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CFH Modules +
Currently 4 active modules, controlled via game rules
The existing modules are still having content added between new module additions and there will be growing interaction between modules.
CFH
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
- Slavery Laws
- 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
- Martial/Intrigue/Stewardship/Learning/Diplomacy - higher level improves chance of attribute gain
- 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
- This does NOT directly impact the base game education mechanic
- 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
- close relative
- 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
- only level up from commanding a successful battle, but you need the skill all the same
- 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
- Chance to gain favourable traits whilst training - depending on the squire and knight
- 4 tiers of knights
- 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
- Grant imperial buildings
- Rank 1
- only counts and above can join, unless primary heir and introduced by liege
- Prisoners and Rights
- Vice and Virtue
- Warfare
- Every Empire Must Fall
CFH
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