Crusader Kings II

Crusader Kings II

Rise to Power
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Update: Jun 9, 2020 @ 11:32pm

#HOTPATCH

Update: Jun 9, 2020 @ 5:43am


- Fixed issue when gaining jobs while on a military campaign
- Fixed issue when your liege did not revert back once you came back from an expedition
- "Leading troops" now gives +0.1 monthly prestige
- Normalized all sounds
- Updated compatch with BLG
- Vassal opinion increased/reduced to 5% for the "Slavery" lawset
- Fixed issue with certain conflicts events not should proper decisions
- Fixed "Viking Age" not starting when selecting Chalcedonian and Charlemagne bookmark
- Shields now subtract "Duel Score" of the opponent based on the quality level
- Rebalanced troops attack/defense values


- Added ambient sounds that will play dending on your location and status
- Added "Active Duty" military campaign triggered modifier when you are leading troops
- Added "Reserves" military campaign triggered modifier when you are on reserves
- Added more "Dynamic Sounds"
- Added 11 New Artifacts
- Added more sounds
- Added Symphony disease
- Added Symphony Trait
- Added Shapeshifter trait
- Added Druid trait (Cant be obtained yet)
- Added "Church Role" set of laws
- Added "Consecrated Grounds" set of laws
- Added "Membership" set of laws
- Added "Sanctuary" set of laws
- Added "Tithe" set of laws
- Added "Attendance" set of laws
- Added "Glossolalia" set of laws
- Added "Conversion" set of laws
- Added "Origin" game rule
- Added "Chalcedonian" game rule
- Added "Beasts" game rule
- Added "Ambient Sounds" game rule
- Added "Tutorial" game rule
- Reworked "Religious Customs" technology tree (unlocks new set of laws per tier)

Update: May 12, 2020 @ 7:35pm


- Galleys carry 200 troops rather than 150
- Siege morale checks are now made daily rather than monthly
- Siege morale drops by 3% daily (this value changes depending on the fort level of the building)
- Forts now have a whopping 10 garrison troops in them
- Siege equipment now takes in consideration your capital holding tech level rather than the local province's
- Society clothes tweaks
- Arena fighters now come with 2 weapons instead of one
- "Improved Keeps" technology now damages attackers even when there are no siege equipments placed
- Fixed "Beast Accidents" not clearing the success flag leading to permanent successes being made
- Fixed "Icelanding Colonization" re-nuking Iceland after a game load
- Fixed "Isle of Man" not having naval pathfinding
- Fixed busted Shattered World creation (stop playing shattered world you heathens)
- Fixed dual tutorial events
- "Find a Spouse" decision now selects a spouse from your location culture and religion
- You now lose your house when becoming HO/Merc
- "Leather Tunic" is now classified as "Light Armor"
- Removed "Ancient Plated Mail"
- Renamed "Cannon" to "Bombard"
- Nerfed prestige/piety gain from artifacts
- Can no longer gift artifacts (Why? Cause screw stupid opinion bonuses exploits)
- Writing books now grants you books once again
- Moar Decisions Edits


- Added "Privateer Government" unique clothes
- You are now ACTUALLY part of your liege's army if you accept one of the military campaigns jobs
- Added 11 New Artifacts
- Added 97 Vanilla Artifacts (Books...can be purchased at the marketplace or written if you have the coin and want your name on the cover sheet cause narcissism)
- Added Mana Poisoning disease
- Added Mana Poisoning Trait
- Added Mage trait
- Added Sage trait (Cant be obtained yet)
- Added Chef trait (There is a yearly chance to gain it if you have a cooking book equipped)
- Added Court Chef minor title
- Added placeholder job title to allow landless players to actually lead characters
- Added "Leading Troops" modifier that gives -1000% fertility while in command and at war
- Added "Paid Holidays" set of laws
- Added "Slavery" set of laws
- Added "Trade" set of laws
- Added "Resettlement" set of laws
- Added "Welfare" set of laws
- Added "Production" set of laws
- Added "Businesses" set of laws
- Added "Banking" set of laws
- Created "Diplomacy Based" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Martial Based" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Stewardship Based" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Intrigue Based" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Learning Based" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Lawful Good" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Neutral Good" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Chaotic Good" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Lawful Neutral" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Neutral" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Chaotic Neutral" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Lawful Evil" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Neutral Evil" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Created "Chaotic Evil" archetype (Not implemented yet...archetypes are personalities given to the AI that helps them make choices according to their traits)
- Reworked "Popular Customs" technology tree (unlocks new set of laws per tier)

Update: Apr 27, 2020 @ 4:55pm


- "Gates of Hell" event will not show up for landless characters any longer
- Beast accidents now can happen in all of your TOP LIEGE's realm
- Can now also "Found Holy Order" with the "Zealous" trait
- Can now also "Found Mercenary Company" with the "Gladiator" trait
- Galleys carry 150 troops rather than 100
- Mercs/Holy Orders can now recruit patriots
- Merc/Holy Orders can now recruit zealots
- Added "Mercenary Leader" triggered modifier
- Added "Holy Order Leader" triggered modifier
- Fixed "Abandon Titles" decision causing game overs
- Fixed "diligent_death" localization
- Fixed MR/Privateer titles reverting back to the liege after death
- Fixed localization errors with "Raise Zealots" and "Recruit Zealots" decisions
- Fixed paintings not being labeled as "Inventory"
- Merc lose their jobs if they accept a mercenary contract while holy orders do not
- Reworked Mercenaries and Holy Orders contracts. You now actually spawn the troops and lead them
- "Severely Injured" now also gives -100 combat rating
- Can "Recruit Volunteers" every 1 year instead of 3
- Chances for "Beast Events" are 20% for feral beasts and 5% for non-ferals
- Chance of succeeding in "Beast Events" actions lowered to 50% from 80% for ferals and 75% for non-ferals
- Chance of becoming a beast after the disease lowered to 20% from 30%
- "Chalcedonian Splendor" Moral Authority increased from 40% to 50%
- "Raise Patriots" troops numbers is now based on the opponent's realm levies
- "Raise Zealots" troops numbers is now based on the opponent's realm levies
- Lowered the cost for "Destroy Bandit Hideout" to 50 prestige from 100 prestige
- Lowered the cost for "Pray" to 10 piety from 50 piety
- Lowered chance to gain a "Trinket" from the market to 1% from 10%
- You can now "Interaction Marry" once you become landed
- Sieges now take longer to starve defenders out and are more deadly when assaulting them
- Nerfed tech bonuses (I will add unique stuff to them with time)


- Added many new sounds including when you siege holdings, combat sounds, and marching sounds when in command
- Integrated "Fridericus Sounds" mod in RtP (Go leave a like and favorite on his mod please!)
- Forts are automatically built after 30 days in hostile territory and are now used to build siege engines which will create casualties on the enemy defending troops
- Siege tech now unlocks siege equipment that causes damage to the defenders
- Fortifications tech now unlocks the possibility of destroying enemy siege equipments while causing damage to the attackers
- Legalism now increases treshold for "Overstretched" modifier
- Reworked naval combat to have a more meaningful impact on realms
- Removed all straits (Minus Constantinople and Ross) in order to increase naval warfare (I also added proper pathfinding for the AI regarding ship usage)
- Reworked troop types
- Reworked Holding Types
- Added "Autocephaly", "Can Grant Divorce", "Can Retire to Monastery", and "Allow Rivermovement" and removed "Pentarchy" to Chalcedonians
- Chalcedonian only heresies are now "Iconoclasm", "Paulician", and "Monothelite"
- Mountains and Hills now give defensive bonuses to A units 20%/10%
- Forests and Jungles now give defensive bonuses to LI/HI units 20%/10%
- Farmlands and Artic now give defensive bonuses to P units 20%/10%
- Plains and Desert now give defensive bonuses to LC/HC units 20%/10%
- Intrigue now has the passive modifier of +0.01 monthly wealth per intrigue level
- Marriage age is now set to 14 (Use BLG in order to transform the portraits at a younger age)
- Added more portraits for societies
- Added 8 new tutorials/hints
- Added 10 new artifacts
- Added 17 vanilla artifacts
- More defines edits

Update: Apr 20, 2020 @ 7:48pm

#HOTPATCH

Update: Apr 20, 2020 @ 6:52pm


- Increased "Chalcedonian Splendor" MA boost from 30% -> 40%
- Improved titles checking triggers
- Improved government checking triggers
- Improved laws triggers
- Fixed "Struggle" succession law allowing every spouse to vote on the heir
- Fixed "Workshop Construction" event firing on landless characters
- Fixed "Received Trade Goods" event firing on landless characters
- Fixed read event not firing for the kids
- Fixed mercenary/holy order troops not being passed on the next person if the heir was a different dynasty
- Fixed bug giving "Sanies Lupinus" instead of "Sanguinare Vampiris"
- Losing the duel in the "Random Encounter - Bandits" is no longer a death wish
- "Overstretched" check now also happens when a war breaks out in order to not leave the big empires with a small levy size
- Rulers now always try to keep the best artifacts
- Can no longer interact with china as a landless character
- "News From China" event will not show up for landless characters any longer (K I just about had enough of the f***ing spam already)
- "The Eunuch Merchant" event will not show up for landless characters any longer
- "Who Owns The Pig?" event will not show up for landless characters any longer
- "Pardon a Young Noble" event will not show up for landless characters any longer
- "Contemplating Mortality" event will not show up for landless characters any longer
- "Chineses Guests" event will not show up for landless characters any longer
- "Nomad Independence" event will not show up for landless characters any longer
- "Petition for Carnival" event will not show up for landless characters any longer
- You now receive a notification when troops have been added to your mercenary/holy order company
- You now receive a notification when a society power is available to be used
- You now hear a sound when you have been bitten/scratched by a vampire/werewolf
- "Poet" trait prestige gain increased from 0.05 to 0.1
- "Falconer" trait prestige gain increased from 0.05 to 0.1
- Can now use "Ancient Skull" on yourself should you wish it
- Can no longer hold minor titles as a lowborn unless you know how to read
- Beasts no longer see each other unless they are of the same category
- Cannot select the "Maimed" trait from ruler designer any longer
- "Storage" artifacts can no longer be gifted
- Shields now give Combat Rating rather than health
- Better Conditional Tooltips look even better
- Better Tooltips for voting successions
- Removed "Safety Flag" decision (Use the "Abandon Titles" decision instead -- Use this when you think you are about to have your last holding/s taken)
- Removed -100 opinion penalty for beasts vs beasts
- Changed market weapon/armor spawns to take in cosideration quality
- MRs from the start menu now show as MRs instead of Privateers
- Changed rewards and duration of the "Trading Opportunity" event
- Mercs and Holy Orders can now also fire the various random events


- Added Corruption disease
- Added Corruption Trait
- Added Cursed trait
- Added Gifted trait (Cant be obtained yet)
- Added 10 warning/tutorial/tips notifications (These will slowly be introduced in order to help people understand the features of RtP)
- Added 3 vanilla artifacts
- Added 38 new artifacts
- Charlemagne now receives 2K troops at start and when he gains k_lotharingia, k_saxony, k_bavaria, and k_italy for a total of 10K. These troops will no be inherithed by his successors
- Iceland now starts with no owners in the charlemagne bookmark. An evens will trigger allowing 4 random norse characters to settle it (this includes you if you are landless and norse religion or culture)

Update: Apr 13, 2020 @ 11:13pm


- Kids of beasts now have a 50% chance of inheriting the trait if one parents has it and 100% chance if both have it
- Removed the ability for the beast traits to be spawned randomly (now only via diseases or getting infected by someone who has the disease)
- Icreased chance to gain job knowledge from 50% to 75%
- Lowered rate of mystical diseases
- Disabled the vanilla stillborn chance due to it causing the random crashes (it removes the value from the stack and the pointer cannot retrieve the value...causing an exception crash. I have the fix for the permanent final months bug, but I can't fix exception errors since they are hardcoded)...
- ...but made a RtP version of it YAAAAYYY :D
- Fixed bug that caused all weapons of the same type to switch hands
- Increased yearly chance for "Beast Accidents" to happen to 30% for Feral Beasts and 10% for Non-Feral Beasts
- Changed bonuses for government types (based on the attributes wheel)
- Duels now take in consideration Weapon type used vs Armor type used (Both you and the opponent)
- Duels now take in consideration Weapon speed (Lower quality weapon = faster speed for balance sake)
- Added artifact destruction check event (Enough hoarding all sort of weapon and armors...this isnt Pokemon)
- Fixed duel experience gained from arena fights
- Can only sell "Storage" goods
- Artifacts now show their type in the tooltip
- Changed recruit volunteers, zealouts, and patriots to a notification rather than an event popup
- Recruiting volunteers, zealouts, and patriots is guaranteed to succeed
- Increased Recruit Volunteers cooldown to 3 years
- Recruit Volunteers is now a province decision rather than a holding decision
- Implemented Custom Tooltips in order to better understand the requirements to do something (please let me know if some tooltips are way too long and I will dumb them down Barnie Style for you guys)
- Fixed bug with "Preach Religion" decision not allowing the AI to convert your provinces
- Trade goods province modifier now increases trade route income of the province
- Increased chance of becoming a vampire/werewolf after the disease disappears
- Lowered combat bonus for the horse artifact
- Increased wealth bonus from the adventurer trait
- Fixed bug with "In Sickness and In Health" mission not giving society currency
- Doubled society currency gain from attributes
- Society status now counts more towards being chosen as the leader of a society
- "Gambled" character modifier is now hidden
- Re-adjusted the "Status of Women" laws bonuses and penalties
- "Struggle" succession law lets You, your spouse, and your adult kids decide who the next heir will be
- Fixed bug with borrowing money from Jews
- Fixed bug when creating a Mercenary Band giving you gold and prestige instead of subtracting it
- Adjusted "Holy Warrior" and "Mercenary" jobs to also give opinions bonuses
- Charlemagne, children of destiny, and people with the trait "Adventurer" are now immune from the "Overstretched" mechanic (If you think a character deserves this break please let me know)
- You now receive a notification when trade goods are given via your owned workshops


- Replaced "Corruption" modifier with "Overstretched" modifier which only penalizes the Overstretched ruler and not his/her vassals ( Perfect for people that do not want to pay taxes ;) )
- Random Jews may ask you to set up a trade goods workshop if a province does not have one
- Ruffians may sometimes tear down a trade goods workshop
- Ruffians may sometimes set up bandit hideouts
- Ruffians may sometimes blow up buildings in your holdings
- Added "Steal Trade Goods" decision
- Added "Set up Bandit Hideout" title decision
- Added "Destroy Bandit Hideout" title decision
- Added "Bandit" job
- Added new society clothing for Muslims
- Added "Raid Holding" title decision
- Added "Inventory" slot
- Added "Build Workshop" decision
- Arena fighters now have a piece of armor and a weapon
- Added 10 new artifacts
- Added 18 vanilla artifacts

Update: Apr 7, 2020 @ 10:35pm


- Hidden the visit the marketplace modifier
- You can now have more than 1 artifact of the same type in your inventory
- Doubled the combat rating for weapons
- Fixed issues with the slots
- Market sellers are now from your own culture
- Reduced the amount of trade goods distributed at the start of the game
- Added more reasonable buying/selling prices of goods
- Fixed "Boundaries" diplomacy mission to no longer start with one character imprisoned
- Fixed localization issue with "Boundaries" diplomacy mission
- Increased amount of society currency handed out for missions
- Moved fertility penalty modifier to the trait "Travelling"
- Removed Metal Gear death sounds (April foolz)
- Selling stuff at the marketplace always prefers trade goods if you have any
- Startup event now happens at the start of the game and no longer requires you to pick the decision
- Armor now gives Combat Rating bonuses rather than health


- Added 10 new artifacts
- Added stillborn chance for newborns
- Added option to choose mystical stuff or not at the start of a game
- Added Sanguinare Vampiris disease
- Added Sanies Lupinus disease
- Added Sanguinare Vampiris trait
- Added Sanies Lupinus Trait
- Added Feral Vampire trait
- Added Vampire trait (Cant be obtained yet)
- Added Feral Werewolf trait
- Added Werewolf trait (Cant be obtained yet)
- Added "Roll Dice" targeted decision for people like me that like to RNG every decision in this game
- Added some vanilla artifacts

Update: Apr 5, 2020 @ 8:01pm


- You now gain duel experience when fighting in the arena
- You can no longer spam the arena button before you have a fight
- Fixed bug regarding confederation government letting you become one if not independent
- You now gain your previous character's artifacts if you die without an heir
- Increased chance of receiving treasure in the treasure hunting event
- Changed slots for the artifact system
- Removed vanilla artifacts (These will slowly come to the game because they A) Take time to balanced and B) Some just dont need to exist anymore)
- Added same/opposite trait opinion modifiers in order to create drama nd stuff


- Added visit the marketplace decision
- Each county now produces a type of good that the owner may have a chance of receiving each year
- Added 106 new artifacts (Yes your read that right)
- Increased number of weapon types to 19 from 7

Update: Apr 1, 2020 @ 4:36am

- APRIL FOOLZ