Crusader Kings III

Crusader Kings III

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Kingdoms of the HRE
   
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7.981 MB
8 Dec, 2024 @ 10:11am
30 Sep @ 1:54pm
17 Change Note ( view )

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Kingdoms of the HRE

Description
Kingdoms of the HRE
Mod that changes how Kingdoms are formed in the HRE for both the player and AI.
These changes apply to both existing HRE Kingdoms and creatable ones.

Mod Status
This mod is considered complete. I will do my best to ensure compatibility with game version updates.

Please note that I currently have no intention of buying future CK3 DLCs. If a future DLC breaks this mod I will not be able to fix it.

Key Details

Kingdoms
* Kingdoms within the HRE's 'sphere of influence' can no longer be created manually by vassals of the HRE
* HRE vassals will need to petition the Emperor in order to be granted a Kingdom title
* The Emperor will be given the options to either bestow the Kingdom title or reject the petition, risking further trouble with the vassal
* Improve your change of acceptance by swaying the Emperor, or guarantee it with a strong hook blackmail...
* Form new HRE Kingdoms of Upper Saxony, Lower Saxony, Carinthia or Slavinia
* Flavorization changes rename Kingdoms (with some exceptions) to Principalities to better reflect the structure of the HRE

Cultures
* Requires the Royal Court DLC
* Characters who are not culture heads may be given the option to diverge or convert their culture
* See more unique cultures such as Austrian, Lothringian or Upper Saxon

Decisions
* Decisions to form Austria and Switzerland have been removed and instead incorporated into this mod
* As a Saxon prince unite your people to form the Kingdom of Saxony!
* As an archduke of Austria establish your dynasty to gain early access to single heir succession
* As the leader of the Swiss Confederation build cities to receive region wide buffs from the Cantons

Artifacts
* Gain a crown to kick-start your reign upon gaining a Kingdom
* Also receive the Golden Bull used to justify your reign as a court artifact

For a detailed explanation of the changes visit the mod's README[github.com].

Compatibility
This mod changes the definition files of the HRE Kingdom and so whilst unlikely to cause crashes you will see strange
behaviour with other mods that either:
* add or remove duchies to HRE Kingdoms
* add or remove Kingdoms to the HRE empire (and surrounding empires)

A compatibility mod has been created for Culture Expanded. Subscribe to this mod if you are using it.

FAQ

Would you be able to add in some other Kingdom title?
In regard to adding new Kingdoms this mod's purpose was to break up the German (East Francia) Kingdom into smaller parts.
I feel that this has been achieved with the addition of Lower and Upper Saxony therefore I am unlikely to add more Kingdoms.

The code should be easy enough to follow for modders who are interested.

Does this work with the 867 start date?
This mod works with the 867 start date (more specifically the 'Restore Holy Roman Empire' decision) and special consideration has made for the French Kingdoms.

Should the Empire to formed with the French Kingdoms as de jure (i.e Charles 'the Bald' restores the Empire), then the French Kingdoms will be added to the petition options.

The Kingdom of Upper Saxony will have slightly easier requirements in the 867 start due to the existence of Sorbia.

Is this mod compatible with mod that adds/changes/removes titles?
Unfortunately due to code limitations the major changes made by this mod are static. Any changes that go about adding/changing/removing titles that this mod changes will most likely be incompatible.

Whilst unlikely to crash your game you may see things like orphaned duchy titles which may have a negative impact.

Could you make a compatibility patch for mod that adds/changes/removes titles?
Apologies but due to the large amount of mods out there I am not interested in making compatibility patches at this point in time.

Localization
Localization files for all supported languages has been provided by ModTranslationHelper[github.com].

Please note that these files are machine translated and most likely will not be 100% accurate. I welcome any modders out
there to provide language support for this mod.

Below lists mods which provide localization support for this mod. If your preferred language appears below you must use the
associated mod as the machine generated localization will have been removed.

Chinese Localization Mod - thanks to 無壹

Bug/Issues
This mod has been tested to the best of my abilities. If any bugs or issues are found please described them in a comment.
72 Comments
Bellyfish  [author] 11 Oct @ 2:26am 
@erionostost assuming none of my other mods are changing anything, the ruler of Angria is Bavarian in 1178 and therefore fails the culture requirement (note this can be turned off via game rules)

The decision uses a multi option list, so you won't see the fail reason until you drill down and hover over the Kingdoms in the list.
JSJosh 10 Oct @ 10:25am 
@erionostost Thats what I originally thought as well - but the kingdoms do not exist at the beginning of the game at all, they are created later. So that may be it
erionostost 10 Oct @ 10:20am 
I don't see the Kingdoms at the start of the game. I started 1178. Am I supposed to see them on the kingdoms tab? Started as Angria to test it out, and it says I dont meet the requirements to petition for the kingdom. I think it means Kingdom of Germany. Help please :)
ClawedAsh 30 Sep @ 5:40pm 
Really? I have a completely working version of the extra duchies versions on my version (I modded it myself and all) so like, it'd be no extra work? If not that's alright but I just figured I'd restate
Bellyfish  [author] 30 Sep @ 2:07pm 
@vidz99 good spot, have fixed

@ClawedAsh Thanks for the suggestion however I chose not to implement the extra duchies in order to keep the decision simple.
vidz99 30 Sep @ 1:18pm 
I found the following errors:

Error: geographical_region trigger [ target: Not found in database class CGeographicalRegionDatabase ]
Script location: file: events/diverge_culture.txt line: 59 (diverge_culture.0001:option)

Error: geographical_region trigger [ target: Not found in database class CGeographicalRegionDatabase ]
Script location: file: events/diverge_culture.txt line: 60 (diverge_culture.0001:option)

Error: geographical_region trigger [ target: Not found in database class CGeographicalRegionDatabase ]
Script location: file: events/diverge_culture.txt line: 123 (diverge_culture.0001:option)

Error: geographical_region trigger [ target: Not found in database class CGeographicalRegionDatabase ]
Script location: file: events/diverge_culture.txt line: 124 (diverge_culture.0001:option)
ClawedAsh 29 Sep @ 8:49pm 
A follow up on my previous request, I've modded the Austria and Switzerland scripted files on my end to readd the specific's of the vanilla decisions, except for it saying if Istria and Krain will go to Croatia. If you're interested I could message you with the specific files in order to make it easy for you to add them to the mod fully
ClawedAsh 29 Sep @ 7:13pm 
If I could make a small suggestion, the vanilla decisions for forming both Switzerland and Austria have unique "bonus" Duchies they can get (Savoy and Carinthia primarily), I'm wondering if it would be at all possible to readd the code for those specific Duchies (plus the Istria/Karin(?) related shenanigans to this mod?
JSJosh 18 Sep @ 11:53am 
I stand corrected after playing with this for a bit - I was mistaken in thinking those titles as shown in the thumbnail would exist at the start. I am indeed getting a large saxony, austria, and carinthia to exist.
JSJosh 14 Sep @ 5:09pm 
Unless I am missing something, the split-off kingdoms don't seem to exist. I don't have any mods that affect titles or kingdoms, and in both the 867 (expected) and 1067 start dates, there is simply a big germany.