Crusader Kings III

Crusader Kings III

Historicity
Ergebnisse 21–30 von 64
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Update: 4. Apr. um 2:56
von Rylock

No other changes beyond updating to 1.15.0.2 compatibility.

Update: 30. Mrz. um 23:15
von Rylock

  • Added a new event series for the de Hauteville brothers (primarily William ‘Iron Arm’ de Hauteville and Robert ‘the Fox’ de Hauteville) to appear in the 11th Century in southern Italy, provided Norman culture has already appeared. William de Hauteville has a scripted event to attack Apulia through the Norman rebellion there, but otherwise they both use decisions to build up their forces and attack whenever they feel it worthwhile – chances that they end up somewhere other than Sicily are not small. Note that, if you’re using a save game where Norman culture has already appeared, this will not happen regardless of the game rule settings.

  • Game rules added to make the de Hauteville have random names & dynasty name, if you prefer the game not to be so predetermined, and also to have both brothers simply appear as landless adventurers without any scripted events or decisions to invade Sicily.

  • Landless Norman adventurers can now use the decision to summon bannermen (to slightly lesser effect).

  • The triggers for a character to be considered a candidate for HRE formation (which affects when and if they can use the HRE-specific subjugation interactions and casus bellis) has been relaxed slightly, and now ignores if the Empire of Francia has been formed (they can’t form the HRE while the Empire of Francia exists, but they should still act to consolidate in central Europe while they can).

  • Adjusted the Norwegian invasion of Orkney and the Shetland Islands so it likely happens a bit later and isn’t automatic.

  • The mod now takes advantage of the vanilla Conqueror system, currently used in three places: the best candidate for HRE formation (after 940), the best candidate for Russia formation (after 880), and the best de Hauteville candidate for Sicily formation (after they manage to gain a landed title). In all three cases, the Conquerors don’t use the standard vanilla war declaration system, instead using the mod CB’s specific to them. Once they’ve managed to form their particular goal, the Conqueror trait will disappear. They obey all other normal Conqueror rules, including game rule settings and losing the trait if they do too poorly.

  • Adjusted the text of the game rules so they all fit in the provided space.

Update: 25. Mrz. um 2:00
von Rylock

Another quick change for the Ahistorical setting for the Salic Law game rule - the effects apply to any realm with Male Only realm law. In those realms, women still inherit claims to their parents' titles, regardless of the individual title law.

Update: 24. Mrz. um 6:23
von Rylock

Fixed the new Ahistorical setting for Salic Law game rule not doing the initial setup for Male Only inheritance.

Update: 23. Mrz. um 19:50
von Rylock

  • Added a new “Ahistorical” setting for the Salic Law game rule, allowing women to still inherit pressed claims from their parents for Male Only titles (and pass them onto their own children).

  • The “Restore the Holy Roman Empire” decision now does a better job of showing to players what conditions are required and which ones they don’t yet meet. It also doesn’t require the AI to have the Kingdom of Italy title themselves if they possess enough of the title’s de jure counties to form the title (but won’t, because the AI won’t form more than three kingdom titles period). The event notifying players of the HRE’s formation now actually works as intended.

  • When Norway takes the Northern Isles, the new ruler isn’t given quite so many free regiments now. The idea was for them to be able to defend themselves, not take over Scotland.

  • The “random harm befalls a Karling” now takes a count of inheritable males at the start of the event, increasing the chances of an event if the count is high, reducing it if it’s too low.

  • An AI adventurer who makes a deal for a title now gets an immunity to disease for 20 years for them and their heir, as well as some additional coin, just to make them have a bit more of a boost. For an adventurer gaining Normandy, even in cases where they’re not marrying a relative of the French king, they’ll put aside any current wife unless she’s still young and fertile.

Update: 19. Mrz. um 3:41
von Rylock

  • Rulers of Central Germanic and Frankish cultural heritage will switch their realm and title laws (for titles of Duke+ tier) to Male Only inheritance at game start. This can be shut off, if you wish, through a "Salic Law" game rule.

  • AI members of the Karling dynasty will suffer an increased chance of accidental/untimely deaths and miscarriages up until 900AD. A scripted event occurs sometime in 869AD which will prompt the sudden death by illness of Lothaire II of Lotharingia. Provided conditions are right, both West and East Francia will pounce on his kingdom and divide it between themselves with the Treaty of Meerssen. Both of these features can be turned off through a "Decline of the Karlings" game rule.

  • Norman rulers (who are either independent or do not have a Norman liege above them) can summon Norman warriors to their banner with a once-in-a-lifetime decision. The number of regiments that appear (pikemen and heavy cavalry) will depend on the number of Norman counties in their realm as well as their rank, and will be limited by their personal prestige rank.

  • Fixed the Carpathia empire title to have the proper colour and capital again.

Update: 12. Mrz. um 21:30
von Rylock

Updated the mod for the 1.15 patch. No other changes.

Update: 26. Feb. um 3:48
von Rylock

Changed the landed_titles file in MH to only include the changes to the e_carpathia title, instead of the entire de jure title hierarchy, which was causing compatibility problems with other mods that altered the de jure titles around Hungary.

Update: 25. Feb. um 20:03
von Rylock

Updated to show compatibility for 1.14.3 (no changes to code at all)

Update: 1. Feb. um 20:57
von Rylock

  • The decision to allow the invasion of the Northern Isles now only requires them to have the k_norway title (and be norse), rather than it needing to be their primary. It is now also available to the player.

  • Added a follow-up decision for the Norwegian king to send settlers to the Northern Isles once they’re controlled, replacing the Pict population there and granting the islands to either Einarr Rognvaldsson or a random Scandinavian adventurer candidate.

  • An AI Scandinavian adventurer is now automatically placed as commander of the main invasion force, rather than the invasion’s best commander ending up in charge of a tiny army group. The AI is so silly sometimes.

  • Fixed the Scandinavian adventurer code sometimes not scoping to the war properly when restricting the existence of some armies after the war ended.

  • Fixed the Scandinavian adventurer selection of target county code, which still presumed the adventurer had already been selected and was causing the error log to bloat every time the selection code ran.

  • Fixed the Scandinavian adventurer origin county code, which was using “has_culture” on the county when that’s a trigger for characters, again causing error log bloat. That one’s not my fault, though. It’s from vanilla.