This mod adds much-needed flavor and structure improvements to the Russia region, including dynamic events that allow for the formation and conversion of Rus, the return of CK2's Russian Empire decision, and more accurate titles, culture, and other localization.
Please see Steam Workshop page for most recent description
This mod adds much-needed flavor and structure improvements to the Russia region, including dynamic events that allow for the formation and conversion of Rus, the return of CK2's Russian Empire decision, and more accurate titles, culture, and other localization.
Overview
- 30+ new flavor events in Rus, including localized Northern Lords events
- Dynamic, immediate, or player-led Rus invasion decision
- Conversion of Rus event chain
- Several new decisions including Honor Slavic Deity, Found Capital of Rus, and Become Emperor of All Russia
- Russian culture now 'Rus', hybridization of Norse with Longships, and all-new 'River Subjects' tradition
- More accurate de jure and title and title holder names
Conquest of Rus
• Adds a decision that allows a powerful ruler in the region to launch invasion wars with a modest amount of event troops to establish the Rus. This decision is less powerful in the hands of the player.
• Under the [dynamic game rule, a King-rank ruler with a large enough realm and a modest amount of prestige and gold will be able to launch the invasions before 1066. Rurikid Novgorod is most likely to do this.
• Under the immediate rule setting, Rurik will launch the invasions immediately and is more likely to be successful.
• An off setting is also included.
Religion of Rus
• A decision that launches a dynamic event chain based off of the historical story of how the Rus was converted to Christianity. Kabarism, Islam, Catholic, and Orthodox are all options.
• An AI version of the decision that is weighted toward religions followed by empires within diplomatic range - modeling how the historical power and influence of the Byzantine Empire led to the Baptism of Rus.
• 'Honor Slavic Deity' decision to raise an idol of a Slavic god for certain bonuses
Varangian Heritage
• Rus now starts as a hybridization of Norse and Ilmenian with Longships, reflecting historical accounts of them raiding overseas like Constantinople
• Many Northern Lords events and decisions have been adapted for use with Rus characters when applicable
Become Emperor of All Russia
• Modeled after the CK2 decision; controlling the Russia region and several neighboring kingdoms of historical Russian territory will allow you form a new Russian Empire title via decision, with certain benefits.
• Accordingly, the default empire title has been renamed to 'Empire of the Rus.'
Localization and Iconography
• The Russian Empire now uses the historical Rurikid banner and is named Empire of the Rus
• Reverting anachronistic names: Ruthenia is now called Kiev, White Rus is Polotsk, etc.
• The Russian culture is now merely called 'Rus'
• New title localization including 'Great Knyaz' instead of Grand Prince, 'namestnik' instead of baron, and others.
De Jure
• Galicia-Volhynia is now once again correctly part of the Russian Empire, reverting Paradox's strange decision to move it to West Slavia. This allows it to be part of the Rus invasion.
• Forming the Russian Empire via decision will incorporate Estonia, Zaporizhia, Mordvinia, Caspian Steppe, and Volga-Bulgaria.
FAQ
How does the Conquest of Rus work?
• If dynamic, an AI realm requires at least ten provinces and a kingdom-level title in this region, as well as Norse or East Slavic culture. They will receive several thousand men-at-arms and offer subjugation to neighbors before declaring an invasion on them. These troop numbers are more modest than other in-game invasions, as this is meant to be a more dynamic process that doesn't always turn out the same way. The player version gives only 1000 troops, but allows an unlimited invasion CB to be used within the region until the death of your character.
How does the AI Conversion of Rus work?
• the AI rewuires Kingdom-level with 25+ counties, and is more likely to do so if the character is ambitious, scholarly, or cynical. They will only convert to religions followed by an empire within diplomatic range or Rus-culture kingdom, and are more likely to do so if the religion is followed by other characters or provinces within the region.
Credits
• The conversion events are modified from the currently outdated Children of Perun mod.
• Thanks to Zugidor's Kievan Rus fixes Mod for letting me borrow some of the localization and graphics improvements.
Search keywords: Rurik, Russia, Rus, Orthodox, Conversion, Invasions, Tsar, Czar, Kievian Kyivian Kyvian Kyiv, Slavic, religion, missionaries, CK2 events
Please see Steam Workshop page for most recent description
This mod adds much-needed flavor and structure improvements to the Russia region, including dynamic events that allow for the formation and conversion of Rus, the return of CK2's Russian Empire decision, and more accurate titles, culture, and other localization.
Overview
- 30+ new flavor events in Rus, including localized Northern Lords events
- Dynamic, immediate, or player-led Rus invasion decision
- Conversion of Rus event chain
- Several new decisions including Honor Slavic Deity, Found Capital of Rus, and Become Emperor of All Russia
- Russian culture now 'Rus', hybridization of Norse with Longships, and all-new 'River Subjects' tradition
- More accurate de jure and title and title holder names
Conquest of Rus
• Adds a decision that allows a powerful ruler in the region to launch invasion wars with a modest amount of event troops to establish the Rus. This decision is less powerful in the hands of the player.
• Under the [dynamic game rule, a King-rank ruler with a large enough realm and a modest amount of prestige and gold will be able to launch the invasions before 1066. Rurikid Novgorod is most likely to do this.
• Under the immediate rule setting, Rurik will launch the invasions immediately and is more likely to be successful.
• An off setting is also included.
Religion of Rus
• A decision that launches a dynamic event chain based off of the historical story of how the Rus was converted to Christianity. Kabarism, Islam, Catholic, and Orthodox are all options.
• An AI version of the decision that is weighted toward religions followed by empires within diplomatic range - modeling how the historical power and influence of the Byzantine Empire led to the Baptism of Rus.
• 'Honor Slavic Deity' decision to raise an idol of a Slavic god for certain bonuses
Varangian Heritage
• Rus now starts as a hybridization of Norse and Ilmenian with Longships, reflecting historical accounts of them raiding overseas like Constantinople
• Many Northern Lords events and decisions have been adapted for use with Rus characters when applicable
Become Emperor of All Russia
• Modeled after the CK2 decision; controlling the Russia region and several neighboring kingdoms of historical Russian territory will allow you form a new Russian Empire title via decision, with certain benefits.
• Accordingly, the default empire title has been renamed to 'Empire of the Rus.'
Localization and Iconography
• The Russian Empire now uses the historical Rurikid banner and is named Empire of the Rus
• Reverting anachronistic names: Ruthenia is now called Kiev, White Rus is Polotsk, etc.
• The Russian culture is now merely called 'Rus'
• New title localization including 'Great Knyaz' instead of Grand Prince, 'namestnik' instead of baron, and others.
De Jure
• Galicia-Volhynia is now once again correctly part of the Russian Empire, reverting Paradox's strange decision to move it to West Slavia. This allows it to be part of the Rus invasion.
• Forming the Russian Empire via decision will incorporate Estonia, Zaporizhia, Mordvinia, Caspian Steppe, and Volga-Bulgaria.
FAQ
How does the Conquest of Rus work?
• If dynamic, an AI realm requires at least ten provinces and a kingdom-level title in this region, as well as Norse or East Slavic culture. They will receive several thousand men-at-arms and offer subjugation to neighbors before declaring an invasion on them. These troop numbers are more modest than other in-game invasions, as this is meant to be a more dynamic process that doesn't always turn out the same way. The player version gives only 1000 troops, but allows an unlimited invasion CB to be used within the region until the death of your character.
How does the AI Conversion of Rus work?
• the AI rewuires Kingdom-level with 25+ counties, and is more likely to do so if the character is ambitious, scholarly, or cynical. They will only convert to religions followed by an empire within diplomatic range or Rus-culture kingdom, and are more likely to do so if the religion is followed by other characters or provinces within the region.
Credits
• The conversion events are modified from the currently outdated Children of Perun mod.
• Thanks to Zugidor's Kievan Rus fixes Mod for letting me borrow some of the localization and graphics improvements.
Search keywords: Rurik, Russia, Rus, Orthodox, Conversion, Invasions, Tsar, Czar, Kievian Kyivian Kyvian Kyiv, Slavic, religion, missionaries, CK2 events
Last edited:
- 7
- 1