Crusader Kings II

Crusader Kings II

Rise to Power
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Update: 24 Mar, 2020 @ 11:03pm


- Landless characters can no longer marry via interaction. You must now use the decision and your kids will automatically marry once they reach adulthood
- Increased chance of finding a spouse from 75% to 90%
- Switching to Mercenary Government converts your holding to tribe if you are tribal, castle if otherwise
- We Are All Friends Here non-aggression pact bumped from 10 years to 25 years
- Nobles no longer start with 0 stats
- Renamed Squire to Martial Lord
- Added prestige for the minor titles tanist, queen mother, and prince
- Head of the Family succession now has a base law of Feudal Elective, rather than Elective Gavelkind
- Player can now join societies without having to wait for a spot to open
- Base attribute required in order to join a society lowered from 8 -> 5 (helps with performance and it accounts for the trait rebalance)
- Changed The Good Side power in order to account for the reworked traits
- Changed Through the Paces power in order to account for the reworked traits
- Changed Open Business power in order to account for the reworked traits
- Reworked society missions rewards (they now only offer gold and society currency...along the chance of gaining traits)
- Added better tooltips for Rise to Power game start decision
- All orthodox/catholic religions are now heresies of chalcedonian until split
- Increased Chalcedonian Splendor religious modifier to 231 years


- Added Confederation Government
- Added Seek Confederation Members decision for Confederation Government. This is a ONCE in a LIFETIME power
- Reworked ALL traits (I want to add tons of new traits. Cri me a rvr plz cause this s**t took me forever to do)
- Can now only select Virtues and Vices in ruler designer (they all cost 0 so pick and choose whichever fit your character. The others need to be acquired via playing the game or console)
- Added 5 Learning society missions

Update: 14 Mar, 2020 @ 1:56am


- Merchant Republic and Privateer switching event fires on a yearly basis after conquering a sea province as a regular republic
- Fixed repetitive bug regarding the culture change (it is now an invisible event)
- Fixed bug with seniority succession for Patricians
- You can now automate the WoL tasks by right clicking on your portrait (i.e. seductions, spying, etc.)
- Fixed the adventurer government bug where all of the dead people would have a blue char frame
- Should no longer be able to assault your own ships
- Chalcedonian popes now once again wear pope clothes
- Alphabetically re-arranged cultures when using ruler designer
- Kids can get a lvl 1 job at age of 8
- Renamed mansion to manor
- Lowered attributes requirements to join societies from 10 to 8
- All bloodlines are back in the game. Event based ones are counted automatically once you become DUKE or ABOVE
- You can only posses 1 bloodline now
- Every society is now capped at 100 people
- Lowered cost to go visit the doctor from 5 gold to 1 gold
- Iconoclast is now the only heresy for Chalcedonians (Creates interesting wars between the HRE and Byzantium...lets see how it goes)
- Moar Defines edits
- Moar Decision edits


- Added Job Knowledge event giving characters a chance to improve their base attributes up to lvl 10 depending on your current job
- Added culture modifiers (each culture group shares one set of bonuses and each subculture receives a unique bonus)
- Added pagan religion society clothing
- Added overtake trade company decision for landless nobles
- Added permanent holy warrior job
- Added AndSoThereWasLife™ script for societies that are missing people (You will never have empty societies again...this comes at a cost. I tested the performance and there is a slight increase in stutter at the highest speed)

Update: 28 Feb, 2020 @ 6:41pm


- Added sounds to powers in order to know when you successfully use them
- Added yearly check to make sure you dont get stuck with landless or barony titles when you are not supposed to
- AI will switch to ANY government types if allowed to do so by their societies. Chances is 1% per 5 years intervals
- LVL 3+ Jobs require you to know how to read OR be a noble
- Increased effects of Houses/Mansions
- Original starting Merchant Republics begin as actual Merchant Republics and not Privateers
- Fixed bug regarding switching to a different type of republic event. It now only appears if you create a duchy title
- Fixed bug causing game over if you switched to a baron character after succession
- Increased chance of gaining a spouse via the spouse decision from 50% to 75%
- Regular job wages are based on the job associated attribute and the job level
- More define edits
- More decision edits


- Added a new tier of jobs
- Changed refils for created mercenaries and holy orders (they now have a passive refill rate)
- Can now switch government to Nomad from the Martial society power
- Ruler designer now starts you with 0 attributes in everything

Update: 16 Feb, 2020 @ 1:43pm


- You are now imprisoned after a failed Religious Uprising instead of getting killed
- Fixed Bounty Hunter Martial Mission giving double rewards
- Byzantine Emperor should no longer become a merchant republic?


- Added Privateer Government
- Added become Privateer option when gaining a coastal province as a Duke level Republic
- Can now switch government to Privateer from the Intrigue society power
- Added new charframes for unlanded Theocracies and unlanded Adventurers
- Added new graphics for society members
- Added Culture Revolt event that fires if the culture rebel shares your religion (whether openly or secretly). If victorious you gain a barony which can be turned down
- Can now become the leader of a Culture uprising by raising patriots if you are proud and you have a different culture from your TOP LIEGE. You require atleast 1 COUNTY to raise patriots (see below)
- Can now request a COUNTY in your realm following your culture to pledge patriots for your uprising (costs 50 prestige and has a 25% of failure). Each county grants you 500 troops to be used in the revolt for a total of 2000 troops (AKA 4 counties)
- Added Naval Expert leadership trait that can be gained via naval battles
- Privateer Governments, vikings/pirates, ravagers, and sea kings/queens can now gain gold from naval battles
- Privateer Governments, vikings/pirates, ravagers, and sea kings/queens can now attack neutral ships
- Can now imprison characters after a naval battle
- Can now gain the viking/pirate king if you attack neutral ships as a Privateer
- Privateers can collect wealth from neighboring neutral provinces...the targets dont like this (too strong? Let me know so I can nerf it)

Update: 31 Jan, 2020 @ 9:30pm


- You can now kill the tribal ruler you challenged and still get the tribe
- Zealouts and Preaching now actually cost piety
- Fixed gender succession laws reverting back to Agnatic after death
- Fixed double tax laws issue
- Fixed merchant republics switching back and forth after gaining land
- More decisions edits
- More define edits
- Updated graphics for rulers of the theocracy and republic governments (Not completed yet because I dont know which religion uses which headgear and clothes)
- Holy Orders leaders cannot marry anymore and become celibate (they kick in once you become a COUNT in order to give you a chance of survival)
- Theocracies that do not allow marriages cannot marry anymore (they kick in once you become a COUNT in order to give you a chance of survival)
- Fixed issue that prevented you from switching to a different government if you were a merchant republic
- Rulers now try to push gender laws/status of women depending on whether they are male or female
- Rulers now try to advance to better succession laws if they are available


- Republics can now choose to switch to either merchant republic or stay as a republic once they create/usurp a duchy tier title (so genova remains genova, etc.)...privateers will be here too w/e that comes out
- Added Safety ON and Safety OFF decisions. These let you enable and disable whether you are allowed to game over from title revocation/usurpation and stuff...leave this ON when you are afraid you might game over at some point (your liege tells you he is about to revoke your last county, you are at -100 warscore with your last county, etc.) and turn this OFF when you know you are safe from any of those things (this is so you dont get spammed with the low rank status everytime you shuffle titles around)
- Added nobles encounter event
- Can now be elected as a cardinal if you are a catholic/fraticelli bishop
- You now get cardinals if you are a pope
- You can now play as the Pope without reaching Game Over screen if your heir is a Baron level bishop

Update: 27 Jan, 2020 @ 8:17pm


- Decision checks now happen annually rather than monthly (besides HIGH PRIORITY ones)
- Removed RTP found merchant republic decision (use the society power for that now)
- More decisions edits
- More defines edits
- Landless AI will also challenge you for your tribe if you are independent and a COUNT
- Increased prestige cost for challenging a ruler
- Fixed bug with Switch to Tribal which left you with empty holdings besides one tribe
- Better Naval Combat triggers
- Admiral trait only requires 1 naval battle to be gained
- Moved random events to on-action triggers rather than MTTH (there is a chance one or none will fire every 2 years...let me know if they are too frequent)
- Chalcedonian now has no heresies


- Added preach decision for landless characters (Right click in the county of your location...the AI can use it too so be mindful on who you invite to court)
- Added Farmers random encounter event
- More soundz
- Added 5 new ambitions
- Can now switch government to Merchant Republic from the Stewardship society power
- Added Peasant Revolt event that fires if you are lowborn and there is a peasant revolt. If victorious you gain a barony which can be turned down and if lost you get imprisoned

Update: 24 Jan, 2020 @ 4:35pm


- Reduced prices of recruits
- Reduced cost of moving
- Nerfed health gain and penalties from societies
- More defines edits
- AI now uses Open Elective successions again (was causing weird things to happen)
- Vassalization for Player Mercenaries and Holy Orders removed (that includes the Varangian guard thing)


- Revamped Mercenary and Holy Orders for the player. It now uses the recruit volunteers system and you are offered contracts based on the amount of recruits you have.
- Can now switch government to Theocracy from the Learning society power
- Added new ways of using favors (you should always have a way to make the favors be worth something one way or the other)
- Cool new localization for barons. Also added localization for mercenary companies ranks
- Added corruption modifier for large realms
- Added Admiral trait that can be gained by participating in two naval battles (Including the AI)
- Added 5 missions for the Stewardship societies
- Added random encounters when moving (more to come!)
- Added some new sounds :)

Update: 19 Jan, 2020 @ 8:31pm


- Revamped successions laws (I am ready for all the b****ing of "wHy CaNt UsE pRiMoGeNiTuRe...go for it)
- Revamped governments (again)
- Bug fixes? Maybe? I forgot


- Can now use an Invasion CB if you have the Ambitious trait and are landless. (Raise your volunteers AFTER you declare war and if you plan on using mercs raise the mercs BEFORE you declare war)
- Can now switch government to Feudal from the Diplomatic society power
- Can now switch government to Republic from the Stewardship society power
- Can now switch government to Mercenary from the Intrigue society power
- Can now switch government to Holy Order from the Learning society power
- Can now switch government to Tribal from the Martial society power
- The AI now uses RtP successions laws. No longer does anyone of them use the Open Elective succession
- Can now purchase temple holdings from your liege as all religions
- Catholic and Fraticelli theocracies use the "Catholic Bishopric" vanilla election
- Non Catholic and Fraticelli theocracies use the RtP "Mandate of Heaven" election
- Added Naval Combat (It is fired via events since combat is hardcoded on land only. Video on how it works: https://www.youtube.com/watch?v=a0oKfHQ1f4I&feature=youtu.be)

Update: 12 Jan, 2020 @ 8:48pm


- Fixed "Open Business" power
- Lowered chances for AI decisions to be taken (They are now split in HIGH, MEDIUM, LOW, RARE priority with a 100%,50%, 25%, 1% monthly chance of being taken respectively.)
- Fixed double events from Tiger Hunts ( If you find more please REPORT them so I can fix them. )
- You no longer lose your house after succession as a lowborn
- Bumped society rank up value to 500 - 2, 1000 - 3 , 2000 - 4
- You now receive an event when you are eligible to rank up in the society so you dont break your index finger clicking the button (you know who you are)
- The Varangian Guard non-AI captain can now use the "Find Spouse" decision
- Female landless characters no longer receive the "Count" title
- Spouses of rulers now have consort names again
- Fixed pagan diplomatic society localization
- Fixed Landless opportunity causing Game Overs
- Fixed Nomads offering you land causing Game Overs
- Fixed Tribal challenges causing Game Overs
- Find spouse is now available to everyone regardless of rank
- Added counter balance to the focus prestige hit when loading a save-game (And so we discover the "Ghost" -50 prestige hit when loading games)


- Can now become the leader of a Religious/Heretic uprising by raising zealouts if you are zealous and you practice a different religion (whether openly or secretly) from your TOP LIEGE. You require atleast 1 COUNTY to pledge zealouts (see below)
- Can now request a COUNTY in your realm following your religion to pledge zealouts for your uprising (costs 50 piety and has a 25% of failure). Each county grants you 500 troops to be used in the revolt for a total of 2000 troops (AKA 4 counties)
- Added Religious Revolt event that fires if the religious rebel shares your religion (whether openly or secretly). If victorious you gain a barony which can be turned down and if lost...well you get burnt at the stake

Update: 10 Jan, 2020 @ 7:51pm


- Implemented StayPut™ script in order to prevent your character from not having a capital anymore as a landless character
- You now get imprisoned by your liege if caught poaching instead of the other way around
- No more keeping baron titles, landless titles, etc. if you arent one. Things will always update everytime you gain or lose a title
- Pope will no longer bother you to join the crusade when you are landless (if you pledge troops via the banner, then that is on you and I dont wanna hear complaints)
- Your wealth now transfers to your chosen successor when you die without a dynastic heir
- Fixed a bunch of localization issues
- Fixed the Claim County CB to only target the county you have the barony in
- Fixed issue that you still couldnt choose an heir once you became noble
- Societies missions no longer fire if you are travelling, sick, etc
- You no longer get spammed by settling tribe event
- You actually teach your child to read and not congratulate yourself (triggers got messed up here)


- Added find a spouse decision because we are incapable of finding one just like in real life
- Added visit the doctor decision for nobles
- You now go back to being a landless character if your last barony and or county is usurped or revoked (Game overs are effectively removed...COMPLETELY!)
- Can now go around holdings recruiting volunteers when you are landless. These volunteers can now be raised and used for wars (no you cant use them for looting since you dont own demesne title...however they are set to loot mode so you can get rid of the Norse prestige penalty)
- Changed the "And They Will Follow" power to either give you the epic martial trait or give squire/martial lady to a dynasty member
- Can now select a random child of yours as your chosen successor when you die without a dynastic heir
- New succession law for lowborns in order to explain the new system