A Dark Ages Total Conversion mod for CK2, set in Western Europe from 410 to 962.
Version 1.9.2 of Britannia - The Winter King. Compatible with CK2 version 3.0.1.1.
Notes:
Changelog:
- Updated to ACR v0.43.0 "Sequana"
- Added event chain for Return of the Saxons
- Made Hwiccas and Iclingas/Mercian follow-up event troop spawns somewhat more reasonable
- Rebalanced chance of successfully Restoring the Old Gods to be more dependent on your piety/learning/traits
- Famine events will no longer destroy buildings if the province is prosperous (but will still wipe all prosperity)
- British Strongholds/Forts/Civitates are now only deactivated when conquered by a non-Romanized Germanic, and will only be destroyed when the province culture is converted
- Standardized British Strongholds/Forts/Civitas locations across all holding types, and added some more (potential) locations
- Frankish unique doctrine now combines Harems and Monasticism instead of Ancestor Worship
- Gothic unique doctrine now combines Relentless and Religious Tax instead of Ancestor Worship
- Restoring the Old Gods is no longer an absolute requirement for reforming Brythonic paganism, but rather removes a large moral authority malus instead
- Added event for Roman-cultured or government characters in Cymry to assimilate to Briton/Cumbric culture and/or feudal government
- Tribal vassals of Feudal realms now get a tribal building cost reduction modifier
- The House of East Seaxe event will now not trigger for the Seaxneatings
- Made health buildings available to all semi-Romanized cultures (e.g. Visigoths, Alans, Vasconians)
- Forming Francia no longer requires controlling Rodanum/Rodænlænd
- Reduced the amount of Anglian revolt event troops, but the rebellion can now fire twice before Anglia is safe
- Added a bloodline for the Syagrii
- Halved the minimum retinue cap
- Successors of Subject Kings that give in to a claimant faction now get an event to decide if they want to continue the Subject Kingdom status, with the High King being able to declare war if they refuse
- Feudal governments now also have a Tribal holding building time bonus
- Mordred is now a subject kingdom tributary of Arthur in the 496 start, with the rest of Dumnonia vassals of Arthur instead
- Arthur now starts with a small band of event troop warriors
- Fixed Subject Kingdom tributary relation breaking on death of tributary
- Fixed incorrect Tall trait effects
- Fixed Expand the Empire into Magna Germania decision not appearing
- Fixed several issues with AI consideration of Mass Conversions
- Fixed forming the Imperium Britanniarum from the High Kingship not properly transferring over the Imperial Senate or realm laws
- Fixed Restore the Imperial Senate decision being enactable while the event is open
- Fixed some instances where creating the Gallic or Britannic Empires would not automatically apply the Imperial Elective or Imperial Administration laws
- Tried to increase AI looting
- Fixed some issues and inconsistencies with the Town Hall building prerequisite
- Event HFP.11034 can no longer replace a stronger strength congenital trait with robust
- Fixed Roman provinces being creatable by vassals of a Frankish emperor
- Fixed Alans sometimes not properly being assigned the foederati trait
- Fixed some more cases where Feudal realms could erroneously appear
- Fixed a crash when hovering over certain Warrior Lodge traits in the Ruler Designer
- Fixed incorrect de jure liege for Roman duchies in Germania Prima in post-486 start dates
- The AI is now actually capable of reforming into High Tribal/Feudal governments in a somewhat reasonable timeframe
- Fixed the Kingdom of Gwinntguic formation event unintentionally integrating Meonware
- Fixed it being possible to have Uncontrolled and Disallowed Vassal Wars simultaneously
- Fixed the Restless Sidhe modifier being impossible to remove if you're not a Celtic pagan
- Fixed claimant faction wars sometimes creating theocracies from tribal realms
- Fixed the Wolftails mercenary company lacking any troops and not forming from a 479 start
- Anglo-Saxon invaders will now not break NAPs or alliances when expanding
- Fixed being prompted to nominate successors for titles with an Elective succession type that don't actually exist (i.e. have a holder)
Is there a Roman duchy/kingdom for the Kingdom of Alemannia? I'm also curious why was the decision that allowed for expansion into Germania Magna removed.
There is a Roman setup for Alemannia, but you need to take the Reconquer the Agri Decumates decision for them to trigger.
The Invade Germania Magna decision hasn't been removed, but it's gated behind reconquering the Agri Decumates first.
I haven't seen that decision anywhere so far. Is it unavailable in the 410 start?
You should be able to see the decision if you are a Roman Emperor and have completely reconquered all of Gaul.
Why crash? i not understand have version 3.0.1.1 ONDO
Have you tried:
1) Making sure that all other mods are disabled
2) Verifying the game cache of your CK2 version
3) Redownloading the mod