Medieval Resentment
EFFECTS OF THE MOD <<IN-GAME >> THAT AIM TO ENHANCE HISTORICAL ACCURACY AND REALISM: The following effects occur naturally in-game and aim to reflect how cultural and religious dynamics truly functioned in the medieval world. All of these changes are counterable so the player retains complete agency. In-game mechanics to overcome or mitigate these effects remain unchanged and plentiful, and that’s intentional.
– AI marriages and alliances now usually occur between characters of the same culture and religion. This also affects the player, making cross-cultural and cross-faith alliances harder to arrange and more reflective of historical realities. As a result, “alliance cheesing” is nerfed because diverse marriages now require a bit more preparation. Despite this, the overall number of marriages and children remains the same. Tip: When making an alliance try to have a positive relationship already or thereafter with the leader of that realm cause otherwise with this mod there is a high chance that he/she will refuse to aid you in wars if you don’t pay attention to this unlike vanilla.
– Courtiers are also affected: characters now prefer to interact with others of similar cultural and religious backgrounds. This means it’s easier (and safer) to build a unified court, while choosing to fill your court with foreigners comes with natural risks just as it did historically. This behavior applies to the AI as well, resulting in more immersive and coherent court compositions across the game. Tip: converting people to your religion alleviates the effects of this mod so be sure to try convert everyone especially your family and vassals!
– Empires are now prone to collapse if they overextend. Rapid conquest of foreign territories without first assimilating the population or vassals within them will gradually lead to their downfall — a mechanic drawn straight from real history. This change significantly reduces the number of empire-tier realms dominating the map, and helps maintain a more balanced distribution of empires, kingdoms, and duchies. Don’t expect a handful of empires owning most of the map within 100 years -> uprisings and internal resentment will now keep borders semi-realistic and dynamic. Importantly, AI logic has not been modified -> this effect emerges naturally from the revised hostility mechanics, and was designed this way to reflect historical norms rather than exceptions. This system also serves as an indirect counterbalance to the (in my opinion) overly powerful ‘conqueror’ mechanic.
🛐 RELIGIOUS HOSTILITY (Faiths now apply realistic distrust based on their pluralism doctrine):
– Fundamentalist: −35 opinion modifier
– Righteous: −25 opinion modifier
– Pluralistic: −15 opinion modifier
All religious minorities in a realm get a stack-able −10 opinion modifier toward that realm’s majority faith.
⚔️ CULTURAL HOSTILITY (Cultures gain opinion penalties based on their ethos):
– Bellicose, Stoic: −25 opinion modifier
– Bureaucratic, Spiritual: −15 opinion modifier
– Courtly, Communal, Egalitarian: −5 opinion modifier
All cultural minorities in a realm get a stack-able −10 opinion modifier toward the dominant culture.
🛠️ Sum of negative opinion from this mod: Maximum opinion impact of this mod is -80 due to all 4 of these variables being stack-able! But this isn’t as severe as it sounds since like I said there are numerous ways to overcome such situations and -80 as I said is a maximum which means that on average the modifier is lower in reality! You just need to uncover them while playing the game!
On realism: In game features like cultural acceptance and religious hatred based on religious similarity do exist and they stack on top of this mod’s effects. Cultural acceptance can only go up (makes sense since this mod’s values are already kinda severe for the middle ages). Since cultures of the same heritage tend to interact more in-game eg. are closer to each other and there are already mixed marriages at the start of the game, cultural acceptance tends to build up with cultures of same heritage when they chose to be friendly ofcourse… = creating a realistic effect. Negative modifiers based on faith similarity eg. astray, evil. exist already in the base game. This is only negative and it stacks on top of the effects introduced by this mod. Making religious hatred more severe the more a religion is different from yours = realism. Lastly, these 2 in game features (if you think about it) also result in religion being the main cause of hatred as opposed to culture as we would expect in a medieval society. Like I have stated time and time again, I just added BASE animosity due to differences in faith and culture that was missing from the game. Everything else works great in-game already (+faith hostility system -eg. holy wars- and features to mend cultural and religious hatred).
- 🔄 More compatible than you would think: For an extensive list of mods that are compatible check the discussion tabs ! Compatible with mods that don’t modify the following 2 files: 00_doctrines.txt & 00_ethos.txt
- 🔄 Load Order: If its loaded before a conflicting mod then either culture, religion or both effects are negated and if its loaded after then the other mod breaks. So try to avoid incompatible mods.
- ✅ Save game compatible. Can be added or removed safely to/from your play-throughs
- ✅ NO DLC required but supports all DLC
- ✅ Works in multiplayer as long as all players have it enabled
- ✅ Supports any language since the mod only has functional changes with no localization files!
- ✅ Achievement & Ironman compatible
– This mod is about historical realism + immersion and not modern politics.
– Thank YOU !!! If you have Liked, shared, given a Steam Award,or have left a nice comment. I appreciate each of these gestures !!! (BTW: Feel free to tell me your impressions and suggestion in the comments!)
