Ck2 Wrong Government Type

  1. Change Government Ck2
  2. Feudal
  3. Console Command: Set_government CK2 Commands
  4. Juggs Teaches CK2 - Government Types & Wrong Government ..
  5. Ck2 Republic Wrong Government Type
In Crusader Kings 2, there are eight levels of technology. Level 0 is 700 AD technology, Level 1 is 800 AD technology, and so on, up until Level 8, which corresponds to 1500 AD technology levels.

Change Government Ck2

Obviously, this is insufficient for Cu&Si, which has a start date 3700 years before 700 AD and an end date at least 500 years after 1500 AD.

That’s likely not the case, so your only option is to get to Absolute Tribal Authority and convert from there. When you first convert to feudalism, all demesne tribes are immediately converted to castles, even in provinces of the wrong religion. As far as I know it should be there but you need to work towards it, you can only move one step at a time. The mighty Byzantines have begun their. 香港書畫人協會討論區 提示信息. They don't air commercials or charge subscription fees. To open the console in Crusader Kings 2, press the ` (grave) key on your keyboard. Revoke the vassal title 2. Need help changing government type using the console So, I've been playing the After the End mod as the Republic of New York. Fixed a bug where revolting as a patrician could give you the wrong government type. The best part of CK2 is that there's no wrong way to play. Creepy, yes, but definitely not wrong.

  1. Government type is the form of government that a character lives under or rules. It dictates the available succession laws and holdings of a character, and some government types have unique mechanics. There are several ways to change government type during the game. Special decisions allow tribes and nomads to become more 'settled.
  2. If you wish to keep control of the county yourself, or give it to a noble rather then a bishop (which is often something I'd recommend, as ruling over a vassal who holds a county that is either a theocracy or a republic will cost you a -30 opinion hit due to you not being the same government type), all you need to do is gain control of a castle in that county, and it will automatically become.

Feudal


To fix this, the new years for technology levels will be as follows:
  • Level 0: 3000 BC (Bronze)
  • Level 1: 1000 BC (Iron)
  • Level 2: 300 BC (Ancient)
  • Level 3: 500 AD (Early Medieval)
  • Level 4: 1000 AD (Medieval)
  • Level 5: 1500 AD (Early Modern)
  • Level 6: 1800 AD (Industrial)
  • Level 7: 2000 AD (Modern)
  • Level 8: 2050 AD (Future)
FeudalBefore a province can accumulate technology at all, however, it must first develop agriculture. This means that hunter-gatherers will always be stuck at bronze age technology.
Even with these eight redistributed levels, there are huge gaps in technology: there is a huge difference between 1800 AD and 2000 AD technology, for example. To fix this, the direct bonuses from technology will be removed. Instead, technology will only unlock buildings that can be built inside holdings.
The cost and build time of these holdings will be such that there is a smooth progression between the technology levels. Hopefully, this system will create an engaging technology experience.Wrong

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Console Command: Set_government CK2 Commands

April 20, 2012 - 5:05pm

This is the latest patch for the game Crusader Kings 2

Juggs Teaches CK2 - Government Types & Wrong Government ..

Epson 1660 software mac. What's New in This Release:

Ck2 Republic Wrong Government Type

MAJOR:
• You can now ask to join many types of wars
• Participants in wars now get a contribution score which determines how much prestige and piety they get when the war ends
• Crusades now target entire de jure kingdoms. The Pope declares the war and other rulers can then join the attacking alliance. The one who contributes the most gains the targeted kingdom.
• Streamlined marriage interface allowing matrilineal betrothals
• Loads of new events for regencies, friendships and rivalries
• Plot to revoke the title of a vassal
• The Kill Plot is now more available and targets a wider selection of logical characters
• Portrait clothes are now uncoupled from ethnicity
• Added Causes of Death
• Added some purely naval mercenary units
• Improved military AI
• Armies can now be 'attached' to each other, which means they will just follow the lead army
• Duchies can now be assimilated into another de jure kingdom (takes 100 years)
• Now possible to create titular titles at double cost if you hold the scripted capital
• Empires are now allowed to create kingdoms
• You can now only create kingdoms if you are already a king or emperor, or hold more than one duchy titles
• Added the kingdoms of Frisia, Lotharingia, Bavaria, Pomerania, Aquitaine and Brittany
• The kingdoms of Galicia and Navarre are now de jure kingdoms
• The kingdom of Al-Andalus is now called Andalusia and can be created by anyone in the Arabic culture group
• Changed 'Ducal Claim' wars to 'De Jure Claim'. De Jure kings and emperors can now take counties in their de jure realm
• Assassinations are now more expensive depending on the rank of the target
• All factions in civil wars are now hostile to outside attackers
• Cannot end civil wars until the temporarily independent vassal has no holdings occupied by outsiders
• Tribal Invasion CB: Now destroys all duchies and kingdoms in the conquered realm
• Children now always get the same education type as their guardian
• The Holy Order troop size now scales with the moral authority of the church
• Republics now get a special CB to seize coastal provinces
• Republics (count or above tier) now get a tax bonus from all cities in their realm
• Republics (count or above tier) now get an extra tax bonus from all coastal cities in their realm
• Republics (duke or above tier) now get an extra tax bonus from their capital city
• Women and illegitimate bastards no longer get pressed (inheritable) claims on their parents' titles
• You can now press the claims of female courtiers and vassals in wars if the target title does not have Agnatic succession
• AI: Vassals should now try to defeat peasant rebels on their own
• AI: Will no longer raise forces in besieged counties
• AI: Nearby religious brethren will now tend to join defenders in Holy Wars
• AI: Lowered general vassal revolt risk and DoW aggressiveness
• Cut the Religious Assistance CB
• There is now a 'Plot' button in the character view, offering a more flexible way of picking plots against characters
• Fixed an issue with weird (often infinite) build times that could occur after reload
• Vassals will no longer hate you for newly acquired Holdings that take you above the demesne limit. You have two months to get rid of them.
• Heavily revised vassal revolt risk calculations
• Made the revolters in independence wars start gaining ticking war score, and do so immediately
• Fixed a crash when switching between tabs in the Plot View
MINOR:
• Embarked armies no longer suffer attrition
• Withdrawing a small enough army from combat no longer leads to a general retreat
• Rebalanced combat a bit - more morale damage, less kills
• Fixed a bug preventing claimants to the Caliphates from ever revolting
• Fixed an issue with succession CB holders not using it because they are currently the heir presumptive
• The opinion effect of gifts now depend on the State Diplomacy of the giver and the greed of the recipient
• Gift recipients who are not your vassals (or below) will appreciate gifts more
• Landless characters now also get an AI personality from traits
• Added more and greater opinion modifiers from characters having the same traits
• The console command 'debug fow' is now just 'fow' and works in Release builds too
• The invite to plot selection list of characters now excludes those who would never ever join
• Better tooltip for the 'not willing to join plot' icon when inviting people to plots
• Glowing borders on selected titles in the Title View
• More likely to see different unit type models on the map
• Added console command 'charinfo' to toggle debug information in character portrait tooltip
• AI: Honorable and dishonorable (personality from traits) characters should now respond more plausibly to invitations to murder plots
• AI: Improved councillor appointment
• AI: More careful about trying to pass de jure law changes during wars
• AI: Smarter about revolting during the lieges offensive wars
• AI: A bit more reluctant to accept ending a plot
• AI: Will now want to raise or hire a more overwhelming force
• AI: Smarter about creating and usurping titles
• AI: Smarter about handing out titles
• AI: Will now actually look at the defines MAX_ELECTOR_TITLES_LEGALLY_HELD and MAX_DUCHIES_LEGALLY_HELD when handing out titles
• AI: Checks if mercs are an option when evaluating DoW
• AI: Fixed an issue with piecemeal raising of ships
• AI: Fixed several issues with Mongol Horde DoW logic
• AI: Landed spouses will no longer revolt
• AI: Fixed some bugs with bishop nomination
• AI: Fixed a bug where the AI could ignore some rules when granting titles (could grant contested titles, etc)
• Children born to parents in a matrilineal marriage should now end up in the mother's court
• Fixed a bug with abdication from war in elective monarchies that could result in premature Game Over
• Crown authority in titular kingdoms and empires can now also be lowered by lost civil wars
• Fixed a crash when just about to revoke the title of someone, and that person dies
• Added some more loading tips
• Fixed a bug with the 'prisoner' event effect when releasing characters from someone other than their liege
• Unit owners now get a fraction of the prestige and piety gained from battles (and not just commanders)
• Increased the piety and prestige gained from battles a lot
• Characters can now only pick the Amass Wealth ambition once
• Fathers will now like their children a lot
• Fixed a bug with the inheritance of Claims
• Fixed some errors with the tooltips in event 301 ('A Bastard is Born')
• Tweaked the succession situation between Flandres and Hainaut in 1066 to avoid Flandres becoming part of the HRE
• The members of the House of Vermandois are now members of House Karling
• Vassals now only like succession laws in secondary kingdoms if they are de facto below it
• Gavelkind law in secondary kingdoms has no opinion effects unless the ruler has more than one holding there
• Added early kings of England to the history files
• Temple type holders will no longer desire their liege's titles for de jure reasons
• Temple type holders will no longer be upset with their liege for having the wrong government type
• Fixed a bug with protected inheritance not working correctly between two realms, both with protected inheritance
• Nerfed the Pagan warrior cult building by 33%
• The text for the assassination action now mentions the cost
• Can now only repeat the same plot type, not ambitions
• Improved DoW warning texts
• Changed the initial succession laws of the Spanish kingdoms to Gavelkind
• Gave the Victual Brothers their ships back
• Bohemund of Taranto is no longer a bastard
• Fixed a bug where a dead husband of a newly pregnant wife would not count as a husband
• The conduct diplomacy button is now hidden for dead characters
• Fixed some issues with the 'elector titles held' penalty in empires
• The Hordes lose the Tribal invasion CB if they go Christian
• Fixed a bug with the 'is_mercenary' trigger
• Gave Pisa some starting buildings in 1066
• Tweaked the Holy Order levy composition
• Adjusted the map so that the Duchy of Tyrol is no longer split in two
• The Kingdom of Byzantium can no longer be created
• Vassal mercs now cost half maintenance
• The Kill Spouse plot decisions are now less likely to actually succeed
• Open succession law (the Muslim default) now makes succession crisis revolts much more likely
• You are now allowed to usurp titles from other vassals within the same realm if you have a claim on the title
• Fixed a bug with the tooltip for the 'has_objective' trigger
• Fixed some issues with some male hair styles being invalidated when they should not be
• Mercenary captains should now wear helmets again
• You no longer get Piety from handing out the same title to the Church multiple times
• You no longer get Piety from handing out duchies and above to clergy
• The Piety from giving a county to the Church is now 50 (down from 100)
• Boosted the arrival strength of the Timurids
• Uncles and aunts are now also valid successors in elective monarchies
• Removed the warning text and special AI acceptance rulers when marrying a member of the _same_ dynasty matrilineally
• Fixed a bug with Fertility set from modifiers
• Holdings under construction should now also correctly benefit from councillor jobs
• Fixed an issue with historical settlements not being cleared entirely correctly on save game load
• Fixed a bug with certain event target trigger tooltips
• Added a tooltip to the 'character' trigger
• Corrected some title adjectives
• Fixed a bug with the 'claimed_by' trigger tooltip
• Fixed a mismatch between potential revolters in the alert and in the Intrigue View
• Mercs of the same culture group as you can now always be hired, no matter the distance to your capital
• Lieges of dead characters are now saved and shown
• The decision to repent (getting your excommunication lifted) now gives the correct opinion modifier, making the character immune to a new excommunication for 10 years
• Fixed a bug where successors could be temporarily disinherited when Temple holdings were assigned a new holder
• Fixed multiple issues with the law change plots
FOR MODDERS:
• The line 'nudge_allowed=yes' in 'settings.txt' will turn on the in-game map positioning editor (there is a button called 'Nudge' in the starting screen.)
• The de jure liege of titles can now be changed through events and scripted history ('de_jure_liege')
• You now see all plots in 'observe' mode
• Exported MAX_GENERATED_TRAITS_FOR_HISTORICAL to defines (controls the maximum number of random traits that are generated for historical scripted characters)
• Added a 'destroy_landed_title' event effect
• Added a 'give_minor_title' effect
• Added trigger 'holding_type'
• Exported some merc and holy order hire cost factors to defines
• Mercenary companies can now be scripted with a 'strength_growth_per_century' value (in landed_titles.txt)
• The Legalism effects on demesne size is exported to 'defines.lua'
• Added plot type 'realm_titles'
• Added trigger 'held_title_rating = [num/target]'
• Event modifiers are now read from multiple files
• Cut the non-functional trigger 'num_of_ports'
• The trigger 'monthly_income' now actually works
• Timed opinion modifiers with value 0 are now added, but not listed in tooltips (useful as a kind of flag in events.)
• Added 'creation_effect' to character objectives
• Exported DOW_AGGRESSION_FACTOR and REVOLT_AGGRESSION_FACTOR to defines
• Added event trigger and effect; 'custom_tooltip'