Rebels and Warmongers
Current Compatibility: 2.7.0.2
Steam Workshop Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=760034792
Direct Download Links:
http://www.mediafire.com/file/q7pq2hn3w8cu59v/raw18.zip
What is this mod?
The mod focuses on the RPG aspect of CK2.
Features:
Update Notes:
Update: 16 - "Feudal No More"
- Added different administration types Witan and Early Feudal
- Witan does not oblige vassals to provide levies but you can collect extra tithe. You gain +8 demesne size bonus but you also gain opinion and vassal limit malus.
- Early Feudalism gives +8 demesne size but reduces vassal limit by 15
- Imperial Administration have been changed; vassals do not provide levies but you can collect extra tithe. You gain +12 demesne size bonus and the usual vassal bonus.
- Pledge: When your vassal's land is attacked, vassals will provide 100% of their levies (this is so it works with the new centralised governments above).
- Brunos now has separate dynastic branch
- Some Dynasties' names will now be based on the founder's name
- Peasant revolters will become Great Houses of Merchant Republic if they take any province in Sicily or Italy (Previously only the Revolt leader became a Great House in Merchant Republic)
- Disabled Pledge for Muslims
- Factions will fire ultimatum based on total combined power of all factions (exception of Council Empower/Independence/Crown Laws)
- Factions will fire ultimatum around the same time (around 150% of the liege's total strength /w the same exception above)
- Council Empower faction will fully empower the council upon victory (However, conceding before the war will only effect one law)
- Council will be empowered each time any faction wins
- Your rivals will join civil wars regardless of Jurisdiction
- Dynasty Information and duel information have been separated. Dynasty info now also displays notable members of the dynasty and also any Kin Dynasties
- Investiture is set to free before 1100 (before the settlement of Investiture Controversy)
- Gotland will become Merchant Republic around 1025
- You may choose to become rival upon declaration of war (AI also have the same choice)
- Chronicle buff slightly reworked
- Levy reinforcement reduced by 20%
- Added Cardinal and Holy order backstory traits
- Completing Justice Circuit will reduce decadence for Muslims
- Completing Justice Circuit grants 50 piety and 50 prestige bonus for non-Muslims
- Rival modifier is now -50 opinion
- Added +20 Father opinion
- Your siblings will gain non-inheritable weak claim to your titles upon your death
- Min Levy Bonus from obligations from Conclave is now equal to the Crown Law bonuses
- Added Chronicle Traits (up to 10 chapters); each chapter gives slight stat bonus to the character and it is passed on character to character. More chapters are added through score, i.e., accumulated prestige and piety.
- Added no focus restriction rule for dueling
- Buffed af Munso dynasty during 767 start (they kept failing as dynasty because they attack the Finish who can raise super holy soldiers)
- Made it much easier to form HRE as Charlie. AI Charlie will also attack Lombardy if he is stronger (calculates Lombardy + all allies).
Update: 15.0 - "Good Riddens"
- Updated to 2.6.2
- Added Horse Battles
- Added Tulunid and Syria independence event
- Added Abbasid reconquest of Egypt event
- Replaced some default coat of arms from randomly generated Christian CoA
- Added Freebooter, Pirate, Marauder cultural traits for Berber Raiders
- Mamluks are now established from a decision
- Battle code has been optimised so the game does not lag in large wars (crusades mainly)
- Added CoA for some dynasties in 9th+ centries; added some historic Cadets spawns
- Changed Cadet CoA frame to a default one
- Mercenaries will now retire when they are older and go to AI courts
- Added extra nicknames and traits
- Added Royalist revolts
- AIs will leave the court under certain conditions (Only for AI rulers)
- Horse battle records are now part of the duel statistics
- Fixed some bugs in respect of Tulunids
- Added new CoA patterns for lowborns who were rewarded for council/commander position.
- Separated council trait into 5 groups
Update: 14.0
- Added Cadet Branch targetted decision: create a cadet branch from selected dynastic member
- Added unique CoA for Cadet Branches
- Mongols and Seljuks are hyper aggressive (Also Seljuks will not receive infamy while attacking other Muslims)
- Mongols will split when they are too large but they will receive extra troops upon fracture
- Fatimids will try to take Sicily and Sons of Hautville Mercenary will try to take it from them
- Vanilla Seljuk fixed, also Seljuk will attack other kingdoms if the first attack fails
- Added a game option that generates random characters
- Umayyads are now broken up as tributes rather than vassals (without House Lords DLC, they will be Umayyadds' allies)
- Buffed Rurik slightly
Update: 13.8
- Added a game option that generates random characters
- Umayyads are now broken up as tributes rather than vassals (without House Lords DLC, they will be Umayyadds' allies)
- Buffed Rurik slightly
Update: 13.751
- Fixed a bug where a blank pop-up would appear if you played a child ruler at a certain time (shoutout to WraithDecember, tbcorsaro and tron666 for helping me pinpoint the problem)
- Added more CoA
Update: 13.75 - "You are now flagged!"
- Added Coat of Arms to a lot of dynasties (inc dynasties from 767 start)
- AI will give newly acquired title to children and siblings (and distribute according to de jure duchy rule)
- Added Orkney conquest event
- Added Stenking event
- Seljuk and Mongols are now very aggressive and they spawn with weapons
- Added Imperial version of Overthrow Faction (Any duke or higher can overthrow an imperial ruler)
- Rebels now spawn with a weapon
- You have option to change succession laws if you have been elected to that position
Update: 13.5 - "Know your Heritage"
- Added a decision to find your ancestry if you do not have a mother or father (you may become part of the new dynasty or stay in your current one)
- Now the travelling system will activate as long as you do not have a regent or attending an event
- Removed the historical requirement on cadet branches
Update: 13 - "With Flying Colours"
- Added historic coat of arms to most of the dynasties (replaced all coa in Dynastic shield pack 1-3; may replace 4 in the future)
- Made cadet branches purely historical (e.g. Capet + Bacelona = Valois or Evreux); it will only trigger if every dynasty member is an ai
- Removed Childhood focus -> you will be able to select Education focus at age 6
- Gothic Count is now the uncle of children de Bacelona
Update: 12.5 - "Dynasty Wars"
- Added Dynastic Traits: Chivalry, Valour, Mercy, Libertas, Passion, Longevity, Ferocity, Strength, Faith, Prestige, Honour and Family
- Dynastic traits are calculated by the traits of the current dynasty members
- Calculation occurs at 40 dynasty members (dead or alive)
- Some dynasties in later starts already have set dynastic traits
- The tactic System is now trait based
- Added localisation for Jawhar event
- Balanced the Hordes for 867 start
- Buffed Fatimid Shia Uprising and added boats (AI got stuck w/o it)
Update: 12 - "From Hell and Back for the Summer"
- Tweaked Summer event
- Added Fatimid eastern expansion event and Ubbe's Devon conquest
- Added some backstory events/traits
- Travelling system tweaked; vanilla events moved reflect your travels
- Cadet branches for Catholic AI (they will branch off if both their mother and father are from prestigious family; usually the second son). Cadet branches are only formed by Dukes or higher (thus extremely rare).
- Reworked Kingdom shatter mechanic. Either another kingdom can shatter your crown or it could be shatter by independence faction (both cases, the shattering kingdom needs minimum crown authority or a combination of council authority).
Other
- Education has been rebalanced (slightly easier to get better traits based on your attributes)
- Updated the battle system for the new maimed traits
- Removed Pledge laws and such
- Fixed a lot of things in respect of horse breeding
- Removed mechanics conflicting with the current patch; except for torture (it will overlap with the newly added torture system by Paradox)
- bug fixes
Author's Note:
Yes, I am aware I was away for almost one year. However, I did say I will be back.
Current Compatibility: 2.7.0.2
Steam Workshop Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=760034792
Direct Download Links:
http://www.mediafire.com/file/q7pq2hn3w8cu59v/raw18.zip
What is this mod?
The mod focuses on the RPG aspect of CK2.
Features:
- Melee and Archery battles, leveling system for various weapons
- Use your learning stat to win theological debates
- Use your diplomacy stat to set up alliances
- Use your stewardship to raise better and unique horse breeds
- Travel to places with provincial problems and solve the issue
- Historical Events that bridges the gap between the Old Gods Start and the Stamford Bridge; Including Fatimid Uprising and General Jawha's conquest of Egypt, de Hautville Mercenary and the Great Count of Sicily, Rollo's Conquest of Normandy and his conversion to Robert and Eude the King of France
- A lot of background traits (status at birth, a mercenary, tournament winner and so on)
- Epic Tournament (Three stages: Melee, Flavour Events and the 1 v 1 Finals)
- Hunting and Summer Fair are now realm based and there is more interaction between characters within the realm
- Dynastic Traits (based on the traits of the dynasty members)
- Torture and Execution System (note though, some the newly added torture feature by the Reaper DLC overlaps with the current system)
- Council mechanic: As a council member you can make suggestion to your liege (note though, some the newly added council feature by the Conclave/Reaper DLC may overlap with the current system)
- Crown Destruction Mechanic (low crown authority or high council authority; via independence OR external forces can destroy the crown)
- Rivalry system that focuses on avenging family members
- Unique gift mechanic: gift them horses, warriors, elephants and etc
- Education System: Branching (You gradually gain better education traits through childhood); also better traits can be obtained by having guardians with better attributes; also there are new education traits
- The list goes on...
Update Notes:
Update: 16 - "Feudal No More"
- Added different administration types Witan and Early Feudal
- Witan does not oblige vassals to provide levies but you can collect extra tithe. You gain +8 demesne size bonus but you also gain opinion and vassal limit malus.
- Early Feudalism gives +8 demesne size but reduces vassal limit by 15
- Imperial Administration have been changed; vassals do not provide levies but you can collect extra tithe. You gain +12 demesne size bonus and the usual vassal bonus.
- Pledge: When your vassal's land is attacked, vassals will provide 100% of their levies (this is so it works with the new centralised governments above).
- Brunos now has separate dynastic branch
- Some Dynasties' names will now be based on the founder's name
- Peasant revolters will become Great Houses of Merchant Republic if they take any province in Sicily or Italy (Previously only the Revolt leader became a Great House in Merchant Republic)
- Disabled Pledge for Muslims
- Factions will fire ultimatum based on total combined power of all factions (exception of Council Empower/Independence/Crown Laws)
- Factions will fire ultimatum around the same time (around 150% of the liege's total strength /w the same exception above)
- Council Empower faction will fully empower the council upon victory (However, conceding before the war will only effect one law)
- Council will be empowered each time any faction wins
- Your rivals will join civil wars regardless of Jurisdiction
- Dynasty Information and duel information have been separated. Dynasty info now also displays notable members of the dynasty and also any Kin Dynasties
- Investiture is set to free before 1100 (before the settlement of Investiture Controversy)
- Gotland will become Merchant Republic around 1025
- You may choose to become rival upon declaration of war (AI also have the same choice)
- Chronicle buff slightly reworked
- Levy reinforcement reduced by 20%
- Added Cardinal and Holy order backstory traits
- Completing Justice Circuit will reduce decadence for Muslims
- Completing Justice Circuit grants 50 piety and 50 prestige bonus for non-Muslims
- Rival modifier is now -50 opinion
- Added +20 Father opinion
- Your siblings will gain non-inheritable weak claim to your titles upon your death
- Min Levy Bonus from obligations from Conclave is now equal to the Crown Law bonuses
- Added Chronicle Traits (up to 10 chapters); each chapter gives slight stat bonus to the character and it is passed on character to character. More chapters are added through score, i.e., accumulated prestige and piety.
- Added no focus restriction rule for dueling
- Buffed af Munso dynasty during 767 start (they kept failing as dynasty because they attack the Finish who can raise super holy soldiers)
- Made it much easier to form HRE as Charlie. AI Charlie will also attack Lombardy if he is stronger (calculates Lombardy + all allies).
Update: 15.0 - "Good Riddens"
- Updated to 2.6.2
- Added Horse Battles
- Added Tulunid and Syria independence event
- Added Abbasid reconquest of Egypt event
- Replaced some default coat of arms from randomly generated Christian CoA
- Added Freebooter, Pirate, Marauder cultural traits for Berber Raiders
- Mamluks are now established from a decision
- Battle code has been optimised so the game does not lag in large wars (crusades mainly)
- Added CoA for some dynasties in 9th+ centries; added some historic Cadets spawns
- Changed Cadet CoA frame to a default one
- Mercenaries will now retire when they are older and go to AI courts
- Added extra nicknames and traits
- Added Royalist revolts
- AIs will leave the court under certain conditions (Only for AI rulers)
- Horse battle records are now part of the duel statistics
- Fixed some bugs in respect of Tulunids
- Added new CoA patterns for lowborns who were rewarded for council/commander position.
- Separated council trait into 5 groups
Update: 14.0
- Added Cadet Branch targetted decision: create a cadet branch from selected dynastic member
- Added unique CoA for Cadet Branches
- Mongols and Seljuks are hyper aggressive (Also Seljuks will not receive infamy while attacking other Muslims)
- Mongols will split when they are too large but they will receive extra troops upon fracture
- Fatimids will try to take Sicily and Sons of Hautville Mercenary will try to take it from them
- Vanilla Seljuk fixed, also Seljuk will attack other kingdoms if the first attack fails
- Added a game option that generates random characters
- Umayyads are now broken up as tributes rather than vassals (without House Lords DLC, they will be Umayyadds' allies)
- Buffed Rurik slightly
Update: 13.8
- Added a game option that generates random characters
- Umayyads are now broken up as tributes rather than vassals (without House Lords DLC, they will be Umayyadds' allies)
- Buffed Rurik slightly
Update: 13.751
- Fixed a bug where a blank pop-up would appear if you played a child ruler at a certain time (shoutout to WraithDecember, tbcorsaro and tron666 for helping me pinpoint the problem)
- Added more CoA
Update: 13.75 - "You are now flagged!"
- Added Coat of Arms to a lot of dynasties (inc dynasties from 767 start)
- AI will give newly acquired title to children and siblings (and distribute according to de jure duchy rule)
- Added Orkney conquest event
- Added Stenking event
- Seljuk and Mongols are now very aggressive and they spawn with weapons
- Added Imperial version of Overthrow Faction (Any duke or higher can overthrow an imperial ruler)
- Rebels now spawn with a weapon
- You have option to change succession laws if you have been elected to that position
Update: 13.5 - "Know your Heritage"
- Added a decision to find your ancestry if you do not have a mother or father (you may become part of the new dynasty or stay in your current one)
- Now the travelling system will activate as long as you do not have a regent or attending an event
- Removed the historical requirement on cadet branches
Update: 13 - "With Flying Colours"
- Added historic coat of arms to most of the dynasties (replaced all coa in Dynastic shield pack 1-3; may replace 4 in the future)
- Made cadet branches purely historical (e.g. Capet + Bacelona = Valois or Evreux); it will only trigger if every dynasty member is an ai
- Removed Childhood focus -> you will be able to select Education focus at age 6
- Gothic Count is now the uncle of children de Bacelona
Update: 12.5 - "Dynasty Wars"
- Added Dynastic Traits: Chivalry, Valour, Mercy, Libertas, Passion, Longevity, Ferocity, Strength, Faith, Prestige, Honour and Family
- Dynastic traits are calculated by the traits of the current dynasty members
- Calculation occurs at 40 dynasty members (dead or alive)
- Some dynasties in later starts already have set dynastic traits
- The tactic System is now trait based
- Added localisation for Jawhar event
- Balanced the Hordes for 867 start
- Buffed Fatimid Shia Uprising and added boats (AI got stuck w/o it)
Update: 12 - "From Hell and Back for the Summer"
- Tweaked Summer event
- Added Fatimid eastern expansion event and Ubbe's Devon conquest
- Added some backstory events/traits
- Travelling system tweaked; vanilla events moved reflect your travels
- Cadet branches for Catholic AI (they will branch off if both their mother and father are from prestigious family; usually the second son). Cadet branches are only formed by Dukes or higher (thus extremely rare).
- Reworked Kingdom shatter mechanic. Either another kingdom can shatter your crown or it could be shatter by independence faction (both cases, the shattering kingdom needs minimum crown authority or a combination of council authority).
Other
- Education has been rebalanced (slightly easier to get better traits based on your attributes)
- Updated the battle system for the new maimed traits
- Removed Pledge laws and such
- Fixed a lot of things in respect of horse breeding
- Removed mechanics conflicting with the current patch; except for torture (it will overlap with the newly added torture system by Paradox)
- bug fixes
Author's Note:
Yes, I am aware I was away for almost one year. However, I did say I will be back.
Last edited:
- 14