Crusader Kings III

Crusader Kings III

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RISE AND COLLAPSE 2 - A Sinews of War submod
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1 Jun, 2022 @ 1:17pm
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RISE AND COLLAPSE 2 - A Sinews of War submod

Description
"There is the moral of all human tales;
'Tis but the same rehearsal of the past.
First freedom and then Glory - when that fails,
Wealth, vice, corruption - barbarism at last.
And History, with all her volumes vast,
Hath but one page." - Lord George Gordon Byron

RISE AND COLLAPSE 2 is a much improved sequel to Rise and Collapse: Cycles of History. Taking advantage of the Sinews of War population system, it offers dynamic collapse mechanics far more advanced than its predecessor. Everything matters. Going from a long-reigning legendary king to a useless heir can cause the entire empire to crumble. Advisors, vassals and neighboring realms all have a part to play in the art of governance.

IMPORTANT: This mod requires Sinews of War to function!

Main features:
- Dynamic Structural-demographic processes based on cliodynamic research: non-random growth mechanics allows the player to do all in his or hers power to prevent the collapse. But is it enough?
- Expanded GUI: watch the growth and decline of populations spanning realms, cultures or the world itself.
- Realm management: Optimize your realm so that it can weather any storm by maintaining State Control, State Approval and State Competence. Keep your people satisfied by taking actions to increase Social Optimism and Social Cohesion.

Other features:

- Riots and instability will spread from collapsing states, challenging the status quo in the entire region
- Development will slowly fall in depopulated regions
- Control thresholds sees border region becoming harder to control. The further the border is from the capital, the harder it is to maintain control. Neighbors also matter and rulers will be incentivized to not share large borders with raiding cultures or Vikings.
- The more complex the state becomes, the less likely it is to collapse entirely. However complexity drops as the state slowly loses control, so nobody is safe.
- Rebalanced SoW population numbers, growth and various other values.

How it works:

Every county can only hold a finite amount of people, this is known as the Carrying Capacity. It is a measure of the maximum amount of population that can be maintained in any given territory. It is determined by County Control and State Complexity, as well as the qualities of the lands. It’s not static, but changes based on many factors. State Complexity is a measure of the intricacies of the State's structure. State Complexity is crucial to prevent total collapse because the lower limit of State Stability is set based on State Complexity. It is also important for increasing population capacity. It is determined by holding types, number and levels of buildings, development level and county control, innovations, government types and laws. When control falls, so will State Complexity, as the State loses its ability to perform its functions.

Short-term, the most important contributor to carrying capacity is control. At 100 control, capacity is many times higher than at a lower level. When control level drop, the state can no longer protects the people, and instability causes farmlands to be abandoned. This in turn leads to food shortages and in worst cases, a collapse in population numbers.
Control is modified by State Stability, which in turn is a measure of the realm's internal peace. 100 indicates a very stable state, while 0 indicates a collapsing state. State Stability directly affects control growth in all realm counties. It is determined by State Strength, Social Cohesion, Social Optimism, but most importantly population size in comparison to Carrying capacity. At 65 percent of carrying capacity, stability starts dropping.

State Strength is a measure of the variables of statehood - competence, territorial integrity, and conceptions of legitimacy. It is determined by the sum of State Competence, State Approval and State Control. It has a large effect on State Stability.

State Approval is a measure of the people’s opinion about the current State. It is determined by Vassal and County opinion. It directly affects State Strength.

State Competence is a measure of the State's skills, knowledge, qualifications and capacity to govern effectively. It is determined by many factors, including length of rule, debt, dread, prestige, piety and tyranny status, the skills of the ruler, his or hers spouse, vassals and councillors. Other factors include domain size and vassal count. In general, more vassals will reduce competence, but holding too much land will do the same as well. It directly affects State Strength.

State Control is a measure of the State's ability to govern the realm. It directly affects State Strength, as well as providing bonuses or penalties to rulers. State Control is determined by Control level of counties, as well as distance from borders to capital. Neighboring rulers with various Cultural Traditions also impacts State Control. Wars, and especially civil wars reduces State Control.

Social Cohesion is a measure of the people's unity and tendency to work towards common goals. Social Cohesion increases Social Optimism. Low Social Cohesion reduces State Stability, especially in times of crisis. It is determined by County, Ruler and Top Liege Culture, Cultural Acceptance and Faith.

Social Optimism is a measure of the people's attitude and beliefs about the present and future. High Social Optimism increases State Stability, while low Social Optimism decreases State Stability. It is determined by factors such as Faith Fervor, State Control, Opinion of Ruler, Cultural Vigor, Social Cohesion and Population size in relation to population capacity.

Cycles represent the current generational cycle. Each generational cycle unleashes a new era in which a new social, political, and economic climate exists. Cycles tend to last around 20 years. 1 indicates a more peaceful period, while 2 indicates a more violent and disintegrative period. Cycle status impacts both Social Optimism, as well as State Stability."

You can do whatever you want with this mod. Copy, modify or incorporate it into your mod. Just give me some credit.

Known bugs:
- On startup, some realms will have 0 State Competence. This doesn’t really matter as it resolves itself on the 2nd of January the following year.
- GUI values only updates yearly or when a title is gained. Not a bug per se, it’s done for performance reasons.

Compatibility:

Should be compatible with most mods that already works with Sinews of War

Load order:
1. Sinews of War
2. This mod
73 Comments
Mattia von Sigmund 22 May @ 6:18am 
please update
Kaiseray 17 Apr, 2024 @ 5:32pm 
The mod author still active? Miss playing with this working
台风结构图 12 Mar, 2024 @ 7:47am 
The rise and fall of the empire is such an interesting idea! But the author seems to have completely ignored this mod. I want to know if anyone can take over this mod and allow more people to experience the diversity of history.
KhakiTurtle 10 Jun, 2023 @ 3:05pm 
I hope you're still active man. This is one of my favorite mods and I pray you ain't done with this
Trepur349 27 Jan, 2023 @ 11:13pm 
update when?
Booty-Ass Fingers 21 Dec, 2022 @ 10:46pm 
Not compatible with 1.8.1
mazkas 12 Nov, 2022 @ 1:59pm 
Does this mod work?
Abstract 3 Sep, 2022 @ 9:20pm 
Can we get this integrated with the UniUI mod universe? Right now Sow is highly compatible with a lot of other mods and UI changes due to the integration so this leaves it out in the cold as you can't play this in conjunction with the other dozens of mods.
Maddy 25 Aug, 2022 @ 11:55pm 
Does this work?
chad thundercock 2 Aug, 2022 @ 5:10pm 
Is the mod working correctly at the moment? In the game i was just playing over a few hours in the middle east I didnt really notice anything different in my realm or any foreign land that I paid attention to. My state strength rarely went below 70-80 over 5 generations including some relatively weak leaders. Do the cycles take a while or are they not that strong?