EK2: Kregon’s Patch
A patch that covers many minor bugs, tweaks and some flavors for Elder Kings 1.16.0 "Veloth’s Path" for CK3 1.16.2.3.
Notable tweaks include Aspect of Knowledge’s increasing educational trait now to tier 5 and when piety 5, add educational trait instead of swapping (theoretically a character with 5 top tier 5 educational trait is possible now, good for immortals). Aspect of Stars now have a piety 5 decision to get blessings from celestials (formerly claimed additional starsign unimplemented).
If you have found some bugs in EK2 and want a quick fix, leave a comment, I might look into it (not guaranteeing anything).
After EK2.
– Integrate the fix of legend not starting, due to government use_legend yes and no inverse.
– Allow tribal under admin to turn feudal, and then admin.
– Allow new kwama mine which are replacing the hill farms, to also allow windmills with hill dwellers, as chuzei have it, note that I didn’t change desc of the tradition. Also allow kwama mines to be built in temples.
– Fix watermills, windmills caravanserai with city keepers and caravanseers forest folk hill dwellers tradition.
– Aspect of stars now have a decision to get trait (celestial’s blessings) at piety 5, since formerly promised added star signs was not implemented
– Aspect of Knowledge could now rank education to top tier 5, and in piety 5 instead of swapping, could add a new rank 1 education trait and could be later improved by the former decision of ranking up. However, piety cost stack (e.g. cost when you have three rank 1 trait equals rank 3 trait, four rank 3 equals rank 12 trait(12*250 piety)), so if you want a character with a lot of educational traits, piety cost would be heavy (for balancing). Also a way to dump useless piety at late game with a immortal character.
– Admin realm now could hold academy and church(if theocratic, only county capital). To fix for unusable churches and academy holdings
– Many changes on buildings’ terrain requirement to make things more reasonable (to my liking) e.g. caravanserai in Ashlands, watermills in Valenwood and Blackmarsh etc.
– Admin can now grant baron to characters
– Dryland dwellers tradition tweak, now include qanat
– A new decision to proclaim hegemony when completely control 2 or more empires, if you are not Camorans, nords in Skyrim or elfs in Alinor (they have their own decisions).
– Moonsugar plantations tradition tweak
– Dynasty modifiers added for some prominent dynasties after they take their unique decisions
– Fixed a missing line bug in the updated religious events about ancestor commune, I’d assume they will have a hotfix pretty soon.
– Kwama mine buildable in temple, hill dweller with kwama mine 4 would allow windmill as well.
– Tweak marshlander, to allow wetland and floodplain bonus, as well as allow major river travel
– Tweak magic academy duchy capital building, so it is buildable in hist or academy holding, when they are duchy capital. Also buff them a bit, since I rarely select these.
– Tweak Hist Trees, so it will be more rewarding and costly to have them. Also, they no longer has mere 25 garrisons.
Should be compatible with most mods that doesn’t change traditions or buildings, and religious decisions and events.
Since functions of this mod is not crucial, I suggest load every other submod after this, in case conflict occurs.
Kregon’s Patch for many minor tweaks and bug fixes(before they offically fix them, and as you know it takes time).
Academy Town for updated academy buildings.
Use All Faith Special Buildings for allowing pluralists to build and use all holy site buildings, tweaking existing special buildings, and new holy site buildings for no deity religions.
EK2 Team.
I love their mod. But reporting bugs and wait takes much time (And EK2 famous for their long cycles of update), and some ideas might not to their liking, thus this patch.
I have to complain, EK2 mod has the worst error log I’ve ever seen among the big total conversion mods, which make finding bugs of my submods hard, so tell me if bug occur.
Required DLC:
These DLC should be installed in order to use this item.
Crusader Kings III: Legacy of Persia
Crusader Kings III: Roads to Power
Revisions:
Old revisions of this mod are available below. Click the link to download.
