Crusader Kings III

Crusader Kings III

Calradian Kings
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Update: May 27 @ 4:40pm

Update: May 26 @ 3:01pm

Update: May 24 @ 3:38pm

Update: May 18 @ 1:59pm

- Compatched to 1.16.2
- Fixed missing culture scope errors in error.log (the Nord counties in northern Vlandia were generating characters without cultures)
- Fixed Tanaetic event scopes
- Readded the longbowmen MAA, but Battanians cannot hire it. Can only be unlocked as a regional innovation for anyone not of a canon heritage.
* Canon Heritages: Calradian, Battanian, Balian (Vlandian), Khuzait, Aserai, Sturgian
- Gave Battanians a new innovation: Hobbies (reflavored vanilla Hobbies innovation) that provides better horses for forest/hill combat | Druin and Myrion have access to them at game start
- Renamed/Reflavorized several vanilla MAAs to fit Calradian canon
* Varangian Guards - Vaegir Guards
* Hobelar - Battanian Hobelars
* Archers of the Nile - Damar Archers
* Note: Flavorization of other MAAs is still a WIP, but if you see this and have ideas, please reach out.
- Fixed vanilla LAAMP map artifact localization
- Fixed Citadel of Geroia disappearing after a siege

Update: May 13 @ 8:17pm

- Khuzaits can now be shattered in a game rule. Not only that, but you can go much further and have the duchies shattered too for a truly chaotic experience
- Fixed missing localization on the Battanian lakes (Llyn Modris and Llyn Tywal) in the localization files
- Fixed localization on Imperial houses
- Made adjustments for canonical characters based on feedback
- Added a flag to the Calradian special contract just for future use at any point in time
- Added DNA for Nicasor, lord of the Chonis clan in Northern Empire. Made him one-eyed too, in accordance with BL canon
- In creating the Qaraz/Carasios family tree, we modified some existing non-canon relations to expand the scope of the family with family ties to the Neretzes, Leonipardes, Hulyans, and Qild. Take a look in game.
- Made sure Battania and Sturgia are tribal on game start in lobby (at or before Bannerlord bookmark), meaning they'll appear tribal when you first go into "Select a Ruler or Create One"

Update: May 11 @ 7:59pm

Update: May 11 @ 4:14pm

- Compatched the mod to 1.16.*

- unlock_maa_varangian_guards parameter has been added to the High Calradian tradition. Now Calradian emperors can establish their own Vaegir Guards through a modified vanilla decision (in vanilla, the decision is not exclusive to the Byzantine Empire)

- Added a gamerule to turn the south of the Aserai, the Nahasa Desert, into its own special nomadic region based off of the vanilla Sahara nomad gamerule. Two regions exist: the West and East Nahasa Deserts (split between the Damar River)

- Added another gamerule too that allows you to play in the new Damar River situation. This situation is currently disabled by default due to being WIP, but with the intention of allowing landed, nomads, and adventurers being able to do things in this situation.
- The Damar River Situation: The river is restless, and every few centuries leaps its banks and erases what comes before.
- In addition to some standard phases pulled from the Great Steppe situation, the Dimar River can experience periods where the river waters will flood across the floodplains, causing damage to development and inflicting other sorts of modifiers. Depending on the severity of the flood (a small flood and the rarer Great Flood), fertility in the region can either improve or be dramatically lower.

If the new DLC is enabled, the following cultures get new traditions:
- Khuzait: Wolves of the Deep Steppe
- Nachagan: Devoted Horsemanship
- Arkits: Iron Cavalry
- Khergits: Northern Tribes

- Gave Geroians, Thonians, and Lotkians the Iberian Christian clothing, unit, and building gfx's
- Gave the Kuqaean and Thuranid cultures the Muslim counterparts of the above gfx's

- Added new gamerules:
- Nomads in the Khuzait:
- Gamerule 1: All non-canonical tribal holdings in the Great Steppe region will become nomad (Great Steppe stretches from Ortongard up to Dinar currently) = Default
- Gamerule 2: All ducal holdings and rulers in the Great Steppe region will become nomad
- Gamerule 3: The entire Khuzait Khanate becomes a part of the Western Steppe subregion and becomes nomadic !! Possibly Unbalanced !!
- Gamerule 4: No nomads spawn

- Added a new special building in the theocratic province of Potenzam in Geroia (the mountain pass in the middle of the island) called: The Great Citadel of Geroia

- Modified the "Expand the Steppe" decision to include a variety of regions in mainland Calradia as well as Sturgia. (Until some way is found to disable snow effects for particular subregions, this decision cannot go into the Perassic Coast and into the East Aserai)

Update: Apr 21 @ 6:30pm

Update: Apr 20 @ 2:58pm

- Compatched to 1.15
- Updated bookmark GUI appearance, more compact
- Finished bookmarks for all six factions plus the main one
- Finished DNAs for most major nobles in every kingdom
- Added new blind eye textures + new blind / one-eyed portrait modifiers
- Fixed dynasty splendor for the longer, more established dynasties in the mod
- Fixed Battanian MAA upgrades per tradition parameters
- Khuzaits now have concubines in their faiths
- Khuzait Khanate and Sturgia have upped tribal authority on game start
- Three Darshi variants of three Khuzait title COA's. More to come down the line
- Added new Calradian dynasty names
- Added new Aserai dynasty names
- Fixed actors guild decision for cultures without High Calradic tradition
- Balanced some Men-at-Arms stats
- Fixed "Stand With Us" adventurer contract not appearing in wars using Imperial and Geroian CBs
- Removed old, disused tradition from Eleftheroi culture & replaced with Vulgar Calradian tradition
- Adjusted some characters' base stats to avoid issues with number of held titles

Update: Jan 19 @ 1:52pm

- Eleftheroi Host won't be destroyed as long as Eleftheroi culture exists
- Added Darshi COA
- Changed Darshi title history
- Changed some character portraits
- Removed vanilla references
- Fixed small backstory generation bug
- Fixed decisions localization
- Fixed inconsistent province names
- Fixed missing innovations in some minor cultures
- Fixed Vakken culture placement