Crusader Kings II

Crusader Kings II

Western Europe 410-962 - The Winter King
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Update: Jun 2, 2019 @ 1:21pm

Update: May 5, 2019 @ 2:35pm

Version 1.10.1
- Added (back?) reduced realm revolt risk after defeating a province revolt
- Fixed and added a few localisations
- Added the Temple of Uppsala and the Hill of Tara as great works
- Arthur now starts with cavalry event troops (instead of heavy infantry) and an armor artifact
- Added Irminsul Tree building in Frideslar (Donar's Oak)
- Fixed missing wonder upgrades

Update: Apr 23, 2019 @ 12:56pm

Version 1.10.0
- Updated to CK2 3.1
- Updated to ACR 0.43.2 "Ariovistus"
- Renamed female Anglo-Saxon dukes to Hlaefdige
- Added event for creating the Sussex mercenary company in pre-479 starts
- Added maintenance event ensuring that vassal mercenary companies are properly tied to the correct liege titles
- King-tier vassals of Britannia are now converted into Subject Kingdom tributaries upon succession before the Empower the High Council reform is enacted
- Reduced the region where Cumbrians are allowed to use the Cultural Reclamation cb

- Domnonea is now Nicene from the earliest start dates
- Added Frisian (Saxon) occupation of Tregor 509-513
- Expanded the South Saxon royal dynasty
- Added the Jutish Haestingas
- Added a Romano-British remnant of Rhegin as vassal of Sussex in 479
- Added Romano-British culture to some recently-conquered Anglo-Saxon areas in 479
- Filled in the ancestry of the Kings of Brycheiniog
- Increased spread of Christianity in Powys in the 479 start
- Added some Irish-cultured provinces on the Welsh and Cornish coast
- Added several independent Irish lords on the northern Welsh coast in the 410 start
- Added Irish occupation of northern/central Powys 441-447

- Added 29 new provinces and adjusted/rearranged many others across Britannia
- Split duchy of Kent (Cantwaras) into East Kent and West Kent
- Rearranged British duchies in Kent and replaced Dubris with Dourbruf (Durobrivae, i.e. Rochester)
- Adjusted Roman civitas borders in Maxima Caesariensis and Flavia Caesariensis
- Added Roman civitas of Deva in Flavia Caesariensis (split off of Cornovia)
- Renamed Anglo-Saxon eorldom of Donceaster to Elmetsæte and Lanceaster to Recedsæte
- Added duchy of Selgowion in Ystrad Clud

- Allowed High Tribals to use the Vassalization cb against Low Tribal rulers of the same culture again
- Fixed duplicate Bretwalda bloodlines when playing in post-496 starts
- Fixed missing localisation for East Angle invasion events
- Fixed missing localisation for Scythian pagan Divination event
- Fixed Roman provinces turning feudal instead of Sub-Roman after the Fall of the WRE
- Fixed the Praetorian Praefecture of Gaul sometimes starting off as feudal instead of Sub-Roman
- Fixed Hellenic Pagans being unable to join the Hermetic society
- Fixed Reconquest of Franconia event firing constantly under some circumstances
- Fixed tooltip issue with Blood of Alexander bloodline
- Fixed vassals of Roman province tributaries becoming feudal during faction revolts
- Fixed being able to declare tributary wars on Roman Province tributaries
- Fixed Frankish kingdoms erroneously returning de jure to Francia when the WRE falls if the Franks have already been defeated
- Made it less likely that warrior lodges will be completely empty at start
- Fixed Ambrosius Aurelianus the Elder having a wife in the 410 start date if selected from the era screen
- Fixed a bug where the Viking Invasions would sometimes not trigger
- Fixed some issues with the Great Heathen Army event
- Finding Excalibur event when Restoring the Old Gods no longer mentions Arthur in pre-479 starts

Update: Feb 24, 2019 @ 11:32am

Version 1.9.2
- Updated to ACR v0.43.0 "Sequana"
- Added event chain for Return of the Saxons
- Made Hwiccas and Iclingas/Mercian follow-up event troop spawns somewhat more reasonable
- Rebalanced chance of successfully Restoring the Old Gods to be more dependent on your piety/learning/traits
- Famine events will no longer destroy buildings if the province is prosperous (but will still wipe all prosperity)
- British Strongholds/Forts/Civitates are now only deactivated when conquered by a non-Romanized Germanic, and will only be destroyed when the province culture is converted
- Standardized British Strongholds/Forts/Civitas locations across all holding types, and added some more (potential) locations
- Frankish unique doctrine now combines Harems and Monasticism instead of Ancestor Worship
- Gothic unique doctrine now combines Relentless and Religious Tax instead of Ancestor Worship
- Restoring the Old Gods is no longer an absolute requirement for reforming Brythonic paganism, but rather removes a large moral authority malus instead
- Added event for Roman-cultured or government characters in Cymry to assimilate to Briton/Cumbric culture and/or feudal government
- Tribal vassals of Feudal realms now get a tribal building cost reduction modifier
- The House of East Seaxe event will now not trigger for the Seaxneatings
- Made health buildings available to all semi-Romanized cultures (e.g. Visigoths, Alans, Vasconians)
- Forming Francia no longer requires controlling Rodanum/Rodænlænd
- Reduced the amount of Anglian revolt event troops, but the rebellion can now fire twice before Anglia is safe
- Added a bloodline for the Syagrii
- Halved the minimum retinue cap
- Successors of Subject Kings that give in to a claimant faction now get an event to decide if they want to continue the Subject Kingdom status, with the High King being able to declare war if they refuse
- Feudal governments now also have a Tribal holding building time bonus

- Mordred is now a subject kingdom tributary of Arthur in the 496 start, with the rest of Dumnonia vassals of Arthur instead
- Arthur now starts with a small band of event troop warriors

- Fixed Subject Kingdom tributary relation breaking on death of tributary
- Fixed incorrect Tall trait effects
- Fixed Expand the Empire into Magna Germania decision not appearing
- Fixed several issues with AI consideration of Mass Conversions
- Fixed forming the Imperium Britanniarum from the High Kingship not properly transferring over the Imperial Senate or realm laws
- Fixed Restore the Imperial Senate decision being enactable while the event is open
- Fixed some instances where creating the Gallic or Britannic Empires would not automatically apply the Imperial Elective or Imperial Administration laws
- Tried to increase AI looting
- Fixed some issues and inconsistencies with the Town Hall building prerequisite
- Event HFP.11034 can no longer replace a stronger strength congenital trait with robust
- Fixed Roman provinces being creatable by vassals of a Frankish emperor
- Fixed Alans sometimes not properly being assigned the foederati trait
- Fixed some more cases where Feudal realms could erroneously appear
- Fixed a crash when hovering over certain Warrior Lodge traits in the Ruler Designer
- Fixed incorrect de jure liege for Roman duchies in Germania Prima in post-486 start dates
- The AI is now actually capable of reforming into High Tribal/Feudal governments in a somewhat reasonable timeframe
- Fixed the Kingdom of Gwinntguic formation event unintentionally integrating Meonware
- Fixed it being possible to have Uncontrolled and Disallowed Vassal Wars simultaneously
- Fixed the Restless Sidhe modifier being impossible to remove if you're not a Celtic pagan
- Fixed claimant faction wars sometimes creating theocracies from tribal realms
- Fixed the Wolftails mercenary company lacking any troops and not forming from a 479 start
- Anglo-Saxon invaders will now not break NAPs or alliances when expanding
- Fixed being prompted to nominate successors for titles with an Elective succession type that don't actually exist (i.e. have a holder)

Update: Feb 5, 2019 @ 9:39pm

Update: Feb 5, 2019 @ 9:38pm

Version 1.9.1
- Germanic and Feudal governments now have a small bonus to vassal levies and a small malus to vassal taxes
- Increased costs for creating and destroying titles
- Pillaging events will now only trigger for sieges involving a war
- Blocked High Tribals from using the county conquest or duchy invasion cbs against correct-culture provinces of (Low) Tribal rulers
- Other minor balance changes

- Fixed incorrect de jure shift when reconquering Kollonlant as a Roman character
- Fixed bug with removing Celtic pagan artifacts event spamming constantly
- Adjusted Essex creation requirements
- Rebalanced West Saxon invader event troops to be less heavy infantry-heavy
- Fixed some bugs with ported ACR events (especially relating to Britannic paganism)
- Fixed lack of court druid reminder event firing when the player already has one
- Made AI Franks much more aggressive towards former Soissons client states
- Fixed Court Calligrapher honorary title being ungrantable
- Fixed de jure shift events between Saxon and Frankish kingdoms in Gaul firing during revolts
- Fixed the Frankish Invasion cb sometimes also transferring vassals outside the invasion region
- Fixed victorious Foederati Status revokation war not properly clearing foederati status
- Fixed missing dynasties for some offmap regional Roman cultures
- Fixed Middle Anglia being Germanic government in later start dates
- Religion heads will now also go into seclusion during epidemics event if not landed
- Picts can now create Alba if Dalriada has not yet been created
- The Raid cb now targets a specific province (should make extremely long raid wars less common)

Update: Jan 31, 2019 @ 4:42pm

Version 1.9.0
- Updated to CK2 3.0.1.1/Holy Fury
- Ported Norse/Germanic and Hellenic warrior lodges from vanilla and added warrior lodges for Celtic (The Fianna), Scythian (The Swords of Agin), and Vasconic (The Cave Dwellers) pagans
- Pagan Reformation Features/Doctrine changes:
- Proselytization nature allows conversion of other cultures to your reformed pagan religion
- Peaceful, Warmongering, and Unyielding natures give halved penalties to provinces of other pagan religions (except heresies)
- Cosmopolitan nature removes all penalties from provinces of other pagan religions (except heresies)
- Daring/Sons of Ragnarok doctrines now give increased culture conversion and levy size rather than enabling prepared invasions
- Brythonic unique doctrine (Guardians of the Old Gods): Animistic + Bloodthirsty Gods
- Pictish unique doctrine (Chosen of Cailleach): Animistic + Equal
- Gaelic unique doctrine (Children of Danu): Animistic + Seafaring
- Anglo-Saxon unique doctrine (Children of Wodan): Seafaring + Meritocratic
- Frankish unique doctrine (Chosen of the Allfadir): Polygamy + Ancestor Worship + No opinion malus for raised levies
- Suebic unique doctrine (Warriors of Donar): Meritocratic + Relentless
- Gothic unique doctrine (Heirs of Gapt): Relentless + Ancestor Worship
- Scythian unique doctrine (Riders of the Flame): Relentless + Haruspicy
- Vasconic unique doctrine (Earthborn): Equal + Defensive Bonuses
- Added Druidic leadership for Celtic pagans (enables the Archdruid election mechanics)
- Sainthood mechanics enabled for all Christians and Manichaeans, even if they don't have a religious head
- Coronations and associated mechanics enabled for all Christians with Majesty tech at least 5
- Your religious head may ask you to donate one of your counties to a theocratic vassal as their coronation demand
- All Roman empire titles are locked into Imperial Elective
- Added Germanic Elective succession law - similar to normal Feudal Elective, but only characters of your culture group are allowed to be electors and candidates, used by the Visigoths at start
- Added Matrilineal Tanistry succession law - similar to normal Tanistry, but claimants related to a king through a female line are favoured, and children of kings are disfavoured, used by Pictavia at start
- Ported Vortigern, Niall Noigiallach, Merovech, and Caratacus bloodlines from vanilla
- Changed Calgacus, Coel Hen, Arthur Pendragon, and Magnus Maximus blood traits into bloodlines
- Added new bloodlines for Aurelius Ambrosius, Cunedda, Aelle (doubling as a first Bretwalda bloodline), the Anicii, Alaric I, Gundahar, Hrothgar, Beowulf, and Finn Folcwalding
- Merged Ancient Religions v0.42.4 "Tasgetius"
- Brythonic High Kingship overhaul
- Imperial-cultured rulers and (independent) rulers of Roman provinces in Britannia are now also eligible to claim the High Kingship
- All independent Celtic or Imperial-cultured rulers in Britannia (except Hen Ogledd), not just kings, get asked for recognition when the High Kingship is claimed
- When claiming the High Kingship, you must now fight all the opposing kings at once instead of one at a time
- Becoming High King now makes the other kings a new tributary type (Subject Kingdom) instead of vassals
- Added cb to make other kings into your Subject Kingdoms and disabled de jure claims for Britannia (before reforms)
- Added cbs to depose a currently reigning High King and directly claim the High Kingship for yourself
- The High Kingship is now automatically lost upon succession (before reforms)
- Blocked Sub-Roman Brythonic government Imperial-cultured rulers from using the County Conquest cb on Brythonic rulers, and vice versa
- Added special decision for a Roman governor who becomes High King to claim the Imperium Britanniarum
- Added 7 High King decisions/reforms that can be taken to unite the kingdoms of Britannia into a single unified realm, with the final reform allowing you to choose between a Celtic or a Roman path
- The Celtic path gives Subjugation cbs and de jure integration events on Alba, Ireland, and Armorica
- The Roman path allows you to Restore the Senate and then transform Britannia into the Imperium Britanniarum after fighting a civil war
- Moved Hellenic paganism to the Pagan group
- Removed Sol Invictus (can now get the same effect by reforming Hellenic with Dogmatic + Hierocratic)
- Increased threshold for heresies to replace main religion
- Added formable religion head titles for all Christian heresies
- Added decision for a restored Roman Empire to invade the Agri Decumates
- Added events for Roman conquest of the Agri Decumates and Germania
- Adjusted creation requirements for Germania
- Scripted Anglo-Saxon vassals revolts are now weaker if the relevant kingdom title has ever been held and end after 700, but now allowed to trigger for characters with human lieges as well
- Made all mercenaries duchy-tier
- Reduced penalty for holding multiple kingdom titles as an Anglo-Saxon
- Tribal prestige/realm size modifier now also affects unit morale and organization
- Retinue cap is no longer increased by technology
- Added a minimum retinue cap
- Imperial, Sub-Roman, Sub-Roman Brythonic, and Germanic government rulers now have a percentage retinue cap boost
- Significantly increased maintenance and retinue cap usage for heavy infantry (warriors) and cavalry
- Nerfed overall income from most holdings
- Removed revolt risk reduction for stewardship and reduced revolt risk for different religion and culture group
- Many other minor adjustments

- Added some more Roman localisation in Britannia
- Added provinces of Maxima Sequanorum and Germania Prima
- Added in western Franconia and Alemannia
- Moved Frankish holy site from Cologne to Agredingland
- Moved Frankish and Suebic holy site to Fritzlar (Donar's Oak) from Nithersi (Irminsul) and Walacria, respectively
- Moved Suebic holy site from Meduantum to Cannstatt
- Added de jure shift events for forming Germania
- Added a kingdom of Franconia under Germania that appears from the eastern parts of Ripuarian Franks/Austrasia when Germania is created

- Added in the Gallic usurpation of Jovinus
- Owain now holds the High Lordship of Gradawc in 479

Bugfix changelog
- Fixed de jure destruction of Embrum firing with the wrong conditions
- Fixed history issue for the province of Crích Mugdornd
- Fixed the High Lordship of Latharna not gaining its de jure territory in the Creation of Dalriada event

Update: Jan 31, 2019 @ 4:41pm

Update: Oct 2, 2018 @ 5:50pm

Update: Oct 2, 2018 @ 5:35pm

Version 1.8.3
- Fixed releasing prisoners when capturing an enemy capital sometimes releasing some of your own prisoners as well
- Fixed incorrect capitals for a few duchies
- Fixed the Unite the Norse Kingdoms decision disappearing once you get an empire title
- The Raid cb is no longer available against baron-tier characters
- Adjusted creation requirements for Francia
- Fall of the Franks event now requires more of northeastern Gaul to be Roman-controlled
- The Return of the Franks event can now also trigger if e_franks is held
- Fixed offmap titles being inheritable
- Fixed being unable to convert between Romano-Aquitanian and Vasconian culture with the Convert to Local Culture decision
- Fixed missing government flavour for tribal High Kingdoms
- Tribal councillors will no longer oppose you declaring war on their close relatives if you are also a close relative of the target
- Fixed some tooltips implying that tribal councillors normally could not join factions
- Fixed some instances of Tribal rulers getting the wrong government type when splitting up on succession
- Fixed realm peace not actually becoming available if Tribal Organization is Strong or above
- Removed nonfunctional disease defence and local build cost/time modifiers from buildings (health buildings have been adjusted to give other bonuses instead)
- Fixed some cultures sometimes erroneously appearing in randomly generated characters
- Fixed some events using the vanilla Indian religion localisation
- Fixed some issues with capturing family members when taking your war enemy's capital holding