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Olrox

Second Lieutenant
24 Badges
Feb 10, 2014
133
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As an independent ironborn ruler, I managed to get 2-3 duchies in the summer islands. All was fine and dandy until a vassal of mine managed to convert a single province to the drowned god faith.

Hell broke loose. I received an event that gave ALL of my summer island provinces a huge revolt risk boost. Some got +15% (religious tension), other got a +10% on top (cultural tension - I don't even know where this one came from).

The max amount of troops I could muster was around 18k - with max levies and maxed vassal opinion. Every single rebellion was a liberation revolt with a 20k stack. Before i could even muster my army, the revolt triggered 3 times, for a 60k stack. In less than a year, the revolters had over 100k troops. Good troops, too: mostly heavy infantry and light cavalry.

It was hilarious in a way, to see 100k well equipped soldiers just emerge out of crappy one-holding jungle provinces, all in less than a year! So yeah, there's something very wrong with revolts right now.

One last thing: I reloaded and cheated to give myself the summer islands king title, just to as a test. Even though I held the king title, the revolt that happened after still were liberation revolts for the restoration of the king title. Which made no sense to me, as the title existed and I held it.
 
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Yeah, it's crazy. I thought the revolt risk was just localized to one province, but nope. Even after crushing a couple rebellion and weakening the rebellion, the global revolt risk was still very high. Taking the Iron Throne as Robb Stark just lost a lot of its appeals.
 
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Either the rebellions should be toned down or the chance of converting a province. In my last playthrough with the Targaryens from the Conquest start, after conquering Westeros, I turned my attention to the east and conquered the Stepstones and 5 of the free cities bent the knee (or had a nice chat with my friend Balerion). I gave Stepstones to minor branches of noble houses of Westeros for their loyal service to the Crown, because I like to do that. And when one of them successfully converted a rocky island in the middle of nowhere to worship the Seven instead of the Pirate ways, boom, everything exploded. Every few months a 10-20k (or larger, depends how fast you react) revolt popped up either in the North, Myr, Lys, Tyrosh, Pentos, Volantis, Iron Islands, or the Stepstones. And even when you hope it's over, another conversion happens, either in Blackwood Vale, White Harbor, which means the religious unrest prolongs further. I mean, it's annoying.
 
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Either the rebellions should be toned down or the chance of converting a province. In my last playthrough with the Targaryens from the Conquest start, after conquering Westeros, I turned my attention to the east and conquered the Stepstones and 5 of the free cities bent the knee (or had a nice chat with my friend Balerion). I gave Stepstones to minor branches of noble houses of Westeros for their loyal service to the Crown, because I like to do that. And when one of them successfully converted a rocky island in the middle of nowhere to worship the Seven instead of the Pirate ways, boom, everything exploded. Every few months a 10-20k (or larger, depends how fast you react) revolt popped up either in the North, Myr, Lys, Tyrosh, Pentos, Volantis, Iron Islands, or the Stepstones. And even when you hope it's over, another conversion happens, either in Blackwood Vale, White Harbor, which means the religious unrest prolongs further. I mean, it's annoying.

Yeah, i really don't like the way religious conversion and the revolt risk is handled in this MOD. Lux Invicta has a better system.
Also, as you can't convert a province culture you already have a big revolt risk.
 
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It is already much more difficult to convert a province's religion in this mod than in the base game. The reason is because Westeros did not embrace the Valyrian's faith, the North is stubborn to give up the Old Gods, and the Iron Islands still follow the Drowned God. Increasing it more would make it nigh impossible to, for example, convert Westeros to the Red God playing as Stannis.
 
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It is already much more difficult to convert a province's religion in this mod than in the base game. The reason is because Westeros did not embrace the Valyrian's faith, the North is stubborn to give up the Old Gods, and the Iron Islands still follow the Drowned God. Increasing it more would make it nigh impossible to, for example, convert Westeros to the Red God playing as Stannis.

The problem is not the MTTH, it's the revolt risk and the overpowered revolt stacks. Also, they should somehow after a long time you hold a province not of your culture group to have zero revolt risk, it's really annoying after holding a province for 100~200 years and still having to deal with this.
 
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The problem is not the MTTH, it's the revolt risk and the overpowered revolt stacks. Also, they should somehow after a long time you hold a province not of your culture group to have zero revolt risk, it's really annoying after holding a province for 100~200 years and still having to deal with this.
Yeah, that and these religious/cultural unrest events boosting revolt risk up to +25% in all your realm for five years. They are new to this version, AFAIK, and I think we would be better off without them.

After all, why would the people of, say, Oldtown care if King's Landing is converted? How do they even KNOW that? Did medieval peasants have internet access? Social media? How are they capable of organizing such continent wide revolts? The French revolution doesn't hold a candle to these guys o_O
 
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Yeah, revolts should be more local. There is no reason for White Harbor to go 1917 on the Starks just because a county in the Iron Isles converted to the Seven.
 
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Someone posted a modifier you can change somewhere in the defines that reduces the religious revolts, but I can't find it now. I am looking to change it myself.
 
Someone posted a modifier you can change somewhere in the defines that reduces the religious revolts, but I can't find it now. I am looking to change it myself.

Captain here.

Yes, it's annoying. Hopefully they'll fix this. In the meantime, If you want a workaround, go in your mod folder. Find 00_event_modifiers.txt and open it (it's in common/event_modifiers). Search for religious_unrest. Change local_revolt_risk to 0.01, or even 0. Problem solved.
 
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Sweet thanks. Now if I can just figure out the event to end the harsh winters that are pretty much start in every game I have, regardless of bookmark, and never seem to end.
 
Sweet thanks. Now if I can just figure out the event to end the harsh winters that are pretty much start in every game I have, regardless of bookmark, and never seem to end.
I posted a not-too-complex workaround in the dawn war thread. Here it is:

0- Make a backup copy of the save file you want to edit, just in case something goes wrong

1- Open your save file

2- Search cold_winds

3- You should see something similar to this:
flags=
{
summerhall_established=8296.3.1
reynes_of_castamere=8296.3.1
davos_appeared=8296.3.1
great_sept_built=8296.3.1
scenario_initialised=8296.3.1
asoiaf_harsh_winter=8372.1.14
building_westeros_road_network=8296.3.1
aegon_invasion=8315.10.11
cold_winds=8386.11.7

4- Delete the line I highlighted, the one with cold_winds and a date. Take care not to delete anything else!

5- Keep in mind that the winter will NOT end right away. Some years of in-game time may pass before it ends. Don't despair, it will end eventually.