Crusader Kings III

Crusader Kings III

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HQ Crusader Patch
   
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52.967 MB
Feb 13, 2022 @ 1:13pm
Sep 18 @ 5:14pm
67 Change Notes ( view )
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HQ Crusader Patch

Description
The goal of this mod is to make the game more realistic and plausible, which introduce some new mechanics, making the game more challenging at the same time. This mod also contains many bugs fixes that occur in the vanilla game.

Governments
On tribal governments, culture and religion were very merged together and its hard to draw a fine line to differentiate between and the other.
On tribal governments, the right to rule comes mostly from power and prestige, while in feudal or clan societies from claims. The claims were recognized by the church/faith which was mostly an independent faction.
Considering all this, some tasks, like fabricate claims and convert people/counties are not available by default by governments that are tribal and don’t have an organized faith unless very specific conditions and innovations are meet (explained in more detail further below).
Furthermore, tribal or feudal/clan governments without the proper laws (innovations) forbids, on most cases, underage heirs to inherit land (they still get claims).

Culture & Eras
In order to hybridize a culture, now you require that both cultures actually adjacent to each other.
The acceptance 2 cultures has, the easier it is to convert the culture of a province into your own.
To progress to a new era, now you need to discover at least 75% of its innovations, instead of just 50%. This prevents you to reach the last era too quickly in the game.

Religion
Some religions now have the “Missionary” tenets, which applies only to faiths that have the infrastructure and policy to spread the faith across the world, for example: Catholics. This easily allows rulers to begin conversion tasks to counties and request other characters to convert to their faith. Otherwise, it will require a ruler very focused and faithful to achieve the same results.
The more control you have on a province, the easier it is to convert it.
There were introduced the doctrines “Male dominant with Female Rights” and “Female Dominant with Male rights”, to better representation of Nordic cultures/faiths were women had more freedom and allowed to perform in some cases the male role.
Raiding and taking slaves into your capital, will add a foreign faith population into your realm, which may spread in your realm, specially if you have un-reformed faiths.
Some faiths will get events to reform themselves, like for example the Catholic change of view of witchcraft in late middle ages.
Characters for most cases only able to convert to another religion once in a lifetime.

Marriages
Male dominant doctrines/traditions only allow patrilineal marriages, while female dominant only allow matrilineal marriages. Equal gender traditions allows both patrilineal or matrilineal marriages.
Pagan faiths no longer look forward to marry other foreign pagan faiths, unless their faith or culture is tolerant enough.
Children of concubines inherit claims and are still legit sons of a ruler, but no longer inherit land unless they are legally allowed as historically occurred.
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.