Crusader Kings III

Crusader Kings III

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Rise and Fall
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13.402 MB
8 月 23 日 下午 6:26
12 月 4 日 下午 3:02
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Rise and Fall

描述
CK3: Rise and Fall
Why Do We Fall? So We Can Learn to Pick Ourselves Up.


Overview
Rise and Fall is a Crusader Kings III framework that adds unpredictability, pressure, and long-form storytelling to your campaigns. It’s modular, toggleable, and built to expand.

  • Unlimited Men-at-Arms: Removes the cap for all rulers. Optional rule. The AI gets it too.
  • Feudalize Vassal Holdings If you are tired of constant nomad rebellions, you can now feudalize vassal holdings as the top liege.
  • Auto-title creation and giveaway: You can use a decision to automatically create duchies/kingdoms and automatically give them away to help reduce micromanagement
  • Legitimist Invasions: Claimants gather strength over decades. Army size scales with their stats. They strike when you’re weak… or strong.
  • Dynastic Pressure: The stronger your dynasty, the more dangerous your rivals become.
  • Fix Bordergore: Administrative rulers can use an option to fix bordergore inside their realm.
  • Persistent Claimants: Claimant armies can marry, have kids, and survive for generations. They might invade in 10, 30, or 50 years.
  • Realm Stability: Dynamic realm stability that can make or break an empire. Your realm may be stable now, but get one bad ruler or a child on the throne and it may be over.
  • AI title creation: New game rule that will force the ai to make titles that are lower than them, if they are an emperor, they will still make new emperor and kingdom titles. Useful for mods like AGOT that rely on Kingdoms to function and the AI refuses to make them.
  • Fort map mode: Shows forts on the map to help easily find what you can siege.
  • Unlimited vassal limit: Unlimited vassal limit game rule only for vassals, not for independent rulers.
  • Low Stability Events: When stability falls, chaos rises. Low stability can trigger major crises, like a Warlord Event inspired by the Three Kingdoms. Vassals must choose: stand by their liege or turn against them, plunging the realm into turmoil. Can the ruler hold the realm together, or will time run out and a warlord seizes the throne? Perhaps, against all odds, a mysterious benefactor will emerge to save them...




Why I Made This Mod
CK3 is brilliant. But in long campaigns things can feel too safe. Adventurer camps sit there. Big rebellions are rare. The AI lacks motivation.

When I tested with the Game of Thrones mod, I saw thirty dragonlords and not one tried for the Iron Throne. No danger. No drama.

Rise and Fall changes that. With dynamic invasions and threats that grow from the world, you get:

  • More dragon fights
  • More drama
  • More suffering for weak rulers




Compatibility
  • Works with Vanilla
  • Generally compatible with most other mods, but if they modify the character UI, conflicts with the Stability UI may occur.
  • If you use other UI mods without a compatibility patch, you can enable the UI game rule to display a character’s stability by right-clicking them.



Compatibility Mods




Feedback & Support




Check Out My Other Mods




Credits
Special thanks to:




Translation Mods (Not maintained by me)




⚠️ Load Order Tip: Place Rise and Fall at the bottom of your load order. If any mods change the character screen like AGOT and EK2, they will override this mod if it's not placed at the bottom. A Compatch will be needed for those kinds of mods. It's up to you if you want to see stability on a character screen for now.
热门讨论 查看全部(2)
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8 月 29 日 下午 6:44
Sugestion
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1
8 月 26 日 上午 10:58
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Azeloth
314 条留言
Mr. Balls Johnson  [作者] 12 月 3 日 下午 2:17 
Thanks for this important information, it should be fixed now
Blu 12 月 3 日 下午 1:35 
Hello Dev, thanks for the mod, enjoying it so far. It seems that something in your most recent patch has broken nomad governments. The camp is destroyed shortly after new game start which turns off herd mechanics. Was able to narrow it down to this mod, occurs with only this mod running. If you need any details please let me know and I'll see if I can narrow this down further, thanks!
Pepega 12 月 2 日 下午 11:57 
Well on default settings from the observer game I ran, the world became a fragmented mess 150 years in. But I had assumed it was simply because it now has to deal with default mechanics + the mod (AI is horrible at managing their realms). I found good results with extreme (AI only) stability + normal settings for the mod to try and make it so the mod is mostly handling realm collapses. But ill have to do several 400 year observations to truly judge.
Mr. Balls Johnson  [作者] 12 月 2 日 上午 11:36 
Ya the realm splitting I wanted to add like a month ago but I could never get it to work, now that I finally got it working a lot of my vision for this mod is almost complete. The realm stability affects the player and ai, do you think I should add an ai only rule for realm stability assistance?
Pepega 12 月 2 日 上午 10:54 
After a brief observation. I feel like this mod with the new realm splitting combined with giving the AI max realm stability (the default game rule) gives some of the best results ive seen from any mod.
Mr. Balls Johnson  [作者] 11 月 23 日 上午 6:23 
Cause it's to easy to get high stats and make the stability system useless so it was nerfed
rice eater 11 月 23 日 上午 1:29 
How high stats do you need to offset negative stability? i've had 100 control over all my counties, all my vassals hate me, but i haven't actually had a faction war in basically decades but i'm still getting put in puppet regimes, getting attacked by legitimists, palace coups and the like so is the opinions of my vassals really that crazy important?
Mr. Balls Johnson  [作者] 11 月 22 日 下午 8:48 
The percentage of a low stability event happening depends on how low their stability is, so they're like 25 stability its only about a 5% chance per year. So those regions usually might be less stable. I'll look into it, I might just lock palace coup to administrative governments as well.
Kein115 11 月 22 日 下午 8:32 
I have a suggestion since you say a rework for the coup, a game rule to decrease the possibilities against the AI.
It's so weird when you notice that only Iberia, England, France and the HRE are the only places were coups are less active. Like Russia or Hungary being passed over like Tyrion first wife
Mr. Balls Johnson  [作者] 11 月 22 日 下午 2:34 
Palace coup is supposed to be punishing, dueling is something you're not supposed to do, that is why I made escaping the higher chance option. You're supposed to choose the escape option. Palace coup will be reworked in the future as I have more ideas for it, but this mod wouldn't serve a purpose if it wasn't difficult.