Crusader Kings II

Crusader Kings II

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High Kings
   
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Nov 16, 2014 @ 2:22am
Feb 15, 2015 @ 3:11am
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High Kings

Description
Have a massive Empire? Want to delegate power to a small number of
Kings? Annoyed by having to wait for everything to de-jure drift into
titles that don't represent the whole area?

Well, now you have a solution. High Kings!

What are High Kings?
--------------------

High Kings hold all of the territory in a de-jure Empire. Instead of
all the little Kingdoms there's one with the same name and flag as the
Empire title.

The High Kingdom remains de-jure part of the Empire they were created
from, but they can be de-jure drifted out into your primary Empire.

How do I make a High Kingdom?
-----------------------------

Either completely control all the de-jure lands of the Empire of your
Primary Title, or ensure a vassal of yours holds all the lands of
the Empire.

The decision will become visible after you (or your vassal) hold at
least two de-jure Kingdoms in the de-jure Empire of your (or your
vassal's) primary title.

There are no limits from rank, so you can make a High Kingdom for yourself
as a Count, Duke, King or Emperor, but you need to be an Emperor to make
a High Kingdom for a Vassal.

GitHub Installation Instructions
================================

If you're installing from the Steam Workshop, you don't need to do this.

Either download the latest snapshot zip
(https://github.com/fishface60/highkings/archive/master.zip), and
extract the contents of the highkings-master folder into a directory
called highkings, or clone the repository and call it highkings.

Then copy the `highkings.mod` file out of the repository and put it into
your mod directory.

Links
=====

The workshop page for this mod can be seen at:
http://steamcommunity.com/sharedfiles/filedetails/?id=342561690

The github for this mod can be seen at:
https://github.com/fishface60/highkings

See the readme at https://raw.githubusercontent.com/fishface60/highkings/0.3/README for more information including FAQs.
27 Comments
bobsmith May 7, 2015 @ 8:37pm 
oh duh, I hadn't considered that the player is basically getting a free title (and a big one at that).
That factions idea sounds pretty cool, though if it's not doable to give titles back to the old kings, perhaps make it so the viceroyality is converted back to a normal title under the same high king?

I understand what you mean about motivation/enthusiasm, playing CK2 with mods (particularity High Kings and Project Augustus) made me want to make my own mods, but I quickly found out that is easier said than done.
Richard.Maw  [author] May 7, 2015 @ 12:07pm 
On the subject of other enhancements when I find entheusiasm though, I was thinking that if I could set a flag on the High Kingdom, I could add factions to dissolve the High Kingdom, and that every vassal who owned the capital of a defunct Kingdom would be eligible.
The difficult bit is working out how to re-distribute land.
Richard.Maw  [author] May 7, 2015 @ 12:07pm 
bobsmith: You can totally create the title for yourself and re-vassalise them when they bug out and go independent. The issue is that all their vassals will have also gone independent.
There's no way to save who their previous vassals were, without some weird hack where you make an extra custom kingdom just to track those vassals. However this would only be useful if I could programmatically grant the Viceroyalty.

This would be simplified if I abandoned the idea of restoring them to their previous vassals, and rely on the fact that by default they are granted all their de-jure vassals when the title is granted.

This sounds like it would work, but I don't like the idea of giving a free revokation there. Perhaps only granting it to the player if the potential high king is already a viceroy would be sufficient.

This is all moot until I find entheusiam for Crusader Kings II modding. The CK2 modding language isn't nice to work with.
bobsmith May 6, 2015 @ 3:12pm 
I think I may have a solution for the viceroyalty, form the high kingdom, give it back to the player, then run an event using the scopes “any_independent_ruler” and “any_de_jure_vassal_title” (under the high kingdom) then for anyone found under that use the command “set_defacto_liege” to set them back as the player's vassal, the player could then hand off the title off as a normal viceroyality. Would this work? (I would try it myself, but I don't fully understand how CK2 modding works...so all that stuff I said could be total garbage...)
Richard.Maw  [author] Mar 14, 2015 @ 7:06am 
If anyone knows of any mods that hand titles off as Viceroyalties, please let me know.
Richard.Maw  [author] Mar 14, 2015 @ 7:05am 
alecbwforan: I tried to make that possible, but failed.
I couldn't, and still can't find any script commands to either create a title as a Viceroyalty, or grant a title as a Viceroyalty.
I also tried giving the title to you, so you can then grant it to your vassal as a Viceroyalty, but since this requires destroying the titles your vassal holds, interesting things can happen, such as him losing all his vassals, or even becoming independent.
I had another mod in the works, which would allow you to create custom Kingdoms on behalf of vassal dukes, so you could break your High Kingdom, or some of the huge vanilla Kingdoms, into more manageable Kingdoms, but when attempting to make a custom kingdom out of an existing custom Kingdom, it would always make the vassal independent.
ProphetSteve Mar 10, 2015 @ 11:52pm 
This is a great idea! :3
Richard.Maw  [author] Feb 15, 2015 @ 3:16am 
Thanks for prodding me into into fixing this alecbwforan. It turns out that paradox removed is_independent because they also had independent, and is_liege stopped working.
Replacing those conditions fixed things.

I haven't made it use the new per-character decisions introduced in WoL because I'm lazy and I can justify it as allowing backwards compatibility.
Richard.Maw  [author] Feb 14, 2015 @ 10:17am 
I'll take a look at it, but I can't guarantee anything, as during the Way of Life beta a change in how scripts are loaded caused it to stop loading at all.
Richard.Maw  [author] Nov 30, 2014 @ 4:01am 
Oh, and this mod is incompatible with the "Way of Life" beta patch, for reasons I am yet to discover.