Crusader Kings II

Crusader Kings II

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Council Power Faction Fixed for Holy Fury
   
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Nov 15, 2018 @ 12:30pm
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Council Power Faction Fixed for Holy Fury

Description
Since Steam Workshop refuses to let me update the existing mod, the update for Holy Fury is being released as a separate mod entry. Sorry, but this is the only way I can get this update out - Sverd



Council Power Faction Fixed, by Svoopmods


Do you like having Conclave enabled, but hate how your vassals love throwing you into civil war every couple of years because they want you to increase council power over and over again?

Do you hate how your vassals do this despite liking you? Are you looking for a solution that doesn't involve jailing your powerful vassals or marrying off your whole dynasty to them?

This mod might just be your answer. This mod makes it easier to deter your vassals from starting or joining the 'Increase council power' faction. While it is still possible for the faction to be formed, it is less likely to happen due to various modifications made to the modifying factors of different traits and thresholds.

It is important to stress that this mod aims for balance, rather than trivialising or removing the council power faction altogether. As an Emperor with 4 kings and 5 dukes beneath me, this mod has allowed me to go over 100 years without a council power war. Before making this mod, the wars would take place every 5 - 10 years - an improvement, I'm sure you'll agree.



CHANGES:


- Pacifists cannot start or join the faction

- Craven characters aren't willing to be the ringleader, so they won't create the faction. They will only join the faction if they dislike you by at least -20

- Characters who are content will not create the faction, but may still join it if they dislike you

- Loyalists cannot create the faction, and are incredibly unlikely to join it

- Characters who have more than +25 opinion of you will not create or join the faction unless they have the following traits:

Deceitful
Envious
Ambitious
Greedy
Arbitrary

- Characters who have more than +60 opinion of you, regardless of their bad traits, will not create or join the faction. Upon reaching +60 opinion, they should soon leave the faction if they had previously joined it

- People who are kind, charitable, honest, humble or just are now somewhat less likely to create or join the faction compared to vanilla values

- Pride and bravery do not affect a character's inclination to create or join a faction as much as they do in the vanilla game

- The ICP faction will not deliver its ultimatum until it has at least 100% power. The vanilla game made it possible for the ultimatum to be triggered at 75%, although this was uncommon.




NOTES:

- The game can sometimes take up to a month or so to remove someone from the faction who is no longer eligible to be a member / plotter, so don't be surprised if it doesn't happen immediately. If an ineligible member is still in the faction after a fair bit of time has elapsed, please check their traits and opinion in case either have changed. If you're absolutely sure that someone is in the faction who shouldn't be, please submit a bug report

- Characters can still be coerced into joining the faction via blackmail or a favour. This was intentionally unmodified, so if it happens, it's working as intended. Don't miss the pop-up!

- Keep in mind that malcontents who are not craven still have an increased likelihood of creating or joining the faction, so it's important to keep your council happy

- Likewise, if your vassals hate you due to tyrannical rule or other factors, it will obviously become more difficult to manage your vassals in a way that discourages them from forming the council power faction

- While the mod has been tested and found to work, it needs to be tested by the wider community for anything we've missed. Please leave a comment with any questions or bugs you may encounter




COMPATIBILITY:

The mod should be compatible with anything that doesn't modify 00_factions.txt or faction_decisions.txt

Requires Conclave expansion!

NOT IRONMAN COMPATIBLE



USING OUR MOD IN YOUR OWN MOD

Please contact me on the Paradox forum (user: Bonsieur) if you would like to use our mod in your own. Please do not use our mod without permission.


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16 Comments
Riekopo Dec 24, 2022 @ 8:29pm 
Compatible with CK2+ ?
Sverd of the Great Vale  [author] Dec 19, 2021 @ 10:32am 
Unless there have been any updates that affect the council power faction since Holy Fury was released, it should work fine.
Riekopo Dec 18, 2021 @ 9:04pm 
Does need update?
Aeterny May 11, 2021 @ 5:27pm 
@what777 It still works.
PillagingPagans Aug 24, 2020 @ 6:31am 
Anyone tried this with 3.3?
Aeterny Nov 21, 2019 @ 1:43pm 
Thank you so much, I was 71% towards what would've been the Byzantine Empire when my vassals decided to throw my aunt on the throne so I rage quit. Hopefully I can succeed this time in the next shattered world.
Marci.zyp Oct 29, 2019 @ 6:47pm 
Is this up to date?
Unnamed_Shadow Jul 23, 2019 @ 11:50pm 
Would this mod be savegame compatible? I kinda want to run a test of disabling the mod for a few generations to allow the map to have a few revolts here and there and then after everything is cleared put the mod again and have another long period of stability. Would this be possible? Or the mod needs to be active at all times?
Unnamed_Shadow Jun 25, 2019 @ 7:39pm 
i wish someone could add a Loyalists Faction to base CK2. The AGOT Mod really handles well Factions thanks to that Faction alone. And it feels incredibly natural. You're a good ruler? The Loyalist Faction will be more powerful, you're an evil tyrant? The Loyalist Faction is not as powerful.
Benseth May 18, 2019 @ 3:50am 
What about a independence faction mod?