Crusader Kings II

Crusader Kings II

Council Power Faction Fixed for Holy Fury
16 Comments
Riekopo 24 Dec, 2022 @ 8:29pm 
Compatible with CK2+ ?
Sverd of the Great Vale  [author] 19 Dec, 2021 @ 10:32am 
Unless there have been any updates that affect the council power faction since Holy Fury was released, it should work fine.
Riekopo 18 Dec, 2021 @ 9:04pm 
Does need update?
Aeterny 11 May, 2021 @ 5:27pm 
@what777 It still works.
PillagingPagans 24 Aug, 2020 @ 6:31am 
Anyone tried this with 3.3?
Aeterny 21 Nov, 2019 @ 1:43pm 
Thank you so much, I was 71% towards what would've been the Byzantine Empire when my vassals decided to throw my aunt on the throne so I rage quit. Hopefully I can succeed this time in the next shattered world.
Ritter Ayla 29 Oct, 2019 @ 6:47pm 
Is this up to date?
Unnamed_Shadow 23 Jul, 2019 @ 11:50pm 
Would this mod be savegame compatible? I kinda want to run a test of disabling the mod for a few generations to allow the map to have a few revolts here and there and then after everything is cleared put the mod again and have another long period of stability. Would this be possible? Or the mod needs to be active at all times?
Unnamed_Shadow 25 Jun, 2019 @ 7:39pm 
i wish someone could add a Loyalists Faction to base CK2. The AGOT Mod really handles well Factions thanks to that Faction alone. And it feels incredibly natural. You're a good ruler? The Loyalist Faction will be more powerful, you're an evil tyrant? The Loyalist Faction is not as powerful.
Benseth 18 May, 2019 @ 3:50am 
What about a independence faction mod?
Sverd of the Great Vale  [author] 19 Jan, 2019 @ 5:18am 
Thanks for the suggestions, Alas, I work full-time and have other obligations outside of work, so there's no way I'd be able to make the time to implement that level of depth to the mod. Sorry!
Unnamed_Shadow 16 Jan, 2019 @ 6:21pm 
I think adding the option to set levels to the mod via Game Rules would be cool.
That way with a single mod you can have both a Harsher Council as well as EZ Council.
As well as allowing some special options like De Jure vassals will be less likely to form factions while non De Jure vassals will.
Also adding the option for huge political turn points would be cool. Things are looking nice then suddenly one bad event can trigger a huge civil war.
Benseth 8 Dec, 2018 @ 2:09pm 
Urgh. I am getting so damned frustrated by all the blobs in my game. Would it be possible for you to make a mod that increases (the opposite of this one) the power and amount of independence factions (and even makes it plausible, in some events, that a de jure kingdom gets broken up into independent duchies, the way that happened to Al-Andalus and the Taifas)?
Echo 8 Dec, 2018 @ 9:26am 
Reading the description, this looks like a well-thought out and balanced set of changes. Thanks!
Sverd of the Great Vale  [author] 18 Nov, 2018 @ 1:23am 
Artay: I can't think of any reason why it wouldn't work with an existing savegame. It doesn't change the map, active traits or anything that might break the game.
Artay 18 Nov, 2018 @ 12:49am 
I guess it won't work if I add this to the save game?