Crusader Kings III

Crusader Kings III

HQ Crusader Patch
55 Comments
humberto.quijano  [author] Jun 6 @ 5:36pm 
This new update contains a mass update for all religions.
Every religion now has more tenets than vanilla. The new tenets were chosen accordingly to historical records on each religion. For some religions, specially the tribal ones, there was very little difference between religion and culture, so it was hard to set the new tenets.
I used AI to help me finding historical records on how each religion behave. So let me know if you see something odd and I will fix/update it on the next release.
All these changes requires a new game to take effect.
Please see the "Change Notes" to see the detailed changes on every version.
humberto.quijano  [author] Jun 2 @ 12:28am 
Updated for 1.16.2.2 version
humberto.quijano  [author] Nov 21, 2024 @ 7:57pm 
Just a remainder that all changes are only getting posted in the "Change Notes" section, rather than also posting them here.
humberto.quijano  [author] Dec 16, 2023 @ 2:46pm 
Any feedback about religions and cultures is welcome, also any advice about anything else is also very welcome too.
I don't consider myself expert in religions nor cultures other than my own.
The main changes you are referring for Christians and Islam religions are for the concept of "missionary" religions, without having a religion structure to spread the faith, is very hard for a ruler to spread the faith as in many cases there is not even a standard practice.
There was also the tax non believers which most christians did for jew communities. Muslims were more open and tolerant but still had those extra taxes.
But if you provide me with a list of religions with the tenets they should get added/removed and why, I'm open to consider making those changes as I try to keep it as more historically plausible as possible.
Al Farid Sep 29, 2023 @ 3:05am 
this mod has some really great mechanical ideas but needs a lot more work on the execution.

religions are a mess, you can have up to 20 doctrines which is great but the changes made to existing religions are terrible - asharism has the taqiya doctrine, catholicism has the jizya doctrine, and most other religions are left behind entirely.

cultures can have up to 15 traditions which is nice, except that no culture does at start, so the mod needs some effort to be put there for that change to make a meaningful difference, and of course backed by some decent knowledge of cultures so we dont get things like taqiya asharism and jizya catholicism but with culture. maybe collaborate with the cultures expanded modders if they're down for it.
humberto.quijano  [author] Jan 16, 2023 @ 3:54pm 
Additional notes about compatibility Part 2: Some of these mods adds new features that are not integrated with HQ Patch:
+ New Court Positions: There were introduced restrictions like only dominant gender or with female/male rights allows to that gender get council and court positions. Those restrictions may not apply to new introduced court positions without a compatibility patch.
humberto.quijano  [author] Jan 16, 2023 @ 3:54pm 
Additional notes about compatibility Part 1: Some of these mods adds new features that are not integrated with HQ Patch:
+ New buildings: On HQ Patch, tribal cultures don't automatically convert to feudal/clan when you give them feudal lands and cant upgrade or use these buildings. Some of the new introduced buildings may need a patch to get disabled if get in the hands of tribes and nomads.
+ New Religions: HQ Patch increased the allowed number of tenets to more accurate reflect their faiths, some faiths like Catholic get events to consider magic criminal (instead of shunned at the beginning of game) or make consanguinity marriages a little less restrictive as historically did. So some of these features may need to get included in the new introduced faiths.
humberto.quijano  [author] Jan 16, 2023 @ 3:53pm 
Compatibility Mods review part 2:
+ VIET: Fully Compatible
+ EPE: Fully Compatible
+ Culture Expanded: Only needs a small compatibly patch for the learning language scheme. Shouldn't cause any issues if you don't. You just lose some minor learning language bonus for learning same group languages.
+ Rice: Should be fully compatible
humberto.quijano  [author] Jan 16, 2023 @ 3:21pm 
I didn't fully tested the mods in conjunction with mine, but I reviewed each mod descriptions and reviewed the mod files to compare compatibility.
Here are my findings:
+ Missionaries: Both are compatible in a sense that not interfere with each other. This mod introduces a new doctrine to spread the faith defining if the religion has missionaries. Nevertheless in the HQ Patch this is handled by the use thru the mendicant preachers tenet, where faiths like Catholic has this tenet and allows them to convert their own lands. Faiths without this tenet will not have access to spread their faith without specific traits and perks. In the HQ Patch the missionary functionally is not fully implemented as in this mod. But in HQ Patch you get for example foreign religion population in your lands when capture slaves, which then triggers and enables a few decisions to adopt that faith and neighbor organized faiths.
+ Governments +: Should be fully compatible
WTID Jan 15, 2023 @ 5:02pm 
thank you for explaining , usual big mods like RICE , EPE , cultures expanded , VIET , governments+ , missionaries , i think these didnt change vanillas much are they compatible?

i will try again tomorrow after looking your answer god bless you.
humberto.quijano  [author] Jan 15, 2023 @ 3:15pm 
Hi WTID
Thank you for trying my mod.

In General this mod/patch should be compatible with everything if you load this patch at the very end.
If a mod change one of the following, a minor compatibility patch would be needed:
+ Vanilla religions & doctrines
+ Vanilla character interactions
+ Vanilla events

All my changes that override a vanilla behavior are between "#HQ - BEGIN" and "#HQ - END" tags. So its very easy to identify differences if a merge with other mod or compatibility patch is needed.

If you have more specific questions or compatibility support with a specific mod, let me know and perhaps I could provide you assistance.
WTID Jan 14, 2023 @ 4:57pm 
hello friend love your effort except most of the ck3 players play with 40+ mods together could you make a list for incompatibles want to try your effort
humberto.quijano  [author] Oct 17, 2022 @ 4:46pm 
1.0.23 - Part 3
* Wound events for characters serving Varangian was converted into a challenge (instead of everyone get wounded). Good fighters have better chances to survive the event with minor wounds or even without any wounds at all, while bad fighters are more likely to get badly wounded.
humberto.quijano  [author] Oct 17, 2022 @ 4:46pm 
1.0.23 - Part 2
* Children will get the underage trait if born under a tribal government or if culture does not have the gavelkind innovation or equivalent. With very few exceptions, there should be no kids ruling tribal lands.
* Underage trait now gives title claims, but still cannot inherit titles until adulthood.
* Invite to court interaction now considers if the potential new courtier knows your court language and if consider your faith evil or hostile.
* Seduction events now trigger differently depending if you know targe language and if its in a foreign realm or not.
* Viking trait is considered virtuous by Norse faith and sinful to Christians.
* Seduction, romance and convert to witchcraft get penalties depending on how the target faiths considers those actions.
humberto.quijano  [author] Oct 17, 2022 @ 4:45pm 
1.0.23 - Part 1
* Minor fixes, descriptions improvements and additional notifications.
* Women now have bonus seducing men
* If women ask a wise woman to prepare a brew to end pregnancy, no longer get adultery nor fornicator traits if pregnancy ends (the event remains hidden). But now there is a chance to become sterile.
* Added event where head of faith request remove the culture male/female rights tradition if religion don’t have this. This behavior is the same as when you have the monogamous/polygamous/concubines tradition.
* If you are the culture head and convert to a different religion, depending on the new and old religion doctrines, the culture may get cultural traditions like Monogamous, Polygamous, Concubines, Female Rights and Male Rights traditions. This represents the period of transition on which the new generation adapts and convert. Eventually you will get events that will remove those traditions.
humberto.quijano  [author] Sep 29, 2022 @ 11:12am 
1.0.22
* Supports 1.7.2 version.
* Reduced chance to convert to the Emperor’s faith while serving as Varangian.
* If Emperor dismisses a visiting character serving as Varangian, this character will return to Emperor’s court (this fixes vanilla bug returning characters before its due time).
humberto.quijano  [author] Sep 15, 2022 @ 4:47pm 
@Horizon:
I havent test it, but this mod should be compatible with CFP. But it may require some compatibility patch for RICE on the religion part.
Horizon Sep 15, 2022 @ 4:21pm 
Does this work with other mods like, say, CFP or RICE?
humberto.quijano  [author] Sep 15, 2022 @ 4:17pm 
1.0.21
* Supports 1.7.1 version.
* Slavic religions consider loyal as virtue and disloyal as a sin.
* Sacred lies tenet now considers disloyal as virtue and loyal as a sin.
* Pursuit of power tenet no longer considers disloyal as virtue nor loyal as a sin.
humberto.quijano  [author] Sep 9, 2022 @ 2:50pm 
1.0.20
* Supports 1.7 version.
Note: there is currently an issue with the game where basically ignores/not load any Paradox and local mods. This does not affect this mod, but be aware if you have additional mods that are not from Steam.
* Improved Varangian system. You get Varangian trait meanwhile you server and get upgrade to Varangian veteran once you return from service.
* Meanwhile doing service as Varangian, the liege cannot arrange marriages nor grant them tittles. Also during service, Varangians don’t inherit lands, but they do inherit claims, once they return, they may try to enforce those claims.
* Meanwhile serving as Varangian, there is a small change to convert to the Emperor’s religion (usually Orthodox on most cases)
humberto.quijano  [author] Jul 26, 2022 @ 10:35am 
1.0.19
* Fixed a few issues with the physician assistant (PA), both physician and PA now got the proper messages when improving their skills.
* Lower the chance by which the physician assistant increases skills.
* All characters now reduce their stress yearly by 10 points. The reason behind this is because non rulers never really had a way to reduce stress from the day they born, which was very critical for characters from big families. This way seems to be more realistic for every character mourn and slowly recover and accept the stress received from losing a family member.
* Fixed vanilla missing localizations
* Scandinavian Adventures Invasions no longer attack their own top-liege realm if that liege has norse heritage culture.
humberto.quijano  [author] Jul 17, 2022 @ 4:26pm 
1.0.18 - Part 2
* Children from cultures that have not yet discovered the Gravelkind innovation or equivalent will receive the underage trait on birth. This trait prevents the child from inherit claims and land until they reach the adulthood.
* Granting land titles to unlanded courtiers will remove any guardian/wards from anyone moving to this court. This prevents guardian/wards get separated or make heirs moving to the foreign court.
* Following some recommendations, the Sunni religion now have the Pursuit of Power tenet to make it more expansive aggressive, but not as aggressive as the norse that have the Warmonger tenet. This is still under review and may suffer changes, feel free to comment on your experience.
* If your faith allow you to assign court chaplains, you are now able to assign them via character interface. The acceptance is similar than the take vows, on which depends on the personality, sins, virtues and how close they are to inherit titles.
humberto.quijano  [author] Jul 17, 2022 @ 4:25pm 
1.0.18 - Part 1
* Added colors for title ranks
* Fixed vanilla event Foreign Prince. Now properly marries patrilineal or matrilineal depending on religion doctrines.
* Improved council and court position system. Now anyone working on a position gets a small chance to improve their skills (learn from the job event). The skill that improves depends on the job.
* Council and court positions are intended to be full time jobs, which means a courtier can’t be assigned to multiple positions.
* Kingdoms and empires now have the option to hire a physician assistant (PA). The PA will help the court physician on the daily tasks and learn from their experience. PA can only be hired meanwhile you also have a physician position assigned. Once the PA becomes a renowned physician cannot work as a PA anymore.
humberto.quijano  [author] Jul 10, 2022 @ 2:29pm 
@Army of Two Axis, thank you for your input. Let me review the best way to implement this. if should be added as a religion tenet or as cultural tradition.
[Army of Two] AXIS Jul 2, 2022 @ 8:13am 
For Sunni islam, since there are room for more tenets, can warmonger be one of them, as they raided and went on jihad, even yearly throughout the 600s to the end of 800s only interrupted because of internal strife and later the Turks coming in with a different mindset than the Arabs
humberto.quijano  [author] Jul 1, 2022 @ 9:59am 
1.0.17
* Supports the 1.6.1.2 version
* Added the women rights tradition for North Germanic Cultures. This allows to grant women positions to council, court position and even grant them titles regardless of the religion gender law (have same effects a male dominated with female rights doctrine that Asatrú has). This allows a more smooth and realistic transition of norse to Christian religions.
* Added the men rights tradition, works similar as the women rights tradition but for female dominated societies.
Note: Please let me know if am missing a culture that historically treated women as equals like the North Germanic ones.
* A few minor fixes and adjustments
humberto.quijano  [author] Jun 23, 2022 @ 5:41pm 
1.0.16
* Supports the 1.6.1.1 version
* Improved the prisoners of war functionality and integration
* Stray courtiers visiting foreign courts that have no guardians, nor wards, nor in an activity, nor serving in the varangian guard, nor in prison, should now return to their corresponding court within a year.
* Offering a concubine will remove any guardian/wards relationships
* Dismissing a concubine will remove any guardian/wards if leaves your court.
humberto.quijano  [author] Jun 9, 2022 @ 3:05pm 
1.0.14
* Supports the 1.6.0.1 version.
* Fixed a few issues when trying to ransom prisoners during a war.
* Fixed a few issues with the advanced character search.
* Physical traits like Genius, Beautiful, Herculean, Fecund and Pure Blooded become hidden at birth and become visible once is reached the adulthood. Its bonus and penalties like in the learning/education process remain the same, its just that the trait is not visible. The inheritance of traits remains unaffected.
* Fixed the vanilla issue, where you no longer was able to get a 4 start education and 3 star was very rare.
humberto.quijano  [author] Jun 5, 2022 @ 8:17pm 
1.0.13
* Improved recruit interaction and now you always have the option to pay for travel expenses and characters get negative option if you don’t pay for that.
* Reworked the bonus/penalties for recruit interactions for married courtiers and guests.
* Integrated the https://steamcommunity.com/sharedfiles/filedetails/?id=2293272317 mod into this patch and add some improvements to filter by gender, vassals and to add the allowance of exceptions to characters to show on the knight list even if you apply a filter that would normally exclude them.
* Updated the integration for “Advanced Character Search” Mod
humberto.quijano  [author] Jun 4, 2022 @ 7:39pm 
1.0.12
* Improved imprison events to make prisoners to lose their wards and guardians.
* improved the “place at court” event to only fire if the candidate is able to take one of the court positions based on your religion and culture.
* You can recruit children into your court if is related to you or very close related to one of your curriers.
* Now you get acceptance bonus and penalties by inviting children into your court if the parent is part of your court or if their parent is with his/her current liege court. Also you will need to pay for travel expenses unless they are already your guest (they are kids after all and need to send someone to bring them in).
* Added acceptance bonus/penalties to recruit children depending on where their guardian is located.
* Improved the prisoners at army camp system and fixed a few issues with asking for ransom.
* You can no longer make a prisoner your concubine until you moved her/him into house arrest or dungeon thru the army camp system.
humberto.quijano  [author] Jun 2, 2022 @ 8:42pm 
1.0.11
* Compatibility for 1.6 version.
* Now you get penalties when marrying a bastard, child of concubine or a denounced character with a noble that does not have these traits. Why they want someone who is not going to inherit land.
* Updated the stress system to avoid cascade deaths. Characters that die from stress or is an expected death (being sick for a long time) should not give more stress to their relatives.
* Integrated some of the prisons of war mod “ https://steamcommunity.com/sharedfiles/filedetails/?id=2511247871” functionality into this patch. Now everyone you capture is not automatically transfer to your capital but travel with your army (similar rulers than the loot you get from raids).
humberto.quijano  [author] May 20, 2022 @ 2:05am 
1.0.10 - Part 2
* Characters cannot be chosen on an elector nor get married meanwhile they are serving on the Varangian guard. They may remain betrothed and still inherit tittles as part of any succession type, like partition.
* Imprisoned characters during raids or wars now lose their wards and guardians (same when you imprison a courtier but without opinion penalties).
* If you use advanced character search mod, then you will also have the filters: Guardianship, Fertility and Courtier Type. You won’t notice any difference if you don’t have this mod.
* Get stress if you try to seduce someone from a gender your are not attracted.
* Court tutor may also learn the language you are trying to learn (he/she is helping you to learn it after all)
* Learn court language event has been moved from decision to on_actions for more automatic and realistic behavior.
humberto.quijano  [author] May 20, 2022 @ 2:05am 
1.0.10 - Part 1
* County conversion speed now also depends on the control of that county. 0 Control means it will take forever to convert, while full control means no penalties. Penalties progress linearly based on control values (same as promote culture). In the future it may be included popular opinion as a factor (lets wait and see what new features does the fate of Iberia struggle give us to work with)
* Fixed several court event instances where you were asked for positions not available for your current realm tier (duchies and counties)
* Fixed several events where you were asked to build town/church holdings meanwhile your culture does not have city planning innovation nor your government is feudal/clan.
* Fixed vanilla court event asking to become a ward of a child which mom is missing but in reality she was actually part of your court or even the one that offered as ward. Now this child really needs to be an orphan to trigger that description.
humberto.quijano  [author] May 8, 2022 @ 6:43pm 
1.0.9
* Added German translation thanks to Wotan von Edelsburg.
* Pagan from different religions no longer usually form marriage alliances. For example, Slavic only form alliances with other Slavic, etc. This encourages to reform the faith and become syncretic with other religion or convert to a reformed faith like Christian or Islamic.
* Promote culture now depends on the culture acceptance. The higher the acceptance between the two cultures the easier is to promote/integrate that culture into your own.
* Updated several court events and random events to only allow to ask conversion if you are zealous or if your faith has “Mendicant Preachers” tenet.
* Added more faith reformation events for Catholics (marriages and witchcraft policies).
* Couple patch fixes.
humberto.quijano  [author] May 8, 2022 @ 6:06pm 
Wotan von Edelsburg, the localization error you got on German language (msg_court_amenity_setting_invalidated_desc) is a vanilla issue. This text is not translated in the German localization.
You could find this localization in the "messages_l_german.yml" file.
On English you get the following text:
msg_court_amenity_setting_invalidated:0 "Court Amenity setting invalidated"
msg_court_amenity_setting_invalidated_desc:0 "Court Amenity setting $INVALID_SETTING$ was invalidated and has been replaced with $DEFAULT_SETTING$."

If you provide me the German version, I could add it on the next patch version.
humberto.quijano  [author] May 8, 2022 @ 4:42pm 
For compatibility mods, I always try to do surgical changes to maximize compatibility. But this mod/patch has grown a lot since the beginning, so it would be needed to test mod by mod. Nevertheless, I use the following mods on my own playset and works fine without issues (HQ patch at the end of the list):
+More Religion Tenets Slots
+Clear Notifications
+Color Tiers
+Knight Manager
+War Alers-Customisable War Notifications
+Doctor Tweak - AI Will More Ofter Hire Court Physic...
+Partition: Choose your Primary Heir
+Advance Character Search
+Auction Off Artifact(HQ overrides its selling prices)
Wotan von Edelsburg May 5, 2022 @ 9:13am 
@Bahlwuf The Central Germanic Religion and the Germanic Religions in general. Considered women equal, also the men listened more to the women, because they were considered wise. Here are some quotes: "They even believe that there is something sacred and seer-like about women, and therefore they neither reject their advice nor ignore their decisions."

or also here: "The Germans even believe that there is something sacred and prescient in women, and therefore they neither spurn their counsels nor neglect their answers. We have seen it, after all, under the divine Vespasian, how Veleda for a long time was considered by many to be a divine being. Yet, even before time, they worshipped Albruna and several other women, but not out of servility and as if they had to make goddesses of them first."
Wotan von Edelsburg May 5, 2022 @ 8:51am 
I have found a bug, I can't find the localization either, this bug is in the German translation. Please see the link. https://ibb.co/zx1JNYm
Wotan von Edelsburg May 3, 2022 @ 10:03am 
which mods is it compatible with?
humberto.quijano  [author] Apr 17, 2022 @ 8:33pm 
1.0.8
* Able to check others councils
* Pagan Nordic women now have more rights as historically did.
* No longer can declare war if still as a kid. But could still join other wars as ally.
* No longer can grant tittles to kids or incapable adults.
* War declaration may cause stress based on your traits
* Courtiers and spouses now learn court language if stay in average 3 years for AI. Added a decision for players available every 5 years.
* To learn a language, you need to have someone in your court that knows that language.
* Not sharing a common language now cause penalties to some schemes like romance, seduction, sway, etc.
* Courtiers can no longer serve as knights/marshal meanwhile they are pregnant, severely wounded, sick, maimed or one legged.
humberto.quijano  [author] Apr 10, 2022 @ 4:22pm 
1.0.7
* No longer get complains and asking to get court position from courtiers that already have a council position, are your knight, spouse or concubine.
* The AI will now try very hard to reform the Holy Roman Empire. This will cause that on most play you will see this empire get created and expand if left alone.
* The man of the isles kingdom now is able to add into its de jure, the duchies of its historical kingdom if get full control of them. Scotland and Norway are able to get back those lands using same approach. This works the same as Danelaw events/decisions.
* Improved the AI to try harder to form the Danelaw
* Improved the conversion events for the AI and Court Chaplain fulfill position.
humberto.quijano  [author] Mar 26, 2022 @ 8:32pm 
1.0.6
* Court Chaplains that belong to a faith that forbids priest marriage, will automatically get the “devoted” trait once get appointed to that court position (Don’t affect the priests already in that position).
* Fixed the issue where in some instances you may get unable to appoint a new court chaplain.
* Added a decision to search for court chaplains. This is available only to faiths that have the “temporal for life” or “temporal revocable” doctrines.
* Rulers from non-organized faiths which also belongs to cultures that have not reached the early medieval age, will change back to tribal government if become feudal/clan due to grant them a feudal county. This option is also available for players.
* Pagan Slavic and Nordic rulers will slowly become to Catholic or Orthodox faiths once conditions are right.
humberto.quijano  [author] Mar 22, 2022 @ 4:55pm 
* Fixed Vanilla issue where headless monk event created 2 genius-lunatic characters. The event was so common that these characters overrun entire courts.
* Court Chaplain position don’t get automatically filled if your doctrine is set to “temporal for life” or “temporal revocable”
* Added an interaction to allow some concubine children get heritage rights
* Missing collapsed/hidden interactions now display completely on the menu.
Bhalwuf Mar 14, 2022 @ 2:36pm 
though the College of Cardinals, as depicted is slightly anachronistic.
Bhalwuf Mar 14, 2022 @ 2:35pm 
your mod does a lot to fix it, just wish there was a way to make it compatible with Catholic Trinity,
for even more authenticity!
Bhalwuf Mar 14, 2022 @ 2:32pm 
That's a big oof on paradox's part.

As a catholic who is interested in theology and history I find myself frustrated with the caricature that the catholic church is shown as. It was and still is a massive and living religious institution. If you have to change that much you might as well fix the problems with their representations of witchcraft, as most of what they call witchcraft in the game would have just been considered natural philosophy by any learnerd catholic once you removed the whooy-dooy corn-holed satanism

in fact, belief in the existence of witchcraft was the actually heretical part of most witchcrafts.

it wasn't until the 1000s that such theology was even beginning to shift, and it took 'till the 1100s for any real theology to be built off of the previously heretical beliefs, which the next Pope aggressively back peddled
humberto.quijano  [author] Mar 12, 2022 @ 11:00am 
Hey Bhalwuf, yes I agree with most of your comments. In fact early Christians were much more open about women and allowed same gender marriages. The current Catholic configuration makes more sense for a 1000s start than a 800s. For example on the 800s catholic priest are still allowed to get married and the Orthodox-Catholic schism occurred many decades after 800s start. I have plans to create a series of reformation events where you could experience how the religions evolved thru the centuries. But I have experienced a lot of troubles as current system is designed to split religion instead of reform (like the option we have with cultures).
Bhalwuf Mar 7, 2022 @ 10:50am 
The catholic religion should have equal gender law, and male adultery criminal, as the actual cannon law of the era would have still seen women and men as two equal sides of a coin in all non-ecclesiastical matters, however European cultures of the time tended to misogynistic due to their prior pagan beliefs, however, the Norse, after conversion became highly egalitarian, then slowly became more and more like the rest of Europe, and due to this fact, we can assume that if Europe's prior religions were misandristic then the opposite would have been true and you would have seen strong female preference in temporal matters.