Ck2 Wrong Government Type

Nov 12, 2018 A quick tutorial video demonstrating the basics behind burying vassals under feudalism, including explanations on why you'd like to do something like this in the first place. Basically put - lots.

I showed you that government type map before (link), but I never actually explained how I got the government types for each province. Part of making this blog was as a resource for anyone who actually wanted to make an insane timeline extension mod, so I guess it's time to show off my research.
  • Anyways, all holdings that have a wrong gov't penalty must have a stone hillfort/market upgrade to its max. Then if you hold the land, you'll get an option to turn it to your chosen way of life. Vassals tend to follow the leader's lifestyle so if you went feudal, he'll go feudal, as long as you have the correct upgrade maxed, which for.
  • A quick tutorial video demonstrating the basics behind burying vassals under feudalism, including explanations on why you'd like to do something like this in the first place. Basically put - lots.
The 'wealth' of a province, in this blog post, refers to the maximum number of holdings that it can host.
Civilisations
The first layer of the map, so to speak, was that of the major civilisations existing at the time, which were unfortunately quite sparse. I used Geacron to find the boundaries and names of the civilisations which were around, which number four:
In addition, I considered one more civilisation, which Geacron didn't mark the boundaries of but still existed at the time, in an early form:
Ck2 Wrong Government Type I then marked these by their government types. Minoa, Egypt and Ebla were monarchies.
Yes, I know that the Pharaoh of Egypt is considered to be an incarnation of the sun god, and therefore it's technically a theocracy. No, I don't care, it doesn't count because the ruler wasn't appointed from the extant clergy.Ids
Sumer, on the other hand, is a theocracy, as attested to on both Wikipedia and John Green's Crash Course World History Ancient Mesopotamia. It's ruled by an ensi, which is a type of priest, and later becomes a monarchy but not right now. Fast and loose.
The Indus Valley is still a chiefdom because it's not marked on Geacron yet. Faster and looser.
Uninhabited

Ck2 Government Ids

The next layer of the map is that of the uninhabited islands. This was the easiest part of the research by far, since it was basically going on the list of countries and islands by first human settlement then crossing off anything after 3000 BC. This gives the following areas left uninhabited
Socotra is also marked as uninhabited, but this is a mistake - its government form should be hunter-gatherers.
Hunters and Gatherers

Any province not featured as having adopted agriculture by 3800 BC or copperworking by 2000 BC on these maps is automatically marked as being of the Hunter-Gatherer government type, unless the province is in Africa, in which case it is of the Nomad government type, unless the province is in Nubia and does not have a high wealth or if the province is in Mali.
If the province is in a region that adopted agriculture between 4300 and 3800 BC, then it is a hunter-gatherer if the province has a low wealth, otherwise it is tribal.
Tribes and Chiefdoms
Any province that isn't hunter-gatherer, and hasn't already been designated, is either tribal or a chiefdom. Everywhere east of the map, but south of the Caspian and/or the Ganges is tribal, save for the Indus Valley civilisation, which is a chiefdom.
Ck2 republic wrong government type
Otherwise, the tribe/chiefdom distinction is made depending on the wealth of the province, with the threshold of wealth needed to be a chiefdom decreasing as copper was adopted earlier.

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Government
Total votes: 60
April 20, 2012 - 5:05pm

This is the latest patch for the game Crusader Kings 2

Ck2 Remove Wrong Government Type

What's New in This Release:

Holdings - Crusader Kings II Wiki

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'