Crusader Kings II

Crusader Kings II

Fitna Fracture
92 Comments
don2538 Jun 16 @ 1:18am 
for those who want longer time before spilt you can edit file.
"fitna_fracture\events\fitna_fracture_events.txt"
1.open file fitna_fracture_events.txt
2.Ctrl+F find "# Time for the revolt to ossify into a separate realm?"
3.at "check_variable = { which = "civil_war_years" value = 4 }" that "value = 4" is year to become separate realm. just change it to whatever you want. for example I want at least 10 year so change gonna look like this "check_variable = { which = "civil_war_years" value = 10 }"

for dissolve realm are same search for line "# Time for the defending realm to dissolve completely?"(it's under the above)
at line "attacker = { check_variable = { which = "civil_war_years" value = 3 }" ("value = 3" mean take 3 years to dissolve)
change that value to whatever you like. example I want 9 years.it's gonna look like this
"attacker = { check_variable = { which = "civil_war_years" value = 9 }"


hope this help people who want longer time(or shorter?).
Saint Lucia Jan 7 @ 4:50pm 
Genius. Makes the game so more dynamic and cool.
Vision Dec 17, 2024 @ 7:03pm 
Very cool mod but yeah it's too often. Perhaps a longer time would be fit. Lol I just saw my comment from 2 years ago
Ube Jul 16, 2024 @ 7:37am 
Happens too often, pretty much every AI realm gets split. I've played only one game with it and there were multiple realms that were a split of a split of a split... of a split.
I dont even want one france, let alone 6. The events are also annoying.
Don't get me wrong, I love the idea but... Maybe instead of 4 years make it 10? 20? imo it should be something rare, not something you get to see every tuesday.
Argie.Goulios(1st GLI) Nov 20, 2023 @ 9:10pm 
this is nice but i would love for this shit to happen after more years then just 4 since stupid ai take a long time till it finnaly decides to end the civil war
ExisT Apr 21, 2023 @ 6:13pm 
anyone ever considering porting this wonderful mod to CK3?
Vision Nov 21, 2022 @ 9:24pm 
Will give this mod a try
Eternantium Nov 2, 2022 @ 10:00am 
One thing that does bug me is more of a game problem than a mod problem but the two realms don't really try to fight each other after the fracture. That's obviously more of an AI problem though since I don't think the AI prioritizes de jure claims much. As a whole this mod is very good, still works even to this day, and it's very useful in breaking up blobs.
Twin Tailed Comet Oct 16, 2021 @ 2:18am 
@angel yes it works, i play with it currently and its kind of cool
Angel Mar 12, 2021 @ 4:09pm 
Does this still work? and HIP compatable
tristristatum Nov 25, 2020 @ 3:35pm 
Will this mod be coming to Crusader Kings 3?
a-really-big-cat Aug 19, 2020 @ 8:08am 
I would like to ask again: Wouldn't a truce do the same thing as a non-aggression pact? Instead of the war flaring up again, I only ever see the two rivals die and their heirs never start up the war again.
lidku716 Aug 18, 2020 @ 8:29pm 
This is a MUST have mod for anti-blob mechanics! I have to have this on every playthrough. The only problem with this mod is that I feel that the year to fracture should be tiered:

Duke: 15
King: 10
Emperor: 5 (mod default)

Also is there a way for the new realms to have better names? Because it gets trouble when later down the line the new realm has its OWN claim civil war then after it drags out, the new new realm gets a weird continuous name.

"Palagious Thrace Byzantine Empire" yeah..
jruderman  [author] May 30, 2020 @ 6:32pm 
Yes, it's okay to integrate my mods into total conversion mods. Credit appreciated :)
Níl May 30, 2020 @ 12:35pm 
Hey, I'm one of the developers for AteOW, I was wondering could we integrate your mod into ours? We'll credit you of course.
Black_Phoenix Apr 15, 2020 @ 12:45am 
Ever consider having a third option where the leader is able to get a certain percentage of warscore so that a revolt becomes a realm but as a tributary of the original realm? Sort of like the leader of the new revolt realm pays lip service to his old liege?
falhxer Aug 12, 2019 @ 1:20pm 
HIP?
Sullivas Aug 4, 2019 @ 3:33pm 
Should still work with After the End
jhojnows Jul 8, 2019 @ 11:07am 
Does this work still currently?

Does this work with After the End Fan Fork mod? Don't see why it wouldn't.
NPC Jan 20, 2019 @ 10:18pm 
does this work with the new update?
a-really-big-cat Dec 1, 2018 @ 12:48pm 
Oh i see. But wouldn't a truce do the same thing? I don't think I 've ever seen the AI break a truce before.
jruderman  [author] Nov 29, 2018 @ 8:39pm 
They have a 5-year non-aggression pact in order to cool off and replenish levies before they reignite the war.
a-really-big-cat Nov 29, 2018 @ 6:05pm 
@jruderman Why do the split realms have a non-agression pact with each other? It's keeping them from reigniting the war.
a-really-big-cat Nov 16, 2018 @ 10:41am 
Is this holy fury compatible?
jruderman  [author] Nov 11, 2018 @ 1:08am 
Yes. Player realms are not excluded. Just be careful to keep warscores within the range (-50% to 50%) instead of trying to win.
falhxer Nov 10, 2018 @ 5:28am 
hey buddy, can my realm be affected by it ? I want to collapse, reason RP
The Hunky Dorry Life Of Mr.Kris! Feb 25, 2018 @ 11:12pm 
would this work the factional reblaence mod?
VikkelEekhorn Dec 25, 2017 @ 5:09pm 
is this compatible with After the End?
Teun Dec 1, 2017 @ 8:44am 
Can you confirm that this works with the current version?
? Oct 29, 2017 @ 10:37am 
It would be nice if you could make it so that secessionists would only use the location name as their title's name, for example, Basrite Empire (arabian empire) instead of Basrite Arabian Empire. Not only would it look better and make more sense, but it would also prevent getting lots of titles with very silly and long names, such as Kuwaitan Basrite Arabian Empire (lol).
As for muslims and indians, you could simply make em use their dynasty name as their title name since all indian and muslim realms use their dynasty name as their title name anyway. If both seccessionist leader and primary ruler are of same dynasty, the new title would use the default name ( in the way i mentioned before).
Other than this i really like this mod.
a-really-big-cat Oct 15, 2017 @ 6:45pm 
@jruderman Regarding previous comment, I feel that a truce is more realistic; take for example the civil war in Syria where truces have been drafted repeatedly and broken quickly. NA pacts physically prevent hostilities ingame, which isn't very realistic.

I also feel that the leaders do not press claims as much as they should once the pact is dissolved. What ends up happening is a new realm being created that never goes away.
a-really-big-cat Sep 23, 2017 @ 10:31am 
@jruderman Shouldn't there be a truce, rather than a non-agression pact after a realm split?
Neil Sep 3, 2017 @ 6:39am 
Like majurski I would like to extended (double) the times required, AI cant cope well with such such a small window to be pro-active.

I can edit the mod text myself if you tell us what lines govern it, please and thank you.
Richard Cephal Sep 2, 2017 @ 9:40am 
Would it be possible to have the "X years stalemate" be adjustable? I would like to increase the time requirements. In a recent game my liege reclaimed an independent, fought off a holy war, and almost crushed a revolt, but just barely missed the deadline. 4 years is plenty for the player, but the AI could use some more time.
Azzarrel May 26, 2017 @ 1:32pm 
Is it possible to carry on the war after the realm is split?
Right now the realm is split into two or more seperated realms once a civil war doesn't come to any conclusion fast enough, but that doesn't mean that the war has to end. It would be great to immediately start a new subjugation( + destroy crown, if any new realms have been formed) war between the old and the new realm(s).
Maybe give all rulers a unlimited subjugation cb for previous rebels (only the current char), in order to give them more ways to quickly reconquer their lands.
Action Hero Daft Punk May 22, 2017 @ 6:48pm 
I ended up going into the mod files and shifting it to a ten percent range instead of a fifty percent range. Can I suggest changing it so it requires a contigious period instead of any point after three years? I'm not sure how possible that is, but having a revolt automatically fracture the realm because it went from seventy five percent to negative three percent seems like an issue to me, it means that, after three years, either whoever is currently winning wins, or the realm fractures. Alternatively, a condition requiring that a realm split only occur when a realm split has not already happened to avoid realms with four descriptors in front of " ... west francia" or whatever might also work, especially if you pair it with an AI change that makes them want to war for the casus beli added by this mod more than usual.
jruderman  [author] May 22, 2017 @ 2:04pm 
If you disable the mod, realms will no longer split, which I assume is what you want. Note that kings with extra kingdom titles won't be able to merge/destroy them, since that's also a mod feature.

It sounds like I may need to re-balance the mod to reduce the number of realm splits -- either by tweaking the conditions for initial splits, or by giving rulers of the split realms special ways to force a merge (currently they just get strong claims against each other at the time of the split).
Action Hero Daft Punk May 20, 2017 @ 5:29pm 
these mod is destroying my world, I'm the only unified nation in the world, and only because I spent 200~ years re-uniting Byzantium after they collapsed. If I disable the mod, will it still work, or will it destroy my save? If not, can I disable the fracture and "revolt became its own realm" conditions so that the various kingdoms have the potential to re-unite? France is in atleast 20 pieces, england and scotland are the most together becuse they've each only fractured once, the muslims keep shattering into ever smaller pieces, india isn't coallescing anywhere near well enough to potentially become an issue in EU4, and I'm worried when the aztecs arrive they'll roll through everything automatically because noone will be able to field more than 200 men.
Azzarrel Apr 6, 2017 @ 2:09pm 
Doesn't seem to work since monks and mystics.
Lord_Daemonar Mar 30, 2017 @ 11:02am 
@mastaschmitty, are you still making that overhaul mod?
@jruderman, how up-to-date is this mod?
Schmittboxes Feb 22, 2017 @ 5:48pm 
Of course! Thank you :D
jruderman  [author] Feb 21, 2017 @ 10:18pm 
Yes, I'm generally okay with my mods being incorporated into overhaul mods. I'd appreciate credit with links.
Schmittboxes Feb 16, 2017 @ 7:30pm 
Hello!

Would you be ok with me incorporating this mod and Elective Leagues into an overhaul mod I'm working on? Thanks!
Nosonja Sep 11, 2016 @ 5:20am 
Direct link?
Gaming Grandpa Aug 22, 2016 @ 7:22am 
Just one issue: When you see a blob fracture, but then leave the game and load it up again, the flag of the new fracture is the same of the original empire. Anyway to work around this?
Gaming Grandpa Aug 14, 2016 @ 12:08pm 
Great mod! Just wondering how you will update it for The Reaper's Due?
jruderman  [author] Jun 18, 2016 @ 12:40am 
The revolt has to be a claimant revolt (or Conclave "oust ruler" revolt), and the warscore cannot favor either side by 50%. You can right-click the revolt leader to see which requirements they meet and how long the mod thinks the revolt has been going.
Meat Grinder Jun 17, 2016 @ 7:39pm 
What do you mean by stalemate? Because 2 revolts have been in the byzantine empire for 5 years but havent collapsed it
Job May 27, 2016 @ 11:06am 
wow, the dissolution of the monarchy works perfectly imo, the realm splitting is a bit weird, I think it should just grant independence, but give the original monarch a cb that vassalizes all rulers in the old realm.
Evan_Andrew89 May 11, 2016 @ 4:56am 
So I very much do enjoy this mod and the idea behind it. That being said, I wanted to bring to the dev's attention that in an early playthrough I witnessed a potentially debilitating issue with the realm splitting feature. It occurs when mercanary companies revolt against their employer for nonpayment. Occasionally the resulting war lags on for whatever reason, AI distracted or simply dumb, and my game resulted in an Irish mercenary company inheriting half of the Abbasid empire despite being a landless revolt.

I am currently using the mod in conjunction with HIP so perhaps it's an issue of my own doing of the submod is not compatable with overhauls.