• 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

N0body

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The Seven Kingdoms: An Age of Petty Kings
A Song of Ice and Fire

1597184221903.png

The Seven Kingdoms: An Age of Petty Kings is a new mod based upon George RR Martin's 'A Song of Ice and Fire' for Crusader Kings II.

Hand-crafted and highly detailed - with the most detailed Game of Thrones map to date, it is solely focused on Westeros and the most western parts of Essos (spanning no further east than Lys) during the Age of Petty Kings (a period starting on 6566). It can be downloaded from steam, or from our Github repository (requires some knowledge of manual mod installation), which can be found via your preferred search engine.

Focused on Multiplayer, TSK: AoPK has relatively fewer mechanics and events compared to the excellent A Game of Thrones Mod (which we totally suggest for those who prefer solo gaming), but will ideally be somewhat more stable and of higher performance for larger longer-term multiplayer games, due to the more lightweight nature.

Although the map deviates from the original maps supplied by the author and other sources, it takes inspiration from written accounts regarding the landmass - mentions of extra islands, for example. Although much of the extra details present are far from canon (new islands in the steps, shields and iron islands for example), we do take advantage of what isn't strictly covered to fill in the gaps.

The map features over 1600 features, and many independent realms. This makes for the potential to build your own Westeros, starting from lowly lords to the highest of high kings - and perhaps with time, you might carve out your own take on the Iron Throne.

From the Mudds of Oldstones to the King of the Torrentine, we're sure you'll find someone up your street.

TSK: AoPK current only has one polished bookmark, the year 6566.

1597184366335.png


-------------------------------------------------------------------------------------------------------------------------​

Feature Highlight:
  • Fully playable in both Singleplayer and Multiplayer!
  • A rich and detailed custom resource and building system, made just for this mod by myself (to be later released as a standalone mod).
  • A brand new map, featuring 1600 provinces. In comparison to the AGoT mod, we have Westeros and East Coast Essos filled in the same space they have the entire world. Scale of various Kingdoms has been tweaked to be closer to what is described in the books and, in some cases, the TV series.
  • Number of custom terrain textures and an array of new terrain types, with many more planned down the line.
  • A number of new traits with custom icons and effects. Many traits have been modified, whilst age now also has a bigger impact on gameplay. Average lifespan is also longer, so long as disease, war or famine doesn't take you first.
  • A huge selection of characters and houses to pick and choose from, from the Hammer of Justice to the Viceroy of Valyria. Many custom CoA, thanks to contributions from a number of people (especially Moen!).
  • A fully 3D wall, stretching from coast to coast, brought to you by Adramelech!
  • Yearly seasonal cycle, but with heavily reduced impact versus vanilla.
  • A completely new building system, built from scratch for this mod, inspired by older versions of Lux Invicta. Still a work in progress, with planned tribal holding buildings, so to keep tribal gameplay interesting.
  • King <-> King fealty system, allowing the creation of unions based on who is swearing the oath, or simple dynamic titles if none exists. Only between players, however.
  • Lots of raiders, from the Pirate Isles, The Sisters, Skagos to the Iron Isles.
  • Many new cultures and religions, including a wide variety of Seven Heresies.
  • Unique Governments and mechanics for the Valyrian Freehold, Wildlings and the Night's Watch.
  • Over-extension mechanic, punishing you for directly taking provinces outside of a duchy under your control.

-------------------------------------------------------------------------------------------------------------------------​

Predicted Frequently Asked Questions (PFAQ)

Q. How many provinces does this mod have?
A. 1607 provinces

Q. Do you plan to expand the mod to later dates or bookmarks?
A. Eventually, yes. However, our focus will be on the earlier years and will not go beyond the doom of Valyria (in an official capacity, nothing will be stopping others from creating bookmarks set in later years).

Q. Why is the map so... Different? What happened to the iron isles?!
A. We chose to create an entirely new map from scratch, using the original map by GRRM as a source of inspiration rather than building on top of it. Furthermore, his map was created as a guide for readers, and not for zoomed in gameplay such as what CK2 features. This was the result, albeit flawed, but we like to argue that 1,500 years can have an impact on the geography.

Q. Is this mod compatible with CPR+?
A. It apparently should be, as we currently do not edit portraits in any shape or form. Although it may not work fully as intended, it should be OK for singleplayer.

-------------------------------------------------------------------------------------------------------------------------​

The Team & Contributors (Needs to be adjusted):
(big shout out to tsf4, TitanRogue and Vierwood - the mod would have not got so far if it not for their tireless efforts!)

Although everyone in the team has helped around with just about everything from ideas or contributions, their main work will be spotlighted along with their listing! ;)

The (Active) Team:

Rowan
- Project Founder, base map & graphics, events & mechanics (resource system, buildings, building system)
tsf4 - Master of names, History, titles, cultural buildings, characters, barony history, province and barony names
TitanRogue - Countless changes, tweaks, additions and more - including the Dragon Engine used alongside our mod.
BladeQueen - Artefact/Item GFX, balancing, many changes and much more
Vierwood - Master of the archives, History, titles, characters, flags, portraits, CoAs, province names, Culture GFX*

Contributors (Prior members or small-time contributors):

Adramelech
- He who put Bran the Builder to shame with his masterpiece - a fully 3D wall.
Almaron - Extensive lore advice, examples & suggestions
Digger The Dwarf - Characters, History Edits
Existential Crisis - Characters, Darklyn History
Feliprinsss - Some oceans names, suggestions, tweaks and tidbits
Godman - Tweaks, Characters, Dueling System, King's Guard Events and other little tidbits.
Moen - Flags, dynasty flags & other GFX tidbits
Amr - Artifact gfx, events and decisions.
GrandiSlayer - Religion Descriptions, History
ZeroFighterR - Nicknames, Lore Advice

Content:

Velho e Bom Joe
- for the Culturally Different Cities mod, which has been partially integrated.
Marc Simonetti - For his excellent Game of Thrones artwork, which is being used in our mod: http://art.marcsimonetti.com/grr-martin-a-song-of-ice-and-fire
InHeaven - For some textures taken from their map graphics overhaul, released on steam.

Other Credits:

blackninja9939
- Invaluable support and advice.
SweetThose - A number of suggested changes and tweaks, as well as some localisations.
JonStryker - For the mapfiller tool, which played a fundamental role in getting this mod working in a reasonable amount of time!
AgentPaper - For the Character Generator, used by Vierwood to rapidly fill out regions with placeholder dynasties.
GIMP - A great, completely free, image editing program which has been responsible for everything from the heightmap and terrain to images used for some of the traits.
Paradox Wiki - Provided an invaluable resource for the development of a mod, especially one of this size.
Paradox CK2 Dev Team - For providing a cool game with awesome modding support!
 

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Vierwood

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These photos are very outdated, make sure to refer to later posts when you want to see how far the mod has progressed.
 
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Yeong

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As cool as the different Harlaw are, Ten Towers was noted as being the newest castle in the Iron Islands even though it had been built a hundred or so years ago (at the time of the ACOK or so). It wouldn't actually exist at this point and the Harlaws wouldn't be branched out.

I'm also fairly certain that the Greyiron's should be around ruling as High King's of the Isles or every Ironborn who rules a duchy atm should be ruling as actual Kings (and their duchies should be respective kingdoms, I'd think). Speaking of Ironborn, house Kenning of Kayce should have proper ancestry showing their Ironborn ancestry to house Kenning of the Isles. I didn't look but if they don't they should also start with an artifact called "Horn of Herrock" that would give something like +2 intrigue, +1 martial, +1 Dueling skill.

For the Vale, I noticed that you guys have House Grafton set as first men, when they were actually Andals. I don't think they'd be set up in Gulltown quite yet, instead either being landed knights or set up somewhere else where you need houses to flesh an area out.
 

Vierwood

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As cool as the different Harlaw are, Ten Towers was noted as being the newest castle in the Iron Islands even though it had been built a hundred or so years ago (at the time of the ACOK or so). It wouldn't actually exist at this point and the Harlaws wouldn't be branched out.

I'm also fairly certain that the Greyiron's should be around ruling as High King's of the Isles or every Ironborn who rules a duchy atm should be ruling as actual Kings (and their duchies should be respective kingdoms, I'd think). Speaking of Ironborn, house Kenning of Kayce should have proper ancestry showing their Ironborn ancestry to house Kenning of the Isles. I didn't look but if they don't they should also start with an artifact called "Horn of Herrock" that would give something like +2 intrigue, +1 martial, +1 Dueling skill.

For the Vale, I noticed that you guys have House Grafton set as first men, when they were actually Andals. I don't think they'd be set up in Gulltown quite yet, instead either being landed knights or set up somewhere else where you need houses to flesh an area out.
In this time period House Greyiron just died out, you can see that with House Hoare. I'll probably change the name of ten towers to something else later. House Grafton doesn't hold the county of gulltown yet. I will swap them to the right religion and culture.
 
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omega13ful

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I think the only thing that really bothers me about this mod is the that fork of the trident that connects to ironman's bay near Seagard. I'm all for there being a connection but not how it is right now. It should be like the rivers that are connected in Russia in vanilla (I don't know what the term is for it).
 

N0body

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Just as a heads-up, this versions is very unstable. Although there were many fixes, there are many bugged and broken events. There also appears to be a crash when using legacy of Rome on day one, due to a broken event. Probably due to me getting fed up of manually changing stuff, because I tried to cheat with recursive search and replace...

For the next version we have removed every event, and I am currently fixing them up one-by-one as I re-add them. Unlikely to be a patch tomorrow, but should be one over the next few days. Tedious as heck, but needs to be done.

If you want to test/play small MP games or SP, I suggest sticking to A1.0 rather than A1.1. If you have issues with A1.1 in SP, you should also switch to A1.0.

Any plans on putting it on Steam Workshop, or is the file-size too large?
The mod is around 200MB, and I'm pretty certain the limit is about 50MB so probably not. Will look into it regardless.

I think the only thing that really bothers me about this mod is the that fork of the trident that connects to ironman's bay near Seagard. I'm all for there being a connection but not how it is right now. It should be like the rivers that are connected in Russia in vanilla (I don't know what the term is for it).
Although it isn't realistic, it was done for balance reasons. Will most certainly look at it again in the future and how to improve it, but for now you'll have to pretend it is a canal or a channel.
 

SweetThose

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If the devs are interested, I took the time to go through the locialisation folder and modify the empire, kingdom, duchy, and culture names and got rid of the -ian after all of the adjectives, and added in the Essos cultures which capatializes them.

Additionally I made a few changes to the defined_tweaks.lua file, but that's just to balance the game a bit more. I felt as though the game was too punishing to have levies raised. I get the reasoning behind it, but I think you may have taken it a bit too far. Either way, attached is the game file. Hopefully you'll take a look at some of the modifications and add them into the game. Ultimately they're pretty small, so it wont hurt my feelings if they aren't.

https://www.dropbox.com/s/e193zxitcrfnx6w/The_Seven_Kingdoms.zip?dl=0
 

Vierwood

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If the devs are interested, I took the time to go through the locialisation folder and modify the empire, kingdom, duchy, and culture names and got rid of the -ian after all of the adjectives, and added in the Essos cultures which capatializes them.

Additionally I made a few changes to the defined_tweaks.lua file, but that's just to balance the game a bit more. I felt as though the game was too punishing to have levies raised. I get the reasoning behind it, but I think you may have taken it a bit too far. Either way, attached is the game file. Hopefully you'll take a look at some of the modifications and add them into the game. Ultimately they're pretty small, so it wont hurt my feelings if they aren't.

https://www.dropbox.com/s/e193zxitcrfnx6w/The_Seven_Kingdoms.zip?dl=0
Thanks! I'll take a look at this and possibly add some of it to the mod.
 

N0body

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Additionally I made a few changes to the defined_tweaks.lua file, but that's just to balance the game a bit more. I felt as though the game was too punishing to have levies raised. I get the reasoning behind it, but I think you may have taken it a bit too far. Either way, attached is the game file. Hopefully you'll take a look at some of the modifications and add them into the game. Ultimately they're pretty small, so it wont hurt my feelings if they aren't.

https://www.dropbox.com/s/e193zxitcrfnx6w/The_Seven_Kingdoms.zip?dl=0
Yeah, some of those values were preliminary numbers without too much thought behind them, such as with attrition and troop return amounts. I've used many of your suggested values, so thanks for that!

However in case you are wondering about the logic behind the values, maintenance and troop speed have been left as-is due to buildings that can be built. Roads, especially further into the game, allow rapid movement of large armies. And with higher development you have the potential to get far more income than vanilla (we've got lower maintenance costs than vanilla already).

The extended diplomatic range was due to lords within Dorne being incapable of contacting lords in the Riverlands or even the North - but I think there is a game rule that allows you to cut the distance in half, for those that want shorter range.
 

SweetThose

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Yeah, some of those values were preliminary numbers without too much thought behind them, such as with attrition and troop return amounts. I've used many of your suggested values, so thanks for that!

However in case you are wondering about the logic behind the values, maintenance and troop speed have been left as-is due to buildings that can be built. Roads, especially further into the game, allow rapid movement of large armies. And with higher development you have the potential to get far more income than vanilla (we've got lower maintenance costs than vanilla already).

The extended diplomatic range was due to lords within Dorne being incapable of contacting lords in the Riverlands or even the North - but I think there is a game rule that allows you to cut the distance in half, for those that want shorter range.
Ohhh that would make sense then. Thanks for clearing that up.
 

omega13ful

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Although it isn't realistic, it was done for balance reasons. Will most certainly look at it again in the future and how to improve it, but for now you'll have to pretend it is a canal or a channel.
It's not so much allowing ships to travel between Ironman's bay and the Blue Fork that I have a problem with. Harwyn Hoare landed 100 ships south of Seagard and carried them to the Blue Fork when he invaded the Riverlands and I'm sure other Ironborn have done similar but for raiding. I just don't think the Blue Fork and by extension the Trident should be an even narrower sea. The Portage mechanic exists in vanilla for this very purpose.
 

N0body

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We're rolling out a new version today. Changelog is pretty extensive, even if condensed. Will be uploading it in a bit.

EDIT:
A1.2 Released!

Code:
23517-S-A1.2
= Quite a lot, but too much to put into the changelog. Changes are very extensive.
~ Every single Vanilla event and Decision has been edited heavily. Many events have been excluded from the mod, to avoid issues relating to them.
~ Fixed starting buildings for a number of holdings, including but not limited to Oldstones, Oldtown, Arbor, Highgarden, Casterly Rock and Storm's End.
~ Modified ambition events and stripped out all buddhist related events and a (vanilla issue) duplicated paragon objective.
~ Modified factions, removing references to muslim and catholic faiths and pagan related restrictions.
~ Modified plots, removing references to vanilla religions.
~ Modified focuses, removing references to vanilla religions.
~ Buffed the base value of cities, castles and temples for a number of reasons. Should also help make raiding more worthwhile, as there will be more to raid.
~ Extensive number of custom scripted triggers, used to enhance factions
    - Dornish are now less likely to join factions against their liege so long as their liege is Dornish.
    - Marcher cultures are now less likely to join factions against their liege so long as their liege is of the same group.
    - Old Gods followers are more loyal to their own people.
    - Drowned, Valyrian, Seven and Eastern Pagans are far less loyal when under a foreign religion.
    - Valyrians (culture) are just more ambitious.
    - Council members are more loyal, even with no empowered council. However, they are also more dangerous if they do not like you (and are not empowered).
    - Eastern Religion group and cultures are generally less likely to form factions.
~ Dukes may now form or join the loyalist faction.
~ Moved reachman, manderish and shield islander into first man group.
~ Factions have been overhauled with a wide variety of conditions and scripted effects.
    - Vassals who like you should be overall less likely to join factions against you.
    - Distance, Culture and Religion have a big impact on joining loyalist or independence factions.
    - Some groups are just more likely to split off, whilst others are more tolerant. The iron born, for example, will be far less tolerant of weaker rulers.
    - Your heir, so long as they like you and share the same culture and religion, will be very loyal.
    - Don't trust sociopaths - they don't care if you are a good person or not.
    - Factions will not form against Valyria before the year 7000, due to the power behind the Valyrian Empire. However, the opinion bonus for the Valyrian Viceroy has been nerfed, so expect intrigue and assassination.
~ Many traits have been modified. Mod specific traits that were missing effects have been given actual effects.
~ A number of nicknames have been modified or fixed.
~ Many more characters have been giving fighting/dueling traits, which in turn have been named into "[Rank] Warrior" rather than "[Rank] Duelist" to better reflect their current role.
~ Localisation has been tweaked by SweetThose, so we are no longer using the silly generated adjectives, but some much more sensical hand-made ones by him. Thanks!
~ A number of defines tweaks have been integrated at the suggestiong of SweetThose, including but not limited to reduced loss of levy on disband, making it overall less punishing.
~ Wildling characters have been expanded upon by tsf4, and a wide array of traits have been added, making the region far more interesting to play in!
~ Many more flags have been added, although many are placeholders.
+ Added shipyard building for Tarth.
+ More family members, and ancestors for houses:
    - Stark
    - Karstark
    - Redwyne
    - Hightower
    - Gardener
    - Darry
    - Bracken
    - Greystark
    - Reyne
+ Created the Kingdom of the Blackwood Vale, and gave it to house Blackwood.
+ Created the Kingdom of the Reynelands, and gave it to house Reyne.
It's not so much allowing ships to travel between Ironman's bay and the Blue Fork that I have a problem with. Harwyn Hoare landed 100 ships south of Seagard and carried them to the Blue Fork when he invaded the Riverlands and I'm sure other Ironborn have done similar but for raiding. I just don't think the Blue Fork and by extension the Trident should be an even narrower sea. The Portage mechanic exists in vanilla for this very purpose.
Indeed, however is was put there largely to protect the Riverlands - it was a response to complaints from a large number of users in our MP group, and was taken quite well by them due to the impact it has had on the Riverlands. It's not realistic, due to river flow and all that, but it has had a huge (and positive) impact on how easily the Riverlands can be defended.

It will most certainly be reviewed down the line, but it's not an immediate concern at the moment as complaints relating to it are more related to cosmetics than a serious issue (and we've got a lot on our plate, as you might understand).
 
Last edited:

OuanLynch

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Sure, sure. I downloaded the files three hours ago and then an update drops! Kidding, good work so far. I will go purge my old version and take a look at the new version. My old game was going slow as a lord in the Neck anyway ;-) GJ on what I have seen so far. I look forward to picking it apart tonight.
 

SweetThose

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attached are two save files that are crashing to desktop. The first one crashed after approximately 6 months or so. The second one crashes after a month or two.

The second file was the original play through, and after it crashed, I selected an autosave from the previous year, which became the first file.

I was playing as Royce Bolton, wasn't doing anything out of the ordinary. Both times I married my second daughter to the Slate boy. Each time I selected to build 'Few Northmen' in both of my provinces. And I think that is all I did at the time.
 

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N0body

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I'll check it out tomorrow.

Just to be sure; you did a clean install of the mod, right? And what DLCs are you using, if any? You didn't use the title finder at all, as that will cause a crash?
 

SuperTuho

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Alot of county conquests seem to be ending inconclusively the moment you declare war.
 

Vierwood

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Alot of county conquests seem to be ending inconclusively the moment you declare war.
Yes, this is because people are declaring the CB against people of the same religion, so it ends inconclusively. We'll fix it today most likely.
 

OuanLynch

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I picked at your mod like I said I would last night (Only visually so far). Three things I noticed first off, the first is that there is no way to upgrade tribal lands into a castle. I do not know if this is intentional or not, but you can do nothing at all with that land, so it remains virtually worthless. I usually use Peachy's building mod and Your Own Castle (as well as Plot Assassinate Your Own Children), but with Peachy's on you can build some buildings (for an insane amount of Prestige), but can still never upgrade them to feudalism. I restarted a clean game with them off and played as the King of the Neck. I have not started poking the files yet, but I am curious as to some things. Which mod are you using to change all the buildings for the game? I have run into a few issues in the past with Peachy's and Castle running into issues with mods that modify county building files, so I am curious. (So, I saw the barony thing in the ModDB posting, when I was looking over it. I see that you have those province subholdings stripped, so it means that they you are currently stuck in the stoneage if you happen to be playing as one of those holders. I realized this after I wrote my two points, so I suppose my first one, at least in regards to the poor tribals is answer with a WIP disclaimer).
The second larger point is that there are some cultural issues in the Neck. I was able to just ask for the Northman of Cape Kraken, but not the Flint Clansman to join my de jure kingdom day one. Do you have a listing of relations for cultures? Crannogmen appear as their own unique green, but are in the First People group. Despite the Flint Clansmen being in the same group (at least according to the character builder at least), you seem to get full cultural penalty for alien culture from characters from one subgroup, but not the other. This is just a first look, so only a few details so far. I have so far not had any crash issues with the mod, which if pretty good for a low alpha state mod, and
The third thing I noticed is that there is a huge renown penalty for upgrading castles. I assume this is for making it hard to get huge armies if you are rich, so I assume this makes it more balanced towards a multiplayer aspect. So, as with the first observation, I suppose the third comes down to an observation that is more of a question. This is a system that scales upwards as of now, with the cost coming from prestige as opposed to gold coupled with development level for the main hold. So, from III to IV is 1200, IV to V is 1700 and so forth. I was wondering this was intentional or a effect of the same castle system that I earlier observed made two of my favorite submods mostly useless (with the game as is).
 

N0body

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We have our own very extensive building system made by me for the mod, as well as my republic overhaul (which might be a little imbalanced in it's current state). I wouldn't use any other building mods with our mod (building mods will generally always be incompatible with larger mods, however you just may not notice with other modifications because all of their files have been overwritten by the building mod you're using). The personal castle mod will probably work fine, however.

We have core settlement levels, which cost increasingly larger sums of prestige and a huge array of possible buildings that can be built (many more planned). This is to help prevent snowballing, especially in larger or richer realms, both in SP and MP. If you lack the prestige, generally you'll have to just wait or find a way to farm prestige (be it through feasts, hunts, artifacts or war).

Temples and Tribal settlements have yet to be finished and will be added over the next patch or so. They won't be able to feudalize, but once their building system has been added they should compare to feudal realms, even if comparably weaker in some regards.

Generally speaking you shouldn't be able to diplomatically unite (most of the rulers are equal tier, as well). So any uniting will generally be very restricted, as this was very much the case in the lore. There is a number of Casus belli you can use however, as a King or Emperor, to conquer and subjugate lower tier title holders. However, it sounds like the simple conquest CB will fail right now if used against same faith, so I'll have to hotfix it.