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Mayby its something else wrong (i install this mode a moment ago), but when i start new game, many empty windows without any text show up.... And i cannot close this windows
This is probably because you installed game in wrong folder. Remember - you have to install it in your \Documents\Paradox Interactive\Crusader Kings II\mod folder, not main CK II folder.
 
This is probably because you installed game in wrong folder. Remember - you must install it in your \Documents\Paradox Interactive\Crusader Kings II\mod folder, not main CK II folder.

Ou, my fault... i try install mode again. However, its way to prevent steam from updating CK2? I dont want to be offline because other games...

Tahnk you for your help!!!
 
No, there is none. Not one working way, anyway. You can turn off autoupdating in properties, but then "Steam knows better" and it'll be ignored as soon as you restart Steam.
 
Well this mod is currently compatible with the new version of ck2 (like the Elder kings mod)
 
Well, today was pretty busy. Here's a development screencap for all of you:

H0adAp8.jpg
 
Taunt us more, Galle!
 
I know that you can't orchestrate The Red Wedding in-game by starting at the ACOK scenario cause AI Robb always honors his agreement with The Freys, but is it possible to start at a later date where Robb's broken the agreement and orchestrate The Red Wedding?
 
So, random idea, I don't even know if this is feasible: I think you it would be neat if you could create a heresy of the Faith of the Seven based around a fusion between the Seven and the Valyrian Faith. It would effectively be the Seven with no head of religion (at least, at first, maybe you could eventually reform it and make the normal Faith of the Seven the heresy, I don't know how that works) and the ability to marry a second wife.

It would have two purposes: Give Aegon a compromise option between abandoning the Valyrian Faith entirely and turning his back on the religion of most of his new kingdom, and give Rhaegar the option to marry Lyanna without divorcing Elia if everything goes perfectly for the Targaryens during the War of the Usurper.
 
is it possible to find Arya in the War of the Five Kings scenario?
As Robb i've won the war, had Ice returned, beheaded Joffrey, imprisoned every member of the Lannster family save Cersei (she managed to marry the LP of the Mount and Vale who are now my vassals along with the Riverlands) and king tywin of the rock (but hes imprisoned by King Stannis), Sansa has returned but i cant find Arya. I vaguely remember an event where she returned after Robb sacked Harrenhal but it didnt happen this play through........also is there a way to get Jon back from the wall? i want all the Starks to come home
 
So, random idea, I don't even know if this is feasible: I think you it would be neat if you could create a heresy of the Faith of the Seven based around a fusion between the Seven and the Valyrian Faith. It would effectively be the Seven with no head of religion (at least, at first, maybe you could eventually reform it and make the normal Faith of the Seven the heresy, I don't know how that works) and the ability to marry a second wife.

It would have two purposes: Give Aegon a compromise option between abandoning the Valyrian Faith entirely and turning his back on the religion of most of his new kingdom, and give Rhaegar the option to marry Lyanna without divorcing Elia if everything goes perfectly for the Targaryens during the War of the Usurper.

I like the idea.

@ You can find Arya.
 
Dev Diary - Slavery, Part I

The societies of Essos stand on different foundations from those of Westeros. To them, Westerosi serfdom and feudalism is utterly barbaric. Democracy may be rare in Westeros, but across the Narrow Sea, it thrives. None of which, however, is to say that the people of Essos lack their own demons. This is the land of the Valyrian Freehold, of the Great Cities of the Ghiscari, of Qarth and Volantis. This is the land where men live free and build great cities, but only at a greater cost. This is the land of slavery.



Our plan is to model slavery using two separate, parallel systems - one to track individual characters trained and sold as domestic slaves, and another to track the large slave populations that serve as the working class of Essos's great cities. This developer diary will concentrate on the first system.

First and foremost, there is now a new crown law - called, appropriately, slavery. This law determines the legality and technicalities of slavery in your nation. For most kingdoms, by default, slavery is simply strictly Legal or Illegal, but the Ironborn use a special form of slavery that allows only for the enslavement of prisoners of war, while minor restrictions on the slave trade can be forced on other nations through war. For nations where slavery is simply Illegal, owning a slave yourself is right out - you'd be caught almost immediately. Selling prisoners into slavery is still possible, but comes at the risk of being discovered - and punished - by your liege.



Fresh slaves can come from a few sources. First, under Chattel Slavery, the children of slaves are born slaves, and slave traders may take steps to ensure that there is a healthy supply of such children. Second, prisoners can be either enslaved by their hosts, or sold directly to slavers. Third, there is a new Slave Raid casus belli available under Chattel Slavery and Thralldom. Slave Raids target a single province - either one that borders the raider, or a coastal province if the raider has access to ships - and, if successful, sack that province and randomly generate five new slaves of its culture and religion for the raider. On the other hand, if a slave raid is completely defeated, the defender can liberate any slaves of their culture or dynasty the raiders may have in captivity.



The newly enslaved are, understandably, rather upset about it, and will almost always despise their masters. Both this problem, and the distribution of slaves throughout the world in general, are handled by slave traders. Any patrician operating under Chattel Slavery may become a slave trader, but it tends to be most common in the great cities of Slaver's Bay.

A slave trader has the unique distinction of being in the business of buying and selling slaves, in a system which ties into the trade mechanics. Slave traders benefit from controlling trade posts by gaining the right of first refusal in every slave transaction made in that province. If the lord of that province wants to sell a slave, he'll have to hear the local slave trader's offer first, before anyone else's. If he wants to buy a new one, the selection at the local trade post will be the first he sees. Either way, the slaver benefits.

When actually buying and selling slaves, the trader has the ability to set the price. Slaves can be sold for one of three prices - low, medium, and high. It is the goal of the trader to pick a price they believe is fair - or, more likely, the best price they think they can get away with. Once the trader has set the price, the buyer or seller has the option to either accept it, or walk away and try to find a new slave trader. The result is a sort of mini-bidding-game - how low can you buy, and how high can you sell?



Once a slave is actually in your custody, you have many options for dealing with them. If they're uncooperative, you may have them lashed in an attempt to break their spirit. Repeated lashings can turn even the most rebellious slave into a meek, obsequious servant - or into a bloody corpse. Be warned! Slavery is a grim, soul-destroying practice, for both the slave and the slaver. It is a rare man who can trade in human suffering each day and not come out empty ad hollow on the inside. Or, in less poetic terms, if you become a slave trader, expect to wind up with very little piety and lots of lots of negative personality traits.

Next time (in this sequence, not necessarily the next Dev Diary) we'll look at slavery on a larger scale - all about the vast, faceless masses, without whom the cities of Essos would crumble into dust.
 
Very nice. Two questions, though:

1) Are Faith of the Seven / Old Gods characters restricted to Illegal? It'd be weird to see Robb Stark start enslaving people, or any Westerosi character.

2) The mechanics for the Ironborn confuse me. Shouldn't raiding and slave raiding be the same for them? You could still do an event allowing the leader of the reaving to choose to take thralls with him, then randomly generate five or so per looted primary holding, but if slave raids are actual CBs, doesn't that mean they can be used to break the King's Peace? If the Iron Isles are under the Iron Throne, surely the crown would do something about Ironborn reavers taking slaves in the Riverlands. There should be a requirement for the title e_iron_islands to exist.
 
Very nice. Two questions, though:

1) Are Faith of the Seven / Old Gods characters restricted to Illegal? It'd be weird to see Robb Stark start enslaving people, or any Westerosi character.
Faith of the Seven and the Old Gods both strongly encourage keeping slavery illegal. It can still be legalized under very specific circumstances, but it requires jumping through a lot of hoops and will piss everyone off.

2) The mechanics for the Ironborn confuse me. Shouldn't raiding and slave raiding be the same for them? You could still do an event allowing the leader of the reaving to choose to take thralls with him, then randomly generate five or so per looted primary holding, but if slave raids are actual CBs, doesn't that mean they can be used to break the King's Peace? If the Iron Isles are under the Iron Throne, surely the crown would do something about Ironborn reavers taking slaves in the Riverlands. There should be a requirement for the title e_iron_islands to exist.

The Ironborn can also get slaves from regular raiding, yes - the slave raid CB has other effects (that haven't been implemented yet and will be covered in the next developer diary) that would be extremely overpowered if attached to the raiding system. It is impossible to launch slave raids within the same realm if crown authority is Medium or higher.
 
Very nice. Two questions, though:

1) Are Faith of the Seven / Old Gods characters restricted to Illegal? It'd be weird to see Robb Stark start enslaving people, or any Westerosi character.

2) The mechanics for the Ironborn confuse me. Shouldn't raiding and slave raiding be the same for them? You could still do an event allowing the leader of the reaving to choose to take thralls with him, then randomly generate five or so per looted primary holding, but if slave raids are actual CBs, doesn't that mean they can be used to break the King's Peace? If the Iron Isles are under the Iron Throne, surely the crown would do something about Ironborn reavers taking slaves in the Riverlands. There should be a requirement for the title e_iron_islands to exist.

1. I agree that Robb Stark would make a lore (and mood) - breaking slaver. But as we see with Jorah Mormont, even Westerosi FotS characters can and do take to slavery at times - even though Jorah pays a heavy price for his actions.

2. If I understand the mechanics correctly, Ironborn slave raiding is supposed to break the King's Peace - it's illegal after all. But that being a relatively minor offence (if you look at the whole picture, that is), the measures taken by the Iron Throne would certainly not be declaring war on the raiders, but either just putting up with it and hoping it's not happening too often or some measure on county level, like extra soldiers guarding against raids.

Edit: Kind of ninja'ed by Galle...:ninja:
 
It is impossible to launch slave raids within the same realm if crown authority is Medium or higher.

which essentially will not happen in Westeros unless you're playing a king yourself. Bloody Targs are always trying to go from limited to autonomous in my games, I guess they don't like the ability to revoke traitors' lands?
 
Can't wait for the Essos update, this will improve playability by about 130% in my estimations :)

Miscellaneous suggestions:

1) Many characters with otherwise complete stats don't have learning set in the files.
2) Consider redoing the Edmyn's (?) Tully traits in the Conquest scenario. Currently he's ambitious, deceitful AND envious which make the idea of giving him Riverlands absolutely terrible. RL lords hate Harren anyway so there's really no need for them.
3) I know this is a holdover from vanilla, but please consider changing the way "the Great" nickname is aquired. At the moment you can be literally an imbecile who lost half of his kingdom and still get it.
 
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