Crusader Kings II

Crusader Kings II

Artifact Acquisition and Overhaul
 This topic has been pinned, so it's probably important
Purplepineapple  [developer] 15 May, 2020 @ 4:34am
Features List
Unless specifically stated, the AI can make use of all the features below.

General
  1. "Supernatural Artifacts" game rule with the following values:
    • All: everything is available, stuff only available with this are labeled with (A) below
    • Historical/Mythological: only supernatural artifacts with a historical or mythological basis are available. These artifacts are labeled with (H/M) below.
    • Off: all supernatural artifacts and their related events will not appear
  2. A targeted decision and event chain to steal artifacts from other landed characters with the help of an accomplice. Hover over the decision ingame to see all character and artifact requirments. Specific traits and high stats make some routes in the events easier than others. (player only)
  3. An AI decision to steal artifacts, Dukes and higher can attempt with some restrictions. While Counts have to either have a dynastic prestige of more than 300 or more than 2 landed titles in addition to default requirements. They will only steal stuff they can use and only what the player can also steal.
  4. A decision to retrieve an artifact from another character that recently stole it. After 10 years have passed or any of the two characters die, you will not be able to retrieve it this way and must steal it normally.
  5. A decision to forcefully take an imprisoned character's equipped artifact, this will incur "tyranny" with your vassals and will make the victim's dynasty hate you. (player only for now)
  6. A "Treasury Guard" minor title for landed characters that have at least one artifact, this character protects your artifacts from being stolen. The character that has this will have his/her martial and traits considered in the stealing events.
  7. An "Artifact Vault" for all government types that costs upkeep and can only be built in a character's capital. Will be removed by changing capitals. Tribal and Nomadic governments have an inferior version.
  8. Completely removed the chance of artifacts being lost on inheritance

    Artifacts and Religions

    General:
    1. Artifacts are no longer lost on inheritance. (unless specifically stated in the description)
    2. Added a "Shield" slot
    3. General changes and fixes to vanilla rumor events, no more getting stuck on endless searches


    Christian
    1. The Iron Crown of Lombardy will now always remain with the King or Emperor of Italy unless Italy is a subject of the Holy Roman Empire or does not exist, in which case the Holy Roman Emperor will take possession. If no suitable candidates are found, the Pope will hold it until there is one.


    Muslim


    Jewish
    1. Decision to allow foreign pilgrims into Jerusalem, gives a choice of 3 modifiers

    2. The following Artifacts:
      • Hezekiah's Hammer: given to the character that creates Israel
      • The Menorah: found in an event after allowing pilgrims for some time
      • Maccabean Shield: found via vanilla rumors event
      • Himyarite Mask: spawns on new game, can also be used by Bedouin characters
      • Priestly Breastplate: spawns on the Kohen Gadol after founding the priesthood, will give a debuff to any other Jewish character that owns it, the Kohen Gadol will ask for it after some time.
      • Brass Snake: spawns on new game, also found via vanilla rumors


    Zoroastrian


    Germanic
    1. Andvaranaut now has an event based effect while it's equipped, will give money with a chance to get a random curse. If the character gets cursed enough, he/she will turn into fafnir(H/M, only for the fafnir part).
    2. A new decision and event chain related to when stuff happens for the Andvaranaut user.(H/M)
    3. The following Artifacts:
      • Gungnir(H/M): Recieved during battle, only for characters that have been saved by Odin at birth.
      • Odin's Eye(A): reward from an event chain that can trigger for either the Fylkir, a mystic, or a character with high learning while religious authority is above 50.
      • Gleipnir: shows up in an event after 100 years have passed
      • Jarngreipr: spawns on new game
      • Fafnir's Scale(H/M): recieved after slaying Fafnir
      • Braggi's Harp: spawns on new game
      • Brísingamen: spawns on new game
      • Tarnkappe: spawns on new game
      • Huginn's Feather(H/M): Appears after getting the Germanic Faith to 70% moral authority, 1 will be given to the discoverer of the event and 3 others will distributed to germanic rulers
      • Muninn's Feather(H/M): Appears alongside Huginn's Feather


    West African
    1. A decision to create herbal medicine
    2. A decision to ask for a blessing from your religious head after reforming
    3. The following Artifacts:
      • Jaguar Spear: spawns on new game
      • Djembe: spawns on new game
      • Dan Mask: spawns on new game
      • Ashanti Doll: the religious head may give you this instead of a blessing, destroyed on inheritance
      • Herbal Medicine: created from the corresponding decision, destroyed on inheritance


    Finnish / Suomenusko
    1. The Sampo no longer spawns naturally, a finnish pagan must gather all 9 fragments and reconstruct it
    2. A decision to search for Sampo Fragments
    3. A decision to reconstruct the Sampo
    4. The following Artifacts:
      • Sampo fragments: 4 spawn on new game and 5 are found by decision and event
      • Ukonvasara: spawns on new game
      • Vipunens Magic Scroll(H/M): event spawn for high learning characters or mystics
      • Vainamoinens Harp: spawns on new game
      • Kalevanmiekka: found in an event, can also be found by Finno-Ugric characters
      • Beard of Moss: spawns on new game
      • Axe Pendant: spawns on new game


    Slavic
    1. New event for the Axe of Perun, whoever inherits the axe must prove they are worthy of keeping it. The event will choose the 4 strongest nearby slavic characters(player has priority, but only if close) and have them face off in a melee, the last man standing will face the inheritor. The stronger character will get the axe until it gets inherited again.
    2. A new nickname to whoever wins the Axe of Perun
    3. The following Artifacts:
      • Svarog's Hammer: spawns on new game
      • Kladenets: found in an event, can also be found by East Slavic characters
      • Raskovnik(H/M): spawns on new game
      • Fern Flower: chance to find in kupala festival event
      • Perun's Stones: spawns on new game


    Baltic / Romuvan
    1. The following Artifacts:
      • Branch of the World Tree(H/M): recieved after reforming the faith
      • Velnias's Bow(A): found in an event for demon worshippers / impious characters
      • Laima's Scales(H/M): found via vanilla rumors event
      • Mark of the Morning Star(H/M): spawns on new game
      • Mark of the Evening Star(H/M): spawns on new game


    Tengri
    1. A decision to forge a meteorite into Skai Unav.(H/M)
    2. The following Artifacts:
      • Aram: found in an event
      • Asena's Paw(H/M): spawns on new game
      • Skai Unav(H/M): acquired from decision after finding a meteorite
      • Alpamysh's Chains: found via vanilla rumors event
      • Tengri's Favor: spawns on new game
      • Meteorite(H/M): found in an event when leading your horde while at war


    Zunist
    1. A decision to become Herald of Zun (similar to Saoshyant for zoroastrians)
    2. A targeted decision to send your sons to the Knights of the Sun, they rejoin you after 10 years.
    3. The following Artifacts:
      • The Blazing Crown: given to the Herald of Zun and can never be stolen
      • Rod of the Sun: spawns on whoever controls the county of Bost
      • Ashrune(A): given to whoever wins the first great holy war
      • Mask of Terror: event for zealous/lunatic/possessed reformed zunists
      • Cylinder of Secrets(A): spawns on religious head after reformation
      • Sunlight Medallion: obtained from the Knights of the Sun holy order. Only the Grandmaster and his commanders/marshal get it, your children can obtain it by joining and becoming a commander/marshal (they keep it even if they get replaced). Removed on inheritance and cannot be stolen.


    Hellenic
    1. The following Artifacts:
      • Pandora's Box(H/M): spawns on a Greek character, can be opened for various random effects
      • Trident of Poseidon/Neptune: spawns on new games on a Hellenic or Greek character
      • Bow of Apollo: spawns on new games on a Hellenic or Greek character
      • Girdle of Aphrodite/Venus: spawns on new games on a Hellenic or Greek female
      • Talaria: spawns on new games on a Hellenic or Greek character

    Indian


    Cultural/Misc
    1. The following Artifacts:
      • Armor of Achilles:spawns on a Greek character
      • Shield of Achilles:spawns on a Greek character
      • Pelt of the Numean Lion(H/M):spawns on a Greek character, priority given to strong/brawny characters
      • Alberich's Ring(H/M): spawns on a Central Germanic character near the Rhine river
      • Nagelring: spawns on the holder of the County of Bern if German or Central Germanic culture group
      • Brionac: spawns on an Celtic character, with Irish having a higher priority
      • Curtana: spawns on the king of England, will spawn on an independent Anglo-Saxon in England for earlier starts.
      • Durandal: spawns on Roland in the 769 start, otherwise on a landed Breton or French/Frankish character.
      • Joyeuse: spawns on Charlemagne in the 769 start, a Karling King in 867, or someone that can use it in later dates.
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Showing 1-3 of 3 comments
Ammanas 19 Feb @ 4:26pm 
In regards picking a Treasury Guard:
20 martial is the max benefit.
Craven, drunkard, slothful, stubborn, trusting traits are all negative modifiers.
Diligent, strong, robust, and paranoid traits are all positive modifiers.

Guard opinion does not matter.
Ammanas 19 Feb @ 4:33pm 
In regards to a successful heist:
For accomplices: Accomplice stat benefit is capped at 20. 8 and below are negative modifiers.The only traits that matter are diligent, shrewd, quick, and genius.
For players: stats cap at 20, however, education, vanilla society participation, and traits also factor into success chances. The generic 'intelligent' traits factor in, along with attribute specific traits like 'erudite'. For a comprehensive list go look at the file.
Ammanas 19 Feb @ 5:00pm 
In regards to the heist:
First event: Approach
Distract: Diplomacy
Frontal Assault: Martial
Stealth Infiltration: Intrigue

Second event: Guards
Rush them: Martial
Poison them: Diplomacy+Intrigue
Gas them: Learning + be a member of the Hermetic society
Seduce them: Custom: Be female, below the age of 24, with no negative genetic traits, and the Seductress lifestyle trait and attractive genetic trait.

Third Event: Vault
Search Frantically: Custom: All stats above 12 and 18 contribute. Negative traits are one_handed, arbitrary, and Slothful
Split up: Stewardship + accomplice stewardship again + accomplice education
Search Carefully: Stewardship+Learning
Magic: Learning + be a devil worshiper + your devil worshiper rank
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