Crusader Kings II

Crusader Kings II

True Immortal Cultivation
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Update: 18 Nov, 2022 @ 5:03am

Change Log:

Separated the cultivation governments into standalone files - apart from the core game files to improve compatibility with other mods.
Removed no_vassal_tax block from Tribal Cultivation Governments

Update: 17 Nov, 2022 @ 2:55pm

Change Log:

Secret Religion (for Heavenly Dao or Wicked Dao philosophy mainly) will be automatically dropped on founding a Clan Religion.

Update: 17 Nov, 2022 @ 2:28am

Change log:
- Cultivation without a Sect is possible
- Guest Elders (Wandering Cultivators) can be invited to court as teachers
- Cultivation can be studied with Cultivation Manuals
- Cultivation Religions are introduced (basic philosophies are ""secret" as not to disturb the scene with many Holy Wars)
- Cultivation Clans can be founded (have unique clan religions)
- Divine Clan Invasion can be set to happen after several years
- Cultivation Buildings can be built in capital holdings
- Cultivation Governments can be adopted - they bring an elective System favouring Cultivators with Potential
-> Titles of non cultivators can be revoked
-> Dao Companion / Dao Apprentice titles can be flexibly managed (granted and revoked -> right click on the title)
- Alchemy System is introduced as the first Profession
- God Rank as official Cultivation Rank above Immortal
- Dao Children (can be birthed by Dual Cultivators with 1,2k accumulated energy)

Update: 10 Aug, 2022 @ 9:21am

Change Log:
- Bugfixes with Dao Companion Discussions
- New "Tiered" (more expensive the higher the Cultivation Rank) Cultivation Pill to solidify the Cultivation Base

Update: 10 Aug, 2022 @ 1:49am

Change Log:
- Fixed Tooltips - cosmetic as well as (technically) problematic ones

Update: 9 Aug, 2022 @ 7:51am

Change Log:


- Cultivation Diffculty also sets the price multiplier for Root Awakenings.

- Every Realm has a Cultivation Rating and Score calculated (on the ruler profile) - these values are used if another Cultivator wants to act against a member of that Realm.

- Added changes for Dao Companions and Dao Promises. You will no longer steal titles from Dao Companion rulers, using "Consort Slot" option.
> Taking dao Companions from "abroad" will make the concerned rulers angry.
> It is not possible to give dao Promises to landed Rulers unless their opinion of you is 100, and they share religion and culture with you.
> Your Dao Companions join you as Kinspeople (they are adopted/accepted into your Dynasty)

- You are now able to grant Titles to Dao Companions using a special decision - bound on titles.

- Should your Dao Companion "break away" due to inheritance or pressed claims (thus becoming landed) you can discuss the new situation (re-calculating the conditions for them to become your Vassal). (Having been the FIRST one to give them land and titles is a definitive PLUS in that situation.)

- Space Prison is heavily restricted (by the rank of the Cultivation Country)

- Various bugfixes & localization improvements.

- Reactivated the vanilla Concubine and Divorce options (using them under vows is still forbidden, but you "only" get repecussions from the Sect).

Update: 27 Jul, 2022 @ 1:35am

Re-uploaded previous mod version as it did not load properly due to descriptor.mod duplication in the zip file.

Update: 27 Jul, 2022 @ 12:08am

Changes in v0.1.0:

- Implemented a new calculation system for Qi gains. Broken/Damaged Roots no longer let you be a Cultivator (as you get 0 Qi with them).

- Implemented Minor Breakthrough Stages - so each major stage has now 5 minor stages (initial = after a fresh major breakthrough, early, mid, late, peak = just before the next major breakthrough)

- Implemented Cultivation Bases: You cultivate (as before) 5 elements - Water/Fire/Earth/Wood/Metal - which corresponds with the CK2 main stats. You no longer simply add a main stat, but add a modifierand increase the cultivation in that element. On major breakthroughs the completeness of your cultivation base (how close to the maximum did you go) will be calculated and is factored in for future breakthroughs. In short: A shallow base does not support a high building.

- Implemented an option system for Qi Density/Richness - which basically means the difficulty for cultivation. Settings go from 100 (very easy/fast) to 1 (hell).

- Implemented support for Futanari - Dao Companions and Dual Cultivation. As Futa yourself you can choose to act in male or female role per decision when appropriate (e.g. when dual cultivating with other Futas).

- Implemented a "conversion" event to fix cultivation base and other matters for earlier versions of the mod as well as traits added per console.

- Using Dao Powers against mortals can now fail. Failure (or even sucess) will motivate the victim to find out more about what happened and possibly become a cultivator themselves.

- It is possible and feasible to cultivate without Immortal Mountain. Cultivators can take apprentices and teach them cultivation without the need of the Sect.

- Switched out the decision to stay "celibate" with "use birthcontrol" - as Dual Cultivation while being celibate makes no sense (was just for the -1000% fertility) now it has a proper modifier.

- Checking for Spiritual Root is something basically anyone can do by arranging a root awakening ceremony at the Sect. As most people (95%) are unable to cultivate the Sect is interested in having as many people as possible tested, so they can recruit members.

- Changed the way Cultivators age: They don't lose a year (like before) but age normally (but age much slower), and their "true age" is calculated in the background. At (true) age 90 they will lose the trait Slow Aging and possibly die soon after - as the whole weight of all their apparent years (probably way over 100) will press down on them relentlessly. This will fix problems players had with Cultivators getting younger than their kids - which let's the engine trip up.

- Events have been changed with better usability in mind.

- AI can now properly cultivate (they will reach True Immortal if the environment & potential is right). Factors like a master or traits like genius help.

- Cultivation Root Ceremonies are now very limited: Once per cultivation stage and have quadratic increase in cost.

- Immortal Mountain is now also open for Dual Cultivators (starting as Dual Cultivators). The entry requirements are much less strict - but you need to be able to cultivate - that alone cuts out 95% of all characters.

- It is possible to toggle Dao Companion notification events on or off (also silently dual cultivate). This is especially helpful when you tend to have lots of Dao Partners.

- Many bugfixes where things did not work as intended


Known Issues:

- As Immortal Mountain has now two branches: With and without Dual Cultivation, many texts may not reflect what you see (as the rules are different - e.g. Dual Cultivators can just marry or not be Virgins - obviously).

- Individual Cultivators still use events from Immortal Mountain (like send disciples there for root awakening).


Next steps:

- Cultivation Manuals & Other types of refined Qi

- Sect Missions

- New Professions: Alchemy, Weapon Refining, Dao Technique Research

- Sect "life" with outer sect, inner sect, core disciples

- More Dao Powers

Update: 22 Sep, 2020 @ 1:15pm

Changes in v0.0.11:
- Lunatic trait is removed as True Immortal - as negative trait (as it is connected to inbred)
- Lunatic is also removed for decedents with divine bloodline (as inbred is converted to divine blood - so this makes sense to remove lunatic here as well)

Update: 22 Sep, 2020 @ 3:59am

Changes in v0.0.10:
- Changed breakthrough pre-requisites: Dao Injuries and Failed Tribulation negative modifiers prevent break-through attempts.
- AI will not recklessly attempt a breakthrough - breakthrough attempts, even when not dangerous, are 10% from before as long as the AI does not have at least average confidence.