This thread is dedicated to my "Expanded Decisions" mod family - a collection of mods that expand on the base game in various useful and interesting ways, primarily by adding new decisions.
The guiding philosophy is that these mods should be as compatible as possible with vanilla CK2 (and other mods), and that they should avoid making the game too much easier.
The reason for splitting these changes into many separate mods is so that players can select which features they want to use - and so that they can simply not use any mods which might cause compatibility issues.
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ED: Block Legitimization (workshop / zip)
The guiding philosophy is that these mods should be as compatible as possible with vanilla CK2 (and other mods), and that they should avoid making the game too much easier.
The reason for splitting these changes into many separate mods is so that players can select which features they want to use - and so that they can simply not use any mods which might cause compatibility issues.
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ED: Block Legitimization (workshop / zip)
- Toggle the ability to legitimize your bastard children, to avoid misclicks
- Ability to create a custom empire using the coat of arms and map colour from any county/duchy/kingdom title in your realm.
- All completely-controlled kingdoms become de jure part of the new empire.
- Unowned baronies (eg. independent holy orders) have no impact on any part of the decision.
- New decision that allows any character who fulfils all of the criteria for "Delve into the Classics" except for culture to start the event chain, as long as they belong to a post-Roman culture (iie. Latin, Byzantine, Iberian, English, Anglo-Saxon, Dutch).
- Auto-Stargazing (automatically locate and invite a compatible guest)
- Manually call a Gathering of Great Minds (costs a lot of society currency)
- Write a 2nd/3rd/4th Magnum Opus (costs a huge amount of society currency)
- This mod adds a new Grand Hunt decision, which allows characters with any number of non-debilitating health conditions to go on a Grand Hunt.
- Unfortunately, due to technical reasons, cancer and "great pox" (non-epidemic syphilis) are still blocking conditions, because they are considered to be "illnesses".
- New formable kingdoms (from single duchies, usually islands)
- New formable duchies (from single counties, usually islands)
- Ability to reform the 769 kingdom of Saxony (similar to forming the Grand Duchy of Saxony, without being an HRE vassal)
- In all of these decisions, de jure relationships are altered appropriately
- Tribal characters can pillage tribal holdings (not possible in vanilla)
- Tribal characters can pillage the final holding in the province (possible in vanilla via a minor exploit)
- Tribal and nomad characters can instantly pillage holdings, but this costs piety (possible in vanilla via an extremely-tedious exploit)
- NB: Incomplete (events which will eventually be AI-only are visible to the player because they aren't yet working properly)
- New targeted decision which allows the player to encourage a female character to become pregnant by their husband/lover/consort
- The pregnancy is not forced immediately, instead it is forced at a random future time depending on the couple's joint fertility. (If they are relatively infertile, the pregnancy will occur further in the future.)
- If a normal pregnancy occurs before the random future date then the mod-added "encouraged pregnancy" will not occur.
- If the mod-added "encouraged pregnancy" is not valid at the selected future date (eg. death/divorce/infertility) then it will not occur.
- Various utilities for mass prisoner management
- All characters (including AI) can control whether your prisoners are automatically sent to house arrest / dungeon / oubliette
- Players can move all prisoners to house arrest / dungeon / oubliette
- Targeted decisions on other landed characters allow players to mass-ransom/mass-execute/mass-release all prisoners who originate in a specific character's court
- These actions can be restricted to all prisoners who are in a certain location (eg. mass-execute all prisoners who originate in the Abbasid Caliphate and are in house arrest)
- Bloodlines are not always inherited properly; this mod allows you to manually fix the inheritance.
- New player-only targeted decision which attempts to re-propagate all bloodlines owned by the targeted character according to each bloodline's inheritance rules.
- In other words: Characters who should have been part of a bloodline, but weren't for some reason, will gain that bloodline.
- NB: This cannot be undone without save editing - backup saves are recommended!
- Refuse to be nominated for any elective title, anywhere in the world (by modifying all electors' voting preferences)
- This mod makes it slightly easier for non-zealous characters to join warrior lodges and the Hermetics.
- Characters are now permitted to join Warrior Lodges:
- If they could in theory temporarily convert to the Warrior Lodge's religion
- If they have an active bloodline that was founded by a legendary journey from that warrior lodge
- If they have an active bloodline that is "respected" by the warrior lodge (eg. Ragnarr's bloodline for the Wolf Warriors)
- Characters are now permitted to join the Hermetics:
- If they could in theory temporarily convert to a religion that has access to the Hermetics
- This mod adds miscellaneous new decisions, which broaden the scope of targeted decisions that exist in the vanilla game:
- Make Horoscope
- Make Shieldmaiden
- Make Shieldmaiden (Self)
- Send away as Mercenary
- In general, these decisions are now open to close relatives, descendants and dynasts-who-fulfil-some-additional-condition (eg. for shieldmaidens, dynasts who are warrior lodge members).
- New type of tributary: "Protectorate"
- If you cause an AI character to gain an independent realm, you can force him to become your Protectorate via a diplomatic interaction
- Other AI characters may choose to accept your diplomatic offer of Protection if they like you a lot and/or are weak and/or are threatened
- Protectorates can sever the relationship via an intrigue decision if they become stronger and/or more prestigious than their overlord.
- Otherwise, Protectorates are identical to permanent tributaries (20% tax, 15% manpower, must be defended).
- New chainable tributary CBs, allowing you to enforce "extorted" or "permanent" tributary status from any independent realm which neighbours any of your tributaries.
- For full details on any mod, please see the linked Steam Workshop pages.
- I've shortened the names of all of these mods from "Expanded Decisions: Whatever" to "ED: Whatever" because the mod-selection UI in the CK2 launcher cuts-off the mod name after very few characters.
- All of my CK2 mods are available from my CK2 Github repo, if you're interested.
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