Crusader Kings III

Crusader Kings III

When the World Stopped Making Sense
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Opdatering: 13. aug. 2024 kl. 2:33

2024-08-13 v0.1.5.1
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Tweaks:
- Reduced the income multiplier of the Roman/Byzantine forums so they are not so overpowered.
- Reduced the cost of level 0 buildings, making them easier to build and start up an economy
- Overhauled development history to better line up with Vanilla 867
- Added some random non-dynastic senators at game start so the Senate is not so empty in 476
- Vache II of Albania has no claims in 476
- Romulus Augustulus is now part of Orestes dynasty
- Set Mottos for a handful of dynasties
- Updated some character's traits
- The rulers of Caucasian Albania and Sarir know the locals' language at start to reduce the odds of revolt
- Added Amun to the Egyptian religion pantheon localizations
- Added new icon for Gothic Christianity, replaced Arianism icon with old Gothic Christian icon

Bug Fixes:
- Fixed 476 Turkic powers having primogeniture at start
- Fixed wrong senate shield being shown for some senate events
- Fixed bug with Iranian culture building graphics
- Reduce the occurrence of courtiers having ethnic religions and incorrect cultures
- Fixed characters not learning the new language when their culture shifts language
- Fixed bug where western or eastern senators could be nominated to be consuls in opposing senates
- Fixed an error with conversion to feudalism decision being unavailable
- Fixed an error with being able to declare war on tributaries
- Fixed bug with Vlach culture divergence name

Opdatering: 27. apr. 2024 kl. 8:46

General:
- Updated the mod to vanilla 1.12.4

Defines & Game Rules:
- Added default game rule slowing hybrid and divergence
- Reduced a number of hard-coded defines, slowing the growth of cultural acceptance
- Added game rule restricting the creation of de jure titles if the ruler's primary title is titular; off by default and has an "AI only" variant as well.

New Mechanics:
- The Senate:
- Created two Senate institutions, with Roman and Constantinopolitan Senates, instead of having them on the map as a title
- The institution is interactable through the GUI as a new menu item
- Senate Interactions:
- Request Recognition:
- An event fires several days after taking the Senate Seat, where the Consul requests that you request Senatorial recognition
- You can Accept, Ignore the Senate, or Stall; all actions costing prestige and conferring modifiers
- After that event, players may request through the GUI that the Senate recognize them if they chose to stall instead of making a decision
- Rather than a decision, players may disestablish the Senate in the GUI if they are not a Roman-type culture or a Roman government
- Senatorial Recognition:
- Getting the recognition of the Senate confers a modifier which negates short-reign penalties, at the cost of prestige, but also gains an opinion bump with Senators
- Ignoring the Senate gains one prestige at the cost of an opinion malus with Senators
- Stalling the Senate hurts one's opinion with Senators, and each new consul will both the Senate Seat top liege, requesting that they seek the approval of the Senate
- Senate Character Interactions:
- The top liege of the Senate seat (Rome or Constantinople for East and West, respectively) and the consul may use Senate Interactions
- They may nominate a new Senator from characters in the "Senatorial Regions" around the Senate Seats or within the top liege of the Senate Holder's realm
- They may elevate dynasties to join the ranks of the senate
- The top liege of the Senate Seat may also nominate the next consul
- However, Senators react negatively to such interference by the top holder and such actions give negative opinion modifiers and cost variable prestige (depending on the nominee's traits and standing)
- Senatorial Families:
- Senatorial families have some implicit modifiers, granting prestige gain for dynasty members as well as bolstering diplomacy and intrigue
- Senatorial families expect to have a certain number of non-capital (or capital) baronies in their family
- Senatorial family dynasts will bother the holder of the Senate seat if their family has fewer holdings than desired
- Accepting grants a random non-capital barony to the Senator's family at the cost of aggrivating vassals
- Refusing irritates the whole Senate
- Traits and Modifiers:
- Senators for both the East and West have traits which denote their membership and provide some prestige gain
- The Consuls have a character modifier indicating their consulship
- Previous Consuls have a trait indicating their prior consulship
- These Traits have additional, culture-related modifiers
- Senate leadership is elected yearly
- The Senate will behave somewhat autonomously, electing Consuls every January, or sooner if the consul dies mid-term, from among their ranks
- Players may nominate Consuls if they hold the Senate Seat, annoying the Senate but giving their nominee prestige and renown, as well as making them next consul
- Senate and Title Revocation:
- Revoking non-capital baronies from Senators _without a revocation_ reason angers all Senators
- Applies even for bureaucratic and gubernatorial governments (who otherwise have very liberal revocation rules)
- This does not extend to Senators with counties or greater
- Either of the Senates may collapse if no senator is available to maintain the Senate's functions
- Rajamandala and Eranshahr governments cannot request interact with the Senate, as they function under very different understanding of universality than the Roman Empire
- Senatorial approval and disapproval comes with legitimacy gain and loss, modified by government type, held titles, and culture features
- Title Creation:
- Titular Cultural Titles and related concepts removed
- Holding only Titular Kingdoms or Empires prevents you from creating de jure kingdoms and empires
- Added a decision for making titular Kingdoms into de jure Kingdoms for characters who cannot establish Roman empires, or for land outside the Roman Empire
- Only available to non-tribal, non-nomad, non-Gubernatorial governments
- Requirements:
- Have held the duchy in which the capital county resides for at least 30 years
- Complete control of at least two duchies within the same de jure kingdom, one of which is the capital duchy
- The capital duchy is your culture and faith
- Your culture has Social Stratification and Writing Innovations
- Legitimacy Level of 3
- Prestige Level of 5
- Maximum Crown-Type Authority if government has it, or sufficient fedualization for Sub-Roman governments
- Added a decision for replacing de jure Roman Provinces with titular Kingdoms for characters who can establish Roman empires, for land within the Roman Empire
- Similar to the above, but requires complete control of the associated kingdom
- Prestige prices increases quadratically with the degree of feudalization in the Realm
- Also requires Legal Codex Innovation
- Added a decision for making titular Empires de jure
- Added a decision for making titular Roman Empires de jure

WtWSMS Mechanics, from Previous Releases:
- Minorities:
- Faith Conversion (by event/decision/interface): a large minority of your old faith will still exist in your capital if you convert
- Culture creation removes parent culture minorities in counties of the new culture
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes
- Conversion (by any means) now will keep a large minority of the old faith in your capital county
- Rites and related faiths do not leave behind a minority if converted to the main faith, _unless_ it is a holy site of the Rite and not the main faith

Map and History:
- Adjusted position of the Ostrogoth presence around Lake Balaton
- Increased number of size and Amazigh minorities in North Africa
- Minor fixes to some minorities around the map
- Daylamite Zoroastrian and Iranian Polytheist counties use Afridunism

Government:
- Nomads obligations function like clan obligations in 1.10.*

Religion:
- Zoroastrian faiths no longer have access to Rite tenet, instead using the branch mechanic from Vanilla
- Added Bosnian Church to Christian religion, but made it unconvertable for the time being
- Manicheanism has "Clerical Vegetarianism" Doctrine
- Tenets:
- Hellenic Syncretism is extended to Mazdan faiths as an option
- Patron Gods available to Zoroastrians
- Faith Changes:
- Scythian Paganism replaces "Sky Burials" with "Communal Identity"
- Mazdayasna replaces "Sky Burials" with "Ecclesiarchy", Replaces "Pluralism" with "Righteous"
- Zurvanism replaces "Sky Burials" with "Ritual Celebrations"
- Khurmazta replaces "Sky Burials" with "Communal Identity"
- Arewordik replaces "Sky Burials" with "Communal Identity"
- Funeral Rite Changes (beside Stoic):
- Religions:
- Arabian Paganism uses Bewailment
- Celtic Paganism uses Cremation
- Egyptian Paganism uses Mummification
- Georgian Paganism uses Sky Burials
- Hepthalite Religion uses Cremation
- Indian Tribal Religion uses Cremation
- Iranian Paganism uses Sky Burial
- Khasi Religion uses Cremation

Opdatering: 1. okt. 2023 kl. 10:24

2023-10-01 v0.1.4
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General:
- Updated the mod for 1.10.2
- Added New "Rise of the White Huns" bookmark to 476 group

Mechanics:
- Improved CCU model:
- Languages:
- Introduced notion of dialect continua to provide more granularity to languages
- A language can have multiple continua, helping provide a better model for languages at the lowest levels
- Introduce notion of creoles to allow genetically unrelated languages to have some degree of relation to each other
- Heritages:
- Allowed heritages to have multiple heritage groups and families, in line with the generally fuzzy notion of what a heritage is
- Added "Kulturbund" concept to capture the relative heritage closeness of some heritages that are still distinct
- Example: Altaic Kulturbund for Turkic and Mongolic heritage, Scythian Kulturbund for Sarmatian and Scythian heritages
- Implemented heritage and language drift events to model the evolution of culture and language during the period
- Implemented for Latin heritage and languages
- Implemented for Indo-Aryan languages
- Integrated Nezaros' Minority system and adapted it to WtWSMS
- Added new minority map modes to be able to see distribution of minorities on the map
- Integrated with council tasks
- "Promote Culture" and "Convert County" tasks increase minority level by one (none -> small minority -> large minority -> majority)
- By default, the tasks will continue until the majority of the county is changed
- Integrated with Migrations
- Instead of county modifiers, migrations (major and minor) will spawn minorities based on development and migration type
- Integrated Typical's Tributary system and adapted it to WtWSMS
- Disabled tributary income at the moment, as the tributary income system is broken
- General Changes:
- Tributaries can call their suzerain to war if being attacked by an external power via decision
- Suzerain can always call tributaries to war via decision
- Made it possible to refuse a suzerain call to arms, breaking the tribute contract and making tributaries target-able with punitive CBs (reinforce Tribute and depose the punished ruler)
- Made it possible to refuse a tributary's call to arms, breaking the tribute contract
- New Tributary Types:
- Foederatus Tributary
- A permanent tributary, but (ai) will never refuse a call to arms, either as a foederatus or a suzerain
- Has some additional modifiers for this tribute type
- Created "Right to Rule" interaction for Roman Emperors with federates
- Enables foederatus to conquer former Roman lands as if Roman Successor
- Costs 1000 prestige for the Emperor but grants a 100 year truce (preventing raiding, among other things)

Causus Belli:
- Minor Migrations
- Overhauled code for minor Migrations
- The player's capital now gets a small minority of the player's faith and culture if successful
- Removed some of the old modifiers that blocked conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Major migrations
- Counties still have a chance to flip to the migrator's culture & faith
- If not, there's a chance to spawn large or small minorities
- The probability of these minorities spawning is inversely related to the county's development
- Removed some of the old modifiers that allowed rapid conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Extended Sub-Roman reconquest CB to Federates with "Right to Rule" character modifier
- An event now fires a few days after winning a war, allowing players with "Right to Rule" modifier to choose keeping their old government or adopting new ones

Culture Pillars:
- Added new heritages: Common Slavic, Peristani, Sakan, Sarmatian
- Moved Old Slavic to Common Slavic heritage
- Broke up East Iranian heritage into several different heritages
- Sarmatian Heritage: Sarmatian, Alan, Iazyges
- Sakan Heritage: Sakan, Dahi Scythian, Indo-Scythian
- Peristani Heritage: Nuristani
- Tocharian Heritage (Now Serindian): Sogdian
- Iranian Heritage: Afghan, Khwarezmian, Bactrian, Mazanderani (Amardian)
- Overhauled languages in line with with the improved CCU model

Traditions:
- Added concept of Greco-Roman Social Traditions, raising baseline acceptance between Greek and Roman cultures _but_ preventing their hybridization
- Added increased baseline acceptance between cultures sharing a Heritage Tradition
- Caucasian Wolves is tied back to Georgian instead of Colchiscan
- "Right to Rule"-type changes:
- Strong Kinship unlocks the ability to adopt clan government (if neither your culture nor your religion supports your current government type)
- Persian Traditions unlocks the ability to adopt Eranshar government (if neither your culture nor your religion supports your current government type)

Culture:
- Added a number of custom culture creation names from CK2 WtWSMS
- Added customized culture histories that provide players with additional information regarding cultures and design decisions
- Added New Cultures:
- Arabic Heritage:
- Qatarye: Christian coastal Arabs with significant commercial influence before Islam
- Baltic Heritage:
- Sudovian: Models the ancient people who were attested as early as Herodotus and Ptolemy
- East Galindian: Baltic people listed in Slavic records, likely separate from the (Western) Galindians
- Kolochin: Balto-Slavic Archaeological Complex between the Vth and VIIth Centuries
- Dneiper Baltic: Baltic Subgroup in the Dnieper river basin, extant until (possibly) as late as the XIIIth Century
- Caucasian Heritage:
- Awaral: Migration Era (Caucasian) Avars
- Svan: Ancient highland tribal Kartvelian culture
- Indo-Aryan:
- Mathil: Models one of the major Gangetic cultures/languages
- Gandhari: Early important culture in the transmission of Buddhism to Central Asia
- Peristani:
- Burusho: Models the non-Indo-European-speaking people in the Yaisn valley
- Pamiri: Models the East Iranian-speaking people of the Pamir region (Credit: cyberxkhan's RICE)
- Central Germanic:
- Suavi: Tribal Suebi that didn't migrate to Galacia (see Hunimund PLRE Vol 2)
- Sarmatian:
- Romano-Alan: Models the Romanized Alans near Orleans in the Vth Century
- Alano-Vandals: Models the Vandalized Alans in the African Vandal Kingdom
- Serindian:
- Khotanese: Models the Sakanized Tocharian basin culture in Khotan
- Southeast Asian (Burman):
- Tripuri: Ancient Tibeto-Burman people in Tripuria (Credit: Rajas of Asia)
- Khasi: Austroasiatic people settled in Meghalaya (Credit: Rajas of Asia)
- Tibetan:
- Balti: Tibetan people noted by Ptolemy
- Changed Cultures:
- Przeworsk moved to East Germanic heritage
- Brahui moved to Iranian heritage
- Reudignian moved to North Germanic heritage
- Nuristani moved to Peristani heritage
- Removed Cultures:
- Aeolian (Byzantine heritage)
- Gruzinim (Israelite heritage)

Innovations and Eras:
- Reduced number of eras by one and renamed: Tribal, Classical Antiquity, Late Antiquity are the new eras
- Redistributed Vanilla Tribal innovations effects across the new Tribal, Classical Antiquity, Late Antiquity eras
- Overhauled innovations for a cleaner, more natural progression; every era of the above has 10-12 innovations now

Religion Doctrines/Tenets:
- Added Liturgical Rite Christian flavor Doctrines
- Moved Christian Ecumenism to be a Christian Doctrine instead of main group doctrine
- Added "Right to Rule" doctrines from Rajas of Asia, detailing the ability to change government depending on faith and culture
- Added Buddhist Canon doctrines to Buddhist faiths, courtesy of RICE
- Moved Hindu Sampradaya doctrines to the main group

Opdatering: 19. dec. 2022 kl. 1:54

2022-12-19 v0.1.3
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General:
- Updated the mod for 1.8.1

Faiths:
- Fixup some Hellenic gender laws vis-a-vis Pythagoreanism and Platonism
- Assyrian Pagans gain piety from raiding in addition to other effects
- Audianism, Patripassianism use Communion instead of Aniconism as they have a HOF
- Sethians use Communion instead of Inner Journey because Inner Journey isn't available to Dualists
- Hepthalites use Lay Clergy
- Made Slavic pagan pluralist instead of fundamentalist

Cultures:
- Przeworsk become Cosmopolitan (i.e., Egalitarian) to better reflect contact culture status and make amenable with Vistula-Veneti divergence
- Old Slavic touch-ups (Stoic instead of Bellicose + Collective Lands)
- Fixup Vidivarii ethnicities

Localization:
- Hypsisterian holy book changed to match Hellenism
- Fixed Armenian Chancellor name
- Updated tooltip as to why k_byznatium can't be made

Graphics:
- Changed Valentinianism color for more clarity
- Ported in new religion icons, courtesy of super7700

Gameplay:
- Added empire creation rule to allow players to create multiple empires if they so desire (like in Vanilla)
- Modified Zeno's War CB to account for total occupation of Zeno's provinces somewhat.

Bug Fixes:
- Fixed Valentinianism consanguinity doctrine
- Fixed issue with Italian kingdom triggers
- Added missing localization for Roman Empire triggers
- Fixed WRE de jure flips
- Removed hanging prefeudal conversion reference that was missed
- Fixed the create Israel decision
- Removed references to an unexisting Germanic-Norse split
- Fixed the starting governor of Liguria being a part of Flavius Aetius' dynasty

Opdatering: 2. okt. 2022 kl. 7:12

2022-10-02 v0.1.2
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General:
- Updated the mod for 1.7.2

Title Grants:
- Temporarily disabled the generic title grant buttons in the GUI for Eranshahr governments with low Secular Authority for counties while working on a GUI fix that takes religion of the holder into account

Culture:
- Ostrogoths get "Quarrelsome" tradition to grant them additional CBs

History
- Updates to some in-game DNA (does not yet effect bookmarks)

Decisions
- Nikomedia is a valid capital for ERE restoration

Casus Belli:
- Roman Successor and Roman Imperial conquests have dynamised gold costs; they cost 1/2 the years income OR 500 gold, whichever is less

Landed Titles:
- Titular titles now properly support AI primary priorities

Map:
- Some minor updates to Aghwank (Caucasian Albania) holdings and cultural names

Religion:
- Women allowed to be Mithraic priests

Localisation
- Updated Hypsistarian localisation
- Updated Slavic Duchy flavorisation
- Updated the "Grant to [My Culture] Noble" and "Grant to Local Noble" buttons to inform players of why that button might be disabled
- Localisation typo fixes

Bugfixes:
- Patron Gods extends to Hellenics properly
- Fixed automutilation being available to eunuchs
- Tax revolt localisation/graphics issues fixed
- Allowed non-Zoroastrian Eranshahr government characters to grant Zoroastrian counties to anyone
- Islamic Syncretism blocked before rise of Islam
- Fixed the bureaucratic succession bug not changing vassal bureaucrats to gubernatorials
- Ahistorical artifacts should no longer spawn as a result of inspirations
- Fixed tribal holdings not converting when changing government to Feudal/Clan
- Fixed permission issue for government conversion decisions
- Fixed issue with title revocation for capitals
- Fixed independent Sub-Roman getting the "as a vassal you petition your liege on taxes" Sub-Roman event

Opdatering: 11. sep. 2022 kl. 14:04

2022-09-11 v0.1.1
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- Update for 1.7.0

Religion:
* Tib is a holy site for Mandeans, replacing Farz
* Assur, Ninive are holy sites for Assyrian Pagans; new holy sites are Assur, Ninive, Harran, Baghdad, and Sinjar
* Monophysitism gets Apostolic succession to enable potential Autocephaly like in CK2

Culture:
* Frankish Traditions get 50% MAA maintenance cost (can't currently make that only prestige cost)
* Indian Language Union extended to Meitei, Kachari languages
* Taifals have Concubines Tradition like other Christian Germans

Map:
* Some city name improvements
- Takrit is Birtha for Greeks
* Takrit is Assyrian culture
* Updated Sitifensis religious distribution

Casus Belli:
* Roman Successor Reconquests are available again for hefty prices.
* Advanced Governments (Sub-Roman, Bureaucratic, Gubernatorial, Gupta, and Eranshar) have access to De Jure and Claim conquests

Localization:
* Added missing Assyrian Pagan Localization for Assyrian Paganism
* Some additional localization polish (making some adjectives proper adjectives)

Other:
* Tweaked WtWSMS default game rule conversion values slightly
* Updated credits for more proper names and catching some contributors that had been missed
* Updated music with new version of "From the Hills", courtesy of Christian Szajna and TJ Moran (lead cello)

Major Bugfixes:
* Custom characters will not yield feudalism; on account of how CK3 works, on day 1 the character will be feudal. Day 2, it will revert to the previous government. We will continue to investigate how to mitigate this in the GUI in the future.
* Fixed bug in minor aristocracy time being 50 instead of 25 years
* Colonizers/Romance Culture/Hellenizers/Hellenic Culture traditions should be selectable so long as the resulting hybrid has the appropriate heritage
* High Tribals may build/use tribal buildings now
* Custom titles are creatable under most circumstances; the Franks must still try to make Francia while the Goths need to try to make Empire of the Goths. Will look into making a game rule to disable this in future releases.
* Sub-Romans should not get every feudal transition event a the same time anymore
* Conversion to High Tribalism no longer requires a reformed faith (as faith reformation is innovation locked)

Minor Bugfixes:
* Many localization typo corrections
* Fixed an issue with monolithic culture triggers
* Fixed some incorrect ages in bookmarks for character dna
* Fixed some wonkiness in the Arascid dynasty by making Phriaptes an Arascid
* Fixed duplicate Creones/Western Isles duchy
* Catholicism/Orthodoxy won't appear as a result of stress anymore
* Liege's may demand settled vassals convert (if the liege has State Religion)
* "As I Lay Dying" event should no longer occur (for now)
* Trier instead of Turin is one of the valid capitals for re-establishing the Roman Empire
* Fixed Empire of Gaul creation trigger so it's available to human players
* Graphics bugs in Chur and Barcelona should be fixed
* Sub-Romans can retract vassals

Opdatering: 4. sep. 2022 kl. 12:50

Opdatering: 4. sep. 2022 kl. 4:59

Opdatering: 4. sep. 2022 kl. 4:57

Opdatering: 4. sep. 2022 kl. 4:51

2022-09-04 v0.1
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Initial alpha release, including:

- Playable 476 bookmark
- Fully covered map with title history
- Ported functional religions
- Entirely ported cultures
- De jure spanning across the map
- Ported character history
- Ported governments with adapted vassal contacts
- Reworked terrain for 476
- Key CBs, like Migration and Roman Reconquest
- Review of existing vanilla content, including character and heresy spawns