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Fervour Midpoint Rebalance - Fervor Tends Towards 50%
Fervour will now tend towards a midpoint of 50% for all faiths large and small. Fervour will decay when above 50%, and will gain when below 50%. Replaces vanilla fervour gain and the vanilla size-dependence mechanic.
Fervour becomes a dynamic mechanic that rides the ups and downs of the gameworld with the freedom of movement that comes from starting and returning to a mid-point, rather than getting stuck at the minimums and maximums and staying dormant doing nothing. Less fervour snowballing, less fervour collapse, less implausible stickiness at 100% fervour for small faiths, and less inexplicable stickiness at 25% for large faiths.
Large faiths with more than 150 counties will dissipate fervour when above 80% at double the rate of smaller faiths, and when between 20% and 50% will gain fervour at half the rate of small faiths.
During a great holy war faiths will no longer lose fervour, and will instead receive a small ticking increase while the war rages on.
Fervour threshold for activating crusades/GHWs lowered to 40%. Crusades should now activate when the vanilla conditions are met (loss of control of regions by certain dates, hard unlock at 1100AD, etc.), except for when the faith is very low fervour which the midpoint modifiers will bounce them out of. Thanks to Arch902 for his help getting this right.
Fervour threshold for declaring a crusade/GHW for faiths that control less than 5 holy sites, or are smaller than 1100 counties, lowered to 50%. More crusades, jihads, and great holy wars in your Crusader Kings.
Fervour threshold for declaring a crusade/GHW for faiths that control 5 or more holy sites AND are 1100 or more counties in size set at 70%. Should apply a break on very large faiths steam rolling the map, together with the 30 year cool down timer in Fervour Inversion mod and vanilla v1.2.
Large faiths can spawn heresies when below 50% fervour, up from 40%.
Heresies now scale with faith size, the larger the faith the larger the heresy. Likewise heresy rebound, the fervour boost when a county or landed character converts, is inversely scaled with faith size, the larger the faith the less rebound.
The overflow of religious mania can spawn heresies in large faiths with fervour above 85%, there are 10 year cooldowns applied after winning a crusade or spawning a heresy to prevent the faith being punished for winning a crusade and cycle heresies chaining. Large faiths also experience double fevour reduction when above 80% fervour, so this mechanism should only affect the truly manic.
Strongly recommended:
It is STRONGLY RECOMMENDED to use Fervour Inversion Mod and Less Sinful Priest Scandals (or another sinful priest nerf mod) together with Fervour Midpoint Rebalance so that faith's will only fall below the 40% heresy spawn threshold for justified organically arising reasons, and not because they won a holy war or had a one sinful trait priest in Finland do something naughty every 4 years.
Fervour Inversion - Winning Holy Wars Increases Fervour
Inverts how vanilla awards fervour in Holy Wars. Vanilla counterintuitively decreases fervour for winning a Holy War and increases fervour for the losing side, causing Catholic Europe to collapse to minimum fervour and heresies because it wins wars. Victorious faiths are no longer punished with doubt and heterodoxy for being successful in battle. Faith is now justified by trial of combat, victory in Holy Wars increases fervour, faith and cohesion, while defeat now decreases it.
Also includes a fix to stop Crusade realms succumbing to immediate and cycling peasant liberation revolts by giving each county a +60 "Locals Pacified" opinion modifier for 40 years to represent the deep pacification, profound change, and generational enthusiasm of a victorious great holy war and protects crusade realms during their infant stages.
Less Sinful Priest Scandals - With Less Fervour Loss
Fixes the other major cause of fervour loss to large religions by increasing the number of sinful traits needed to trigger the sinful priest scandal event from 1 to 2, plus no virtuous traits, extends the cooldown timer from 4 to 12.5 years, and halves the fervour loss each time to -5. It no longer overtriggers fervour loss just because large religions have lots of priests.
Balance:
Fervour gain awarded by the Pentarchy Tenent for controlling holy sites held is reduced by 90% for balance and to prevent Orthodox drifting and sticking to 100%. Orthodox controlling holy sites will still have an advantage compared to other faiths but within the parameters of the new fervour mechanic. To preserve compatibility with religion mods that edit tenents, faiths with the Pentarchy Tenent will see two "From Holy Sites" modifiers on the fervour tooltip, one the original vanilla gain, the other the Fervour Midpoint Rebalance "dissipation" balance reduction.
See Also:
Greater Peasant Pacification - No More Cycle Revolts
Stops peasant revolts immediately relaunching over and over again because foreign culture and false religion modifiers are far greater than the vanilla pacification modifier of +20 earned on winning a peasant or liberation war. Increases the "Locals Pacified" modifier to +60 for 20 years to make peasant revolts a once in a generation event.
Pacification Speeds Conversion
Extends the benefits of pacification to religion and culture conversion as a defeated people look to new gods and masters. Chancellors and Court Chaplins now convert counties with double their base skill. With the Fervour Inversion mod active this increases to triple their base skill post-crusade.
Hagia Sophia & All Cathedrals Enabled For All Christians
Enables all Christians to use and build the Hagia Sophia, Cologne, and Canterbury Cathedrals, instead of the vanilla requirement that they must be a faith's Holy Site. Hamstrung no more, your Catholic Latin Empire can now celebrate Mass in the Hagia Sophia, and your resurgent Orthodox Roman Empire can now build and use Northern Europe's great holy buildings.
War Alerts - Customisable War Notifications
Set customisable notifications to alert you to wars declared by or against family, friends, lovers, house members, dynasts, vassals, neighbours, pinned characters, peasant revolts and more. Toggle alerts on and off by decision. Never again lose your landed heir to a peasant revolt you didn't notice besieging his holding until it was too late.
More Babies For Counts & Dukes
Counts and Dukes, and their unlanded children, will now have more babies. In a time of death by combat, disease, and maternal mortality, lineages at the feudal foundations will no longer be hamstrung by fertility nerfs. More babies means more future wives.
Less Old Wives - AI Men Marry Younger Fertile Women
Imposes marriage opinion penalties and hard nerfs on older and infertile women. The AI will no longer marry their teenage heirs to 60 year old grannies. Fertility and age become top matchmaking criteria and the AI will search wider and deeper on the map for the right young woman to bear their legitimate children in the longest reproductive window.
CHANGELOG
v3.7 - Released 2022-07-23
v3.6 - Released 2022-07-09
v3.4 - Released 2022-06-02
v3.1.1 - Released 2022-02-25
v3P - Released 2022-02-09
v3 - Released 2022-02-09
v2.7.1 - Released 2021-06-18
v2.6 - Released 2021-03-25
v2.5 - Released 2021-03-18
v2.4 - Released 2021-01-19
v2.3 - Released 2020-11-28
v2.1 - Released 2020-11-07
v2.0 - Released 2020-10-29
v1.3 - Released 2020-10-23
v1.2 - Released 2020-10-16
v1.1 - Released 2020-10-11
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS