Crusader Kings III

Crusader Kings III

Historic Invasions
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Update: Dec 17, 2022 @ 1:25pm

### Version 1.22.1
# checked for game version 1.8.1 compatibility
# Rurikid: added event chain to convert to Christianity (95%), Islam (4%) or Judaism (1%) after the invasion story has ended and the Kyivan Rus' is following an unreformed pagan faith
# Ludolfinger: story can now be inherited once
# Vlaanderen: decision to reclaim the ERE now only shows the decision in relevant regions and it has clearer localization
# Terteroba: fixed a localization typo within the decision to migrate into Khazar land
# decisions to found Beyliks in Asia Minor are only visible if you have your capital within that region
# game rules are now in chronological order instead of release order
# updated succession weirdness story check: more compact, now transfers Plot Armor, no longer checks for culture
# removed region weight from script that picked the next invasion target because it likely was never functional and it only choses neighboring realms anyway

Update: Dec 6, 2022 @ 6:37am

### Version 1.22.0
# checked for game version 1.8.0 compatibility
# script: Changed the name of the used invader titles to be more consistent to save myself some headaches (e.g.: e_ghaznavids -> e_ghaznavid, e_delhi -> e_ghurid, e_shiite -> e_fatimid) and moved away from the vanilla titles for the Timurids (= e_timurid) and the Latin Empire (= e_vlaanderen) just in case Paradox decides to use or remove those in the future. Teutonic / Livonian Order names were not changed and newer invasions (North Sea Empire) were already following the new naming scheme. Invasions that started prior to this update will attempt to switch to the new title and keep going, otherwise they will stop. Also see v1.20.0 change log for more info.
# Bulgarian Empire: renamed script dynasty from Krum to Balgarsko
# removed old compatibility checks for version 1.18.5
# Game rule that determines the amount of bonus levies the invader receives no longer differentiates between AI and player. Also fixed a typo. If you are resuming with a save game from game version 1.7.*, it will default to the regular amount of reinforcements, regardless of your chosen setting at game start.
# Turkish migrations are less rare (every 1 to 5 years from every 1 to 3 years)
# Turkish migrations can no longer spawn Avar characters
# easier decision to restore the HRE now only appears if the Ludolfinger story is enabled and your capital is within roughly Francia, Germania or Italia
# Ottomans now correctly de jure integrate the ERE
# game rule localization changes
# encyclopedia typing errors fixed

Update: Nov 11, 2022 @ 9:46am

### Version 1.21.0
# added Knud Knytling (North Sea Empire, 1016)
# increased Attila spawn chance

Update: Oct 28, 2022 @ 9:56am

### Version 1.20.2
# landless invaders should now lose their wars if they lose all their troops
# removed de jure changes to Armenia and Georgia after Rûm is established (I forgot to change that in 1.19.5)
# localization changes

Update: Oct 24, 2022 @ 1:42pm

### Version 1.20.1
# Bahrain now replaces the kingdom of Oman (game rule has been renamed); Oman is now titular and - for now - unused
# Almohads can now become involved in the struggle
# if split in three, Arabia is renamed to Najd
# localization fixes
# added mod-specific titles for Timurids and Latin Empire, just in case Paradox ever uses their own titles for something in the future (I'll switch the script over to those and the other new ones once game version 1.8 is released, since those changes would break any currently ongoing invasion in your save file and disable future ones - unless your game was started past mod version 1.20.0)

Update: Oct 21, 2022 @ 11:17am

### Version 1.20.0
# added Zanj rebellion led by Ali al-Qays (869)
# invaders no longer consider the military strength of allied vassals
# invaders now delcare their very first war with a delay, otherwise current_ / max_military_strenth are filled with a value of 0 and result in overpowering first wars (exceptions, landless invaders: Hauteville, Vlaanderen, Teutonic / Livonian Orders)
# Ziyarid, Jannabid: losing any offensive invasion no longer sets a global variable but instead a character variable
# added duplicate landed titles: instead of e.g. e_seljukS, the duplicate is called e_seljuk to make the script less irritating and more consistent to work with; I'll switch over to those once game version 1.8 is released

Update: Oct 19, 2022 @ 11:22am

### Version 1.19.5
# instead of historical de jure borders, invader titles now only try to fill out default base game de jure empire borders; exception: Cuman-Kipchak Confederation
# Ghaznavid, Yelü: no longer gain de jure land, since they don't fit within the base game de jure borders
# Ziyarid, Hauteville, Jannabid: invader kingdoms are now destroyed on succession if the heir already holds one other kingdom
# Ziyarid, Jannabid: their kingdoms no longer gain de jure land
# bonus levies: since not every defending ally will join the war as it is declared, the script now looks at all defending allies instead of just all war enemies
# Turkish nomads now have a maximum strength of 12'000 instead of 16'000

Update: Oct 18, 2022 @ 12:26pm

### Version 1.19.4
# landless invaders will now reliably stop lingering around forever if their invasion fails (Hauteville, Vlaanderen, Balk, Bassenheim)
# fixed message informing about devastation and looting caused by Timurids not working
# if Mecca is occupied by Qarmatians, it's sacked (up to once per game)
# added decisions for the Teutonic and Livonian Orders to enlarge their de jure land if their story wasn't as successful
# fixed spelling errors

Update: Oct 16, 2022 @ 3:26am

### Version 1.19.3
# added encyclopedia entries for mod features so you can look up detailed information while in-game
# AI invaders now correctly gain bonus levies if they are weaker in relation to the total strength of all defenders (current invader strength was mistakenly compared to the strength difference)
# since the 'Offensive War' opinion malus seems to be hardcoded, each won invasion adds a small stacking opinion modifier to counteract that malus
# since the AI now receives a lot less levies, those granted by the CB are no longer affected by attrition (they can't be split to avoid attrition)
# Fatimid: players may convert to the invader's faith once they appear; one realm within Persia will also convert
# Ayyubids: after becoming emperor, Saladin will request all vassals to convert to his faith (similar to Fatimid conquest of Egypt)
# Ghurid: added decision for vassals to negotiate religious protection
# Hauteville: settle Norse viking is no longer exclusively available for Catholics; game will no longer forget that Rollo existed
# Anushtiginid: clean up Ghaznavid de jure border even if they can't get through Ghurids
# more adjustments to troop numbers
# instead of replacing "become_saoshyant_decision", a second modded decision has been introduced, just in case a different mod also edits that decision

Update: Oct 15, 2022 @ 8:20am

### Version 1.19.2
# Plot Armor no longer grants a health bonus, but now mostly protects from Turkic nomads
# refined army strenth comparison calculation to spawn bonus levies if the invader is outmatched; invaders are considerably weaker now
# Fatimids no longer force convert rulers who accept subjugation
# Seljuks no longer consider Hormuz since it tends to de jure shift into a different kingdom
# Teutonic / Livonian orders and the 4th Crusade no longer appear if there is no Catholic spiritual head of faith (Papacy dismantled) or if the schism has been mended to their disadvantage
# Anushtiginids will now attack Ghurids
# Ghurid, Anushtiginid, Yelü: now receive one extra army if the game was started before 1000.1.1
# several small adjustments (reduced fixed troop numbers, war frequency, localization, modifiers, ...)