Whats the largest number of provinces anyone has had as their core in their kingdom? ie. personally control.
Over 30 as BYZA++ (BYZA, SERB, GEOR, NAPL, etc.), but not with 100% efficiency. Otherwise it is around 20 in the 14th Century as GERM++ (GERM, BURG, ITAL, U017 (Lotharingia), FRAN, U018 (Occitania)), with a prodigy ruler with god-like stats.
I have seen a huge AI realm with a demesne of over 30 provinces in the (Italian-based) Republic of Germany+ (GERM, HUNG, CROA), which wrested the German crown from the demented Von Frankens (BURG and based in north Germany -- ITAL disappeared). I've also seen a similarily huge Archbishopric of Poland++ (Bolislaw took the crown and conquered the Baltic pagans and part of Rus -- POLA, LITH, and I think also BOHE).
In fact this was one of the reasons I wrote an event to break up large republics and bishoprics.
I would be very interested in that event. Is that event part of DVIP? And do you apply it to the pope as well? (Who can be quite a province-hog)
character_event = { # Kill huge non-feudals
id = 23228
picture = "event_death"
trigger = {
condition = { type = ruler }
condition = { type = ai }
condition = { type = not value = { type = form_of_goverment value = feudal } }
condition = { type = not value = { type = stability value = 2 } }
condition = { type = or
condition = { type = age value = 35 }
condition = { type = and
condition = { type = not value = { type = martial value = 12 } }
condition = { type = not value = { type = intrigue value = 10 } }
}
}
condition = { type = not value = { type = trait value = proud } } #marker, see set_laws
condition = { type = or
condition = { type = and
condition = { type = county }
condition = { type = size_of_demesne value = 4 }
}
condition = { type = and
condition = { type = not value = { type = culture value = russian } }
condition = { type = duchy }
condition = { type = num_duke_titles value = 4 }
}
condition = { type = and
condition = { type = culture value = russian }
condition = { type = duchy }
condition = { type = num_duke_titles value = 8 }
}
condition = { type = and
condition = { type = kingdom }
condition = { type = num_king_titles value = 4 }
}
condition = { type = and
condition = { type = duchy }
condition = { type = num_duke_titles value = 2 }
condition = { type = num_count_vassals value = 6 }
}
condition = { type = and
condition = { type = kingdom }
condition = { type = num_king_titles value = 2 }
condition = { type = num_duke_vassals value = 10 }
}
condition = { type = primary_heir
condition = { type = is_alive }
condition = { type = is_vassal }
condition = { type = save_target }
}
}
}
mean_time_to_happen = {
months = 24
modifier = {
condition = { type = num_duke_titles value = 5 }
factor = 0.8
}
modifier = {
condition = { type = num_duke_titles value = 7 }
factor = 0.5
}
modifier = {
condition = { type = num_king_titles value = 5 }
factor = 0.8
}
modifier = {
condition = { type = num_king_titles value = 7 }
factor = 0.5
}
modifier = {
condition = { type = county }
factor = 5
}
modifier = {
condition = { type = duchy }
factor = 2
}
modifier = {
condition = { type = difficulty value = 3 }
condition = { type = not value = { type = difficulty value = 4 } }
factor = 0.95
}
modifier = {
condition = { type = difficulty value = 2 }
condition = { type = not value = { type = difficulty value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = difficulty value = 1 }
condition = { type = not value = { type = difficulty value = 2 } }
factor = 0.8
}
modifier = {
condition = { type = not value = { type = difficulty value = 1 } }
factor = 0.7
}
modifier = {
condition = { type = not value = { type = health value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 7 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 5 } }
factor = 0.9
}
modifier = {
condition = { type = not value = { type = health value = 3 } }
factor = 0.9
}
modifier = {
condition = { type = stability value = 0 }
condition = { type = not value = { type = stability value = 1 } }
factor = 0.9
}
modifier = {
condition = { type = stability value = -2 }
condition = { type = not value = { type = stability value = 0 } }
factor = 0.8
}
modifier = {
condition = { type = stability value = -3 }
condition = { type = not value = { type = stability value = -2 } }
factor = 0.7
}
}
action_a = {#Heir: semisalic gavelkind law
ai_chance = 50
modifier = {
condition = { type = has_target }
factor = 2
}
effect = { type = set_law value = salic_gavelkind_law }
effect = { type = health value = -50 } #Kill 'em
effect = { type = add_trait value = proud } #Marker
}
action_b = {#No heirs: realm duress and badboy
ai_chance = 50
effect = { type = add_trait value = realm_duress }
effect = { type = add_trait for = worst_vassal value = rebellious }
effect = { type = add_trait for = random_vassal value = rebellious }
effect = { type = add_trait for = random_vassal value = rebellious }
effect = { type = add_trait for = random_vassal value = rebellious }
effect = { type = add_trait value = proud } #Marker
}
}