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MasterofMagic

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Nov 30, 2011
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Well I couldn't stand it very long and had to have females do more than be baby makers, so, I turned them on to being Stewards and Spymasters outright and possibly doing Marshalls and Chancellors later on.

10 years to wait to change succession laws is ridiculous as well and I have reduced these to 5.

183 days before you can change a council members job is too long also so I changed this to 30 days

Normal law changes from 60 months (5 years) to 36 (3 years) also.

I want things to move along and have plenty of opportunities for change and these were the basics.

Title usurp cooldown months from 24 to 12, a year seems long enough to wait to do it again.

Oh added just 1 year cooldown on canceled Plot instead of 3.


Whatchall wantin to change?
 
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I would like less of penalty for being a tyrant or killing rebel vassal that are imprisoned. :p
Also the ability to take there lands with less of a relations hit
 
In my opinion, the changes you made ARE very easy game settings. Everyone has their own preference I suppose, but those law changes would make it way too easy for me. The whole point is that adjusting the laws of your kingdom is a long process that should stretch over centuries and generations of kings.
 
In my opinion, the changes you made ARE very easy game settings. Everyone has their own preference I suppose, but those law changes would make it way too easy for me. The whole point is that adjusting the laws of your kingdom is a long process that should stretch over centuries and generations of kings.

Oh they will just in shorter time spans. ;) Nothing changes as far as centuries and generations and time span goes. :)
 
Traits are retarded. They're either really positive or completely negative (with few exceptions) making the choices a no-brainer. This makes for shitty gameplay and "decisions" that aren't worthy of the name. I'm modifying most of them to look more like the CK1 traits, which tended to have positives and negatives, so you could find some use for almost any trait.

Some examples:
CK2: Arbitrary gives you: -2 stewardship, -1 learning, -10 vassal opinion, opposed to the Just trait. No positives whatsoever. Who would ever respond to an event in a way that grants this trait, if offered the choice?
CK1: Arbitrary gives you: -1 Stewardship, +1 Martial, opposed to the Just trait. You can make an argument for choosing that trait. It's not right in every situation, but it has its uses. It might be better with -2 stewardship to reinforce that this is a bad thing, but even then it would be worth having.
Let's look at the opposite trait while we're here:

CK2: Just gives +2 Stewardship, +1 Learning, +10 vassal opinion.
CK1: Just gives -1 Martial, +1 Stewardship, +opinions from similar traits.

Who would ever in their right mind choose Arbitrary over Justi in CK2? If you've ever offered an event to choose between the two there's no choice. Even for roleplaying reasons, since the events themselves are the moment when the character makes the choice. There's just no incentive.
CK1's traits aren't perfect, but they're a damn sight more interesting than those in CK2.
 
Traits are retarded. They're either really positive or completely negative (with few exceptions) making the choices a no-brainer. This makes for shitty gameplay and "decisions" that aren't worthy of the name. I'm modifying most of them to look more like the CK1 traits, which tended to have positives and negatives, so you could find some use for almost any trait.

Some examples:
CK2: Arbitrary gives you: -2 stewardship, -1 learning, -10 vassal opinion, opposed to the Just trait. No positives whatsoever. Who would ever respond to an event in a way that grants this trait, if offered the choice?
CK1: Arbitrary gives you: -1 Stewardship, +1 Martial, opposed to the Just trait. You can make an argument for choosing that trait. It's not right in every situation, but it has its uses. It might be better with -2 stewardship to reinforce that this is a bad thing, but even then it would be worth having.
Let's look at the opposite trait while we're here:

CK2: Just gives +2 Stewardship, +1 Learning, +10 vassal opinion.
CK1: Just gives -1 Martial, +1 Stewardship, +opinions from similar traits.

Who would ever in their right mind choose Arbitrary over Justi in CK2? If you've ever offered an event to choose between the two there's no choice. Even for roleplaying reasons, since the events themselves are the moment when the character makes the choice. There's just no incentive.
CK1's traits aren't perfect, but they're a damn sight more interesting than those in CK2.

The only thing I could say about it is if your court has a lot of the opposite traits that you have won't they go into the negatives? So, sometimes you'll have to take the lesser trait to stay afloat in the vassal/court war?
 
MasterofMagic, I like what you did. I'll have to try that myself...:)

I started out as Norway during the Conquest and it bothered me to distraction that I couldn't bestow titles on any of my women. So I had to give Norway Absolute Cognatic Succession (thanks to the help of some nice people over on the modding forum). But I want to go further. I know it's totally historically inaccurate, but I'd love to mod in a succession law that could make my kingdom matriarchal...i.e. women inherit before men. I'd love to see what would happen in European politics if I did that.

Now I just have to learn how to do it...
 
MasterofMagic, I like what you did. I'll have to try that myself...:)

I started out as Norway during the Conquest and it bothered me to distraction that I couldn't bestow titles on any of my women. So I had to give Norway Absolute Cognatic Succession (thanks to the help of some nice people over on the modding forum). But I want to go further. I know it's totally historically inaccurate, but I'd love to mod in a succession law that could make my kingdom matriarchal...i.e. women inherit before men. I'd love to see what would happen in European politics if I did that.

Now I just have to learn how to do it...

Thank you and it's much more fun this way and I don't see it making things easier for me because the AI uses the same rules so if anything it gives it advantages as well. ;)
 
I'd like to be able to give women landed titles and marry my bishops to courtiers for an opinion/piety/prestige hit.

It'd also be nice to be able to try and get lustful Popes to marry my people, as some Popes did take wives in real life. The chance of this happening should be low, of course.


Playable Muslims and Pagans, of course. Just because I want to conquer Europe, heh.
 
I modded quite a lot:
buildings:
- Added "Huge Archery Range", "Epic Archery Range", "Huge Training Ground", "Epic Traning Ground", "Epic Barracks" and "Epic Stables" and rebalanced the building tiers a bit.
- Added "Smithy" building chain that improves unit attack and defence.
- Increased "fort_level" from town walls a bit.

decisions:
- employ_priest: Added 0.1 "scaled_wealth" cost and increased piety cost to 10 (up from 5).
- succ_gavelkind: Increased "vassal_opinion" to 10 (up from 5).
- succ_seniority: Now requires at least legalism level 1.
- succ_primogeniture: Now requires at least legalism level 2.
- true_cognatic_succession: Can now also be enacted with legalism level 3.
- Crown Authority: Increased opinion bonus for "minimal" to +10 (up from +5) and removed opinion penalty for "low" (down from -5).
- Crown Authority: Now requires legalism 1 for level 3, legalism 2 for level 4 and legalism 3 for level 5.
- Crown Authority: May now skip CA levels with high legalism tech.
- Demesne Laws: Rebalanced all laws.

defines:
- ATTACKING_SOMEONE_CRUSADING_PIETY_COST: Increased to 50 (up from 40).
- SHORT_REIGN_YEARS_END: Reduced to 6 (down from 9).
- LONG_REIGN_YEARS_START: Increased to 15 (up from 10).
- CHANGE_AMBITION_YEARS: Reduced to 2 (down from 3).
- BARON_AS_VASSAL_PRESTIGE: Reduced to 0.01 (down from 0.025).
- COUNT_AS_VASSAL_PRESTIGE: Reduced to 0.05 (down from 0.1).
- DUKE_AS_VASSAL_PRESTIGE: Reduced to 0.25 (down from 0.4).
- KING_AS_VASSAL_PRESTIGE: Reduced to 1.25 (down from 1.6).
- BARON_TITLE_PRESTIGE: Increased to 0.05 (up from 0.025).
- KING_TITLE_PRESTIGE: Reduced to 0.5 (down from 0.8).
- EMPEROR_TITLE_PRESTIGE: Reduced to 1.0 (down from 1.6).
- BARON_LANDLESS_SON_PRESTIGE: Reduced to 0 (down from 0.025).
- DUKE_CREATION_PRESTIGE: Reduced to 150 (down from 200).
- KING_CREATION_PRESTIGE: Reduced to 300 (down from 400).
- EMPEROR_CREATION_PRESTIGE: Reduced to 600 (down from 800).
- EXCOM_MIN_AUTHORITY: Increased to 0.25 (up from 0.2).
- INVASION_MIN_AUTHORITY: Increased to 0.5 (up from 0.3).
- MERCENARY_MAINTENANCE_FACTOR: Increased to 3.0 (up from 2.5).
- MERCENARY_HIRE_COST_FACTOR: Increased to 0.1 (up from 0.08).
- OPINION_WHEN_NO_LEADER: Reduced to -25 (up from 0).
- FLANKLEADER_PRESTIGE_PART: Increased to 0.25 (up from 0.125).
- OVERRUN_RATIO: Reduced to 10 (down from 25).
- NEUTRAL_SETTLEMENT_SUPPLY_BONUS: Reduced to 0 (down from 0.25).
- ENEMY_SETTLEMENT_SUPPLY_BONUS: Increased penalty to -0.25 (up from -0.1).

event_modifiers:
- Increased many piety/prestige modifiers that seemed too small.
- the_dungeon: Now reduces all stats by -5.
- the_oubliette: Now reduces all stats by -10.
- house_arrest: Now reduces all stats by -2
- offended_moneylenders: Added -10 "general_opinion" modifier (new).
- martial_advice: Increased "regiment_reinforcement_speed" to 0.15 (up from 0.05).
- stewardship_advice: Increased "local_tax_modifier" to 0.15 (up from 0.05).
- learning_advice: Increased "church_opinion" to +10 (up from +5).
- church_unfunny: Increased "church_opinion" penalty to -10 (up from -5).
- kings_stipend: Increased "monthly_character_wealth" to 0.1 (up from 0.01), reduced health bonus to +1 (down from +3)
- emperors_stipend: Increased "monthly_character_wealth" to 0.1 (up from 0.01), reduced health bonus to +1 (down from +3)
- master_builder: Increased "local_build_time_modifier" bonus to -0.3 (up from -0.05).
- great_inventor: increased "tech_growth_modifier_culture" to 0.1 (up from 0.05).
- secret_mil_invention: Increased "tech_growth_modifier_military" to 0.1 (up from 0.05).
- levy_reinforcements: Reduced "levy_reinforce_rate" to 0.33 (down from 0.5).
- missing_reinforcements: Reduced "levy_reinforce_rate" penalty to -1.0 (down from -2.0).
- proving_bravery: Reduced INT, STW, DIP and LNG penalty to -2 (down from -3).
- stop_commerce: Increase "city_tax_modifier" penalty to -0.1 (up from -0.02).
- flaming_gap: Increase "general_opinion" penalty to -5 (up from -2).
- wailing_gap: Increase "general_opinion" penalty to -10 (up from -3).
gates_hell: Increase "general_opinion" penalty to -15 (up from -5).
- exorcism_gateshell: Increase "general_opinion" bonus to +5 (up from +3) and "general_opinion" bonus to +10 (up from +5).
- cattle_gateshell: Increase "general_opinion" to +10 (up from +2) and increase "church_opinion" penalty to -5 (up from -1).
- stones_gateshell: Increase "general_opinion" to +10 (up from +4).
- sacrifice_gateshell: Increase "general_opinion" and "church_opinion" penalty to -10 (up from -2).

nicknames:
- Added nickname "the Dwarf".

objectives:
- obj_become_paragon_of_virtue: Increased maximum piety for availability to 200 (up from 100).
- obj_become_exalted: Increased maximum prestige for availability to 200 (up from 100).

opinion_modifiers:
- same_dynasty: Increased to +20 (up from +5) -> I think dynasty should be a VERY important factor during this timeframe. The current value is way too low: Even a single bad trait will have more impact on relations than blood.
- opinion_heretic: Reduced penalty to -30 (down from -35).
- opinion_female_heir: Reduced to -5 (down from -10).
- opinion_dishonorable: Increased to -20 (up from -10).
- opinion_released_prisoner: Increased duration to 60 months (up from 30).
- broke_truce: Increased to -30 (up from -25).
- pressed_my_claim: Reduced bonus to +50 (down from +100), but increase duration to 1200 months (up from 240).
- opinion_mentor: Increased duration to 360 months (up from 240).
- opinion_spurned: Increased to -20 (up from -10) and increase duration to 24 months (up from 12).
- opinion_embarrassed: Reduced to -20 (down from 25), but increase duration to 24 months (up from 18).
- good_succ_law_change: Increased to +30 (up from 25) and increase duration to 360 months (up from 240).
- opinion_revoked_a_title: Increased duration to 120 months (up from 60).
- opinion_granted_barony, opinion_granted_county, opinion_granted_duchy, opinion_granted_kingdom, opinion_granted_empire: Increased duration to 1200 months (up from 120), but halved opinion effect.
- STOP_BACKING_AMBITION_INTERACTION_ON_DECLINE: Increased to -15 (up from -5) and increased duration to 36 months (up from 12).
- OFFER_SUCCESSION_MARRIGE_INTERACTION_ON_ACCEPT, OFFER_MARRIGE_INTERACTION_ON_ACCEPT: Increased duration to 120 months (up from 12).
- clever_deceive: Increased duration to 12 months (up from 5).
- legitimized_child, acknowledged_child, denounced_child, acknowledged_bastard: Increased duration to 240 months (up from 120).
- acknowledged_bastard: Increased duration to 240 months (up from 120), but reduced penalty to -30 (down from -40).
- opinion_denied_guardianship: Increased duration to 36 months (up from 24).
- spouse_encouraged: Increased bonus to +10 (up from +5).
- ignores_local_saints: Reduced penalty to -30 (down from -33).
- attempted_murder_of_child: Increased penalty to -50 (up from -40).
- attempted_murder_of_vassal: Increased penalty to -20 (up from -10).
- opinion_rekindle_love: Increase to +50 (up from +30).
- opinion_happy_with_guardian: Increased to +20 (up from +10).
- opinion_broken_title_promise: Reduced to -30 (down from -50).
- opinion_fulfilled_marriage_wish: Increased duration to 60 months (up from 24).
- opinion_spouse_slayer: Increased duration to 240 months (up from 120).
- opinion_love_rival: Increased to -50 (up from -40).
- opinion_accepted_city_tax_law: Reduced to +30 (down from +40).
- opinion_beheaded_dynasty_member: Reduced to 0.3 (down from 0.33).
- opinion_increased_authority: Reduced to -25 (down from -30).
- opinion_tossed_me: Increased to -40 (up from -33).

static_modifiers:
- very_easy_player: Added 0.25 "global_tax_modifier" and 0.25 "levy_reinforce_rate" (new).
- easy_player: Added 0.15 "global_tax_modifier" and 0.15 "levy_reinforce_rate" (new).
- hard_ai: Increased "levy_reinforce_rate" to 0.15 (up from 0.05).
- very_hard_ai: Increased "levy_reinforce_rate" to 0.25 (up from 0.1).
- province_base_values: Reduced "supply_limit" to 3 (down from 5).
- revolt_risk: Increased "local_tax_modifier" penalty to -0.03 (up from -0.01).
- sea_zone: Reduced "max_attrition" to 0.03 (down from 0.05).
- under_siege: Added -0.25 "local_tax_modifier" (new).
- static_diplomacy_mod: Increased "monthly_character_prestige" to 0.02 (up from 0.01).
- static_intrigue_mod: Added 0.01 arrest and assassination chance, but also added a general -0.05 penalty.
- static_martial_mod: Added 0.01 "levy_reinforce_rate" (new)
- war: Added -0.2 "levy_reinforce_rate" (new).
- peace: Added 0.15 "global_tax_modifier" (new).
- castle: Reduce "levy_reinforce_rate" to 1.0 (down from 1.25) and increased basic unit numbers.
- city: Added "fort_level = 1" (new) and increased basic unit numbers.
- temple: Added "fort_level = 1" (new) and increased basic unit numbers.
- Increased "build_cost_modifier" for new holdings to 700 (up from 500).
- d_knights_templar_modifier, d_teutonic_order_modifier, d_knights_hospitaler_modifier: Replaced some heavy CAV and heavy INF by light CAV and light INF.

technology:
- TECH_TACTICS: Increased "LAND_MORALE" bonus to 0.2 per level (up from 0.1).
- TECH_MAJESTY: Reduced progression to 0.1/0.15/0.2/0.25/0.3 (down from 0.1/0.2/0.3/0.4/0.5).
- TECH_SPIRITUAL_ART: Reduced progression to 0.1/0.15/0.2/0.25/0.3 (down from 0.1/0.2/0.3/0.4/0.5).
- TECH_NOBLE_CUSTOMS, TECH_POPULAR_CUSTOMS, TECH_RELIGIOUS_CUSTOMS: Increased progression to 3/6/9/12/15 (up from 3/6/8/10/12).
- TECH_CONSTRUCTION: Added a "local_build_cost_modifier" bonus.

traits:
- Reduced the difference between the education trait levels from 1/3/6/9 to 2/4/6/8.
- Added a 0.03 fertility bonus to "intricate_webweaver" and "skilled_tactician" and a 0.05 fertility bonus to "elusive_shadow" and "brilliant_strategist".
- ill: Reduces all stats by -1.
- leper Reduces all stats by -2.
- incapable: Reduces fertility by -10.0 (-1.000%, like celibate).
- drunkard: Added -1 DIP penalty, increased "same_opinion" to +20 (up from +10).
- crusader: Added a +5 bonus to general_opinion, but reduced church_opinon bonus to 20 (down from 25).
- bastard: Added a -0.05 monthly prestige penalty.
- legit_bastard: Added a -0.05 monthly prestige penalty.
- excommunicated: Added a -2 INT penalty.
- kinslayer: Added a -1 INT penalty.
- homosexual: Changed "sex_appeal_opinion" to -30 (instead of +30).
- fair: Increased DIP bonus to +2 (up from +1) and added a +1 INT bonus.
- ugly: Increased DIP penalty to -2 (up from -1) and added a -1 INT penalty.
- dwarf: Added -1 DIP penalty.
- celibate: Increased church opinion to +15 (up from +10).
- hedonist: Increased "opposite_opinion" penalty to -10 (up from -5).
- mystic: Added +1 LNG.
- charitable: Reduced DIP bonus to +2 (down from +3) and added -0.1 "global_tax_modifier" penalty.
- slothful: Reduced "ai_ambition" to -20 (down from -10).
- envious: Reduced "liege_opinion" penalty to -10 (down from -15).
- proud: Added "opposite_opinion = -10".
- humble: Reduced "monthly_character_piety" bonus to 0.5 (down from 1.0), added "ai_ambition = -20".
- deceitful: Reduced INT bonus to +2 (down from +3) and reduced DIP penalty to -1 (down from -2).
- craven: Added "ai_ambition = -10".
- shy: Reduced DIP penalty to -1 (down from -2) and added "same_opinion = 10".
- gregarious: Reduced DIP bonus to +1 (down from +2).
- content: Added a -1 LNG penalty, reduced "liege_opinion" to +30 (down from +50) and reduced "monthly_character_piety" to 0.25 (down from 0.5).
- arbitrary: Reduced STW penalty to -1 (down from -2).
- just: Reduced STW bonus to +1 (down from +2).
- cynical: Added +15 "same_opinion" bonus (new).
- zealous: Reduced "infidel_opinion" to -40 (down from -50) and reduced "monthly_character_piety" to 0.5 (down from 1.0).
- paranoid: Added "ai_rationality = -10".

triggered_modifiers:
- negative_money: Increased "land_morale" penalty to 0.5 (up from 0.25) and added "general_opinion = -20", "levy_reinforce_rate = -0.25" and "monthly_character_prestige = -1.0".
- Added a "lost_capital" modifier that will trigger if the capital city is lost. Effects: "general_opinion = -10" and "monthly_character_prestige = -0.25"

Allowing females to take jobs is next on my to-do list. :)
 
So far, I'm fine with the way it is. The game is easy already, I don't see the incentive to make it easier. Also, changing succession laws to allow women on power just seems wrong, as it does marrying bishops. But go ahead and mod it like that if you guys like it better that way.
 
So far, I'm fine with the way it is. The game is easy already, I don't see the incentive to make it easier. Also, changing succession laws to allow women on power just seems wrong, as it does marrying bishops. But go ahead and mod it like that if you guys like it better that way.

Thank you for your approval oh Liege of ours...we bow to your graciousness of understanding and kindness <smirk>
 
So far, I'm fine with the way it is. The game is easy already, I don't see the incentive to make it easier. Also, changing succession laws to allow women on power just seems wrong, as it does marrying bishops. But go ahead and mod it like that if you guys like it better that way.

Yeah, I can see that some men would be really uncomfortable with women having power.
 
Did some of those as well.
Plus I'm planing to lower some of the prices for buildings. The balance strikes me at slightly odd in some places, but I obviously have to play a really long game yet so I'll wait until I do something like that.

Well I couldn't stand it very long and had to have females do more than be baby makers, so, I turned them on to being Stewards and Spymasters outright and possibly doing Marshalls and Chancellors later on.
Call me stupid, but I have no idea how to change that. Could you point me to the file in question?

Also, I'm pretty sure women can be Spymasters already. Or at least your wife can.
 
Call me stupid, but I have no idea how to change that. Could you point me to the file in question?

+1

It's not stupid at all...I'd like to know, too. :)