Friends & Foes - An Overhaul Mod for Crusader Kings II - Distinctive Characters and Personalities (Now Compatible with patch 1.091)
+1
More moddability is always what a game need to stay young forever.
A petition is a bit thuggish, a demand rather than a request.
If there were to be modding additions, really the most important would be for the ability to make traits that make the character passed over in succession as priests are [needed for holy orders, knights, solving the dynasty-founders problem, etc] and traits that prevent hardcoded death [allowing all death for that character to be handled by event, solving your first three demands]
Nationality: New Zealander
Religion: Roman Catholic
Ideology: Distributist
Issues: Moralism/Full Citizenship
Phoenix Fire: A Post-Apocalyptic Mod set during the North American High Meridian Age http://forum.paradoxplaza.com/forum/...pocolyptic-Mod
" Generation, regeneration, again, again, as in a ritual, with blood-stained vestments and nail-torn hands, children of Merlin, chasing a gleam. Children, too, of Eve, forever building Edens— and kicking them apart in berserk fury because somehow it isn’t the same." - Walter M. Miller, Jr
Dont Press the O
I agree with the suggestion for a button to split an army or fleet roughly in half. That sounds simple but effective.
I'd also like a button to raise a de jure duchy's (however much of it you control obviously) levies as a sort of happy medium between raising the entire kingdom/empire's or having to spam-click every single province in a large area. For example if I'm fighting a small, controlled war or just dealing with a mid-level rebellion then I often only need two or three duchies' worth of troops, not my whole kingdom's. I guess this would be useful for pretty much everyone -- so you could just click the 'raise ducal levies' button on Normandy and then on Flanders and you'd have those two duchies' provinces' troops all raised at once instead of having to click on about ten provinces.
Anyway I'd like that.![]()
Lemon yellow sun,
Arms raised in a 'V'
- Specific elements to improve vote in favor in case of elective. (for instance Crusader give +0.1 to vote chance for a character)
- Export vote chance modifiers (if any)
- Export diplomatic response modifiers
- Export movement speed (land to land / land to sea / sea to land / sea to sea)
CKII Projects:
[Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
Project Balance GitHub Repo
Crusader Kings II Wiki
Crusader Kings II IRC Channel
A Petition for Improved Moddability
Crusader Kings II Maps Resource
CKII Projects:
[Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
Project Balance GitHub Repo
Crusader Kings II Wiki
Crusader Kings II IRC Channel
A Petition for Improved Moddability
Crusader Kings II Maps Resource






A command to destroy holdings
Isn't this in already? Asking because I'm thinking about adding a few events regarding sieges and natural disasters to holdings. The fact that holdings in the game only improve make the endgame way too predictable. Provinces that cannot end anything but maxxed out are lame.
CKII Projects:
[Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
Project Balance GitHub Repo
Crusader Kings II Wiki
Crusader Kings II IRC Channel
A Petition for Improved Moddability
Crusader Kings II Maps Resource




CKII Projects:
[Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
Project Balance GitHub Repo
Crusader Kings II Wiki
Crusader Kings II IRC Channel
A Petition for Improved Moddability
Crusader Kings II Maps Resource
yes you can 'destroy buildings' using remove_building = - which only works when in the scope of a baronies/counties title.Do you mean holdings or the buildings within holdings? Because if I can destroy buildings then that would circumvent the whole maxxed out holding thing.
Adding breadth and depth to the medieval aspects of economy, technology & the military - Magnate Lords A mod for CK2
Wait, I thought only "destroy_random_building = yes" existed, which let you destroy buildings randomly. Can you actually target a specific building/kind of building to destroy?
If so, could you please post the syntax? And if not, Meneth, please add that to the list of suggestions if possible![]()
Immortality, if that is not already possible (It seems not). Would be great for all the fantasy mods out there.
Chairman Mao of the People's Republic of China in World in Revolution: 1900
Raiders in Fallout: War Never Changes
Konungariket Sverige in World in Revolution Lite: 1991 and World in Revolution: 1861
Lord Walder Frey of the Twins in Seven Kingdoms, Five Kings
His Majesty The King of Prussia, Wilhelm II in World in Revolution: ALT 1901
The Kingdoms of Naples and Sicily in World in Revolution Lite: 1756
Black Suns in Star Reach: Merc Wars




make map modding easier