Crusader Kings III

Crusader Kings III

Historicity
Rylock  [developer] 19 Mar @ 3:37am
Detailed Listing of Mod Features
Features

The Viking Invasion of Neustria
  • There is a "Who is Rollo?" game rule which allows you to pick between three versions: one being the vanilla version of Rollo (Hrolfr) which exists as a landless adventurer (or courtier) at game start, one where he is the 4-year old son of the Jarl of Möre at game start, and one where he spawn in Denmark in 900 AD (along with wife Poppa and son Vilhjálmr).

  • If you want to play as Rollo, either pick the one available at game start or switch to him when he appears - you'll receive a decision to start your own invasion of Neustria. The king or emperor who rules it might offer you a deal after the war is over: bend the knee, convert to Christianity, and become my ally.

  • If the game rule says that Rollo should invade Neustria, he'll be reserved for that sometime between 900 and 925 AD... assuming he's alive, unlanded, and conditions are right. Otherwise it'll be any available adventurer.

  • Any Norse ruler of Normandy who creates Norman culture will have the option of founding the de Normandie dynasty. If it's Hrolfr, he'll change his name to Rollo... and his son will become William.

  • Norman rulers have a once-in-a-lifetime decision they can employ, provided they are adults and the highest-ranking Norman in their chain of authority (so either independent or their liege above them isn't a Norman) that summons Norman warriors to their banner. The number of regiments (pikemen and heavy cavalry) that appear will depend on the number of Norman counties within their domain and their rank, and is limited by their personal prestige rank.

  • In addition, all Scandinavian adventurers have been altered to be more realistic: combatants only, max levy count based on their personal skills, and it takes into account landless adventurers who can invade under the same conditions as the normal adventurers.

The Normans in Sicily
  • Sometime after Norman culture has been created (usually in the mid-11th Century), a large band of Norman brothers will appear in southern Italy - they will be the of the de Hauteville dynasty unless you set the game rule otherwise, in which case their names and dynasty name will be random.

  • The first brothers, led by William 'Iron Arm' de Hauteville, will lead a rebellion of Norman mercenaries in Apulia against whoever holds it, attempting to take as much territory in the duchy as they ruler has. If they fail, they will become landless adventurers.

  • The second (and larger) group of brothers, led by Robert 'the Fox' de Hauteville, will appear 9 years later as landless adventurers.

  • AI rulers of the dynasty have decisions to encourage them to try to take land in Sicily (whether they're landed or landless adventurers). If one of them ever gets landed and has the right conditions (enough personal domain & of the right age and temperament), they'll become a Conqueror - but only to form the Kingdom of Sicily, at which point the trait will disappear.

  • The game rule setting allows you to randomize their names (as mentioned above), but also to turn off the events supporting them - in which case both groups will only appear as landless adventurers with a large initial force and no events or decisions to support them afterwards.

The French Invasion of England
  • By default, sometime after 1050 AD a particularly strong Duke of Frankish culture heritage who borders the English Channel can claim the throne of England - assuming the throne is held (by someone of the same religion) and nothing else makes the war impossible.

  • A game rule exists to restrict this war to the holder of Normandy (and less finicky about how strong he is) as well as to turn it off entirely. Which means the chances of it ever happening at all are exceedingly small, but then the historical invasion was an almost-impossible confluence of events anyhow.

The Decline of the Karlings
  • Up until 900AD, members of the Karling dynasty will randomly have a chance of suffering mishaps: accidental & untimely deaths, pregnancies that end early, and characters that will simply be unable to have more children. This applies only to AI characters (or their wives) who are adults (or rulers) and in a position where their offspring could be legitimate members of the dynasty.

  • King Lothaire II of Lotharingia will suffer a sudden death by illness sometime in 869AD (unless he is a player). Provided that his heir is either the King of Italy or the King of East Francia and also a Karling, and that there is a separate King of West Francia (and all of these are AI-controlled), the Treaty of Meerssen event will fire where West Francia and East Francia pounce on Lotharingia and divide it up between themselves.

  • If a Karling king of one of the Carolingian kingdoms dies and his heir is a child, there is a chance a powerful vassal who is sufficiently strong & bold/greedy could demand that the throne be turned over to them. This only occurs if there are more vassals unaligned/unfriendly towards the Karlings then aligned/friendly, and can only happen once per primary title. If this ever happens, the usurped titles will become feudal elective if they weren’t previously.

  • There is a game rule to shut off either of these features - "Some" will still allow the random mishaps, but "None" will disallow both.

Salic Law
  • At the beginning of the game, all rulers of Frankish or Central Germanic cultural heritage (save Occitans) will set their realms and titles of Duke or higher tier to Male Only inheritance. This is to reflect the existence of Salic Law at the time.

  • There is a game rule to turn this off, if you wish, as well as a setting to use it but still have daughters gain claims (despite how it would normally work according to Male Only realm law).

Creation of the Holy Roman Empire
  • AI Catholic kings in Central Europe (East Francia, Bavaria, Lotharingia, and Italy usually) will aggressively pursue the creation of the Holy Roman Empire. They'll have access to a special CB to take duchies (within West Germania, Northern Italy, and Burgundy) as well as a character interaction to demand subjugation by neighboring kings with smaller and weaker kingdoms.

  • The character interactions for demanding vassalage or offering fealty have been altered so that rulers in that region will see HRE candidate kings as potential de jure rulers even if they aren't currently in their de jure kingdom.

  • Provided the game rule has not been set to 'Encourage Creation', if the HRE hasn't been formed by 940 AD, at some point a sufficiently powerful ruler will become a Conqueror - but they'll only act to consolidate the HRE territory and the trait will disappear as soon as they hold an emperor-tier title.

  • A game rule exists to restrict this aggressiveness to only the most prestigious and bold AI kings or even to turn it off entirely if you never want to see the HRE form ever without your direct help.

The Novgorod Expansion
  • Rurik of Novgorod gets the Adventurer trait and receives extra starting forces in 867, which are inheritable by his successors.

  • Members of the Rurikid dynasty, as well as aggressive Norse rulers (or recent converts), who have their capital within de jure Russia will be encouraged to demand subjugation from their neighbours and pursue expansion within de jure Russia up until 1000 AD. The Rurikids will receive a one-time bolster to their forces if they attack Khazaria (and those forces disappear at the end of the war).

  • Provided the game rule has been set to 'Much Stronger Novgorod', sometime after 880 AD a sufficiently strong ruler of either the Rurikid dynasty or another norse settler can become a Conqueror - but they will act only to consolidate the Empire of Russia and the trait will disappear as soon as they do.

  • A game rule exists to reduce the amount of encouragement or to eliminate this feature entirely.

The Empire of the North Sea
  • Sometime before 1000AD, a king of Norway who is either of the Yngling dynasty or of sufficient prestige, will be prompted to seize Orkney and Shetland and settle them with Norse, pushing out the local Picts.

  • Between 1000 AD and 1040 AD, AI dukes and kings in Norway and Denmark will be pushed towards consolidating holdings in both kingdoms.

  • If a single Norwegian or Danish king has enough holdings (and those include at least some in the other kingdom) between 1000 AD and 1050 AD, they can start a one-time claim war against the Kingdom of England - assuming the Danelaw no longer exists.

The Mogyër Threat
  • The Mogyër will receive additional forces when they begin their migration into Hungary, some of which will be inheritable by their successors (so they aren't immediately vulnerable the moment the migration ends).

  • Mogyër rulers who are the head of their dynastic house have a decision to call forth their house's host. This can only be done once per ruler and, even then, only once every ten years for the house. The host consists of horse achers and light horsement, of a number depending on how many counties rulers of their house control with Mogyër culture, and require no supply. They are not inheritable.

  • A game rule exists which can reduce the amount of additional forces the Mogyër receive (including the decision), or - if you wish - you can use the "Even More Powerful Mogyër" rule setting to bolster both the initial forces the Mogyër receive as well as the hosts summoned by their decision.

The Alan Rebellion
  • The Duke of Alania in the 867 receives some additional horse archer forces at game start, inheritable by his successors. An AI Duke of Alania can also use a one-time decision to revolt against a Khazar liege with bolstered forces, usable sometime between 880 AD and 950 AD.

  • A game rule exists to eliminate the revolt decision and/or remove the additional starting Alan forces.
Last edited by Rylock; 6 Apr @ 7:49am