[Submod] Norse Heritage Overhaul - and other tweaks for HIP (Updated: 4 June 2021 for Frosty3)

Erilaz

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Are black coat of arms normal?
It can happen either with a messed up landed_titles file, or simply because of the flag gfx files.

Try clearing "...\Documents\Paradox Interactive\Crusader Kings II\HIP\gfx\flags"



In other news, I'm currently working on some council voting logic for the taxes and enclosures laws (as well as the new ducal appointment law).
 
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Erilaz

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  • Europa Universalis IV: Mare Nostrum
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  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
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  • Crusader Kings II: The Old Gods
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Update time!


CHANGELOG:

Main Part:
- A new law is now available for kingdoms: "Ducal Appointment". It was made for the Anglo-Saxons, see here, but is available to everyone if the requirements are met (early feudal administration: medium authority, revocation allowed - late feudal administration: high authority, revocation allowed, and no external inheritance). It's based on the core mechanics of the EMF ERE viceroyalty system, determining whether the sovereign has a say in the appointment of feudal Dukes upon inheritance or usurpation. Only applies to dejure duchy titles under the particular kingdom, and will revert to free inheritance and usurpation if the sovereign's primary title crown authority falls below medium. Council voting logic has been applied (current dukes and their primary heirs will obviously dislike it).
- England retains the Anglo-Saxon ducal appointment law (as well as high crown authority and revocation allowed) until King Stephen and the Anarchy in 1135. Crown authority lowered even further following Magna Carta in 1215.
- The Kievan Rus kingdom uses the new ducal appointment law (as well as medium crown authority and revocation allowed) from the reign of Yaroslav in 1054 to the Council of Lyubech in 1097.
- The Kingdom of Hungary uses the new ducal appointment law (as well as high/medium crown authority and revocation allowed) from the reign of St. Stephen in 1000 to the defeat of Emeric by his brother Andrew in 1198.
- Several changes to the 1081 bookmark to allow for it to become one of the recommended ones.
- Canute (the Holy) of Denmark is married with Adele of Flanders already in 1080, upon inheriting the throne, and he also has a strong claim on England.
- Blót-Svenn in Sweden is secretly heathen in 1081 (and so is Blod-Egil on Bornholm).
- Kingdom of Man uses agnatic elective gavelkind rather than regular gavelkind.
- Cumberland stays dejure under Strathclyde until 1157.
- Duchy of Lothian is not held by the "Dunbar" dynasty, they only hold count-tier titles.
- Dolfin is the older brother of Gospatric II rather than the other way around.
Taxes and Enclosures:
- Council voting logic introduced based on personal gain/loss and to some degree on traits and culture.
- Higher opinion penalty for burghers when enacting poll tax.
- Higher revolt risk from the maximum poll tax.
- Lower starting demesne tax increase for poll tax, and slightly stagnating return curve for higher poll tax rates (historically didn't raise that much revenue).
- Better tooltips.
Call to Arms:
- Better tooltips.





NHO Compilation (04-06-21)

Includes all NHO parts and all tweaks except Call to Arms, Taxes and Enclosures, No Early Bascinets or Great Helms, and Proper Ruler Designer.

For HIP Frosty3 (EMF and SWMH required) NOTE: Unfortunately doesn't support MiniSWMH anymore.


NHO Main Part

Features:
  • Reworked Norse culture split, including four brand new cultures in Scandinavia and a completely overhauled language setup. See here for details.
  • Overhauled Norse and Norse-derived (including melting pot) character and dynasty names as well as noble and landed title localisation.
  • New or tweaked names and localisation for neighbouring cultures (Anglo-Saxon, Celtic, Balto-Slavic, and Finno-Ugric), including an effort to replace all remaining "High Chiefs".
  • A "Scots" melting-pot that will appear in the Scottish lowlands in the 11th century (around the time of Malcolm III whose descendants are of this anglophile culture along with the Scoto-Norman nobility). See here for details.
  • Revision of the Rus setup, with two new cultures and melting pot events for early and late Rus, a new Polotsk cadet branch of the Rurikids, revised succession laws for Kiev, fixes to the Novgorod Republic, corrections to the surrounding culture setup, and a split of the Mordvin culture into Erzya and Moksha, etc. See here and here for details.
  • A new law available for kingdoms: "Ducal Appointment". It was made for the Anglo-Saxons, see here, but is available to everyone (also used by the Kievan Rus and Hungary) if the requirements are met (early feudal administration: medium authority, revocation allowed - late feudal administration: high authority, revocation allowed, and no external inheritance). It's based on the core mechanics of the EMF ERE viceroyalty system, determining whether the sovereign has a say in the appointment of feudal Dukes upon inheritance or usurpation. Only applies to dejure duchy titles under the particular kingdom, and will revert to free inheritance and usurpation if the sovereign's primary title crown authority falls below medium.
  • Changes and corrections to the title and character setup in and around the Scandinavian kingdoms.
  • Tweaked Norse-Gaelic and Anglo-Danish melting-pots.
  • Slightly lowered taxes and levies of North Sea and Baltic Merchant Republics.
  • Other minor changes that enhance the experience when playing within the Norse sphere of influence (see the changelog).
Requirements:
HIP Frosty3 (EMF and SWMH required)

Download:
Direct (04-06-21)



Call to Arms

Features:
Any independent ruler, with at least one higher than baron tier vassal, that becomes primary participant in a war will have to call vassals to arms, but when at peace or a secondary participant only, the ruler will get the possibility to raise liege levies once more
NOTE:
- I've created this with inspiration, and some base code, from this mod.
- Many triggers for factions and decisions modified to take into account the drop in perceived power when no longer having liege levies.
- Feudal vassals who do not participate in the liege's wars may lose prestige and opinion with the liege, and might face imprisonment if the liege has any authority in the realm.
- Taxing your feudal vassals lowers their opinion of you. This counters the inclination of players to focus on taxes (AI will always keep high levy focus by default).
- Modifiers that alter feudal liege levy percentages (e.g. imperial decay and levy efficiency) also give negative/positive opinion to your feudal vassals.
- I've made new government types for all baron-tier feudal vassals to make sure only vassals that can actually raise their own troops will be called.
- Be aware that this feature is very much experimental and will change your experience significantly.

DISCLAIMER: Due to the fundamental changes to balance etc. the HIP developers will not help you troubleshoot your game if you use this tweak.


Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (04-06-21) NOTE: Not included in the compilation.



Taxes and Enclosures

Features:
- New crown law for allowing/banning new enclosures and forest restrictions. Some cultures more likely to do it than others, and specific traits required for the AI. Especially tribals dislike this, and nobles generally approve. Independent duke-tier rulers don't need this to initiate forest restriction/enclosure.

- New law for initiating enclosure and forest restriction. Some cultures more likely to do it than others, and specific traits required for the AI. Especially tribals dislike this, and local demesne provinces affected will have increased revolt risk.

- New tax law to levy "land tax", which will tax all of your vassals (and freeholders/demesne) more or less equally percentage-wise. Noble vassals hate this, though they can levy it themselves on their own vassals if their top liege has it. Requires at least medium crown authority, and specific traits for the AI, especially the higher levels (which also require high/absolute authority).

- New tax law to levy "poll tax", which will significantly increase your demesne tax level (and somewhat your other tax levels, especially for burghers). Burghers dislike this, and you'll get a global revolt risk increase. Vassals can also levy it if their top liege does it. AI require specific traits to enact this, and are more likely to do it if they're indebted or planning/in a war.

- Extended availability of "extort subjects" decision. Can be taken if you're primary participant in a war and have the right traits (if you're a defender you don't need the "red" traits).

DISCLAIMER: Due to the fundamental changes to balance etc. the HIP developers will not help you troubleshoot your game if you use this tweak.

Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (04-06-21) NOTE: Not included in the compilation.


Also, new recommended starting year:

1081 - Similar to the 1066 start, but with a few major differences: namely the Seljuks have established themselves in "Rúm", the Normans of Sicily are rooted firmly, and William the Conqueror has a strong rule over England, with Norman vassals settled. Canute the Holy of Denmark plans to invade England as the last "viking king". The Kievan Rus are at their peak, but internal strife may yet rock the boat and splinter the dynastic order. Gofraid Crobán has claimed the Kingship of Man, but he faces threats from all directions, though opportunities may arise for fast expansion especially in Ireland, and perhaps Scotland if the fragile union of Highland and Lowland fails.
 
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Heberth

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Nov 14, 2019
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Why is the Scots culture part of the Celtic Culture group? I think it's clear that in CK2 culture is mainly determined by language, and the Scots mainly spoke a Western Germanic language similar to English. I think they should be part of the West Germanic culture group.
 

piotrson95

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Apr 5, 2016
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Why is the Scots culture part of the Celtic Culture group? I think it's clear that in CK2 culture is mainly determined by language, and the Scots mainly spoke a Western Germanic language similar to English. I think they should be part of the West Germanic culture group.
you do not distinguish between Scottish Gaelic Gàidhlig and Scottish Gaelic: Albais/Beurla Ghallda)
 
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