Ck2 Custom Kingdom Color

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De jure empires in 1066.An Empire is the highest level of landed title in Crusader Kings II, above. The title is held by -ranked characters only.

Ck2 What Determines Custom Kingdom Color

The portrait of emperor (or equivalent) has a golden border adorned by gems.To or an empire, a character needs to:. Control at least 80% of its territory. Hold either two titles, or an empire-rank title. Pay 600 plus 400 (or equivalent) (wealth cost is gradually reduced as the character amasses piety, with 50% discount at 1000 piety).

Comply with specific religious and/or cultural conditions (since, most conditions only apply to the AI). Comply with any other conditionsEmpires are very large and difficult to form. However, emperors' ability to employ kings (or equivalent) as makes management of large considerably easier, as is their ability to assimilate via once the kingdom is fully held by the empire. A emperor can hold the as a after successfully pressing an antipope's claim. By granting to the various holy orders, a Catholic emperor can easily terrorise heretic and infidel realms. A emperor in control of the Persian Empire can reinstate the High Priesthood, creating a religious head for the faith.

Once in complete control of the Persian Empire, they can declare themselves the Saoshyant, the One Who Brings Benefit, which enhances their (and their descendants') standing with Zoroastrian vassals.Additionally, independent dukes within the empire or have the same culture as the emperor are more likely to accept if offered.The Byzantine Empire exists for all; the Holy Roman Empire for all start dates from 1066 onwards.In the start date at 769, the Abbasids have only recently taken power and are on the ascent; the Holy Roman Empire has yet to exist, but may be. In the East, the powerful Empire of Tibet looms over its smaller neighbors. In start date at 867, the Arabian Empire is under the control of the collapsing Abbasids, while the Holy Roman Empire may also be formed by decision. The Tibetan Empire has collapsed into a patchwork of warring states by this date. In the 936 start date, a new empire shows up in Iberia - the Caliphate of Cordoba.By 1066, the Arabian Empire has collapsed; the Fatimids control Egypt and a sizeable portion of the former empire. In 1186, the Empire of Rajastan in India appears. The Latin Empire exists between the years 1204 and 1261.

The Mongol Empire appears on the map when starting after 1206 and may also spawn as a from 1210 if playing from earlier start dates. The successor Mongol Empires of the Golden Horde, the Ilkhanate and the Chagatai Empire appear at the end of 1227. The Deccan Empire will appear only in the last possible start date (The Hundred Years War) in 1337.If the Expansion is active, many more empires are available: independent nomadic rulers, or khagans, hold an empire-tier title and will form empires when settling (or custom empires named after the capital if DLC is also active).

As usual, please remove old versions before installing new versions.! Feature Highlights- Unique portraits for many of the cultures in Westeros aswell as Valyrian portraits.- Completely overhauled the entire history of the Vale to increase historical accuracy, with a number of terrain edits.- Countless fixes and tweaks, including some much-needed love for government types.! Happy to hear!:)As for retinues, it is something we will likely look at in the future, but quite possibly something we won't add - largely because Westerosi nations did not have standing armies, especially during this period.In fact, we're looking to improve the personal mercenary company mechanics as a replacement for retinues in Westeros.They're expensive, can be bought out by other nations but also fill the role of a standing force. We're going to tone down their disloyalty and events that result in them leaving you (even if you have a son assigned as the commander, which is a bit silly).+3 votes.

Very interessting idea for the mercenary companies! Looking forward to how you guys will figure that one out, im guessing it'll create quite the headache!Besides the retinues and mercenaries companies, my game (playing as the Lannisters) has progressed sufficiently far that i do have some comments on the gameplay:- The disbanding of armies is rather costly in manpower imo, im guessings its at around 10% of the total army.- The raids. God the raids. Not even the vikings are as bad as these fricking Iron Islanders. Might if at all possible be toned down a little bit, as im getting raids continuesly and without mercy, its trying to scrape out water of a boat which get more and more holes the further the game progresses. And im not talking about a few hundred raiders.nooo thousands, between 3k and 4k and some even bigger! Driving me nuts!- The prestige system is very good i might add!

Its accumulating fast enough for duchy claims and for building castles! One needs to really be carefull for this one as you cant just spend prestige on nilly willy. You'll need to make an educated decision here, for realm stability, upgrading your realm.- The difference in skill set immense, and im talking about the difference in starting characters where most characters have 15/20+ on most skills. Compared to later generations where one can be pleased if a heir/characters develops on his own enough skill set to go past the 10 on any skill! Thanks for the detailed feedback!:)For disbanding, you lose roughly 5% of the levy when you disband. This is to deter disbanding instead of fighting as it is something many players (including myself) exploited without paying much thought. Plus, it's somewhat realistic that it might be harder to re-raise the levy you just sent home.I do need to look into changing the locals for it though, so people have a better idea of why they're losing those men.Ouch!

You are being raided fairly hard. I'll look at toning down raid aggression, especially with the more united raider realms we've got now. Mind you, the raid aggression is actually lower than Vanilla!If you want to change it for yourself, go into the mod:TheSevenKingdomscommondefinesEdit 00definedtweaks.lua and find lineNDefines.NAI.RAIDAGGRESSION = 20You can bump that number up higher.

Vanilla is 18 - higher makes them less aggressive (I assume it's some sort of MTTH for raid decision making).Heirs and there stats are certainly something I will look into for the next update. Having played a bit again, i found a few thing to suggest to you guys. So simply put, take it as feedback from my viewpoint.- Once having gained the 'Empire' rank of the Westerlands i did notice there is not a 'De Jure Duchy Conquest' im not sure why it wouldnt be there. But let me state my reason for why it should be there: As a conqueror one has the disadvantage on playing on the enemies home turf. Thus it should be more advantageous to defend said home turf.

Conquerors can simply spend the prestige on the duchy or even kingdom subjugations claims, but the 'defending party' has only the exact same options. But as i stated before its his (defending) home turf.

Custom

So that faction should have an easier time and Claim to regain lost duchies. I would definitly leave it at just the duchy lvl and not the kingdom lvl as that would be way too impactfull for the gameplay.- Second point is religion, im guessing this needs more fleshing out, but ill just drop my two pennies here. As of yet i havent found a way to change your religion during a (only) 144+ year game. Either by taking and placing your capital on say: The Seven faith province, where before you hold the faith of the Old Gods. And where one could change religions if one had his capital on a different faith province.

There is only as far as i know the converting option. But no-one(AI) even dares to put his priest on any off my provinces. Also i did notice that religion change is either very slow or non-existent for my game.

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As i couldn't really see any change at all, unless i put my own priest to convert a province. Im guessing some AI behaviour has been limited or disabled on changing the religion of their province.

Maybe make an event (Adventure/Encounter with/to a different religion)?- The money issue, we all love money offcourse ingame. But i did miss one big factor with a big arrow pointing towards money/gold/jewels. Whether it is or isnt planned for future releases im not sure, but i did miss the good ol' 'Iron Bank'. Or is this scripted to appear later in game? For where can one loan money? Having played as the Lannisters and reasonably knowing how to manage my realm, money rarely was an issue for me. But id sure love to see that, but with dire consequences if one cannot pay the bank back (Adventureres keep coming (backed by the Iron Bank) every half year?

Only a suggestion, not even a good one at that:S )- Before i start, i havent seen all artifacts in the mod yet. So forgive me for overlooking anything thats already implemented. Artifacts really give a big impulse for me to spend massive amounts of money and resources to aquire them. A high tiered sword alone cost me over 2000 gold.

Not a problem. But its all weapons, crowns and scepters. I was wondering (and hoping) that it would be possible to add in 'Armor Artifacts' which can be aquire via smith (via the intrigue on request always readily availabe hopefully!) or adventure/event. Said armor would consist of 3 simple tiers: 1.

Chainmail, 3. Would absolutly love to see this back in this mod! But thats just me hoping!Hope this will cover it for now! Ill be sure to tell you guys anything else i found, or not if this is kind of a bother to you guys!But as always keep up the awesome work!! Im a Fan!!:D+1 vote.

Small addition to what i found during gameplay:- Once your province (Casterly Rock) is at lvl 3 prospering for a certain amount of time it gets the option to expand the holdings by 1. Ive had this happen to me 2 times! Maxing the province of Casterly Rock from 4 to 6 holdings!

But there appears to be a problem, as i cant acces/build the holdings into a city/castle/church holding. It shows them available in the province holdings. But you cant acces or click on them so to upgrade the holding!

There also doesnt appear a green edge of available to build on.Hope this info helps! If not i can always upload my save!+1 vote. Sadly there isn't a whole lot we can do about the holding issue.The tool used to fill the thousand four hundred provinces doesn't support that update, and we'd have to literally go through all of the files and add extra unbuilt baronies for over thousand four hundred provinces.-I'll look at the CB, as that isn't right. You should always have County, Duchy and Kingdom subjugation (unless you are below said rank, ie a Count won't have Duchy subjugation).There are a few ways to change religion.

IIRC changing to local religion is possible, so long as your capital is on that province. You can also switch to the religion of a wife or concubine by interacting with them.You can also be converted by other realms, though the AI doesn't seem to do it (or often).There will be a huge rebalance of economy, and currently there are no plans for a bank. Problem with banks is that they can be exploited easily - take money out and then get yourself killed, therefore you'll never have to pay it back.You can get quite a few artifacts at random through events atm, but it's entirely random. One of our guys is working on a market system atm that will allow buying of specific items.+2 votes. I was wondering about the trait names with spaces in between.

I'm trying to add the custom traits Strong Constitution and Legendary Warrior to my character via console commands, but or doesn't seem to work. Ambidexterous and Intelligent seemed to work though.(P.S just for correction sake, it's actually spelled Ambidextrous. I also noticed when you have a ward and the ward learns from you it says 'you're ward has learned from you' instead of 'your', just something i noticed!)Love the mod so far! I'll keep waiting for updates!0 votes. Missed Ambidextrous (won't be able to change the internal name, as that would break saves though), but already caught the other stuff internally. We've got some non-English speaking people on the team, so they might've got a few things wrong.;)Some traits don't match up with the localisation, so Legendary Warrior in this case would be duelinglegend whilst Strong Constitution is strongphysique.You can go into the traits folder and dig through the traits files if you're having issues with other trait names.+2 votes.

Rowan, i have an idea, dont know if it's possible or not, or if it's an old idea that's already in other mods.so the idea is, every time your character win a battle, he'll get a point, and after say he won 5 battles, he'll get a bonus trait called 'experienced commander', after 10 he'll get 'veteran commander', etc. This trait perhaps will affect things like movement, supply limit, offense or defense, etc.but if you keep losing battle, say you lost 3 battles in a row, you'll lose 1 level of the trait.

Until you get a negative trait like 'bad commander' +1 vote.

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