Crusader Kings II

Crusader Kings II

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Factional Rebalance
   
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Tags: gameplay
File Size
Posted
Updated
89.282 KB
Mar 12, 2017 @ 8:57am
May 28, 2019 @ 7:57am
10 Change Notes ( view )

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Factional Rebalance

Description
This is the successor to my factional balance and crown authority destruction mod to enhance factions, improve game balance while providing configuration options to increase or decrease game difficulty/anti blobbing powers.

- Council Power Factions have a chance not to go to war. This chance is based on how powerful the faction is. The more powerful factions are more likely to war over this issue. This reduces the number of wars as vassals were less likely to war just to change a single law.

- Council power factions will now apply tyranny opinion modifiers against you if you decline the request. Increases the chances of new more dangerous factions being formed in the future.

- Independence faction will now be formed by dejure, same religion/culture vassals if their opinion is less than -25.

- Large realm sizes now increase chance for independence factions to form to represent the increased difficulty to manage these realms.
* Duchies over 12 realm size have an increased chance for independence factions to form.
* Kingdoms over 50 realm size have an increased chance for independence factions to form.
* Empires over 200 realm size have an increased chance for independence factions to form.


Customisation
- Game rule to modify council power faction where you can leave as is, or disable the revolt wars entirely and only gain the tyranny, or completely disable the faction.
- Game rule to tweak whether to let independence factions form with dejure vassals regardless of the mods usual opinion check.
- Game rule to allow council members to join factions but at a reduced chance when the council is content.
- Game rule to let independence faction members break free when the liege loses a war, or let any vassals decide to go independent whenever a war is lost.


Mod Compatibility

This mod will conflict with mods that also modify the default vanilla factions and casus belli
Not compatible with full conversion mods e.g. ck2+ or HIP

Works with ck2 version 3.2.x

Provided for fun by The Strategy Master
41 Comments
Comiclove Jan 24, 2023 @ 12:55am 
This might be a dumb question, but is this compatible at all with Fitna Fracture ? I imagine not, since Fitna Fracture modifies revolt CBs, but thought I would try my luck and ask.
Widowmaker Aug 30, 2020 @ 12:47am 
Can you make this a direct download? I've hit my subscription cap for CK2 mods and I don't have any I want to get rid of.
General Kysieran  [author] Aug 17, 2020 @ 10:36am 
@Betch: Thanks, I will probrably play CK3, whether I mod it depends on if I stay playing and there is something I think needs changes.

@MB: There may be compatible major conversions but its just unlikely due to how many files they change, but CK2+ and HIP which are the big 2 definitely are not.
Coocoodas Apr 12, 2020 @ 4:42pm 
I'm all for adding challenges and options, but wouldn't allowing council to join factions be counter productive to the council mechanics? Why would I appoint powerful vassals in the position of council in favour of talented people if they are going to join factions anyway even though at a reduced chance? Not complaining, just curious.
MB Dec 16, 2019 @ 3:43pm 
What is with full conversion mods like Elder Kings? They don't seem to edit factions or CBs too much, or do they?
Kangz of Memphis Nov 5, 2019 @ 5:25pm 
I hope you continue to work on and update this mod, I find the constant civil wars over a single law but not a myriad of far more important issues bloody stupid. I'm using it with after the End mod as of now, how compatible are they? Would be grately if you know.
nvr! Sep 8, 2019 @ 3:11am 
Would using this with AGOT be stupid?
General Kysieran  [author] Jul 30, 2019 @ 1:01pm 
@Frootie Tootie: No it doesn't. I removed it because it felt it belonged as its own mod. I think I just forgot all about it though :steamfacepalm:
Frootie Tootie Jul 30, 2019 @ 12:44am 
Your old mod also made the plot to kill more likely. Does this new mod do this aswell?
Lord Hydrik Jun 26, 2019 @ 7:45am 
Thanks for the mod this solves all of my immersion problems