Crusader Kings II

Crusader Kings II

Elder Kings
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Update: Nov 16, 2022 @ 6:14pm

Updated to 0.3, based on the latest available GitHub version.

Update: Nov 29, 2020 @ 7:44pm

Changelog for 0.2.4


Main Features:
- CK2 3.3.X compatibility

Unique Great Works:
- Jorrvaskr in Whiterun
- Great Port of Senchal in Senchal
- Mane's Palace in Torval
- Palace of Kings in Windhelm
- Imperial City in the Imperial Isle
- Understone Keep in Markarth
- Shipyards of Jylkurfyk in Jylkurfyk
- Necropolis of Motalion in Rhanano
- Temple of Orgnum in Abbarbas
- Cath Bedraud in Orvault
- Menagerie of Sil-Var-Woad in Silverwood
- Volwesi-Shi in Volatra

Reach Flavour:
- Established rulers of the Reach can turn it into a de jure kingdom
- Old Gods/Hagraven Cult holy order
- Decisions for emulating Faolan's legacy
- Assorted Reachmen artefacts
- Story events for the Black Drake
- Reachmen cultural empire

Orgnum Flavour:
- Orgnum given unique artefacts
- Orgnum can impact certain tenets of the Pyandoneaic faith (e.g. by becoming a necromancer)
- Story events for reclaiming Pyandonea, Alinor

Bloodlines:
- Godslayer - Kill Orgnum in personal combat
- Reclaimer of Cyrod - Form Cyrod as an Ayleid
- Reclaimer of Falmereth - Form Falmereth as a Falmer
- Reclaimer of Resdayn - Form Resdayn as a Dwemer
- Reformer - Reform the Imperial Commune into the Imperial Republic
- Alliance War Victor - Win the Alliance War as the leader of one of the Three Banners
- World-Saviour - As Dragonborn, defeat the herald of a daedric invasion or light the Dragonfires

Elder Council:
- Under the hood rework of all vote events
- Split appointment laws into 3 separate laws
- The Council may now voice its opinion on mutilation, displacement, and titular kingdom creation laws when empowered
- The Emperor can attempt to sway members of the Council to be more in favour of their agenda
- The Council can be restored to full membership when it no longer meets quorum
- Can choose to ignore appointment votes

Artwork:
- Dwemer portraits
- Dremora portraits
- Unique portraits for some character
- Icons for many decisions
- Updated interface skins

Necromancy:
- Becoming a Necromancer is now done through an event chain, instead of a simple random event
- Necromancers now have Necromantic Charges they can use to summon stacks of Risen Dead
- Artifacts and Wonder upgrades can raise the number of Necromantic Charges a Necromancer has
- Necromancers can corrupt artifacts, sacrifing some of their lifeforce and mortal possessions in exchange for amulets and rings enhancing their abilities

Religion:
- Added the Plaguing Kings, an heresy of the Cult of Kthulhut, borned during the wars between the Chimer and the Quey
- The Brethren are now a standalone faith, instead of being an heresy of the Cult of Kthulhut
- Faiths now have their special features listed in their description. Some features have been tweaked and moved around
- Faiths are now less rigid. Some patron deities can change your religious features
- Added a feature rewarding multiple lovers, for lustful religions
- Added a feature rewarding cannibalism
- Under the hood rework of some major tenets, and their impact on people's opinion
- The Maruhkati now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Maruhkati faithful
- The Sun Court now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Sun Court faithful. Also tweaked their theocratic names

Slavery:
- Under the hood rework, slaves can now remember where they come from and where they have been sent
- Rulers can now choose to liberate slaves when they finish sieging down a province with slaves
- Rulers can decide to free slaves from one of their province, if the slaves come from their own realm
- The Slaver and Liberator trait are now available to those who enslave/liberate enough provinces. Do it enough and they can even forge their own bloodline!
- Added the Liberate Slaves, End Slavery, and Slave Raid casus belli

Societies:
- Guild quests reworked
- Great House societies given unique powers
- Separated the quest and objective tombolas from education, specialisation, and special knowledge training
- Elder Council and Great Houses societies now passively reduce the risk of provincial infestations
- Most societies can exchange currency for technology points
- Society influence made overall more important
- Numerous tooltip fixes
- Added the Order of the Pale Mist and the Silent Moons in Akavir, respectively an assassin and thief guild

Game rules:
- Reign of the Septims added, controlling when Tiber Septim spawns
- Great Work holding limit added, controlling in what provinces Great Works have to be for them to be active
- Unjust Conquest rule removed
- Child of Destiny rule removed

Other Features:
- Mages AI can now pick a random magical effect every ten years
- Khajiit no longer require Old Gods DLC to play
- Elven racial traits have been condensed into only one per race, instead of five
- Weapons and armors can only be worn by an adult
- Era display button
- Major rivers are now navigable
- Rework of special troops - both mage unit types have been consolidated
- Rebalanced de/resettlement
- New titular titles (including Lainlyn)
- Imperial races consolidated
- ALMSIVI rulers cannot declare war while temple crusaders are raised
- Some decisions moved into submenus
- Many changes to history
- The Amulet of Kings can now be stolen (with **great** difficulty)
- Provincial infrastructure now decreases the chance of infestations
- De jure kings may not be targeted by the warlord CB within their own de jure kingdom except by their de jure emperor. This includes Great Houses in Morrowind
- Added the markamal lungshark as a possible pet
- Lycans and vampires can choose to reveal themselves at any time
- Certain weapons are more effective when fighting certain enemies (e.g. silver weapons are more effective against undead)
- Added new infestations that can be taken care of by non-fighting guilds
- Scrollbars added to some events
- Many tooltip updates
- Many bugfixes and minor tweaks

####################################################################################################
ELDER KINGS 0.2.3.5

Main Features
- New bloodlines for Akaviri races
- Titular title creation law
- Rebalanced Daedric offmap boons
- The Elder Council can be restored by the Emperor if it loses all of its members
- Vassals can now desettle provinces that are not in their any of their lieges' culture groups

Other Features
- Many bugfixes

Update: Nov 29, 2020 @ 7:23pm

Update: Mar 13, 2019 @ 5:33am

0.2.3.5 Update (MAY BREAK SAVES)

-NEW bloodlines for races of Akavir.
-NEW vassal title law (allows for the prevention of vassals forming titular kingdom titles).
-Expansion and bugfixing for Desettlement/Resettlement mode of culture conversion.
-Overhaul and bugfixing for Daedric decisions and events.
-Updates for society membership requirements (mainly to cut down on mercs and religious heads in societies).
-More intuitive requirements for stealing artifacts and hiring assassins.
-Better AI logic for taking some decisions.
-Portrait fixes for headgear and clothing.
-Updates and bugfixing for fertility.
-Updates and bugfixing for flags.
-Updates and bugfixing for history.
-Updates and bugfixing for the Elder Council.
-Updates and bugfixing for succession laws.

Update: Mar 5, 2019 @ 8:05pm

The Empire of Tamriel now can use the Religious Control Mandate.
Dwemer and Falmer now have Empire access.
Culture conversion now ties in more closely to Reaper's Due prosperity/depopulation where applicable; desettlement now also causes RD depopulation instead of just the Depopulated Province province modifier.
Fixed an issue where vassals under Imperial government would start factions for invalid succession types.
Fixed claimant wars led by males for enatic realms and females for agnatic realms (should help prevent too many male matriarchs and female orc chiefs).
Fixed an issue where the High Chancellor couldn't assume regency.
Fixed some issues with history.
Fixed some localization and bugged/missing triggers.

Update: Mar 5, 2019 @ 7:48am

Added some Ideal Masters variation into province effects for depopulation, with differing versions for those with, and without, The Reaper's Due DLC.
Additional tweaks and fixes for character and title history, portraits, and artifacts.
Removed reference to unfinished Winter's Return (3732) bookmark, due to lack of content.

Update: Mar 5, 2019 @ 1:12am

Confirmation succession is now used only on default for Dukes and higher. This will greatly improve performance.
Added events to reset a character's graphical culture to their true culture, if their graphical culture is for any reason bugged to noculture, as well as to reset immortal_age in case of overflow.
Fixed an oversight where some Elder Kings' -specific bloodlines had erroneous DLC requirements.
Fixed a history error causing a noculture character to be generated.
Fixed various history errors pertaining to characters and titles, including out-of-order character info.
Fixed Papal interactions.
Fixed some issues with Great Houses and titles in general.
Fixed some issues with foreign enclaves.
Added some optimizations for tooltips.

Update: Mar 4, 2019 @ 10:41pm

Update: Mar 4, 2019 @ 10:40pm

Update: Mar 3, 2019 @ 4:01am

Patchnotes as compiled by JJsfw:

Elder Kings v0.2.3 (NOT compatible with savegames from previous versions)

MAIN FEATURES

- Holy Fury Compatibility
- Bloodline traits have been turned into bloodlines
- Tamrielic races previously lacking bloodlines have been given them

- New succession laws:
-- CONFIRMATION: The ruler and the major powers of their realm come together to select an heir from the ruler's close family. This is the new default succession law in many places
-- CONFEDERATE: The ruler, their council, and members of the confederacy come together to elect a strong successor from amongst themselves. This is the succession law used by the confederacy government
-- COMMUNE: The Elder Council and powerful members of the Commune will come together to elect a leader from among the Commune's citizens. This is the succession law used by the Imperial Commune
-- IMPERIAL: The Emperor, Elder Council, and powerful rulers in the Empire will come together to elect an heir
-- GREAT HOUSE: Members of the Great House will come together to elect a leader consistent with their Great House's values
-- MOOT: The High King and their jarls will come together to elect a strong leader consistent with Nordic values. Preference is given to Skyrim's traditional jarls.

- New Bookmark: Varen's Rebellion: Set in 3496, Varen Aquilarios, King of the Colovian Estates and de facto Duke of Chorrol, takes up arms against the Longhouse Emperor Leovic. The fate of the Empire is in your hands!

_________________________________________________________


OTHER FEATURES

- Code of Malacath leadership challenges have been updated to make prospective challengers less suicidal
- Some changes to the de jure setup
- Ruins excavations can now suffer setbacks
- Added laws restricting genocide in one's realm
- Added events for the succession of the Silvenar and Green Lady
- New regional patron gods
- Clan Mothers society added for the Khajiit
- When raiding, buildings are more likely to be destroyed and holdings are less likely to be destroyed
- AI should raid more aggressively
- AI will employ mercenaries more frequently
- Landless close relatives can now request small land grants
- Towers now have a base tower building on game start, allowing them to be competitive with regular holdings from the beginning
- Added coloured title frames to many government types
- A special tomb building appears in Orgnum's capital on his death
- Adjustments to AI genocide logic
- Holding setup adjustments
- The steward can once again find mineral deposits
- Added a fix for immortal age overflow causing mer to sometimes look like children
- Many new visual assets
- Many small tweaks and rebalancing
- Many history updates
- Many bugfixes