Crusader Kings II

Crusader Kings II

Factional Rebalance
42 Comments
bryllem866 Jan 27 @ 5:13am 
WARNING! Carry on reading! Or you will die, even if you only looked at the word warning! Once there was a little boy called Joey, he was ten-years-old and he lived in a mental hospital because he posted a crappy copypasta onto a People Playground mod's comment section . He got so bad he went to kill all the staff in the hospital so the Feds decided that best idea was to get rid of him so they set up a special room to kill him, as inhumane as possible. And he sat there in agony for hours until he died. Now every week on the day of his death he returns to the person that reads this letter, on a monday night at 12:00 a.m. He creeps into your room and kills you slowly, by pegging you and watching you bleed to death. Now send this to ten other profiles on this one site, and he will haunt someone else who doesn't. This isn't fake. apparently if u copy and paste this to ten comments in the next ten minutes nothing will happen: sorry man i am not taking the risk
mewgundam Jan 24, 2023 @ 12:55am 
This might be a dumb question, but is this compatible at all with Fitna Fracture ? I imagine not, since Fitna Fracture modifies revolt CBs, but thought I would try my luck and ask.
Widowmaker Aug 30, 2020 @ 12:47am 
Can you make this a direct download? I've hit my subscription cap for CK2 mods and I don't have any I want to get rid of.
General Kysieran  [author] Aug 17, 2020 @ 10:36am 
@Betch: Thanks, I will probrably play CK3, whether I mod it depends on if I stay playing and there is something I think needs changes.

@MB: There may be compatible major conversions but its just unlikely due to how many files they change, but CK2+ and HIP which are the big 2 definitely are not.
Coocoodas Apr 12, 2020 @ 4:42pm 
I'm all for adding challenges and options, but wouldn't allowing council to join factions be counter productive to the council mechanics? Why would I appoint powerful vassals in the position of council in favour of talented people if they are going to join factions anyway even though at a reduced chance? Not complaining, just curious.
MB Dec 16, 2019 @ 3:43pm 
What is with full conversion mods like Elder Kings? They don't seem to edit factions or CBs too much, or do they?
Azerbaijan_Technology Nov 5, 2019 @ 5:25pm 
I hope you continue to work on and update this mod, I find the constant civil wars over a single law but not a myriad of far more important issues bloody stupid. I'm using it with after the End mod as of now, how compatible are they? Would be grately if you know.
nvr! Sep 8, 2019 @ 3:11am 
Would using this with AGOT be stupid?
General Kysieran  [author] Jul 30, 2019 @ 1:01pm 
@Frootie Tootie: No it doesn't. I removed it because it felt it belonged as its own mod. I think I just forgot all about it though :steamfacepalm:
Frootie Tootie Jul 30, 2019 @ 12:44am 
Your old mod also made the plot to kill more likely. Does this new mod do this aswell?
Jayreaper Jun 26, 2019 @ 7:45am 
Thanks for the mod this solves all of my immersion problems
General Kysieran  [author] May 28, 2019 @ 8:09am 
- Updated for 3.2
- Council power faction will now sometimes not declare war by default.
- Independence factions now form with unhappy dejure vassals.
General Kysieran  [author] May 21, 2019 @ 12:43pm 
Officially i still need to patch the mod for 3.1 which may explain some oddities but functionality should still work.
Tanjiro N7 May 21, 2019 @ 1:28am 
WIll this mod work for the current version of CK2?
󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡 May 14, 2019 @ 7:11pm 
Does this it work with version 3.1.0?
jazzrage Feb 6, 2019 @ 11:16am 
Is this working with the current patch?
Mr. Balls Johnson Feb 3, 2019 @ 2:55pm 
Yea don't think this mod is working for 3.0.1, all the factions act like vanilla ai
say nizzy innit Jan 3, 2019 @ 7:35am 
Is it just me or can council members still not join factions. None of the rules seem to work for me when enabled?
Mr. Balls Johnson Dec 15, 2018 @ 7:30pm 
Found the problem, steam workshop wasn't updating the file so I had to download it manually
Mr. Balls Johnson Dec 15, 2018 @ 2:50pm 
@General Kysieran Ik I have indepence faction rule turned on and no one is joining the independence faction like they did before 3.0.
General Kysieran  [author] Dec 15, 2018 @ 2:49pm 
@Vito: By default only one rule is active which sets council members to join factions at a reduced chance. Everything else you need to configure via the game rules to turn on.
Mr. Balls Johnson Dec 15, 2018 @ 12:45pm 
Mod doesn't seem to work for me, it's vanilla ai behavior for factions.
Bolshoi Booze Dec 10, 2018 @ 1:24pm 
Cant wait to try this out, has been searching for something to increase difficulty for some time now.
Cheers
Lance-Head Dec 9, 2018 @ 11:44am 
Slightly confused by the description on mod compatibilty, is this compatible with the ck2+ factions standalone mod, because to my knowledge it does not edit the "vanilla" factions, or does addition count as editing all the faction data?
Mr. Balls Johnson Nov 19, 2018 @ 4:00pm 
Love this mod, thanks for creating it. Always found it ridiculous how you can stop your powerful vassals from rebelling just because you gave them a council position.
General Kysieran  [author] Nov 18, 2018 @ 7:02am 
Updated for 3.0
Benouyt Sep 19, 2018 @ 2:48am 
Is this mod saved game compatible ?
say nizzy innit Aug 31, 2018 @ 7:09am 
Hi the game rule for council power faction: no revolts war isnt working. I really like the stuff that your mod does so I hope this is fixed
General Kysieran  [author] Jul 2, 2018 @ 1:55pm 
Should be, nothing game changing at the moment in 2.8.3.*
kdanielive Jul 2, 2018 @ 8:24am 
works with 2.8.3.*?
Tanjiro N7 Jun 24, 2018 @ 3:55pm 
2.8.3.1??
General Kysieran  [author] Apr 4, 2018 @ 9:05am 
@shattered_logic: Permission granted
shattered_logic Apr 4, 2018 @ 8:50am 
I'm working on a tweaks/balance mod for the recent After the End Fan Fork. Can I have permission to incorporate a modified version of this mod into it?
General Kysieran  [author] Feb 11, 2018 @ 1:10pm 
@General Hux: No, not ironman compatible
Cornelius Knox Feb 10, 2018 @ 1:58pm 
is it ironman?
General Kysieran  [author] Nov 18, 2017 @ 6:51am 
@SerVernike: Nothing directly planned at the moment, I'm sorting out the 2.8 compatability in the next few hours hopefully so I can play myself :)
Commander Reincarnation Nov 17, 2017 @ 5:48pm 
Hey I think this mod is a great idea, its a very good expansion to the faction system and I love the realm destruction aspect. I'm just wondering if v2.8 will prompt any more changes to this excellent mod? I understand that any changes will require much thought and balancing but additions are always nice. :)
spore Jul 12, 2017 @ 12:51am 
great mode
General Kysieran  [author] Apr 24, 2017 @ 1:22pm 
Updated to support 2.7.1. The following fixes have been made redundent by the recent patch:
- Overthrow Ruler faction will now increase council power laws.
- Overthrow Ruler faction will not always change succession to elective, but is more likely the more power the council has.
- Small chance for gavelkind faction to form from vassals even if not a child of the ruler.
- Although very unlikely to happen loyalists no longer have the bonus like the rest of the council to join the council power faction.
- Pragmatists are not as likely to join council power faction as a glory hound or zealot would, due to the risk to realm stability.
- Elective succession faction is less likely to form when the council power is low.
- Council position of the faction leader was affecting members membership to faction instead of using the members council position.
General Kysieran  [author] Mar 13, 2017 @ 12:47pm 
Heads up, paradox is going to introduce similar fixes in the mod currently for the next patch so this might reduce the mods changes post 2.7.1
General Kysieran  [author] Mar 12, 2017 @ 1:48pm 
@taw: The elective faction should fire alot less now when there is not much council power in the realm. Its actually refreshing to see the gavelkind succession faction again :P But give feedback if it is still happening too often.

I agree about the overthrow, should be a way to tweak it to further favour claimants or at least pick any claimaint if current one is terrible. May just need same tweak i gave to the elective faction too.
taw Mar 12, 2017 @ 1:36pm 
The biggest faction change this game needs is removing elective succession from being even possible for everybody except Germans and Scandinavian culture group, and remove faction for it from the game completely. Elective Byzantium is just so immersion breaking. Overthrow ruler is even worse - if bastards don't like current ruler, they should find some claimant, as was historically the case.