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hooni

Second Lieutenant
11 Badges
Aug 30, 2013
162
77
  • Crusader Kings II
  • Dungeonland
  • Europa Universalis III
  • Leviathan: Warships
  • Magicka
  • Crusader Kings II: The Old Gods
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • War of the Roses
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
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:
  • 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. :)
 
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Yes! Really missed this mod! Thank you for updating it again! :)
 
Will there be some flavor for the Crusader States?
I may consider it if I have time.




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
 
A little strange thing : christian priest can lead armies & duel. I'm not sure Bible allowed this :p.

Concerning horses, have you plan to give them a larger importance ? I think, for example, a character who breed horse with succes could learn how to fight mounted and gain a mounted trait (perhaps in five levels as you did with weapon learning). An ambition to be a master horse, much easy to have for mongol for exemple. It may also give more events for duel in battle. A spearman will be most dangerous against a mounted warrior and a armored mounted warrior will be a huge danger.

Concerning battles, what do you think about adding the choice to "walk like a boss". The spared character could become a rival because he's humiliated or beeing impressed and tr.

Concerning tournaments if you want to develop it, I've got some ideas to share :).
 
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A little strange thing : christian priest can lead armies & duel. I'm not sure Bible allowed this :p.

Concerning horses, have you plan to give them a larger importance ? I think, for example, a character who breed horse with succes could learn how to fight mounted and gain a mounted trait (perhaps in five levels as you did with weapon learning). An ambition to be a master horse, much easy to have for mongol for exemple. It may also give more events for duel in battle. A spearman will be most dangerous against a mounted warrior and a armored mounted warrior will be a huge danger.

Concerning battles, what do you think about adding the choice to "walk like a boss". The spared character could become a rival because he's humiliated or beeing impressed and tr.

Concerning tournaments if you want to develop it, I've got some ideas to share :).
You know except that really famous one from the 867 Bookmark
https://en.wikipedia.org/wiki/Hugh_the_Abbot

There was that Antipope and bishop who were pirates
https://en.wikipedia.org/wiki/Antipope_John_XXIII
https://en.wikipedia.org/wiki/Wimund

The actual Pope (although arguable)
https://en.wikipedia.org/wiki/Pope_Julius_II

I thought about horses thing, I was thinking along the lines of introducing horse battles; then again I thought about flavour battles along the lines of different weapons

The walked away like boss modifier is currently only in duels not battles but I think I could move it to a regular one... but there should be some limited uses

I would love to hear your ideas about tournaments. Although, there is no tournament alternatives for pagans and etc... so I might work on that too.

I was thinking along the lines of tournament invite to other realm Christian lords as well but that may be stretching it too much historical wise. I will figure this one out eventually.
 
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A little strange thing : christian priest can lead armies & duel. I'm not sure Bible allowed this :p.

Concerning horses, have you plan to give them a larger importance ? I think, for example, a character who breed horse with succes could learn how to fight mounted and gain a mounted trait (perhaps in five levels as you did with weapon learning). An ambition to be a master horse, much easy to have for mongol for exemple. It may also give more events for duel in battle. A spearman will be most dangerous against a mounted warrior and a armored mounted warrior will be a huge danger.

Concerning battles, what do you think about adding the choice to "walk like a boss". The spared character could become a rival because he's humiliated or beeing impressed and tr.

Concerning tournaments if you want to develop it, I've got some ideas to share :).

Except it was extremely common in Anglo-Saxon England. If you look at the lists of casualties there are often high ranking nobles and clergy who die because it was expected for leaders of the community to, lead.
 
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You know except that really famous one from the 867 Bookmark
https://en.wikipedia.org/wiki/Hugh_the_Abbot

There was that Antipope and bishop who were pirates
https://en.wikipedia.org/wiki/Antipope_John_XXIII
https://en.wikipedia.org/wiki/Wimund

The actual Pope (although arguable)
https://en.wikipedia.org/wiki/Pope_Julius_II

Except it was extremely common in Anglo-Saxon England. If you look at the lists of casualties there are often high ranking nobles and clergy who die because it was expected for leaders of the community to, lead.

Very interesting, it was something I didn't knew !


I thought about horses thing, I was thinking along the lines of introducing horse battles; then again I thought about flavour battles along the lines of different weapons

The walked away like boss modifier is currently only in duels not battles but I think I could move it to a regular one... but there should be some limited uses

I would love to hear your ideas about tournaments. Although, there is no tournament alternatives for pagans and etc... so I might work on that too.

I was thinking along the lines of tournament invite to other realm Christian lords as well but that may be stretching it too much historical wise. I will figure this one out eventually.

Actually perhaps could it be too complicated to implement but a armoured system could be associate with a mounted system.

I mean, war stuff was expensive. An heavy armour could be culturally accessible for french, german, english, etc ; when light armour would be the privilege of east nomadic chartacter.

A character wearing an heavy armour would probably be slow but a like an unkillable war machine a fortori even more if he's mounted. A character wearing a light armour would be weaker than everyone but an elusive fighter with perhaps bonus to strike with an hidden dagger.

Concerning the walk away like a boss could be limited by fordigging it to the cruel character and only allowed to characters being charitable, kind, just and at least at level 3 of weapon mastering (when you don't know how to use your weapon it's hard to feel himself/herself like a boss I think).

Concerning horse fight, we need to know that at beginning, spear was carry above the shoulder and the strike came in extension like greek hoplites did. I don't remember when holding the spear under the arm was popularized :(.

Concerning flavour events, I don't know if it's a good idea or not, but perhaps is there inspiration to take in gamebook like Fighting Fantasy. I mean, your character could fight an unnamed soldier in one turn, two or three times in the battle, before dueling with a named character. This soldiers could be spearmen, swordmen, macemen, why not some time bowmen when a mounted character cross the enemy lines, etc.

Concerning tournaments, I read sometimes ago an Historia concerning tournaments and Chivalry.

Before anything else, the tournaments were less a competition of joust than a big open-air free-for-all where dozens of participants fought. It took place generally in a big space and the spectators had only a relatively mediocre view of what happen. These tournaments were a repetition of the war, which in the Middle Ages, often consisted of skirmishes.

Nobles and their riders fought together. When the noble persons fought the one against the other one, the death was rare: the purpose being to capture the opponent to aproprier a part of glory then rob him against a derisory sum. Face to face, the noble persons fought generally honorably.

The noble persons had unfortunately even no considerations for the common birth and the riders fighting against the noble persons were often killed.

The riders tended to spare themselves each other.

However, when riders stuck a noble, they granted him only rarely the life, submerging him and knifing him or guting him without warning.

He could also be interesting, and if it is possible, to envisage rider's mechanism saving the life to the character player and vice versa (a courtier having had the honorary title "rider" or "squire" could participate in the tournament).

I hope that this information can serve you.

Concerning pagan tournaments, I don't have a lot of informations. Wikipedia says that tournaments took place particulary in France. It seems it was particulary, french, franc, breton, english an flemish knights who participate. It was also appreciate in Holy Roman Empire.

I will try to think what could replace it for pagan rulers.
 
I was thinking about pagan tournaments and I remember something about a readable book from Morrowind. If you don't absolutly look for historical accuracy, you may try this (I repeat, I don't know if its historical or not) : a challenge of strenght.

I mean, for exemple, one turn could be dedicated to lift and throw a tree trunk or a big stone, another of swimming as fast or long as possible and a last one to a hand to hand or armed duel. A mix between Olympic games and tournaments.

A strong and/or smart/genius character will be probably better at this game.

You could add some traits like "Master swimmer", "Strong as a bear" or "Hand to hand fighter" to reward the winner.

Another idea which comes to me :

Norse move by boat a lot. Why not adding events concerning tempest, sinking boats, drowning, etc. We could even think that a "Master swimmer" would have better chance to survive this unpleasantness.
 
I got this in an ironman play, now cannot continue with it. It won't go away...
 

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I got this in an ironman play, now cannot continue with it. It won't go away...
Have you ticked "Hooni's Rebels and Warmongers" not "Rebels and Warmongers"?

That is a compiling error and it doesn't happen mid game unless you added a new mod to the game.

Or it could be a immediate event for a player... I will look into it. Could you describe which event chain you were in?
 
Bug report :

- " bring order yo" in place of "bring order to" :D.

- your character don't gain "the crusader" trait even if a lead an army in "Holy Land"
 
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I got this in an ironman play, now cannot continue with it. It won't go away...
I found the bug. Thanks for the help. Could you try your ironman file after updating?


Bug report :

- " bring order yo" in place of "bring order to" :D.

- your character don't gain "the crusader" trait even if a lead an army in "Holy Land"
Fixed the text. rofl... Maybe I should not have
For the Crusader trait you have to win a battle inside a holy land (the vanilla event checked everyday if one was in holy land for every character and extremely CPU costly.
 
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