• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

CFH1985

Second Lieutenant
26 Badges
Mar 6, 2018
113
7
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • 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
  • Crusader Kings II: Charlemagne
Steam workshop

CFH Modules +

Currently 4 active modules, controlled via game rules
  • Slavery
    • Slavery Laws
      • Illegal
      • Thralls
        • only 1 at a time
        • Enthrall & release through character decision
        • Children of thralls are born free
        • Must be imprisoned, lowborn and not a ruler
      • Lowborn slaves. Also allows to capturing slaves en-mass (for slave pen buildings)
        • Enslave & release through character decision
        • Children are born slaves
        • Must be imprisoned, lowborn and not a ruler
        • Capture slaves after successful siege (not characters)
          • Character capturing slaves will be paid for them
          • Province must have different religion and culture to attacker
          • Captured slaves go into a slave "pool" for the top tier realm title
          • Slave pens can be built when there are available slaves (the top tier liege is paid for the slaves)
          • Holdings that have slaves taken will get a population enslaved modifier for 5 years
      • Full
        • Enslave & release through character decision
        • Children are born slaves
        • Must be imprisoned and not a rulerSchools
  • Schools
    • School buildings for kingdom/empire capitals - provides tech points and allows students + tutors
    • Send children to other schools in the same top realm
    • Tutor minor titles - required to actually educate students
      • Martial/Intrigue/Stewardship/Learning/Diplomacy - higher level improves chance of attribute gain
      • Religious & Cultural tutor (single tutor) - changes culture and religion, some related traits - success depends on several factors
      • Philosophy Tutor - teaches about the 7 deadly sins & 7 virtues (depending on which ones they have) - success depends on several factors
    • Student minor titles - can't hold other minor titles
      • This does NOT directly impact the base game education mechanic
      • Good students have a chance to go up the ladder from slow -> genius (though only one step) upon graduation
    • Great Libraries
      • building that increase techpoints
      • donate books
        • grants modifiers to all landed characters in realm
        • modifiers are based on the books donated
        • increase main skill of school tutors
        • skill increase for tutors is dependant on the total quality of all books donated
      • decision to ban characters from library - they wont get the bonus'
      • decision to remove books from the library (removes all then re-add any you want again)
      • need to be independent and king +
      • maintenance to remove buildings no longer valid (will return all books)
  • Knights and Squires
    • 4 tiers of knights
    • Gain knighthood (or man-at-arms for lowborn) through commanding battles
    • Send to squire
      • close relative
      • at your court
      • between 6 and adulthood
      • send to any landed knight in your top tier realm
    • Increase or decrease knight tier through commanding battles
      • only level up from commanding a successful battle, but you need the skill all the same
      • opposite is true - you wont level down winning, but you also wont from losing with a high enough combat rating
    • Squire minor title - can't hold other minor titles
      • Chance to gain favourable traits whilst training - depending on the squire and knight
      • Gain knighthood IF their combat rating is high enough - skip straight to the tier for your skill
      • Chance to gain several leadership traits
      • Improve martial
  • Imperial Societies

    • Imperial Society for EVERY empire in the game (39!) (obviously not including mods)
      • only counts and above can join, unless primary heir and introduced by liege
        • Rank 1
          • Gain Claim - need to be lower king, claim will be outside of defacto empire
          • abdicate
        • Rank 2
          • sell favour - for society currency
          • introduce heir
        • Rank 3
          • Heir to represent - step down and allow your heir to represent you - this will give them half of your society currency and ban you from membership
          • cultural purge - convert cultures to yours or your top liege's - only 1 purge active at a time
            • Requires a vote of all society members (they may not wish to or be able to as it requires society currency)
            • emperor can veto
          • religious purge - convert religions to yours or your top liege's - only 1 purge active at a time
            • Requires a vote of all society members (they may not wish to or be able to as it requires society currency)
            • emperor can veto
        • Rank 4
          • Become Grandmaster - usurp current
          • Force emperor to abdicate to you
            • Requires a vote of all society members (they may not wish to or be able to as it requires society currency)
            • if vote fails the emperor may not take it too well
            • if it passes the emperor may not stand down, which will lead to war. ALL landed society members, other than the emperor, will join on your side
        • Grandmaster
          • Grant imperial buildings
            • 5 buildings
            • can only be held by society members - not the emperor
            • can only hold 1 each
          • Reconfirm imperial buildings - no currency to leave as is
Future modules (in no particular order)
  • Prisoners and Rights
  • Vice and Virtue
  • Warfare
  • Every Empire Must Fall
The existing modules are still having content added between new module additions and there will be growing interaction between modules.

CFH
 
Last edited:

CFH1985

Second Lieutenant
26 Badges
Mar 6, 2018
113
7
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • 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
  • Crusader Kings II: Charlemagne
This is a list/breakdown of upcoming additions.

Future improvements fall into one of three categories:-
Module
Cross Module
Base Mod

Module
  • Slavery
    • Merchant Republics can create slave auctions
    • Breeding/Managing slaves
    • Slave rebellions
    • Liberation CB's
    • Slaves buying their freedom
  • Schools
    • Negative outcomes from educations - stress etc
    • spend to speed up research
  • Knights and Squires
    • Negative outcomes from squiring
    • Training for knights - duelling
    • flavour events
    • tournaments
  • Societies
    • extra powers
      • Rank 1 - end war
      • Rank 2 - Banish (anywhere in realm, lower rank)
      • Rank 3 - Imprison (anywhere in realm, lower rank)
      • Rank 4 - de jure war - force de jure title holders to declare war for lands outside the empire
      • Rank 4 - prepare for war - force all vassals to prepare for war
      • Rank 4 - force abdicate to heir - force the emperor to abdicate to their heir
      • Rank 4 - mission to increase number of holdings in owned province
      • Grandmaster - sell empire (not necessarily for gold, but hand it over to another emperor)
  • Prisoners and Rights
    • some this one is tricky without editing the base game, which I wont be doing
    • laws regarding the treatment of prisoners
    • torture and mutilation options
    • laws regarding length of imprisonment
    • first night/ rape
    • POW's
    • revoke all titles for certain crimes
    • liege or religious head may try to force you to release prisoners
    • trials - liege and council vote on judgement
    • steal equipped artefacts
  • Vice and Virtue
    • based around the seven sins and virtues
    • lustful/ chaste - prostitution
    • diligent/ slothful - bath house (health and fertility}
    • patient/ wroth - event chain regarding your wife being impregnated by someone else, and general cheating spouse
    • kind/ envious - dynastic friendship and rivalries - need to be either same rank (for the relationship to develop, as it develops between individuals whilst effecting the whole dynasty) or same realm
    • humble/ proud - bloodlines
  • Warfare
    • siege options - during and after
      • slaughter civilians
      • burn land
      • burn buildings
    • extra CB's
    • religious heads may call to defend in defensive wars
    • lend troops - will reduce amount available to you
    • lend ships - as above
  • Every Empire Must Fall
    • Going to include features for warring against empires
    • Destabilising empires
    • peacefully form kingdoms near empires
    • Trying to make an in game reality of real life, every empire falls!

Cross Module
  • Knights & Societies - chivilric societies
  • Knights & Warfare - mercenary companies
  • Knights & VnV - legendary knight bloodlines
  • Slavery & VnV - extra jobs/uses for slaves
  • PnR & Warfare - ask liege for permission to declare war

Base Mod
  • Extra character interactions
  • Heir realm - landed title held by the heir (or castellan whilst a minor) - will automatically be passed to the heir APPARENT upon reaching adulthood
  • re organising within realm - titles being passed to de jure holders (obviously with balance and restrictions)
  • Trade holdings
  • Legitimise bastards (at any point & not just yours) & delegitimise bastards

Open to suggestions for everything pretty much.
  • Balance
  • Localisation
  • Extra modules
  • Module Features

The big requirement for this mod is that nothing edits the game directly and everything is open to all cultures and religions (some sensible exceptions such as berserkers can't become knights)
 
Last edited: