This is, by far, my most favorite mod for CK2. Thank you to for all of your hard work. Reply Good karma Bad karma +1 vote. BlackEagle78 Jan 29 2018. You'll be happy to see our new release today, where we fix some pretty big bugs. Reply Good karma +1 vote. Guest Jul 12 2018. A demesne county's holy site. Most holy sites are temples, but this decision requires holding the county. You cannot secretly convert to a heresy via holy sites. As a vassal, you can falsely adopt your liege's or top liege's faith by decision. This costs 100 piety and you continue practicing your old religion in secret.
.: If you completely wipe out the Aztec Invasion in Sunset Invasion, then you will get a message stating that one day the nations of Europe will follow the Aztecs back to the Americas and repay them with interest. This implies that the upcoming decimation of the Aztec Civilizations in was a.: Conclave was controversial at best, though less for what was in the DLC and more for what was in the 2.5 rules patch: namely defensive pacts against expanding empires and mandatory calls-to-arms from allies, and to a lesser extent not being automatically allied with foreign rulers of the same dynasty. 2.6, released with The Reaper's Due, reverted calls-to-arms to an improved version of the old voluntary system (you can now betray the alliance again, but with stiff penalties) and added a game settings panel with the option to disable defensive pacts, as well as adding practical reasons to stay in peacetime for longer periods and wait out defensive pacts. A later patch even made it so disabling pacts doesn't even turn off achievements anymore.: Plenty, but in particular., from the 'Songs of Byzantium' DLC. At its finest., from the 'Songs of Prosperity' DLC, brings a Mediterranean flavor for the of Venice and Pisa., from 'Hymns to the Old Gods'., from 'Songs of India', a fast-paced song that uses Indian instruments in place of the base game's orchestral music. From the original,.
Deus vult!. Another from the original:.:.
The Zoroastrian religion. A unique religion of a fallen empire, with fire-worshiping priests and the ability to bring its priesthood and become a prophesied Messiah? No, as far as the fandom's concerned, it's the religion with the incest. And with Rajas of India, we have an entirely new continent, new cultures, new Indian events and a potential for the early establishment of Hindustan. What does the fandom care about? The new Messalian heresy, which has incest and the worship of Lucifer as a god figure., a not-entirely-serious DLC focused on an where the invade Europe. Some loathe the concept, some like the idea of western Europe having an equivalent of the, others appreciate it as a potential countermeasure against the Moors, and some are content to buy the DLC and just deactivate it for certain campaigns.
It also happens with the some of the more recent Portraits DLC. The artist changed, and a big part of the community thinks the art comes off in poorer quality than before. Some people (keeping up with the recent fad in the forums of making petitions for everything) are petitioning the mods to redo the facepacks. The issue often descends into a. The current trend of DLC expansions has players divided on how Paradox is treating previously implemented content, and if favorites are being played.
The Old Gods was one such example, as discussion of favoritism being given towards the Norse due to the far greater degree of content and lack of pre-patch balance, with other pagan religions showing a far thinner amount of content. Critics have also argued the lack of post-expansion attention to various mechanics, despite players demanding attention, such as the Decadence system that was implemented with the Sword of Islam expansion. The Horse Lords Content Pack deserves special mention, as it lumps together content of different natures (unit looks, portraits and music), and the individual components are not sold separately. This raises the ire of buyers who resent having to buy the whole package when they really only want one or two individual components. This forced sale continues with Jade Dragon; players who wish to use the Tibetan and Chinese portraits in their games have to buy and activate the new mechanics. The above point is itself part of another debate on the best way to handle DLC: One side prefers smaller DLC with tighter focus since it gives them the freedom to selectively purchase and activate content with precision, while the other side prefers the 'content pack' format since they tend to cost less on a per-unit basis than a collection of smaller DLCs with similar content. Both sides tend to accuse Paradox of being out to make a naked cash-grab when they don't follow their favored model.
Rajas of India breaks the base even further. The patch containing free content disrupted multiplayer capabilities, while the expansion of the map to include India meant that lower end computers who could play the game previously now struggle to do so, and Paradox's attempt to compress portraits to free up memory resulted in bugged portraits. These problems persisted for over three months after RoI's release. Charlemagne continues the base breaking tradition. Several features in the DLC itself didn't work as planned, while the patch containing free content introduced new bugs. In addition, the fanbase is divided over the inclusion of 'Zunist' pagans. It's either a fun exploration of a fascinating pre-Islamic faith in Afghanistan, or overly obscure add-on that no-one asked for, ignoring fan interest in adding content to existing religions and heresies such as Hellenism note which would have been just barely hanging on in the Mani peninsula in 769; a subsequent patch made Hellenism the religion in the county of Monemvasia in that year to reflect this or Yazidism.
The earlier start date has also proven controversial, with detractors saying that the feudal system as present in the game did not exist that far back. Hellenism is also a major source of feuding, including arguments over whether it was still practiced at all combining with the desire of a certain portion of the playerbase to play Hellenic anyway, and a repeatedly demanding that the developers provide support for it (and triggering a over the whole issue). When Paradox decided to add the option to revive Hellenism in 'Holy Fury', they added a game rule to allow players to disable the events that can revive the religion (and made them difficult enough that the AI has little chance in succeeding in them) because of the strife the issue has brought in the fandom. Way of Life introduced focuses, some of which (especially seduction for the adultery and business for the 'free money' event) are viewed by a very vocal group of players as gamebreakers. A more subtle example is high quality player mods.
Some players praised the developers of such mods for great improvements to the base game, and doing it essentially for free. Others think that Paradox has 'gotten lazy' due to such mods, and are leaving bug fixes to such mod developers. To be fair, many modders have clearly indicated that there are some areas of the code which cannot be modified at the user's end, and thus require Paradox's attention to get things thrashed out. The counter point is that Paradox is opening up more parts of the code with each expansion. One argument that is purely theoretical is whether there should be an expansion to add China and even Japan to the game. While the historical records on which the starting scenarios are based are unusually complete for China (in contrast to many rulers at early dates being completely fictitious and/or lacking families due to shortages in historical information), history buffs question whether the core dynastic feudalism mechanics can accurately model the Chinese meritocracy. Note Ironically, the feudal system as presented in the game is a surprisingly good fit for the Chinese system before the Qin Dynasty (i.e.
The feudal system of the Zhou Dynasty), as Qin introduced an imperial system whereby officials no longer have their own fiefdoms or pass on their positions to their sons. Others point to the performance hit for having to model the additional characters on the lower-end computers many players use for the game (due to its theoretically low hardware requirements). Kurblius: I used my daughter to entrap 6 old men, collecting over 6K. She is just 17 and she's been a widow 5 times.:.
The Mongol Hordes. Huge numbers, with little or no attrition to speak of.
Also, the other scripted event that makes its first appearance on the east edge of the map, the. Unlike the Mongols, there's no way to hide from or resist them, and at best, you can try to slow it down with high-level hospitals, which gets incredibly expensive (high level sick wards cost over 2000 gold for the last two levels, an absolutely staggering sum of money for even the richest realms, especially when their effects are provincial, and thus, many advanced hospitals are needed to even semi-reliably control epidemics). Even if you can avoid having your court (or worse, your family) being wiped out by it, it'll kill your economy and, with it, your ambitions stone dead.: It's entirely possible for a player who knows what they're doing to achieve their goals — up to and including World Conquest — well before the game ends. The rest of the game then becomes about protecting what you've already gained from being conquered or breaking under its own weight, which is usually not quite as compelling as the initial goal.:. The d'Hauteville family, the Norman rulers of southern Italy and later the kingdom of Sicily before their country was inherited by the Hohenstaufens, are a very popular choice among players. Reasons for this include a very convenient geographic position in the middle of the Mediterranean, proximity to both several small and easily conquerable nations of various religions which make it easy to expand your territory, an interesting diplomatic partner in the neighboring Papacy, the absence of a Muslim superpower that tries to curb-stomp you from the get-go, and a huge number of (mostly male) family members convenient for both political marriages and diminishing the risk of interfamilial rivalry.
They basically have lots of exploitable options in every aspect and don't start overpowered enough to make your achievements seem ordinary. The fact that it is reasonably easy to trump their real-life achievements certainly helps. Haesteinn of Nantes is a very popular start character because of his good starting stats and event troops and his unique position (a norse pagan in France, and ever since Charlemagne one of the only feudal pagans) that can take him almost anywhere on the map in a single generation. He's especially beloved by Achievement hunters.
Pick an Irish count, any Irish count. Everybody on the island begins with relatively equal strength, and nobody off the island has any claims to its territories, so the only real foreign danger is from Viking marauders. In earlier dates Ireland is also tribal (one of only two Christian tribal regions in the game, the other being Scotland at that date), allowing you to raid and to choose between feudalism and merchant republic.
The and heresies. Both quite obscure heresies normally of note only to theologians and specialist historians, they are actively sought after by the Crusader Kings fandom for both the challenge of overthrowing the mainstream of Christendom with them, and their special traits. Both allow for significantly expanded women's rights, allowing early access to cognatic inheritance (where men and women inherit on equal terms) and the ability to grant talented women positions of power directly.
In addition, the Messalians allow incestuous marriages; tying together that would make balk is a for the fandom. Zoroastrians. Random ruler: To the XXX: Your low character is the subject of Greek plays. / Tales of your misdeeds are told from Ireland to Cathay. Note Which can even be said by the ruler of some sub-Saharan country who has likely never heard of any of these nations.:. Being thrown in a oubliette. Trapped in a dark pit with no way out.
It almost makes a regular dungeon look cozy. Sunset Invasion has plenty of this, courtesy of the invading Aztecs. Gigantic armies arriving from across the Atlantic, horrible diseases Old World people have little resistance to, mass human sacrifice of captives, and more horrors are all on the table. The Satanic Outing events for were designed to inspire in a fandom that, and offered variously to Odin, Kali, or Xipe Totec. General consensus is ◊ entirely succeeded., added in Reaper's Due, which include the sounds of impaling, burning alive and other nasty things.
There is a reason that Paradox added the option to mute this sounds.:. From time to time, you'll encounter interesting unlanded individuals, lowborn or from minor families, who offer unique and potentially useful event chains.
Sometimes they're also assassins or —. for non-members. Without Monks and Mystics, the player knew that anyone brought before them as an alleged witch was innocent; unlike the people of the time, players knew witches didn't exist. That bout of dynestry threatening to kill a previously healthy character of twenty-four might actually be a witch's curse, your right-hand man's sudden insanity could really be the result of demonic possession, all those folks disappearing without a trace may have been sacrificed to Satan, and that scheming, sinful vassal eying your throne could very well have dangerous friends on the other side.
So one might as well, and if a few innocents get roasted along the way, so be it.: There are records of starting a game in the Hundred years-war period for the sole purpose of marrying Jeanne d'Arc. No, really.:. The Karling dynasty note the descendants of in The Old Gods 867 start, who start with the powerful and prosperous kingdoms of East and West Francia, note Later known as Germany and France, respectively Italy, and Lotharingia (among others) within their realm. Due to the way alliance and title mechanics work in the game, they often hold onto their thrones much longer than they historically did, and any attempt to unseat one of them (or half the wars they get involved in at all, really) ends up dragging literally half of Europe into the fray.
Charlemagne didn't improve matters, as certain deaths can result in a Karling blob of either the Empire of Francia or a. Fortunately, the alliance system was changed in the patch for Conclave to be a diplomatic option that has to be initiated instead of something automatic. Non-aggression pacts, which are a pre-requisite for alliances, are still automatic, but only for your in-laws and close relatives.
The Abbasids in the Charlemagne DLC's 769 start (and to a lesser degree in 867, where even the AI can easily restore their 769 borders). They start out owning a good sixth of the map as-is (Arabia, Egypt, Mesopotamia, Persia and Syria/Jerusalem) and Empires in-game tend to be much more stable than in real life, so most games started in that year end up with the 'Abbasid blob' locking down the entire Middle East for the rest of the game unless the player intentionally starts antagonising them. Unlike its historical counterparts, the Abbasids will laugh off the Seljuks and even halt the Mongols' advance into Europe.
Ditto the Umayyads in 769, who start out with solid control of Andalusia, and unlike real life will invariably conquer the entirety of Spain and then push for southern France without player intervention. If no intervention is made, it is very likely Umayyads won't stop before reaching Loire river. Egypt also used to be this for a long time.
Although not large, it was always a united kingdom, extremely wealthy and wedged in an easily defensible position, making it difficult to conquer it. Also, except for 769, where it is part of the Abbasid Empire, the Sultan has the mercenary company as a vassal, making it easy for him to win wars that would otherwise much more difficult. The real problem was though that unlike their Real Life counterparts, Egypt would immediately turn its attention to the militarily outclassed christian Nubian petty kingdoms and counties to the south and afterwards swallow Abyssinia even further to the south-east whole, essentially conquering the entirety of eastern Africa about 40 years into the game (and thus locking down the entire region for the rest of the game). The successful wars waged in the process would also prevent a decadence revolt from taking place. This has since been fixed by making the closest Nubian states tributaries of whoever controls Egypt at the time, but Egypt is still extremely powerful in AI, to say nothing of player hands. The 's Doukas Dynasty. The first Doukas emperor, is and inept with money.
His heir, is just as inept with money, and usually ends up lazy and craven. In real life, Michael VII ended up giving his throne to after realizing that he could not get anyone's support anymore - plus, he was very lazy and spent his reign giving all his power and responsibilities to. They were so inept that many walkthroughs for the forming of the Roman Empire recommend against starting as him.:. The Decadence system, which, while not necessarily a bad idea, means that in practice,.
Eventually, Decadence was reworked such that only male relatives with the Decadent trait will actually add to the dynasty's decadence rating. Also, relatives with the trait who are imprisoned or not living in the realm do not contribute to the rating. Players can (and should) devise ways to throw such relatives into the dungeons or exile them.
The game also automates guardianship contracts for female Muslim characters, operating, apparently, under the assumption that Not only can this destroy one's immersion in the game (it's hard to stay in character, when the game decides your worst enemy would make a dandy mentor for your daughter and assigns her accordingly), but it can actually become a serious problem. Worse yet, the game can then decide that this pattern worked out so well statistically, that it is going to repeat it exactly, earning you ever increasing negative penalties with her previous mentors. Finally, it only gives Muslim players access to one kind of succession, which aside from being historically inaccurate (not all Muslims are the ), pretty much ensures a civil war after your heir takes the throne. Again, with the decadence mechanic being reworked as noted above, it is entirely possible to land only one son, although landing male relatives with any title will reduce their chances of getting the Decadent trait. In addition, the automated guardianship process for Muslim girls has been fixed.
The devs probably noted that assigning guardians for girls can raise the guardian's opinion towards the father-ruler. Adventurers, introduced in the Old Gods DLC, randomly lets characters gather a host to assault a realm they have a claim on, or which follows a heathen religion. Adventurers automatically scale with the realm they assault no matter how little sense that would make, making it perfectly possible for a pre-christianised Finland to produce a 50,000 man army out of nowhere to attack your Frankish Empire or for one of your courtiers to go adventurer and form a 20,000 man expedition to take your kingdom.
Worse yet is that adventurers are treated as non-rebellious and saddle you with tyranny, dishonourable or kinslayer penalties for dealing with them (clearly, arresting your son-in-law for is the mark of a tyrant) and leave you at the mercy of the RNG. Note Although giving them land prevents them from invading you. Removing the diplomatic assassinate option just made this mechanic even more annoying. Due to the way how the alliances and feudal support works in the game, it violates one of the basic 'rules' of it: vassal of my vassal is not my vassal. In CKII, any stage of vassalage is transferred to the top liege. So if you want to conquer any given province that's controlled by a minor, weakling lord, but who also happens to be a vassal of a vassal of a vassal to some large empire, it won't be just his direct liege declaring war on you.
EVERYONE in said empire will go on war with you. With no option for negotiations, backing down or simply flipping out. This is especially annoying in terms of and any larger Islamic empire, because it leads to ridiculous, ahistorical situations where feuding minor lords bring entire imperial might into the fry. The tribal transition to feudalism or republicanism is a real thorn in the side of pagan players.
Reforming a tribe into a more advanced form of government is expensive and time-consuming at the best of times, but pagans can't reform their government without first reforming their faith. The AI almost never does this on its own. This means that pagan players have to conquer essentially an empire-sized realm first, since it's impossible to reform pagan religions without controlling at least three holy sites. Pagans by design have great difficulty holding a large realm together, and given that the realm is militarily gutted immediately after the transition, it leaves the fledgling kingdom defenseless before surrounding states — which, incidentally, is the only way tribal states can support their economy. This transition got so painful that Paradox eventually streamlined it; you now only need a single fully decked-out holding in your capital to turn your entire demesne feudal/republican, and your vassals can switch governments for free (and usually will very quickly as long as they like you). While this makes the process much quicker and cheaper than before, it's still painful for pagans and leaves your realm vulnerable. The transition by itself means your potential (or actual empire) goes from a powerhouse to a complete wimp, on a principle that vanilla feudalism is by far the weakest of all forms of government the game has to offer, even when compared to tribal pagans.
It takes another lenghty advance in administrative technology to reach anything resembling functional government and regain control over your own territory you had as a tribal pagan. Meanwhile, merchant republic is restricted heavily in size, so your massive conquest becomes a liability, rather than any sort of benefit. And should you be unlucky, your dynasty will be kicked out of the office of the doge right after your current ruler dies. Gavelkind inheritance. For the uninitiated, this inheritance law means that your senior heir gets the current ruler's primary title and capital holding on succession, while they compete with their brothers and / or sisters (depending on gender inheritance laws) to parcel out the remainder amongst themselves. Despite gavelkind being present from the earliest versions of the game, no one has managed to work out what sort of logic the game uses to parcel out the titles (and Paradox has so far refused to release the code governing succession mechanics), which typically happens in such a way as to ensure very fragmented, disjointed, and aesthetically unappealing territorial splits. While it's moderately effective at keeping AI realms split, most players hate it for the chaotic results it produces and try to switch to something else at the first available opportunity.
The trick to managing gavelkind succession is something of a. You must be willing to parcel out titles to your junior heirs voluntarily, as opposed to the arbitrary distribution done by the AI. On top of that, you should aim to have only 1 title at the highest tier (e.g. Not holding multiple kingdoms as a king or multiple empires as an emperor), which does reduce the amount of prestige you get from such titles.
However, it would ensure that your heirs will not become independent of the primary one. Elective gavelkind further complicates this by forming same-tier titles whenever you control enough de jure land of said title, giving them to your heirs, and making them independent (e.g. If you are the king of Sweden and also control the de jure land of the kingdom of Denmark, even if you have not created the title, one of your heirs will become an independent king of Denmark). The Seduction Focus. Not so much that you have the option of extramarital affairs, but rather that all the AI characters do and have no rhyme, reason or discretion in using it. AI seducers tend to eat up processing power and your patience jumping everything in sight including your spouses, your siblings, your children and your and spreading STDs and bastards with your character having no way to stop it.
The focus has been at least twice, and even then the only thing it's done is to make or even the most valuable traits to look for in a spouse. It's bad enough that Paradox has actually added the option to remove the AI's ability to use the seduction focus. Patch 2.5 and Conclave-related:. The Coalition system was extremely contentious upon release.
Not only was it very ahistorical for the time period (the closest thing to coalitions in the medieval era were the Crusades, who are already modelled in-game), but a flawed implementation where a character could be saddled with 200% infamy for defeating his own rebellious vassals in a civil war or the Pope would freely join an Orthodox war for the Holy Land on the side of the Muslims caused Paradox to slightly modify the whole thing in Conclave's first patch. People still complain about it though: with sufficiently large armies the pacts aren't even effective at their intended purpose of retarding map-painting, because the AI is terrible at coordinating allied armies and you can simply assault all the target holdings before the enemy can even work its way out to fight you. The ahistorical 'features' like having the Sunni and Shi'a caliphs joining with the Orthodox Byzantines and various Catholic powers to stop a Catholic holy war against pagans in the Baltic also haven't been altered. In 2.6 ( The Reaper's Due), Paradox made the entire mechanic completely optional with the new 'game rules' system, and by 2.6.3 disabling it doesn't even affect achievements.
The 'Increase Council Power' faction added in Conclave generally just makes managing one's vassals even more difficult than it was before. The council also seems not to have been tested thoroughly, as strange problems can develop with and: you can easily wind up in a where the council doesn't want you to pass out titles because they dislike you for holding too many titles.
The automatic call to arms for an allied ruler going to war was mostly disliked. While it eliminated the problem of allies abandoning each other, it also made doing things that require peacetime (such as changing succession laws) very difficult if you had a large network of alliances.
Players also commented they didn't need Byzantium bringing their whole doomstack to help deal with a single rebellious vassal or independent count. Paradox eliminated it in 2.6 in favor of a modified version of the old manual call-to-war system, with penalties for refusal greatly increased to make AI allies more reliable. Secret religious cults in 2.7.2. Originally, it was incredibly hard to induct people into the cult, which made trying to use the feature extremely difficult as a player. 2.7.2 buffed them to make inducting other characters easier, and added additional cults for religions that did not have them (such as unreformed pagans and heretics.) However, the AI creates them and joins them with no discretion whatsoever. Adding to the problem is the fact that they are incredibly difficult to root out, as the AI recruits any character it can at a rate faster than the 'Hunt Apostates' Court Chaplain job can keep up with. Even worse, it is perfectly possible that the cults will be for something as petty as an Orthodox cult in a Catholic realm.
The event from Reaper's Due is rare, will only fire once per character and requires that you play with Supernatural Events on. If it fires, however, you find yourself in a which is extremely unintuitive, has a close to 80% failure rate, and will kill your character instantly with no escape if you fail. And there is no way to back out or escape it once it fires.: Basically the entire point of the Mongols, particularly in the first game. An absurd amount of free event troops (who suffer no attrition damage) plus the ability to invade anybody at any time and, in the first game, no demesne limit are just the ways in which they cheat. The Aztecs in Sunset Invasion follow a similar model, though given their emphasis on infantry as opposed to horse archers, they're somewhat easier opponents if you have a cavalry-heavy army.: A of the second game calls it 'the best game you will probably ever play.' Unsurprisingly both games feature mods.: The original game, while it had its fans, was definitely a flawed game, with a and quite a lot of bugs. Crusader Kings II, on the other hand, has received by far the smoothest launch of any Paradox game to date, and received almost universal acclaim from the fans.
Expansions like Sword of Islam, Legacy of Rome and The Old Gods have only served to make it even better.: A steady diet of, and makes Crusader Kings players a thick-skinned bunch, but the text for added in The Reaper's Due struck chillingly close to home for a lot of players.: with a March 2018 promotion where CK2 was free to keep on Steam for a couple days. They announced this with a tweet that included the phrase 'deus vult', which. Cue a minor and Paradox having to explain their intent and the historical context in a response.: After the mixed reception of Conclave and its patch, The Reaper's Due is regarded as a much-appreciated return to form, especially as regards the removal of automatic calls-to-arms.
Ck2 Wiki Religion
It also added some more flavor to non-Germanic pagans.
So instead of trying to cover the whole DLC in one shot, let's focus in on the one mechanic that is absolutely the most literally world-changing one in the whole package: the Shattered World rules.Let's start by making like a god and creating a world. One Caveat!Shattered and Random Worlds will not allow you to circumvent DLC restrictions that lock playable pagans behind the Old Gods DLC, Muslims behind Sword of Islam, and nomads behind Horse Lords, for example. Please bear this in mind if you're shattering the world (especially if you're randomizing the religions in the game) since you might just end up with nothing but unplayable factions all over the map.Put simply, this game mode richly rewards the completionist above all.
Christian Holy Sites In Jerusalem
Luckily, these DLCs go on sale a lot. I have almost all of them myself (even bought The Reaper's Due just because it was there when I got back into the game recently), and I'll be writing with that assumption in mind. If you can't use something I suggest here, and you really want it, buy the DLC.
You'll be generally glad you did. Shattered Vs. RandomThe biggest difference between a shattered world and a random one is the scope and scale of the duchies and empires that start the game. That is to say, simply generating a random world means you can make it a lot like the base game, only. Different.Three of the first four settings are for “number of dukes”, “number of kings”, and “number of emperors”, after all. The point here isn't necessarily to change the fundamental flavor of a traditional CK2 game, where vassals can break free of lieges or scheme to gain the crown for themselves and where one-province minors are limited to places like Ireland if they want to grow powerful extremely early in the game.Sure, you can turn all of those settings way down or even off, but if you're going to do that, that's where the fourth setting, the one at the very top, comes in. You can assign a maximum number of counties for counts to own.Put that number at 8 and the game will tend to generate multi-county realms more or less exactly at the maximum demesne size that the rulers of those counties can hold.Put it down at 1 and every count starts as a one-province minor.In-between, of course, generates results that lead to decent-sized realms to start.