a date when Arthur and Guinevere are already married
- Fixed issue with Independence Revolt war names
- Fixed broken positions when moving ships along some river provinces
- Fixed claimant factions ignoring gender restrictions
- Fixed Frankish kings of Burgundy having access to the Burgundian Guard vassal mercenary company
- Fixed not being able to use the Duchy Invasion cb against other rulers of the same culture
- Fixed triggered modifier vassal levy/tax modifiers not applying to tribal vassals
- Fixed Romans not being able to create the Civitas of Deva/High Lordship of Luitcoyt
- Fixed Narbonensis Secunda keeping the Franks as foederati and all legion event troops after the Fall of the Gallic Empire in the 410 start
- Fixed High Kingdoms being destroyed by event in the middle of a civil war
- Fixed characters becoming Feudal instead of Sub-Roman if a Roman Empire is destroyed for being too small
- Fixed not being able to create Roman province titles if you are a non-Roman culture Emperor
- Fixed creating the Romanized Germanic Empire not copying over title laws and making you lose vassal mercenary companies
- Fixed tooltips for some pagan religions erroneously claiming that women are allowed to be appointed spymaster
- Fixed most unreformed pagan religions having reduced rather than increased short reign opinion malus penalty
Thank you for updating the mod :)
However, I have something to say.. One of my favorite playthrough is to play as the Rex of the Soissons and try to fend off the Frankish invasion and reclaim the empire's land. It used to be doable before the western vassals of the Soissons was made tributaries.
Now it is impossible to survive, I went as far as using money cheat and recruit the entire mercenaries, still lost to the Franks.
Is this intended? Do you have, at least, feasible strategy to survive as Soissons?
It's entirely possible to win without cheating (unless Clovis declares his invasion very early and has an utterly overwhelming troop advantage, in which case you can just restart), but like trying to beat any other stronger power does require some tactics. Some strategies that I use:
- Take any opportunity you can get to destroy his (future) tributaries' event troops. Declare war early on before the Franks unite and/or catch them when they try raiding your territory and are relatively exposed. It's not something you can directly control but it also helps when they go to war against their neighbours, as the event troops they lose will far outweigh the worth of any gains they make by the time the invasion rolls around.
- Let the Franks whittle down their troops with sieges and assaults before you attack them. You'll end up very negative in the warscore but they can't enforce peace unless they beat you in a major battle or they somehow manage to occupy all of your territory.
- Try to take advantage of any sort of disorganization (i.e. if there are any isolated armies away from the big stack you can easily beat).
- Stack as many combat modifiers as you can. Your commanders are pretty good and at least on par with the Franks, and while your army is smaller it has a significantly better composition than the Frankish armies. The AI isn't very good at recognizing this and isn't too hard to deke them into attacking you in a hills/woods/forest province behind a major river that you'll probably win if you've grouped up your troops with your Alan foederati and some mercenaries.
thanks for the quick response. I tried declaring war to one of his future tributary, won it, but soon after they declared war with almost 20k combined troops while i have mere 5-7k at most (without mercenaries).
I'll try your strategy and see if I can beat back those Frankish invaders.