HQ Crusader Patch

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Author: humberto.quijano

Last revision: 7 Jan at 23:22 UTC (22)

File size: 61.32 MB

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Description:

The goal of this mod is to make the game more realistic and plausible, which introduce some new mechanics, making the game more challenging at the same time. This mod also contains many bugs fixes that occur in the vanilla game.

Governments

On tribal governments, culture and religion were very merged together and its hard to draw a fine line to differentiate between and the other.
On tribal governments, the right to rule comes mostly from power and prestige, while in feudal or clan societies from claims. The claims were recognized by the church/faith which was mostly an independent faction.
Considering all this, some tasks, like fabricate claims and convert people/counties are not available by default by governments that are tribal and don’t have an organized faith unless very specific conditions and innovations are meet (explained in more detail further below).
Furthermore, tribal or feudal/clan governments without the proper laws (innovations) forbids, on most cases, underage heirs to inherit land (they still get claims).

Culture & Eras

In order to hybridize a culture, now you require that both cultures actually adjacent to each other.
The acceptance 2 cultures has, the easier it is to convert the culture of a province into your own.
To progress to a new era, now you need to discover at least 75% of its innovations, instead of just 50%. This prevents you to reach the last era too quickly in the game.

Religion

Some religions now have the “Missionary” tenets, which applies only to faiths that have the infrastructure and policy to spread the faith across the world, for example: Catholics. This easily allows rulers to begin conversion tasks to counties and request other characters to convert to their faith. Otherwise, it will require a ruler very focused and faithful to achieve the same results.
The more control you have on a province, the easier it is to convert it.
There were introduced the doctrines “Male dominant with Female Rights” and “Female Dominant with Male rights”, to better representation of Nordic cultures/faiths were women had more freedom and allowed to perform in some cases the male role.
Raiding and taking slaves into your capital, will add a foreign faith population into your realm, which may spread in your realm, specially if you have un-reformed faiths.
Some faiths will get events to reform themselves, like for example the Catholic change of view of witchcraft in late middle ages.
Characters for most cases only able to convert to another religion once in a lifetime.

Marriages

Male dominant doctrines/traditions only allow patrilineal marriages, while female dominant only allow matrilineal marriages. Equal gender traditions allows both patrilineal or matrilineal marriages.
Pagan faiths no longer look forward to marry other foreign pagan faiths, unless their faith or culture is tolerant enough.
Children of concubines inherit claims and are still legit sons of a ruler, but no longer inherit land unless they are legally allowed as historically occurred.