• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

schwarherz

CKPlus Triumvirate
77 Badges
Jun 3, 2012
2.031
587
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • PDXCon 2017 Awards Winner
  • Shadowrun Returns
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2


ck2plus_zpsaad47691.png


Steam Workshop

[Alternate Download]

What is it?
As the name implies, CK2+ exists to give you more—more content, more choices, more fun. The goal is to offer a deeper and more challenging CK2 experience without straying too far from the original game mechanics or adding overly deterministic events. The purpose of this mod is not historical accuracy (although we try to preserve it whenever it’s not detrimental to gameplay), but rather to enrich the medieval sandbox that CK2 offers.

Main Features
- A completely overhauled factions system -- rather than solely having factions which go to war with their liege as soon as they are strong enough, there are also "common interest" factions which consist of vassals who meet regularly and can reward a liege who's kept them happy or make demands of a liege with whom they're angry...and who can start a civil war if their liege doesn't comply. These civil wars can be incredibly dangerous, as other factions can join in the war if the liege is unpopular. More information on how these factions work is available here.

- A cadet system for younger brothers of very large dynasties to establish their own dynasties if they should ever inherit a title. Likewise, powerful rulers who are part of very large dynasties but who not the head of that dynasty (and not closely related to him) may elect to start their own -- particularly if they are Muslim and part of a very decadent dynasty.

- A more logical system for adventurers -- adventurers will travel around to nearby kingdoms, attempting to raise money from sympathetic rulers and by campaigning in lands. Only if they raise sufficient funds will they be able to form a host, and the size of the host will depend on the amount of coin they raised as well as their individual prowess. A deceptive ruler may attempt to take their captive when they arrive and offer you them to you in exchange for a hefty ransom.

- A coronation system, which requires feudal kings and emperors to hold a coronation -- an event which invites not only vassals but nearby independent rulers and relatives -- which will solidify their rule. Until they are coronated, weak claims can be enforced against them and their Crown Authority can not be increased.

- A new tyranny system similar to EU: Rome. Kings cannot wantonly revoke titles, imprison, banish or execute subjects any more without incurring Tyranny. The "Tyrant" trait lowers relationships with everyone and in turn makes it more likely for vassals to revolt, and sufficiently high tyranny can cause a "dynastic stain" which is passed on to descendants.

- A unique map with many more provinces and territories, along with a revamped setup for de jure kingdoms and empires. One thing experienced players will immediately notice is the scarcity of de jure empires -- most empires are formed as titular titles first, and gain de jure territory through the course of the game.

- A revamped system of demesne laws. Crown Authority has also been changed, having the effects of the vanilla Centralization law folded into it while simultaneously making it more difficult to raise (requiring a certain prestige score). Kingdoms and empires require a medium level of Crown Authority in order to enforce their de jure claims.

- Changing of Crusade/Jihad mechanics to more accurately and fairly represent large-scale holy wars. Winning a crusade/jihad results in the de jure kingdom of the war's target being created (e.g.: a successful Crusade for Jerusalem results in the Kingdom of Jerusalem being created and awarded to the victor), as well as the institution of a special truce to help Crusader states survive more than a few years.

- Adds a greater list of ambitions and plots, including: "Get a lover", "Break out of prison", "convert a province", "win a war", etc.

- A completely revamped set-up for the historical transition between Charlemagne and the Carolingian Empire to the Holy Roman Empire, with events allowing for this to occur even with the AI at the helm (or in a completely ahistorical manner). The de jure set-up for the Holy Roman Empire has also changed, with the former kingdom of Germany broken up into its individual "stem duchies" while under Holy Roman rule.

- The Mongol Empire, when it appears in the game, does so as a single empire -- and breaks up into the Ilkhanate and the Golden Horde (and possibly even the Chagatai Horde) if and when it's at a sufficient size and its ruler dies...just as the Mongol Empire did historically. This horde is a much greater threat than it exists as under vanilla mechanics.

- Expanded mechanics for female heirs and rulers. Women can now have their claims enforced by war even on agnatic titles, can have a martial trait which allows them to lead armies (though only in certain cultures, or at certain levels of gender law), and have special versions of some events (such as hunting and tournaments) which apply only to them.

- Changing succession laws requires prestige, and can cause anger not only among your vassals but particularly among those who find themselves disinherited as a result of the change. Some laws, like Feudal Elective or Tanistry, require the agreement of your vassals in order to change them at all.

- While tribal rulers cannot build new holdings normally, they will have pious characters sometimes ask to found a temple with their support. Their steward may also use the "Settle Tribe" ability in provinces of their culture to find a site for a new city -- which will require support and many years to build.

- The ability to disinherit an heir -- though an angry former heir may take arms against you, if he can find support.

- Expanded events for pagans, including new pagan religions such as Celtic and Ancient Egyptian -- many of which were adapted from the Ancient Religions mod.

- A "Shattered Realm" function, useable at the beginning of any game, which allows you to break up every kingdom or even duchy in the world and start everyone at the same level. It also has a function which allows you to change the world's starting religion set-up, making pagans dominant in many areas and all but removing Christianity entirely.

- Many new additional start dates, focusing on characters and periods throughout the era.

- A host of improvements for the AI, insofar as how they run their realms and how they use the existing events and wars a little more intelligently.

- A myriad of other new events and decisions, many of which are too minor to list here and also many of which are fixes for vanilla bugs or revisions of vanilla events & decisions to improve their function in the game.

Installation Instructions:
Steam Workshop:
1) Find the mod in Steam Workshop
2) Click Subscribe
3) Boot up the game launcher from Steam
4) Go to the "mods" tab, wait for the mod to download, then select it.
5) Hit Play

Without Steam Workshop
1) Go to your My Documents folder—you should see a Paradox Interactive sub-folder there, and inside that another sub-folder for Crusader Kings II. If you haven’t already, you will need to create a sub-folder inside that called “mod”. (DO NOT INSTALL THE MOD INTO THE “mod” FOLDER WHICH EXISTS IN THE MAIN CK2 INSTALLATION)
2) If you have a previous installation of the mod there, delete it entirely. Do not overwrite it.
3) Extract the entire contents of the zip file into that folder. This will include a .mod file as well as a CK2Plus .zip archive—you need both.
4) Start the CK2 launcher, and check the “CK2Plus” box in the list of mods.
5) That’s it. Hit play. You should see a “CK2+” screen as the game starts—if you don’t, you did something wrong.

Your mod directory should look like this:
ck2plusinstall_zpsf56bcb00.jpg

Frequently Asked Questions:
Q: Is CK2+ EU4 Converter Compatible?
A: It should be unless there are problems on the Paradox side.

Q: Is CK2+ Compatible with HIP?
A: No. CK2+ and the Historical Immersion Project are two separate overhaul mods that change a lot of the same things in different ways. We are not compatible with each other and can never be.

Q: Is CK2+ Compatible with *insert mod here*?
A: You would have to ask the creators of the other mod. CK2+ is too large for us to attempt to maintain compatibility with other specific mods. They have to attempt to maintain compatibility with us if they wish to.

Q: What happened to the optional packages that CK2+ used to have?
A: The main issue was that keeping so many optional packages up to date was too much work—if you’re looking for a reason why the mod has changed hands so often, that’s a big one. So the decision was made to discard them. Some (such as Better Armies) have been incorporated into the main mod (completely or in part), while others simply won’t exist any longer. If there’s demand, we may look at ways to include more as optional decisions during the game, but beyond that anyone who wants such options is free to create a submod and we’ll include a link here. They’ll be responsible for upkeeping it, after all, and not us.

Q: Why does CK2+ run so slowly on my machine?
A: We’ve optimized CK2+ events as much as we can, but be aware that all the additional events and systems comes at a cost—and that cost is extra processing demands on your computer. If you are running CK2+ on a lower-end machine, it’s going to chug, and it’s going to run more slowly than vanilla no matter what system you use.

Q: Can I play CK2+ multiplayer?
A: Yes, but you must ensure that all players are using the version of the mod and have the same DLC’s activated. Be aware that CK2+ is pretty heavy on the processing requirements, so multiplayer may make it run even more slowly.

Q: I have claims/de jure claims/other CBs on a character but declare war says I have no valid casus belli?
A: Check if either you or the character has the 'truce' modifier, which prevents war declarations on newly formed rebel counties and crusader states.

Q: Is there supposed to only be two de jure Empires?
A: Yes. There are dozens of different titular empires to form instead.

Q: Is the Catholic world supposed to start at 0 tech?
A: Yes, starting tech was lowered across the board to give Pagans, Armenians, Ethiopians etc more of a fighting chance against Catholics/Muslims.

Q: Why isn't the option to fabricate claims available?
A: You need to have at least 0 prestige and not be in debt to fabricate claims.

Q: Why don't get I get Kingdom de jure claims?
A: You need Medium or higher Crown Authority to press Kingdom de jure claims. Also de jure claims are not valid on targets which you can Holy War.

Q: Why can't I declare Holy Wars?
A: Holy Wars have piety cost to declare, and then an increased piety cost if you try to declare another within 5 years of the last (unless the target is a Holy Site for your religion or you get approval from your religion head).

Requires Patch: 2.4.3
Current Checksum: CQCJ
 
Last edited:
  • 11
  • 6
Reactions:

schwarherz

CKPlus Triumvirate
77 Badges
Jun 3, 2012
2.031
587
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • PDXCon 2017 Awards Winner
  • Shadowrun Returns
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
Changelog:
Mod Archive

3.09.1
* Stripped out some maintenance calculations and features to lower the memory overhead for the mod. The most noticeable ones from a player side would be the removal of the "isolated from capital" modifiers and the "away from court" character modifier when leading an army.
* Expanded the Trade Network.
- The Silk Road has been expanded
- The following Trade Networks have been added:
x "Amber Road" This land route extends from Novgorod to Venice and Contanstinople
x "Mediterranean Trade" This mostly sea based trade network expands out of Constantinople, Antioch and Alexandria and reaches as far as the Straits of Gibraltar
x "Balkan Road" This mostly land based trade network expands out of Constantinople and covers much of the Balkan
x "Salt Road" This mostly land based trade network expands out of Lubeck and Hamburg and covers most of Germany
x "French Trade" This land based trade network expands from the north of France and streches into Barcelona and Lombardy via Paris
x "Iberian Trade" This land based trade network expands from south western France and Barcelona into the corners of the Iberian sub-continent
x "Atlantic Trade" This sea based zone encompasses the British Isles as well as the French and Iberian coastlines
x "British Trade" This land based zone encompasses Britain from London and Winchester to Fife
x "Baltic Sea Trade" This sea based zone encompasses the Baltic
x "African Trade" This land area encompasses sub-Saharan West Africa and leads into Morocco
* Bogomilism has been updated as per the Heretic Pride mod. Bogomilists now:
- have an event for Bogomil's appearance in Bulgaria, if Tyrnovo has become Orthodox
- feudal rulers may have temple holdings as well as castles
- may use the Consolamentum decision to become Perfecti
- may use the adoption decision, as the Cathar do
- may gain the Icon-Breaker trait by sieging Christian temples
- occasionally spawn missionaries in neighboring non-Bogomilist courts
- are anti-church and anti-feudal at the outset, but may reform their faith through a series of laws and decisions to the point of allowing temple holders to once again be bishops and to have a religion head
- once a religion head is gained, Bogomilism will no longer be an Orthodox heresy but its own religion in the Christian group
- may not have Perfecti in government positions until the religion has been sufficiently reformed
- may build the Church of St. Bogomil once the religion has been sufficiently reformed
* Fixed army movement to Kilkenny.
* Fixed formation of Hungary via the war at the Old Gods start.
* Fixed nomadic Magyars settling in Hungary so it properly gives them the k_hungary title.
* Fixed tribal vassals so they can properly go feudal if under a non-tribal liege.
* Fixed Italian dlc portraits not showing
* Allowed West Africans to raid heathens reguardless of their religion.
* Fixed negative decadence effects.
* Fixed d_galicia not being de jure k_spanish_galicia in the CM and OG starts.
* Changed the disease outbreak chance to match vanilla's.
* Fixed Makedon dynasty in the OG start.
* Opened up a number of minor titles to women based on ability to hold court positions or succession law, as appropriate.
* Fixed bug that was overly narrowing who could be given the Commander title.
* Fixed freezing problem when a nomad tries to settle -- any non-nomad king vassals have their titles usurped, and the duchy of the province being settled in also is usurped if held in the realm.
* Fixed CTD in the "Shattered Realm" decision
* The "Shattered Realm" decision now factors in Nomads properly for all cases
* Fixed unreformed Pagans being unable to feudalise or become republics.
* Norman culture creation events which happen prior to 1150 now happen if the province ruler is Norman or Norse, no matter who their liege is.
* Made Alania tribal at game start rather than nomad.
* De jure changes in Sweden: c_viken moved to d_ostlandet, c_medelpad and c_halsingland moved to d_uplland, d_jamtland moved to k_norway.
* Trade Networks now have an arrow indicating directional indicators as to which way they flow at the end of many paths.
* Changed color of Hungary, so it doesn't exactly match Magyars (since Magyars will still exist when Hungary is formed).
* Added a holding decision which allows the player to remove non-capital holdings from the province. Requirements: you personally own the holding, the county, AND the duchy, there is at least one other holding of that type in the province, you are not at war, and the province does not have the "chaos" modifier which is added after conquering it. The AI will not use this, period.
* "Holes" in the roman empire plugged

3.09.0
* Updated for the CK2 2.4.2 patch -- do NOT try to use with 2.4.1 or earlier
* Nomadic and Tribal rulers given access to all gender laws
* Women can be sent off to be mercenaries, provided their liege does not have agnatic succession and they have a Martial Lady trait
* Characters created via the Ruler Designer should now properly receive the startup events (the Crowned trait, Byzantine initialization event, etc.)
* Coronations are now properly cancelled when a war occurs.
* Invasion CB now works against non-kingdoms. CB description updated to reflect what it actually does in Plus.
* Shi'a Caliphate Uprising revised: the uprising is now led by the current proper claimant to the Shiite Caliphate. If there is no such claimant (due to the Fatimids having been wiped out or converted), they will find a pretender much as in the current version -- though he will be an adult, and not a 3-year old child. If the uprising is successful, the new caliph's levies will be properly refilled (they are meant to do so in the CB, it just doesn't work) and he will receive an army of followers to establish his empire. Should the Caliphate be created prior to the uprising event, that new caliph will receive the army instead.
* Monks and nuns now receive the "Brother" and "Sister" title before their names, and will change their appearance (tonsure/robes for monks and a white hood for nuns).
* Lords/Ladies now receive the title before their name.
* Fixed the Paulician use of the Holy War CB on same-religion group targets.
* Yazidi religion is no longer localized as Salafi.
* Added some logic for where heresies appear -- they are more likely to show up in their historical areas (such as Catharism in southern France), and occasionally instead of a "heresy" the character/province may instead switch to another religion in the same religion group (such as a Sunni province embracing Shiia), though only where it's logical to do so. On the rare occasion, a potential heretic may embrace another religion group entirely, though again only where it's logical for that to occur (a Muslim may decide to become Manichaean, for instance, but only in Persia or Central Asia).
* Reduced piety loss for Cathars who have children, and removed the prestige loss entirely.
* Added a base -25% fertility for all Cathars.
* Cathars may now also use the adoption decision if they are over 45 or have less than 5% fertility.
* Added Adoptionist as a new Catholic heresy (no special mechanics).
* Added Tondrakian as a new Miaphysite heresy (no special mechanics yet, but they are feminist like the Messalians or Cathars).
* Added Quranist as a new Sunni heresy (no special mechanics, but they can only have 1 wife and can form a caliphate).
* Added Qarmatian as a new Shiite heresy (no special mechanics yet, but they can raid, receive an offensive bonus, and can form a caliphate).
* Manichaeism is no longer a Zoroastrian heresy, but rather a religion of its own within the same religion group. Zurvanism has been added as a Zoroastrian heresy, and Mandaean has been added as a Manichaean heresy.
* Updated the Manichaean faith, as per the Heretic Pride mod. Manichaeans now:
- Have a religious head, which exists in the Charlemagne and Old Gods bookmarks, and can be restored afterwards.
- Have their own holy feast decision, the Bema Feast.
- Receive a defensive bonus for their armies, on their own territory.
- May dedicate themselves to a Shekhinah upon adulthood.
- May found a new holy order, the Army of Light.
* Updated the Mazdaki faith, as per the Heretic Pride mod. Mazdakis now:
- Rulers are expected to share wealth with their people, and there is a new law for Mazdakis to do so
- Have a religion head title which can be created
- Receive a defensive bonus for their armies, on their own territory.
- May dedicate themselves to a Power upon adulthood.
- May have priestesses, and have no negative opinions for female rulers.
* Updated the Messalian faith, as per the Heretic Pride mod. Messalians now:
- May use ritual prayer and fasting to drive out their internal demons, in order to achieve Perfection
- Non-Perfect Messalians may join the Cult of Lucifer
- May choose a patron saint to worship
- Can form a new Holy Order, the Army of Lucifer
- Receive an Intrigue bonus, but a Diplomacy malus
* Updated the Hurufi faith, as per the Heretic Pride mod. Hurufis now:
- May create epic works of Islamic poetry.
- May study the secrets of the Qur'an and gain benefits from doing so.
- Receive a learning bonus but a martial malus.

3.08.0
* Added a warning event that fires at the beginning of the game if you are using Ironman -- some mod features (such as the Imperial Decadence system) have been disabled in Ironman due to save corruption issues that result with the mode, and there are enough issues that we don't recommend using it. If you wish to do so anyhow, go ahead, but please refrain from reporting issues encountered while using Ironman on the CK2+ forums.
* The Lord Spiritual can now be female for ALL religions that allow female temple holders, instead of just some.
* All non-Muslim Lord Spirituals save for Lollards must now be either temple holders or have an ecclesiastical education.
* Waldensian bishops may not be Chancellors or Lord Treasurers.
* Cleaned up some of the cultural retinues
* Altered much of the de jure layout in Germany and Lotharingia. Of major note: Both the Duchy of Oldenberg and the Duchy of Brunswick are no longer de jure titles, replaced respectively by the Duchy of Westphalia and the Duchy of Eastphalia. Those both comprise the territory of the historical Duchy of Saxony, which is now eliminated as a de jure ducal title (but still exists as a kingdom-tier title). The Margraviate of Brandenburg added as a kingdom-tier de jure title, active in the 1066 start but previous to that formable if the HRE or one of its duchies gains complete control over Brandenburg and Meissen.
* Reformed Celtic pagans should no longer switch back to Tanistry after they change from it.
* Celtic children should no longer die in druidic training after training has completed.
* Celtic rulers using Offerings to the Sidhe can now have a (smaller) effect on whether provinces owned by direct vassals (or all vassals if top liege is using the decision) gain/lose the Restless Sidhe modifier.
* Using de jure CB's on behalf of your vassals when targeting a valid Holy War target now works once again.
* De jure CB's which cannot be used due to insufficient Crown Authority now display on your list of CB's, but are greyed-out with the reason given.
* Fixed viking invasion CB so it properly grants all occupied counties to the attacker again.
* Rebel reinforcement events should no longer fire on the same day as the original uprising.
* Fixed the "quietly kill him" option for the Kidnap plot to not kill the plotter.
* Updated Iconoclast heresy as per the Heretic Pride mod. Iconoclasts now have extra events, may destroy icons upon besieging a christian temple (and receive the Icon-Breaker trait), and receive a morale bonus for their armies. It is now also possible for an emperor besides the ruler of Byzantium to create an Iconoclast Patriarch.
* Restored the missing d_paulician title, and added its historical holders from founding through to 872 AD. In the 867 start, the Paulicians hold the county of Coloneia and have an army of zealots.
* Updated Paulician heresy as per the Heretic Pride mod. Paulicians now:
- May raid, as pagans do
- May declare Holy War on anyone not of the same religion
- The Paulician Patriarch may declare Crusade against anyone not of the same religion
- Receive a morale bonus and an offensive bonus for light infantry
- May expend Piety to raise units of zealots
- Can receive the Icon-Breaker trait after besieging a Christian temple
* Norse culture provinces should no longer randomly change culture when part of a norse empire.
* Players are no longer restricted from converting to pagan religions if Moral Authority is greater than 50% (the the AI will never do so). They do, however, first need to have received instruction from a mystic on the ancient religion (the event that pops up several years after they've accepted a mystic into their court) and must have the correct traits (pagan sympathy and either cynical or mystic).
* Added note on losing access to raiding and county conquest/subjugation CB's in the reform religion tooltip.
* Fixed the lollard revocation decision.
* Duel Engine changes:
- Reduced health bonuses from high level warrior traits
- Added option to run away from some ongoing duels. High intrigue and certain traits
will increase the odds of successful escape. Failing to escape will give the winner
the choice to capture or execute, as if you yielded.
- Duel Engine is now used to resolve holmgangs, duels at coronation and regular feasts,
duels with rivals (both from the Way of Life Combat focus action and from the random
challenge event), and duels with your spouse's lover.
* Disabled Legitimise Bastard decision for mothers, as intended.
Mothers still automatically legitimise any bastards born while they are married matrilineally.
* Fixed duplicate options in "seduce guest at your feast" event
* Germanic Pagans made more distinct from Nordic Pagans (holy sites moved and religion head given distinct title)
* Fixed issue where some elective-style succession laws were still allowed to change to some types of successions without a vote.
* The "Request Religious Conversion" decision now also converts all same-dynasty, non-ruler courtiers of vassals who agree to the conversion.
* The Pope no longer causes provinces under his rule to convert to his culture.

3.07.6
* Bavaria/Saxony kings (and ducal vassals) no longer become independent when the Carolingian Empire is formed by a Frankish emperor.
* Patrician mansion holdings are no longer given out with the automated "give out holdings" decision.
* The "Found Merchant Republic" and "Adopt Feudalism" decisions are both now visible to players from the outset.
* The automated decisions to ransom prisoners are now only visible if you actually have prisoners (they previously appeared if some of your courtiers were held prisoner by others).
* Decadence may now occasionally increase if a muslim emperor has a very large realm, regardless of their other traits.
* Added a new type of revolter: decadence uprising, which can occur under a muslim ruler with 50+ decadence and in provinces with the "decadence unrest" province modifier (which can occasionally appear in provinces under a top liege with high decadence). This works the same as other revolters, with victory establishing a new realm under the revolter's rule.
* AI female tribal rulers no longer have access to the "Convert to Temple" decision if they are part of a religion that doesn't allow female temple holders.
* Fixed Muslim religion heads switching to Open Elective when the religious title is their primary one.
* Fixed "Blackmail Plotter" diplo-action so the player can properly receive the target's response.
* Fixed up events involving druidic training for Celtic pagans, so it's a bit more reliable in terms of finishing the event chain.
* The Kharijite heresy has been updated with a conversion of events used in the Heretic Pride mod. Kharijites now:
- Have no 5-year cooldown on Holy Wars (it always costs 100 Piety for them)
- May expend 250 Piety to raise zealot armies, in the same fashion that tribals use Prestige
- Have access to the Public Execution diplo action, usable on prisoners who are either kafir or non-Kharijites, giving prestige and piety (based on the prisoner's importance)
- May accuse immoral vassals of apostasy (and be accused), making them kafir (and giving a large negative to opinions from other Kharijites)
- Kafir have access to decisions to remove immoral traits, and thus clear their name of apostasy
* The Cathar heresy has been updated with a conversion of events used in the Heretic Pride mod. Cathars now:
- Cannot use the Holy War cb until Holy War or Crusade has been used by a Catholic against a Cathar
- May create the Cathar Papacy
- Have access to the Consolamentum decision to make themselves Perfectum
- Perfectum/Celibate Cathar rulers may adopt an heir
- May not choose the Seduction or Family focus
- Have lowered garrison and levy sizes, but higher morale
- Have an event to spawn their creation in southern France in the early 12th century
* The Lollard heresy has been updated with a conversion of events used in the Heretic Pride mod. Lollards now:
- Lollard bishops may marry
- Can gain the Icon-Breaker trait by sacking Christian temples
- Have a decision to translate the Bible, increasing their MA and reducing Catholic MA
- May freely revoke titles of priests who are non-Lollard or who have the Wicked Priest trait
- May gain strong claims to Lollard priests who have titles of Duke rank or higher
- May freely renounce vows of chastity or the monk/nun trait
* The Waldensian heresy has been updated with a conversion of events used in the Heretic Pride mod. Waldensians now:
- Gain a Stewardship and garrison bonus
- May have donations to the poor enforced through a special law
- Have the ability to choose a Waldensian path upon adulthood
- Waldensian priests can both marry and inherit
- Have a decision to translate the Bible, increasing their MA and reducing Catholic MA
- Refuse to go on pilgrimage, and can sack Catholic Pilgrimage sites
* Integrated the New Duel Engine and Combat Trait Advancement, reduced the frequency of nameless vanilla battle deaths/woundings/maimings/brainings accordingly.
* Most heresies are now allowed in the character designer.
* Fixed global flags being set in the history files (effects Hungary creation, plus a few other minor things).
* Many updates to the EU4 Converter
- Many titles, such as the stem duchies of the HRE, have now been properly assigned to their EU4 equivalent
- Due to a recent fix in the converter many titles are now assigned to their proper CK2+ analogies, instead of CK2
- Updated for EU4 version 1.12 (Common Sense Patch)
- Ibadi now actually converts to the EU4 form of Ibadi
- Rio de Janeiro should no longer be improperly assigned to someone in Europe
* The Roman Province titles should properly localize as "Provincia" now.
* There are no longer "holes" in the de jure area of the Roman Province titles after they are formed.
* Corrected Bedouin and Egyptian Retinues

3.07.5
* Added a new "Imperial Decadence" system which affects all non-Muslim empires (and replaces the "State of the Empire" modifiers for the Byzantium). This is a variable between 0 and 100 which will increase by 3 or more (the amount gets higher the larger and more centralized the empire is) each time the title changes hands. As the variable gets above 10, the ruler will receive an Imperial Decadence modifier which reduces troop morale, levies, and global taxes by an amount that increases as the variable does. Imperial Decadence raises further if the empire loses wars or has a ruler/regent with negative traits (on a random basis). Imperial Decadence can be lowered through coronations, tournaments, winning wars (major rebellions, holy wars, crusades, and de jure imperial claims), and the ruler/regent having positive traits (on a random basis). There is also a Lower Imperial Decadence decision available every five years which can pass reforms to reduce the decadence variable, but at the cost of 1000 Prestige and 100 Piety. Some realms, like Byzantium, will begin the game with levels of Imperial Decadence already in place -- all other empires build it up as time goes on.
* Added a bunch of tooltip to the new "Attempt Religious Conversion" diplo action which should give players a bit more insight into their options and chances of success.
* Fixed the Third Temple event so it shows the proper builder name, and added a boost to Jewish RA after it's built.
* Characters who are away from their home courts during a war will have a lower chance of discovering plots and will be unable to have more children while they're away.
* If the holder of a caliphate rises above 80 decadence, other rulers of their religion (Dukes or greater) who have low decadence may claim the caliph title.
* Made lowering decadence as a Muslim a little bit easier ( tho it can still swing upwards quickly if not watched carefully ).
* If an emperor gains a second imperial title, he will now be forced to choose between them. There can be only one empire.
* Tweaked the cannibal modifier.
* Allowed Old Saxon culture to form the Kingdom of Saxony.
* Bug fixed when enacting the "Rebuild Persepolis" decision at more than max number of holdings for the province.
* Merchant Republics now begin the game with more money, and access to additional starting forces and retinue cap through their palace.
* Small Merchant Republics (under 30 realm size) can summon their patricians to the republic's defense if they are attacked by an outside force.
* All holy orders (rather than just some) will now ask to build a castle in an applicable ruler's province when they gather 600 gold. They only ask to build in provinces that already have all three main holding types (castle, city, temple), will not build more than one castle in the same province, and a given ruler can only be asked this once in their lifetime.
* Reconquering Roman territory as the Byzantine or Roman empire will now result in the creation of a "Provincia" corresponding with the reconquest events. These are the only kingdoms that Byzantium or the Roman Empire can hold without changing away from the "No vassal kingdoms" law. Byzantium can not hold Provincia Thracia, the Roman Empire can not hold Provincia Roma, forcing the Emperor of either empire to rule the "home" territory without a vassal king to hand it off to.
* Historical High Kings of Ireland given their title. Irish tribal dukes may now use a decision to give themselves a strong claim to the High King title, if its holder is also tribal. The decision requires the ruler be ambitious and have 250 Prestige.
* Revamped the conditions under which a courtier will ask to join a holy order so they make sense. They will first get divorced if they are married (and leave behind children), as well as sell any of their estates. Piety loss/gain for the liege will vary depending on whether they are a child, a close relative, or neither. If refused, the courtier will not ask the same liege again for at least ten years.
* The Settle Tribe job for the steward can now allow the liege to succeed at the Civilize a Province ambition.
* Celtic Pagan rulers now cannot switch from Tanistry to another succession type, as is supposed to be the case.
* Fixed the CB which enforces a claim for others to still trigger success for the Win a War ambition.
* Succession Crisis now applies to Tanistry and Feudal Elective realms as well.
* Limited notification events for wounded and maimed characters in a tournament to members of the top liege's court, vassals, dynasty and close relatives.
* The Sunni Caliphate (AI only) may now experience a period of anarchy (known historically as the Anarchy at Samarra) if there is a particularly weak caliph between 800 and 900 AD -- the caliph will be all but imprisoned by his court, and his vassal limit will drop dramatically until either he or a successor can restore order. In the Old Gods bookmark, this period of anarchy is already underway.
* Characters with more than one sympathy trait can receive an event where a fellow courtier who is zealous challenges them, and they will either drop one of their sympathy traits or gain the cynical trait and an enemy.
* Guardian traits should now influence which traits their wards end up with a bit more.

3.07.4
* The regular 'Demand Religious Conversion' diplo action has been removed. It has been replaced with 'Attempt Religious Conversion' -- usable under in the same circumstances (though it costs 50 Piety to attempt to convert a vassal, instead of simply 10 for a courtier), you will need to decide your approach (diplomacy, religious debate, or threat of imprisonment if you have at least Medium CA/Tribal Organization) and then the target will respond either with refusal, conversion, or sympathy (though sympathy cannot be gained with threats). Each approach has a different chance of working, depending on the target and circumstances, though only diplomacy/debate can get a target to honestly convert (otherwise they will likely remain sympathetic to their old religion, and/or become Cynical). Be careful debating someone with higher Learning than you, or you may end up becoming sympathetic to THEIR religion, instead!
* Religion heads now always pay 100 Piety for holy wars (never 250), and can go into Piety "debt" if they so desire.
* Fixed stem duchy creation when HRE is created without East Francia having existed first.
* Fixed some duplicate retinues
* Fixed Mongol Empire split event
* "Protected Inheritance" (titles cannot succeed to outside the realm) moved from High to Medium Crown Authority.
* "King's Peace" moved from Medium to High Crown Authority.
* "Title Revocation" moved from Autonomous Vassals to Limited Crown Authority.
* Finally fixed the issue where Liberation Revolt leaders would sometimes end up with a city or temple capital.
* Provinces that are isolated from the top liege's capital now get +2% revolt risk.
* The game's consideration of what's considered a province contiguous to the capital now crosses a single sea zone.
* The Kidnap plot has been re-enabled for the AI to use. The AI will now use it if they are at war with the target, the target has a plot against them (and they can't arrest him), they have a reason to execute the target (and can't arrest him) or the target is a fellow vassal in the same realm with either a vassal or a county that they claim or which is de jure theirs. The player can use the Kidnap plot on anyone, but demanding a county or vassal follows the same restrictions (only against a fellow vassal, and only if the target is yours by claim or by de jure right). You have the option of quietly killing the target if they refuse your demand, but their spymaster may discover the truth. There is another version of the Kidnap plot which is only available for non-rulers, originally used if they were refused a title after a demand (or you broke a promise to give them one). It may now also be used by courtiers with a claim on a county, though the chance is far less if their claim is weak.
* Fixed the "going native" event to work in a way that makes sense.
* Fixed the nomination of vestal virgins so a player only can receive it once a year (if they happen to be Pontifex Maximus), and so it properly only applies to girls who aren't already vestalis and properly only goes to a maximum of five at a time.
* Non-titular kingdom titles for which a ruler has none of its de jure titles as part of his realm will now be destroyed shortly after being inherited.
* Bumped up slightly the number of troops an adventurer is likely to get.
* EU4 Converter: fixed bug with rebel types that was causing broken EU4 saves.

3.07.3
* Emergency bug patch: cultural buildings now buildable again
* The AI will never send anyone into hiding if the plot is known about and has less than 50% plot power.
* AI characters with possessed trait no longer pick irrational targets to murder -- they only are far more likely to make the attempt. Lunatics still pick irrational targets.
* Number of opinion modifiers which cause the "is_foe" trigger expanded, and made applicable for the Take Revenge plot.

3.07.2
* Holy Wars no longer have a 5-year cooldown before you can use the CB again. Instead, the CB costs 100 Piety to use, and 250 Piety if you've used it within the last five years. This cost is exempt if the duchy you target contains a holy site of your religion OR if you receive sanction from your religion head (if you have one). Sanction requires positive Piety and is acquired through the diplo menu on the target ruler, and your religion head may accept, refuse, or ask for an incentive (in the form of coin, prestige, or a promised temple in the target duchy).
* Ambitious city mayors now have access to a "Usurp County" plot, if they rule either one of the historical merchant republic cities or are in a port city with a highly developed port (though not one in a county that is the capital of a duchy or kingdom). It's only usable on AI targets, but if successful the city will switch to become the capital of the province (if not already) and the mayor will usurp the county (leaving their former liege as the ruler of a barony instead).
* Added separate character modifier icons for each of the main factions, so you can tell which faction a vassal is in by looking at their character info.
* Fixed a result where the faction demands that one of the liege's counties be turned over to the liege -- resulting in the liege going independent -- if the liege was part of the same faction they are, but for his own liege.
* Factions now get a +50 opinion bonus when their demands are agreed to, not +25.
* The faction leader now properly gains prestige when his demand is agreed to, instead of losing it.
* Kings and emperors with low crown authority (Low or Autonomous Vassals CA) and either Primogeniture, Seniority, or Ultimogeniture succession may now undergo a succession crisis if their heir is either considered too young (under 13), is unsuitable (incapable, inbred, lunatic or imbecile), or is female and there are other, possible better options. The vassals will vote to see who gains the throne, provided there is no revolt under way or war for the primary title. Note that the other candidates will be either pretenders (next in line for the throne), children (it may opt for an older daughter even in Agnatic), or dynasty members (the "Seniority" option, for one).
* Feudal kings or emperors with High or Absolute CA may now ask vassals who support them (opinion of 50+) to also support their heir once he comes to power, adding a +50 opinion bonus towards the heir for twenty years. They may refuse, but are less likely to under Absolute CA. It costs prestige to use the decision (100 for a Count, 250 for a Duke, 500 for a King).
* Shattered Realm has been slightly revamped:
- Depending on which tier of the ruling tiers you select, ie Count, Duke or King, each playable ruler will get a starting fund of around 500, 750 and 1500 respectively
- A new CB has been added only for Shattered Realm that allows no timer county conquest on any ruler up until realm size 60. It also can't be used after 60 years of the shattered realm start.
- The way ancient religions picks areas for said religions has been improved. This should cause a slight speed gain on first map generation of any Ancient Religions starts
* Fixed a bug where the Rise of the Hansa event would fire in a province without a city and create a feudal titular king.
* Landless titles (like the mongols) are no longer automatically destroyed when they drop below 100 holdings.
* After a revolt (either to overthrow the ruler or an independence revolt), a king- or emperor-tier primary title with 0 Crown Authority may be destroyed. This requires that the CA was raised to 1 at some point in the game (so they don't collapse after their first rebellion, especially in early timelines), and the ruler will have a chance to salvage their title if they pay half the cost it would to make a custom title of the same tier (they may go into debt, provided they don't already have a loan and have a current positive wealth total). Landless titles are exempt.
* Province-spawned revolts disabled from occurring during the first two years of the game.
* Levies should now properly refill after converting from tribal holdings, so you're not left weak as a kitten until they refill.
* Corrected an issue where vassals with multiple de jure titles would get to vote more than once on succession law changes.
* Title allows re-written to be more uniform and comprehensible
* The Byzantine, Roman, and Holy Roman empires can no longer create kingdom level vassals (with a few exceptions) unless the player changes their laws.
* Lifestyle traits can now again be gained even without the Focus events.
* Fixed Jewish holy site in Negev.
* Cultural buildings are now based on the culture of the province rather than the culture of the ruler.
* Cultural buildings now no longer disappear when the culture of the province changes -- instead, the old cultural buildings will stick around for a few years and be converted into the new culture's buildings. Until the conversion happens, you will not be able to build the new culture's cultural buildings.
* Fixed issue with targeting possible holy war targets with de jure CB's -- it should work properly, now.

3.07.1
* Fixed the issue with Invite to Court, Invite to Plot, and Demand Religious Conversion not working properly.
* Unreformed West African pagans can now properly intermarry with muslims and zoroastrians.
* Added the ability to reveal a known plot, if the plot target isn't already aware of it. This is a decision available in the diplomatic menu, on the plotter.
* Added the ability to blackmail a known plotter, if the plot target isn't already aware of it and if you aren't the plotter's liege or vassal. This is a decision available in the diplomatic menu, on the plotter.
* Reduced the chance of the AI accepting more than one religious sympathy trait.
* Slightly toned down the chance of religious conversion of pagans, particularly before 900 AD.
* Made the Ilkhanate able to end wars/have succession if the player starts in one of the later bookmarks where it is already active.
* Non-nordic raiders now receive their own version of the Viking trait when raiding.
* The champion of a tournament now receives a "Tourney Champion" trait upon winning the tournament.
* The winner of the tournament's beauty contest now receives a "Famous Beauty" trait.
* Vassals with the subjugation opinion modifiers are also now not allowed to join factions against their liege.
* County-tier republics have the option of creating a custom ducal title and becoming merchant republics if they are independent or their liege is king or emperor tier.

3.07.0
* Liberation revolts, provided they are under an existing ruler, will now unite under that ruler the same as faction revolts.
* Fixed several pagan holy orders which were not updating when the religion was reformed (NOTE: this is not retroactive on old saves).
* The Magyars now have a decision to simulate the 867 bookmark's invasion of Carpathia, for a CM bookmark start. It's permitted after 800 if they are between 6-12 realm size and neighbor a realm that owns Pest, though the AI won't take it until much later.
* Conversion of pagans through your lord spiritual made a bit easier.
* Changed how courtiers (and friends) convert others to their religion -- now the first step is to give the target a sympathy trait, and then if they already have the trait they can convert with a later event. Rulers are also made much less likely to convert to different religion groups unless they are in a province of that religion.
* Expanded religions that can intermarry: African pagans and pagans based in the east can nor intermarry with Muslims and Zoroastrians. Pagans based in the west can intermarry with Christians.
* All reformed pagans no longer care about tribal organization.
* Fraticelli lords are now able to hold temples without penalty.
* Roman Empire now has the proper requirements when being created via regular title creation and fires the proper event when created this way
* Germanic Holy Order given Donation and Expulsion decisions
* Missing icons added for the Braedralag donation and Expulsion decisions
* The AI will now destroy custom-created titular titles when and if it gets a non-titular title of equal tier.
* Vanilla event chain where wife tries to poison your heir fixed up -- should also no longer end with the wife imprisoning you instead of the reverse.
* Provinces gained through war will gain a "chaos" modifier that lowers the revolt chance for two years.
* "Holy Warrior" trait added as a crusader-type trait for non-christians/muslims on a Great Holy War.
* Imperial Reconquest CB for the Roman Empire now works for Hellenic rulers as well, but is always treated as a holy war when used against targets of a different religion.
* The duchies for Aland and Isle of Man may now only be formed by someone who is lower than Duke tier and who owns at least three counties -- it is not enough to just own the one province any longer.
* Removed the timer that prevents a player from using the Seduce diplo decision more than once a year -- use it as often as you dare.
* Moved the Suggest Fatwa, Castrate, Blind and Zun Judgement decisions to the diplo menu.
* The Suggest Fatwa may now only be used against the head of a dynasty.
* Chances of becoming ill/pneumonic or infertile/barren after giving birth have been modified, with the chance going up the older the mother gets. Mothers with the Strong trait fare much better, while mothers with the Weak trait fare much worse. Those traits also affect the newborn's chance of being born ill or sickly.
* Recovering from an illness or the Wounded/Maimed trait comes with a chance of it reducing your base Health -- you can still recover that over time, as well, so long as you are not currently away from your court or besieged. The chances of recovery go up with high Learning, high Martial, or youth.

3.06.6
* Fixed Hamburg to properly be a republic in 1066.
* Pechenegs no longer show as vassals of Khazaria in 867.
* Mongols will no longer default to Open Elective succession.
* AI discouraged from using holy war CB on titles that are not neighbors to continguous land.
* Slighty decreased supply limit for provinces infected with small pox and the bubonic plague. Also added a small revolt risk to provinces having a disease outbreak.
* The Theodosian Walls will no longer disappear under an AI Byzantine emperor.
* Cadet system revamped. Now a cadet is flagged as such if he has an older legitimate brother, is in a dynasty with 40+ living members, and the dynasty head is not a close relative to him or his wife or parents. He also cannot be married matrilineally or be heir to any titles. Provided none of that changes, should he eventually get a title (that does not have tanistry, seniority, or elective gavelkind succession) he may establish a cadet branch dynasty of his own (though the AI will only do this if they are ambitious, proud, or a legitimatised bastard). The player can only establish a cadet branch if they take over play of a character who has previously been flagged as a possible cadet but are otherwise eligible.
* Muslim rulers (who are either kings or independent) that are part of a large, decadent dynasty and not closely related to the dynasty head will have the decision to start their own dynasty, even if they are not cadets.
* Ambitious rulers who are kings or independent dukes and not closely related to the dynasty head may also start their own dynasty at the cost of 1000 Prestige, even if they are not cadets. This is not permitted to men who are married matrilineally (or women who aren't), and is not permitted for rulers with tanistry, seniority, or elective gavelkind succession unless they are in a different realm from their dynasty head.
* AI made slightly less likely to marry below their rank or accept a marriage offer below their rank.
* Asking for claims from your religion head now requires 250 Piety, not 100, and also requires 100 coin. They are also a bit less likely to agree.
* Converted some Central Asian and Russia provinces to tribal in CM and TOG start dates.
* Courtiers of holy orders and mercenaries are no longer eligible to become adventurers.
* Removed the de jure kingdom of Alania, folded it and part of the western arm of Cumania into a de jure kingdom of Khazaria.
* Revamped how the Mongol Empire works in CK2: now, if one starts prior to the Mongol bookmark, when they appear it will be with Genghis Khan as the ruler of the Mongol Empire (as opposed to the Il-Khanate and the Golden Horde separately). Genghis is the proper age and will have all the family who were with him at the time. When and if the ruler of the Mongol Empire dies with at least two chidren and enough territory, the Mongol Empire ceases to be and the territory is split amongst the new hordes: the Golden Horde, the Il-Khanate and, if there's a third son, the Chagatai Khanate (renamed to the Moghul Khanate if not ruled by Chagatai).
* Fixed the instance where an out-of-realm claimant could end up from the wrong liege after a victorious pretender faction installs them to the title.
* Added a Germanic Holy Order.
* Made Germanic a Defensive religion in order to give Charlemagne a bit more of a fight.
* Moved Boleslaw's capital to Poznan in the 1000 bookmark. Made Greater Poland his primary title.
* Jizya Tax modifier now lowers levies gathered by the province in addition to increasing income (balance fix).
* Decadent muslims can now only be told to straighten up by their liege, their father, or their dynasty head.
* Decadence trait gain now requires one of the sinful traits, and the presence of sinful/virtuous traits will have greater affect on whether it's acquired.
* The initial formation of the HRE now requires 150 holdings, not 100 provinces.
* De jure claims may now be fought against holy war targets -- the main difference is that it will be treated like a holy war, in that they will be able to call in nearby members of their faith just as with a Holy War. Also as per a holy war, you will not vassalize any of the target's vassals who are not your religion and will instead usurp those lower titles directly.
* Religious difference now impact opinion more: Same religion group is -25, Different religion group and heretics are -50.
* Fixed matrilineal marriages in the history files so they will actually be matrilineal in the game.
* Liberation revolts should now be seen a bit more often -- they occur in any province where the province's culture is different from the ruler, but the same as its de jure kingdom. One big change: when a nationalist revolt occurs, the rebels will go "up the chain" of rulers to see if anyone will lead them. They will also ask rulers of their culture (or culture group, if the ruler is of a different one) to join them in the revolt. Unlike other revolts, success means the rebel leader usurps any titles in the kingdom belonging to the ruler or any of his vassals who are of his culture, a different culture group, or who don't have their capital in the kingdom. Everyone else is vassalized, if possible, or their titles usurped.
* Added an "Incite Revolt" plot which rulers can target their top liege with if he is not of their culture, the ruler's capital province is of their culture and religion, and its de jure kingdom is also of his culture. Essentially he attempts to promote unrest in his own province in the hopes of leading the nationalist revolt when/if it occurs.

3.06.5
* Factions are no longer displeased when you grant a landed title -- they are only pleased when you grant a landed title to a member of their faction.
* Claimants to a title you grant, if they are in your realm, will be displeased if you don't grant it to them or a close relative of theirs (-20 if they have a strong claim, -10 if they have a weak claim).
* For the EU4 converter, religion icon strips updated for "El Dorado"
* Fixed de jure claims for vassals to work properly -- de jure claims may now be enforced on behalf of vassals so long as they hold a de jure title (although a kingdom or empire de jure title must still be medium CA or greater)
* Elective Gavelkind now requires a vote from your vassals in order to change the succession law, the same as Tanistry or Feudal Elective.
* Both Tanistry and Feudal Elective are now options for a ruler moving from Elective Gavelkind. Tanistry is available to tribals, as Gavelkind is.
* The cooldown for holy wars is now not added until after the war is resolved (in case it becomes invalid).
* The Carolingian Empire now begins as an Elective Gavelkind rather than a Feudal Elective title.
* Independence events for heirs (under elective gavelkind) or for vassals when the liege is over the vassal limit have been tweaked to make more sense. Independence cannot be declared if the ruler is a child, is imprisoned, or is incapable. The declaration also looks at whether independence will put them next to a larger neighbour who can declare holy war on them.
* Automated stat changes based on age groups have been tweaked, as per LordPeter's suggestion.
* Corrected a few Bulgarian provinces to tribal in CM start
* Brought the cost of creating custom kingdom/empire titles in line with creating standard titles.
* Fixed varangian events so the son can actually return home.
* Unreformed tribals with Tanistry will no longer automatically revert to Gavelkind.
* Tribal vassals now will occasionally convert their holdings to cities or temples, even under feudal lieges.
* Abdication no longer banishes the former ruler to a foreign court.
* Spread out annual maintenance events over a month rather than having them all occur simultaneously (should hopefully help with processor overload-related crashes).

3.06.4
* De jure kingdom assimilation changed from 50 to 100 years.
* De jure empire assimilation changed from 100 to 50 years.
* Vassal limits very reduced: base vassal limit reduced for rank: Duke from 10 to 5, King from 20 to 10, Emperor from 30 to 15, Tribal penalty from -10 to -5.
* Vassal limit reduction based on decadence increased from 25% to 50%.
* Reduced bonus to vassal limit based on Crown Authority (from 12\9\6\3\0 to 10\7\4\2\0).
* Demesne size bonus from Legalism moved to a law which changes automatically rather than a modifier.
* Jylland's Prepared Invasion of Mercia in 867AD now spawns troops based on target strength.
* Amount of forces spawned by Prepared Invasions now increased slightly, as is frequency of events occurring (still based on comparison to target's strength, however).
* Prepared Invasion CB is no longer considered a holy war.
* Moved most de jure kingdom CB's to the new region system (so they remain useable even if new de jure kingdoms appear).
* Beefed up the Shiia Revolt event slightly, and restricted it to certain geographical regions.
* AI muslims no longer go pagan (via the system of "pursuing ancient knowledge").
* Gave the Doge of Venice more gold at CM start.
* Reverted most of the balkans in the CM start to tribals.
* Revised the "introduce two friends" event chain so it makes more sense to the player what's actually happened.
* Fixed decadence gain from muslim barons.
* The HRE's creation will now have Germany return de jure control of duchies it has previously absorbed outside of its traditional borders.
* The HRE's initial creation will now rename West Francia if its renaming did not previously occur.
* Various factions now disapprove of high decadence.
* The victors in a separatist civil war also have the chance of losing control of distant/weakly-held territories after they separate.
* Fixed some counts beginning the game with a primary title not matching their capital.
* It is no longer possible to take the "Adopt the Old Ways" decision if you do not have the appropriate DLC (TOG for pagans/Zoroastrians, SOA for Jews, TOG and Charlemagne for Zunists). Doing so before would cause a CTD.
* Fixed tooltip for bastards born to matrilineally-married mothers.
* Faction anger over the granting of titles to non-landed courtiers has changed: the reaction is now delayed, in order to see what faction they join. The one they join will be pleased, while the others will still be slightly upset. The reaction now applies to all non-landed courtiers who aren't your children, even if they're of your dynasty.
* You will no longer receive the Recent Holy War cooldown if you engage in a holy war that is part of your de jure empire.
* Added a maintenance event to ensure patricians and merchant republics have the correct succession laws.
* The AI will no longer pass viceroy laws -- they are restricted to the ERE and players who wish to use them.
* The AI will not begin pretender wars for the first two years of the game, much like independence wars.
* Fixed rulers sometimes receiving Uncrowned trait at the beginning of the game.
* Fixed holy war CB so it can be used by Buddhists again.
* The Abbasids now start off with kingdom titles for Syria and Mesopotamia (to give them some actual de jure territory).
* Adventurers will now sell their estates before they leave, and will not buy new ones with the money they collect while preparing.
* Non-Muslim women may now have their claims enforced on agnatic titles, but the AI will only do so if they have a son or are formidable in some way (or their religion is feminist).
* Revamped how separatist and pretender factions are formed. Among the changes:
- Pretenders can now be from other realms, and can potentially be called in as allies once the civil war begins.
- Non-muslim women can now be pretenders for agnatic titles, but the AI won't support them unless they have a son or are formidable in some way.
- Preference for women in enatic and enatic-cognatic titles now included in the logic.
- Rulers with the Uncrowned trait are much more likely to see pretender factions form.
- Pretender factions are a bit more likely to coalesce around a single candidate, especially in conquered titles.
- Vassals are unlikely to join a pretender faction for a title they have a weak claim to unless it already has considerable support.
- Pretender faction takes into account not only how much the claimant is liked, but their stats compared to the liege's.
- Independence faction also takes into account whether the ruler is over their vassal limit.
- Vassals are unlikely to join an independence faction if independence would place them next to a stronger ruler who can wage holy war against them.
- Vassals are much more likely to join an independence faction the further their capital is away from their liege's.
* Vassals who have truces with their lords can no longer join Independence, Pretender, Antiking, or Religious factions. Claimants who have truces with the title holder cannot be supported by a Pretender faction.
* Regents are no longer randomly replaced by event, and there is no longer a "Become Regent" ambition. There is, however, now a "Replace Regent" plot, usuable by a ruler's courtiers and councillors when a regent is active.
* There is now also a "Usurp Titles" plot which may be used by a regent upon an adult, incapable ruler. Heirs can execute this plot relatively quickly, others less so, though in either case a lot of plot power is needed (gathered through the support of the ruler's vassals) in order to succeed.
* Faction members will now have an opinion modifier on their leader based on how close their opinions of their liege are.
* The EU4 converter now properly converts generic pagans.
* Corrected a few bad religion conversions in the EU4 converter.
* Fixed a bug that prevented some localisation from loading in the EU4 converter.
* Added missing localisation to some custom nation idea sets for the EU4 converter.
* Fixed 'the Anarchy' bookmark so the English revolt works properly.
* It is now actually possible to form the HRE if the Carolingian Empire was never formed.

3.06.3
* Fixed spying event chain when you choose to immediately reveal your target's affair.
* The AI will fight for claims of spouses and occasionally friends/lovers even if that doesn't mean they'll become vassals afterwards.
* Adjusted the balance in scandinavia in the 769 start (specifically Sjaelland)
* Changed Slesvig's localization to Jylland since that's the proper name for the area the duchy encompasses.
* Changed the Kingdom of Sweden's Norse name to Vilkinaland to differentiate from the duchy of uppland (also because it's historically accurate)
* War during the planning stages of a feast will now properly cancel the feast.
* Elective Gavelkind is now open to non tribals.
* Removal of an antipope via the Antiking CB or the Depose Antipope CB now works normally.
* Tournaments and furusiyya cleaned up to work via triggers, similarly to feasts.
* Tournament 1st/2nd/3rd place events now influenced by personal combat rating as well as martial rating.
* Kemetic, Jewish and Zoroastrian "restore religious head" decisions will now promote the holder of a holy site within the restorer's realm (if available - otherwise another random priest will be promoted), to ensure that the religious head has land and can declare Great Holy Wars if otherwise available.
* Revamped adventurer code so they choose destinations a bit more realistically.
* Spouses of rulers are no longer eligible to become adventurers.
* Adventurers will no longer leave children and/or spouses behind as they move from court to court.
* Religion heads will no longer confront themselves over heresies in their own provinces.
* Holmgangs will now only have one possible outcome (previously you could get up to three if the defender had a much higher Combat Rating).
* Exapanded conversion of norse culture to include consideration of top liege culture.
* Norse characters will now be able to convert to any post-norse culture in their realm, and will only see one decision for it.
* Expanded eligible group of tribal courtiers who can initiate the temple-building chain.
* AI tribal rulers will now employ a priest, if they don't have one within their court (to enable the temple-building chain).
* Fixed some opinion modifiers being improperly applied during faction meetings.
* Giving titles to unlanded courtiers who are not of the ruler's dynasty or close relatives results in ALL factions being slightly displeased.
* Reformed pagans may now proseyletize to non-reformed pagan rulers, just as non-pagans can. Tweaked AI logic on reacting to missionaries.
* Removed 'Free Family' CB, since there's now a hard-coded exception to declaring war on anyone who holds close family members anyway.
* Non-inheriting eldest (and eligible, according to the gender law) children of a Tanist ruler will now get a Strong claim to the title.
* Non-inheriting eldest (and eligible, according to the gender law) children of a Feudal Elective ruler will be more likely to be supported as claimants by the AI.
* Pretenders to Feudal Elective titles will gain Weak, non-inheritable claims to the title upon the ruler's death.
* Implemented divorce mechanic for use by the AI.

3.06.2
* Become King ambition no longer selectable when a vassal (was already invalidated on selection if not independent).
* Spying via the Way of Life decision no longer reveals a lover who is the target's wife or consort.
* Added additional check so guests of feasts do not have their flags cleared before the feast is actually over.
* Court members will no longer auto-marry members of their liege's dynasty.
* Cleaned up feast events to make them mostly work from triggers instead of slowing down the system.
* Tweaked feast events:
-duels are now available to women with martial lady traits
-female and homosexual feast hosts can now seduce feast guests (married or not)
-single and homosexual feast guests can now seduce other guests (married or not)
-possible to become lovers as a result of a successful seduction at a feast
-tweaked chances of triggering and success for seductions at feast
* You may now invite members of the target's court to join a Fabricate Treason plot (when used against a vassal).
* Added tooltips for the factions so it's clear what raises and lowers their moods.
* The "Settle Tribe" job for a tribal ruler's Steward now has the chance to begin city construction if the county is already of the ruler's culture.
* Duchy of Aland added to the technology list.
* Fixed the event chain where adventurers are taken captive and offered to their target for ransom.
* Seduction, Scholarship, and Theology focus are also lost when the ruler is a prisoner.
* The HRE should not lose de jure land any longer after the fall of the Carolingian Empire.
* Pagan wards no longer care whether guardian takes prisoners/makes sacrifices after sieges.
* Lowered tribal building costs for market village and tribal hillfort.
* Other factions get a little jealous when you grant a landed title to the member of a different faction.
* Events/decisions which are supposed to be tied to geographical regions will no longer fail to work if the province de jure drifts to a different kingdom title.
* Vassals will no longer ask to replace your councillors during a rebellion.
* Moved Majesty's demesne size bonus to Legalism instead.
* Added a number of law prerequisites into Legalism tech.
* Changed Norse culture conversion events to happen a bit more quickly.
* Limited spread of Outremer culture to the Levant and the Middle East.
* All reformed pagan religion heads are now granted to the player in the same manner as the Norse were.

3.06.1
* The AI will now only use pagan subjugation on neighboring (or very close) territories.
* The AI will now be willing to press antipope claims on the Papacy even if the antipope is not of the ruler's dynasty.
* Moved the county of Sudermanland to the duchy of Uppland to solidify a king of Sweden's power a little
* Increased the holding count of Akershus, Bergenshus, and Trondelag so Norway is no longer just a tasty snack for Sweden or Denmark to munch on
* Moved Norway's capital to Trondelag
* Being caught murdering someone will now give an extra level of Dishonourable (for a total of 2, which wear off at the usual speed) instead of vanilla's permanent "Known Murderer" modifier.
* Factions in the HRE are more disapproving of Crown Authority, and more likely to demand it be reduced.
* The descriptions of Autonomous Vassals and Low Crown Authority now contain a note that Kingdom and Empire de jure claims cannot be made.
* Faction vote results will now display the vote of the player.
* Ruler name has been added to the faction mood tooltips, so they make sense (particularly in the CB code).
* The 'support our liege' faction result now states that prestige is being transferred to the liege, so it's not confusing.
* Revolts that stem from failed imprisonment will no longer be rendered invalid.

3.06.0
* Major revision to the faction system:
* There are now four main factions:
Court (vassals who push for autonomy and recognition)
Prosperity (vassals who are interested in wealth and peace)
Glory (vassals who are interested in prestige and war)
Tradition (vassals who are interested in piety and religion)
* Vassals can join all four factions, but will be drawn to some based on their traits and relations with the faction leader
* Faction leaders have a diplo decision to 'Recruit Faction Member' for any vassal not part of their faction
* Faction members have a diplo decision to 'Court Faction Member' for any other member of their faction
* Faction members sometimes have disputes with disliked faction leaders, which can end in them leaving the faction
* Chancellors have a new 'Negotiate With Faction' result on their Improve Relations job, if they are on the province of a faction leader
* Spymasters have a new 'Undermine Faction Member' result on their Uncover Plots job, if they are on the province of a faction member
* Upon a faction meeting being called, members have the option to call for a vote of no confidence before the meeting can begin
* Factions have a wider variety of things they can demand when they're unhappy, including reversion to an old succession law or surrendering a county to a faction member
* 'Faction Mood' is no longer abstracted -- it is based directly on the prevailing opinion of faction members towards their liege
* When a faction rebellion is defeated, rebels are banned from joining ANY faction for five years
* Tooltips only indicate a change in faction mood when the liege actually has that faction existing
* Actions that change faction opinions now last five years, rather than until the annual faction maintenance
* Factions are pleased when you give a title to a member of their faction
* Faction rebellions now properly remove the Loyalist trait upon the war ending, and the "reward your allies" event should properly fire
* Lieges now get an opinion bonus towards Loyalist vassals, as well as the reverse, for the duration of the war
* Factions are no longer called into a Separatist war
* Pretender faction leaders have a diplo decision to 'Ask to Support Pretender' for any fellow vassal, to get them to support your chosen pretender
* There is now a "Religious Faction" which can form if a vassal is part of the liege's religion group but not the same religion (meaning they are either a heretic or the parent religion). If the faction grows powerful enough, it will demand that the liege convert or will start an overthrow war -- and if that war is successful, the liege will be replaced by an heir/pretender/claimant of the faction's religion or by the faction leader.
* band-aid fix to prevent Carolingian Empire/Holy Roman Empire from gaining de jure territories before they have ever been formed
* fix to France becoming de jure e_france again after the fall of the Carolingian Empire
* fix to prevent carousing from cancelling for "no guests" when invitees have accepted.
* fix to allow the Restless Sidhe modifier to go away from provinces no longer held by Celtic Pagans or Tuatha
* Upped the impact diseases have on the provinces they infect ( effects against charaters remains unchanged)
* Pagan Subjugation CB no longer restricted to neighbors (still restricted to targets in the de jure kingdom of your capital, though)
* Egyptian, Levantine and Bedouin cultures now properly convert in the EU4 Converter
* Several omitted & incorrect provinces have been addressed in the EU4 converter
* Added "the Jailer" for rulers who enjoy having a rather populated prison
* Centralization law removed -- Vassal limits and demesne size modifiers moved to Crown Authority (+12 vassal size at minimum CA with -3 per level down to 0 at max, +0 demesne size at minimum CA with +1 per level up to +4 at max)
* Majesty conveys a bonus to demesne size, with +1 at tech level 2, +2 at tech level 4, +3 at tech level 6 and +4 at tech level 8
* Customs techs now convey a levy bonus as well as a tax bonus
* Adjusted de jure land in and around finland
* Unreformed pagans can now convert to feudalism/republicanism
* Titles that are invalid due to the Charlemagne DLC being active will now reflect that in the tooltip

3.05.7
* compatch for patch 2.3.2
* e_roman_empire no longer switches to Open Elective upon succession.
* Vodi county moved to de jure Estonia
* Anhalt county moved to de jure Saxony, made capital of duchy and kingdom
* Restored culture group limitations to the independence faction code, now that it's fixed

3.5.6
* Primary title's succession laws are no longer automatically copied to lower titles. Succession laws must be changed on a per-title basis, as in vanilla.
* If vote to change Feudal Elective or Tanistry succession fails, half the prestige spent is regained.
* Setup changed at the Charlemagne start:
- West Francia is named Neustria
- Middle Francia is named Austrasia, and extends well into central Germany
- Saxony and Bavaria are both de jure kingdoms
- East Francia does not exist
* The formation of the Carolingian Empire has changed: the ruler must have control of Neustria and Austrasia and either they must control Bavaria and Saxony or control those duchies and their kingdom titles do not exist. Once the Carolingian Empire has formed, West Francia and Middle Francia will be renamed and de jure East Francia will be formed.
* There is no need to pay to form the Carolingian Empire if the ruler is already the Frankish emperor.
* Forming the Carolingian Empire makes the ruler Exalted if they are not already.
* Any Karling king or emperor has a Manifest Destiny CB to take non-Karling lands in Neustria, Austrasia, Saxony or Bavaria which are ruled by someone of the same religion. If they become Exalted, this extends to Frisia, Italy, Burgundy, and Aquitaine. The CB no longer exists after the HRE is formed.
* Made the AI becoming a heretic through the Theology focus much less common.
* Fixed some incorrectly labelled England ties
* Castle,City and Temple infrastructure techs no longer provide tax bonuses and moved them to the Noble,Popular and Religious Customs techs. Noble, Popular and Religious Customs tech no longer provide a small opinion bonus.

3.5.5
* Incapable and infirm characters should no longer be able to compete in the tournament.
* Byzantine emperor in the CM bookmark should now start with the proper coronated trait and flags, so setup will work properly.
* Byzantium no longer gets the "Sicily Regained" event in the CM bookmark start.
* Fixed "Little Queen of Sheba" bookmark.
* Seduction chance of success now takes into account the target's feelings for their current spouse/lover (if any) rather than just their opinion of the seducer.
* A successfully seduced target who is not lustful, a hedonist, or deceitful will break up with their previous lover.
* Fixed the "Break Up" decision to work properly.
* Successful "overthrow ruler" rebellion now has proper results if overthrown ruler is a child.
* Expelling the jews now removes "sympathy judaism" trait. The AI will not use the decision if they have the trait.
* Welcoming the jews back into your lands now may add the "sympathy judaism" trait. It will remove the zealous trait, if you have it.
* Pagan Subjugation CB now properly fulfills the Win a War ambition.
* Viceroys will attempt to pass on their wealth (and debts) to a relative rather than onto their liege.
* Mending the Schism is now far more likely to convert enough provinces so that it isn't automatically reversed a month later.
* Abdication and Disinheritance are now easier for the player to take, with restrictions mostly moved to AI use.
* Fixed too-long Chronicle entries which could cause a save game to break.
* Rulers inheriting a new primary title (Duchy or above) from distant relatives (or usurping such a title from any member of their dynasty) now have a choice to form a new dynasty as a cadet of the previous one. Players get this choice if the title they inherit/usurp is higher than any title they previously held.

3.5.4
* For any Shattered World, ancient religions start the inheritance law rules regarding non-gender type inheritance has been relaxed to be the same as any non-tribal Christian in a regular game
* Italian Reconquest chain should no longer fire for the "Ancient Religions" Shattered Realm start
* Revamped the process by which someone can convert to a pagan (or ancient) religion. Taking the Scholarship focus will eventually prompt a "pursue ancient knowledge" event -- and, if you take it, will start a chain that can ultimately result in you gaining the cynical, mystic and/or sympathy traits...all of which are requirements for the conversion. If you don't have the Way of Life DLC, a "Seek Ancient Knowledge" decision is available to start the chain off instead.
* Separated County Conquest CB back into pagan and muslim versions. Pagan version once again has the religious authority gain/loss associated.
* Fixed crash bug on the Byzantine Empire turning into the Latin Empire.
* Byzantine Empire's flag made historically accurate

3.5.3
* Unreformed Pagans can once again declare conquests on rulers outside of their religion group
* Added properly changing CoAs for various English titles for bookmarks (mostly between Norman and Saxon), courtesy of Polskers
* Added in Afghan cultural retinues
* Restored kidnap plot
* Restored seduce plot to non-playable characters (or by those who don't have the Way of Life DLC)
* Added a small chance for a non-homosexual seduced by a homosexual to gain the homosexual trait
* Altered the "Spy On" decision available through the Way of Life DLC. It now has the following possible effects:
- it can discover plots
- if your target is also the target of your plot (or a plot you support), your plot can get extra Plot Power and will trigger more quickly
- if your target has a "real father", you can discover this and either blackmail the father or reveal the truth
- if your target has a lover, you can discover this and either blackmail either party or reveal the truth
- you can enflame a rivalry between two rulers who don't like each other
- you can reduce relations between a character and their liege
- you can spread rumors about your target
(in other words, no more free murder/kidnap/fabricate treason actions)
* Activated the kingdom versions of the later Stem Duchy titles from start so they can be formed by the player (since the holders of those duchies can't use the "new kingdom" decision)
* Creating an Empire level title should now properly require holding three kingdom level titles in addition to the holding requirement

3.5.2
* Custom Ruler DLC characters can now use the Shattered Realm decision
* Regular factions can once again be formed by the AI
* Changed War focus name to Combat since it makes far more sense.
* Fixed issue blocking some rivers from being traversed in early bookmarks
* Certain traits now effect the MTTH of Chancellor actions.
* Kingdoms created by the CM decision now brought closer inline with regular titular kingdoms

3.5.1
* Updated for WoL and 2.3
* Eu4 Converter should be functional
* Revised AI creation/joining factors for the independence faction (to compensate for culture_group bug)
* AI independence factions will no longer make demands within the first two years of the game
* Fixed transfer of prisoners in post-siege event
* Fixed Charlemagne Widukind events to take into account the Germanic religion
* Fixed Great Holy Wars from sometimes not taking land on victory
* Fixed Technology tooltips to show correct tech needed for buildings
* Removed the "Unreformed Pagan Economy" modifier
* Mongol Hordes should once again prefer to go a more historical direction when conquering
* Added AI weighting to the Holy War CB, modifying the chances the AI will use it dependant on traits
* Changed Frankish kingdoms to be creatible by the Old Frankish culture
* Changed Viking Prepared Invasion CB to require 12-50 holdings in the target kingdom (instead of 10-40)
* Event for Jylland's Prepared Invasion of Mercia now checks to ensure Mercia (or Wessex) is a valid invasion target before firing
* Changed the requirements for forming new kingdoms/empires (via the Charlemagne decision): they are more in line with forming regular titles, requiring a minimum of three lower-tier titles, but also have a hefty prestige cost.
* Reduced frequency of AI both choosing the Seduction focus as well as reduced frequency/chance of them selecting someone to seduce.
* Someone can only be seduced if they are in the same realm or relatively close to the seducer.
* Someone of the same sex, but who is not a homosexual, can be seduced by a homosexual. Their chances of success are much reduced, however, and the target cannot be made a lover.
* Overall chances of succeeding at seduction are somewhat reduced. After two rebuffs (three if you're a seducer/seductress) you cannot continue the attempt any longer.
* There is a cooldown period of one year between seductions before it can be attempted again.
* Fixed Lotharingia's capital to actually be in Lotharingia
* Shattered Realm has made its return, albeit in a different format. It is now a decision that can be enacted in the first week by players allowing creation of a randomly generated world with the option of counts, dukes or kings and standard or ancient religions
* Removed ability to ask the Pope for money, just because.

3.04.2
* Changed Norse Religion to Nordic, Saxon to Germanic
* Fix for supply limits. Added in a base supply limit boast along with a tweak to the prosperity supply limits since adding them to buildings had no effect.
* Removed requirement to be king tier from "Create Israel" decision.
* Added tooltip for creating the k_israel title to note that it must have already been created via the decision.
* Re-enabled the Frankish Empire creation if Charlemagne DLC is active.
* "Create the Carolingian Empire" decision now allows for vassals to be kings of Germany/France/Lotharingia, if the ruler is the Frankish emperor.
* Themata system for Byzantine Empire now works if emperor is Hellenic or an Orthodox heretic.
* The Byzantinue-specific coronation now only applies if emperor is Orthodox and not the Ecumenical Patriarch. Under any other circumstance, the regular coronation system applies -- but the emperor will gain the Weak Basileus or Strong Basileus trait as per normal (as opposed to the Crowned trait). In that case, the decision on which one is made by the AI rather than the Ecumenical Patriarch.
* Fix to the inability to raise tribal organization to maximum
* Opened up regular feast events to more pagan religions which don't already have their own feasts
* Added in more Jewish,Nubian and Indian Retinues
* Removed more duplicate charaters
* Corrected Seduce plot from a murder plot to an intrigue

3.04.1
* Made the zoroastrian heresies properly hidden like the others
* Fixed maintenance event so it takes feudal elective into account and doesn't switch rulers over to something else
* Kipchaks switched to Elective Gavelkind from Tanistry
* AI ambition success results no longer show timer modifier being removed
* Standardized the Charlemagne "Create Empire" and "Create Kingdom" decisions to be in-line with standard CK2+ costs
* Opened up regular coronation decision to non-Orthodox rulers of the Byzantine Empire
* Fixed seniority succession for merchant republic non-primary titles
* Tribal invasion CB no longer available to reformed pagans who are not part of a horde culture
* The 5-year restriction on Holy Wars no longer applies if you hold the targeted Duchy title or are its de jure liege. There is a text notification that tells you whether the timer will apply or not.
* Fixed temple-building event so it properly only scopes to provinces without existing temples.
* Kama now has a severe winter.
* Changed a number of provinces in Eastern Europe to tribal or to stay tribal longer.
* The Pagan Subjugation CB may now only be used against targets that are de jure part of the same kingdom as your capital. It may only be used by rulers of king tier if they hold the kingdom title being subjugated. Having the "Become a King" ambition once again allows a ruler to use the CB more than once in their lifetime, and there is a tooltip which explains this.
* Increased Muslim decadence gain and reduced low-decadence troop morale bonus
* Added prestige costs to raising tribal organization (half of the prestige requirement for the same level of crown authority, as an actual cost)
* Fixed a number of Egyptian pagan decision icons/event pictures
* Rescaled some of the initial buildings at game start, particularly for temples
* Indian players are now assigned an appropriate starting caste by the startup event
* The "Raise Tribal Army" decision now scales the resulting army based on your own maximum levies (minimum of 500, maximum of 2500), and may only be used once per month
* Independent holy orders/mercenaries who are barons no longer become vassalized to the province owner
* Courtiers of diplomacy 7+ may now attempt to convert fellow courtiers of a different religion (previously only heretics could do this). Those of a minority religion are far less likely to accept. Courtiers may only report the attempt to their liege if their intrigue is 7+ and higher than the intrigue of the converting courtier. A timer modifier is also applied so attempts cannot be spammed against the same character.
* Added in Visigoth Retinues and Cultural Buildings
* Corrected Saintonge from ocean to plains terrain
* Adjusted the way supply limits work. Certain building types and province prosperity now add to supply limit as well as high level trade post buildings
* Boosted the initial strength of the Hungarians in the Old Gods scenario.
* Added some extra checks onto the claim adventurer events to prevent them from multi-firing.
* Folded in the converter module, doesn't work yet due to issues on paradox's side.

3.04
* The Byzantine Empire must deal with 'imperial decadence', which reduces levies, taxes, and army morale...and which gets worse as the years pass. Each new emperor that takes the throne increases the decadence value, and when they're coronated the Ecumenical Patriarch decides whether they're worthy of being a 'strong basileus' or not. If they are, the decadence gets reduced, and the emperor can increase CA past low. If not, the emperor can gain the 'strong basileus' trait and also reduce their overall decadence by winning wars and gaining prestige. If the empire loses wars, their decadence will occur more rapidly.
* Arabic cultures should now have the proper settlement gfx
* Coronations now apply to titular kings/emperors as well
* Pressing claims on behalf of vassals for independent, non-de jure titles now does not result in them leaving the realm if the title is the same tier as the one they already have--it must be higher
* Added ambition for adult bastards to become legitimized--this will spawn an event, which replaces the vanilla event for being asked to legitimize a bastard. Upon the event, the bastard can be refused, can be bought off by granting them a manor (if they aren't a ruler and don't already have one), or can be legitimized.
* Bastards who would have inherited had they been legitimate will receive an event upon their younger sibling inheriting, and have the option to make a claim on the title. Vassals who like the bastard more than you may support him (an opinion bonus). If the bastard is in your court, you have the option to imprison them.
* Unknown bastards (bastard children to married mothers whose husbands thought the child was theirs) have a chance of suspecting the truth come adulthood, and may decide to approach their real father and demand to know the truth. Their real father can deny it or tell them, which will turn them into a regular bastard. They may ask to be legitimized at that time, as well.
* The Pope will single out empires who pass free investiture before it will single out kingdoms.
* Revised the way estates are dealt with upon death. One rank of estates is handed out to each legitimate son, in order of age--as cash if they are already rulers or have the maximum estates. If there are any ranks of estates remaining afterwards, they are converted into cash in order to be given to the heir.
* The Pagan/Muslim Count Conquest CB no longer adds the 5-year timer unless the user isn't victorious (either loss or white peace will add the timer).
* Pagan Subjugation CB re-added, though it can only be used once per ruler's lifetime (the Become King ambition does not ignore this). It may also only be used on neighboring realms.
* The Magyar invasion of Hungary in the 867 bookmark now properly awards prestige and wealth to the Magyar ruler upon victory. Once the Magyar ruler has distributed enough titles, many (but not all) of the event troops will vanish--"settling down" into their new homes and turning the provinces Hungarian. This will also remove the "Recently Conquered" modifier on those holdings and refill their levies. They do not get new event troops.
* The decisions to automate the handing out of baronies and counties has been revised and made more user-friendly. It now begins with a decision that explains the system. Your marshal can be moved to provinces which can be flagged to keep, and you can elect to flag only the capital holding or all holdings in the province. The decision to distribute holdings will now tell you which holdings you will be keeping. The automation now works for all gender laws, and religions assign priests of the appropriate gender and education. There is also a decision to clear the other automation decisions from your list (you can re-access it later).
* Characters with 12+ intrigue may now go into hiding/send family members into hiding during a siege for free.
* The siege events now use the new "In Hiding" trait, rather than a modifier, and there is a decision to bring everyone out of hiding once the war is over.
* Factions may now demand a reduction in tribal organization.
* Fixed tribal invasion CB -- should now work normally.
* Vassals will now react to the creation of an Antipope, either declaring support for the liege or support for the true Pope. This affects their relations with both. Those who have declared support for the true Pope are now much more attracted to the Antiking faction.
* Increased AI determination to use Restore Papacy and Depose Antipope CB's, particularly if they are zealous.
* Claimant adventurer revamp: Claimant adventurers (adventurers raising forces to take titles they have claims to) now work very differently. If they are part of the top liege's realm, they will leave immediately. They will then tour around to various independent realms, trying to campaign for suppport (coin) for their cause. Rulers may turn them away or might even take them prisoner and offer them to the targeted ruler for ransom. If they gather enough coin within three years, they will hire the force to begin the war. The size of the force depends on how much money they've raised, as well as their personal stats, and will disappear a few years after peace is attained.
* Norse religion icon replaced with the valknut.
* Added the Jus Uxoris mini-mod: it is now possible for husbands to usurp the titles of less-capable wives for titles with Gavelkind, Seniority or Primogeniture succession--provided the husband is himself capable and of an appropriate culture/religion. This uses a plot, and once enough support is gained it spawns an event chain where the wife may try to seek help from a relative or friend--failing that, the husband will take their titles. Note that these titles cannot be given away to anyone other than children, or the wife will re-inherit. Also, if no living sons exist by the time either the wife or husband dies, the titles revert (yes, even to the wife if she dies, thus passing to her heir instead of the husband's). The titles also revert to the wife if they divorce.
* Turned mood faction events into notification-only, for now.
* Fixed bankruptcy events sometimes firing for players when they take over an AI character.
* Tribal rulers (who cannot build holdings) will occasionally have priest courtiers {particularly zealous and/or ambitious ones) and the same culture/religion set out to build a temple in a province that doesn't already have one, which is also of the same culture/religion, and which has space available. This can take anywhere up to 20 years, depending on how much money the courtier has, and they may encounter problems along the way which will require the ruler to bail them out or the project fails (unless they have their own coin to cover it). Should they die or otherwise abandon their quest, it's possible for the ruler to put another in his place so long as he has sufficient coin and a priest available.

3.03.1
* Steam Workshop upload
* Non-feudal kingdoms can now change CA again
* Fixed the Crowned and Uncrowned trait icons for Linux systems
* Added some random dynasties for the proto-Russian and Arberian cultures
* Upon reforming the Roman Empire, the emperor can change to Roman culture after ruling for 5 years
* Children no longer engage in the Hellenic cults

3.03
* Pretender factions now issue an ultimatum to the ruler rather than instantly declaring war.
* In a pretender war, the other vassals are individually asked to support the claimant rather than it being up to the faction leaders.
* The AI will not start a pretender war until it is at least at 75% faction strength, but now does not require any additional supporters if it has enough strength on its own.
* Jewish refugees should be slightly more reliable in their appearance.
* Fixed dynasties for Sardinian and Galloway rulers.
* Switched the locations of Tregor and Porhoet.
* Navarra now begins the game as Pamplona, switching to Navarra in 1076 (there is an event to switch the name in-game).
* Players may now choose to voluntarily call faction meetings without waiting for the event to prompt it.
* Restored the proper faction icons.
* Rewards to supporters after a civil war now specifically only penalize rulers who opposed the rulers or those who consciously elected to remain neutral -- not those who did not get a chance to decide (because they were imprisoned or incapable) or who otherwise did not receive the choice event. Penalties for those who remained neutral are roughly half the penalties applied to those who opposed the ruler.
* Added a Treaty of Meerssen event chain, should the Carolingian emperor inherit both Lotharingia and Burgundy. The rulers of West Francia and East Francia will demand a redistribution of the lands.
* After the Carolingian Empire's dissolution, the ruler of East Francia receives an Carolingian Reconquest CB on the HRE's de jure territory, provided they control less than 100 provinces.
* Added a maintenance event to remove the patron deities from those who convert away from hinduism
* All non-tribal kings and emperors are now "uncrowned" prior to holding a coronation event -- whereupon they become "crowned" (or "crowned by the pope", in the case of the HRE and Carolingian Empire) and are able to change crown laws. Being uncrowned also means their title can still be claimed via weak claims, even if they're an adult male. The coronation event is an event chain in itself, starting with invitations to the event (which go out to those in the realm as well as allies and neighboring rulers of your religion) as well as a great feast that follows.
* Fixed "Weaken Fellow Vassal" plot so the results do not break when your liege is not also your top liege.
* Fixed crash bug caused by AI-led angry faction being strong enough to present demands to the liege, but having no valid demands, and ending up in a loop.
* Tweaked calculations for vassals separating from the Carolingian Empire. Also changed requirements for forming the HRE: it cannot be the former emperor, and they must have either 100 provinces or 10 East Francia duchies.
* Kings and emperors who have 3 or more king titles in a low Crown Authority realm may get a duke demanding one of the titles be turned over to them. This only occurs when the king or emperor has not yet been coronated, is incapable, or is the prisoner of that duke. The king/emperor has the option of turning the title over to a random child, pretender, or claimant instead. If the title is turned over, the king/emperor will retain only a weak claim on it.

3.02.0
* expanded Carolingian Empire in 867 to its actual borders
* whenever the Carolingian title changes hands, provided it's at low or no CA, there's a chance that disaffected vassals will declare independence. They are less likely to do so if closely related to the new emperor or of the same dynasty. If the resulting empire becomes too small, then the Carolingian Empire disbands and the title becomes inactive -- opening up creation of the HRE.
* restored the king titles of Lotharingia, Italy, and Burgundy for the 867 start, which weren't being used
* added setup event for Carolingian Empire in 867 to simulate the rivalries between the kings in the empire
* made Sardinia its own de jure kingdom separate from Italy
* added an austerity system for the AI, so under certain conditions (has a loan, at war with a stronger enemy, has a king or duchy title they are eligible to form) they will be restricted from spending money on lesser expenses like buildings or events; when the AI is saving up, they will hit up vassals for money in the same manner as if they were bankrupt; the AI will now only take loans if they are at war with someone who has a higher title, any of their realm provinces are occupied, they are at negative wealth, or they are saving up for an important expense
* updated pardon decision so it properly removes all execute/imprison opinion modifiers
* added proto-Russian cultures into 867 bookmark provinces
* hopefully found instances where a character could become their own lover and removed them
* added chances for children to be born barren or with lower fertility, and to possibly gain that after illness or childbirth -- this is hidden from view. Women who are married and barren may have an event appear where they suspect they are barren, and can attempt to do something about it (with some degree of risk). Their husbands may later realize they are barren.
* hid the removal of the "currently busy" modifier when events end
* fixed the AI ambition timer so the player doesn't see it displayed
* only adults will approach you to train your daughtnow now, and preference is given to relatives and allies
* when k_france and k_aquitaine are held by the same person, and event can now fire that unites both kingdoms under de jure k_france
* fixed the voting on succession law changes so it now actually complies with tanistry law
* made it easier for the AI to form Norway, Denmark, Sweden, Ireland, and England
* fixed the bugged application of opinion modifiers to one's liege
* succession laws should no longer sometimes revert after the ruler's death
* fixed the event which called on Catholics to defend the Pope -- so they only receive the event when the Pope is at war with a Catholic ruler
* fixed some of the dynasty coat of arms which were showing as the wrong type
* fixed empires being called "Empire of X Empire"
* fixed event when moneylenders come to collect the loan so higher-level loans can actually be repaid
* greatly reduced chance of Pope granting an excommunication via the diplomacy interaction
* revised the siege imprisonment event for non-pagans to look better, and to also provide a chance for wounding the targets
* players may now choose to keep their old culture when the melting pot event occurs
* default succession for basque culture changed to agnatic-cognatic -- basque women may, however, become chancellors, stewards, and spymasters so long as their lord's succession is not agnatic
* basque women with weak claims can have their claim enforced on a title under the Kingdom of Nevarra even if the current ruler is not a woman or has a regent
* norse pagan women may lead armies and become marshals if they possess the shield maiden trait
* revision to faction system:
- faction meetings and pretender/separatist ultimatums no longer performed when the faction leader is at war
- baron-tier vassals now permitted to join factions if they are feudal or possess more than one barony title--they may not create factions, however
- a ruler cannot lead a faction if there is a higher-tiered ruler also in the faction, not unless that ruler has previously been removed from leadership
- faction votes are not equal: baron-tier faction members get 1 vote, count-tier faction members get 2 votes, duke-tier faction members get 4 votes, king-tier faction members get 8 votes
- non-aligned rulers can no longer join a rebellion if they are imprisoned or incapable
- fixed a bug so the system will better properly evaluate the rebel power potential of factions

3.01.0
* fixed Hellenic consorts
* fixed female Hellenic priest portraits
* fixed Jewish religious icons
* fixed text error for loan events
* fixed several plots so they can actually succeed
* fixed bug in Faction Overthrow Ruler CB
* fixed CTD caused by Hungarian and East-Slavic retinues
* corrected Celtic Pagan description so it states the player is locked into Tanistry
* removed RoI version of decisions to change culture/religion to capital's culture/religion
* changed the "You can Press a ducal de jure claim" text on the popup notification icon so it now explicitly states this may only be done with same-religion targets
* altered the "Change Nickname" ambition to "Remove Nickname" -- it now spawns an event in which you have options to lose your nickname, which may not always succeed. Once successful, you lose your nickname and may get another one later in the normal fashion
* added events related to lifestyles which will push you more towards one or another, and prevents the player from being locked out of lifestyles they might otherwise qualify for
* AI now aborts ambitions after five years of no success
* objections to non-pagan girls being raised with martial training now applies to all girls of the liege's dynasty
* rulers who re-inherit after being forced to abdicate by internal rebellion will now receive an ultimatum from any surviving rebels to step down or face war
* added new post-siege event for unreformed pagans, with different capture results -- they are restricted from the regular post-siege event unless attacking members of the same religion
* added e_karling as the Carolingian Empire in the 867 start
* added new event chain for the Carolingian Empire to dissolve if a non-Karling assumes the emperor position
* added new event chain for a ruler who holds k_germany to form the HRE after the Carolingian Empire dissolves
* Artois moved to de jure France
* Duchy of Holstein removed from the game and its counties distributed to neighboring duchies
* Fixed history file that had Otto I being king of Germany well before he was born
* Made German dukes in 867 the vassals of the German king, rather than the emperor
* Fixed Meironydd port location

3.0.0
re-wrote everything

Credits:
Current Team:
schwarherz - Project Lead
Rylock - Code Wizard
Fall of Stars - Coder/Bug Fixer
Kalista - Official Bug Tester
Zeress - Advisor

Started By:
Wiz
Note: Wiz is in no way involved with the mod currently.

Included Mods:
- Patrum Scuta
- All the Way to Timbuktu
- Syren's Nicknames Mod
- Council Shuffling Mod
- HRE Revised Coronation Mod
- Offer You Can't Refuse
- Millennium
- Additional Objectives 2.0
- Sniggle's Bookmarks
- Flavourful Titular Titles
- Mazdayasna Zarathushtrish
- Catholics can Mend the Great Schism!
- Ancient Religions
- Dungeons and Sieges
- Deus Vult Europa Divisa
- Old NBRT+ by EOOQE
- England Flag Changing Mod
- Blindfold Instead of Blinded Eyes
- Various Micro Mods
- Papal Forces
- Jus Uxoris
- Heretic Pride
- New Duel Engine
 
Last edited:
  • 2
Reactions:

schwarherz

CKPlus Triumvirate
77 Badges
Jun 3, 2012
2.031
587
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • PDXCon 2017 Awards Winner
  • Shadowrun Returns
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
Last edited:

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
Aaah! Does that means it's out already? Horray!
 

Tabris01

Za Ra
75 Badges
Jan 14, 2011
1.159
308
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
  • Victoria 2
Oh, I love you, guys :D
 

Tabris01

Za Ra
75 Badges
Jan 14, 2011
1.159
308
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Necroids
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
  • Victoria 2
You have forgotten to include Baden into the HRE in ToG bookmark
 
Last edited:

loup99

Godogost of Armorica
78 Badges
Jan 22, 2013
16.589
6.380
  • Crusader Kings III
  • Europa Universalis IV
  • Warlock 2: The Exiled
  • 500k Club
  • Pride of Nations
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings Complete
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • For The Glory
  • Hearts of Iron III
  • March of the Eagles
  • Rome Gold
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
Great work!
 

zeress

Retired CK2+ Dev
67 Badges
Mar 4, 2012
2.359
650
  • PDXCon 2017 Awards Winner
Awesome... I've been waiting for this... Any idea when it will be converter compatible?

No update for that until Art of War is out, as that brings map changes and incompatibility for EU4
 

schwarherz

CKPlus Triumvirate
77 Badges
Jun 3, 2012
2.031
587
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • PDXCon 2017 Awards Winner
  • Shadowrun Returns
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
You people are no good for my ego lol
 

MistMage

Second Lieutenant
99 Badges
Dec 30, 2008
116
67
  • Crusader Kings II
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Rome Gold
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Cities in Motion 2
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Snowfall
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Stellaris: Galaxy Edition
  • Magicka 2
  • Humble Paradox Bundle
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Rights of Man
  • 200k Club
  • War of the Roses
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Wait what, it's already finished? Wasn't expecting that. Nice. Will fire it up next week and maybe a bit this weekend.
 
Status
Not open for further replies.