Crusader Kings II

Crusader Kings II

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Feudal Governments Expanded
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Tags: gameplay
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2.423 MB
24 Aug, 2023 @ 4:28pm
25 Jun @ 8:37am
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Feudal Governments Expanded

Description
NOTE: If you're having problems getting custom gfx from this mod to show up, download it from this direct link here: https://www.nexusmods.com/crusaderkings2/mods/63?tab=files&file_id=526

This mod adds several new feudal government types to the game (plus a new theocratic one), and modifies some vanilla feudal government types to be less exclusive. Most notably, the HRE now has a unique government type that dramatically changes the way the realm is played. Islam also gets a couple new government types to add some much needed variety to the administrative side of the religion. The other new governments are relatively featureless and exist just to add flavor to the game.

Some of my relevant previous mods have been directly incorporated into this one. In total, this mod adds 5 new playable government types, 4 unplayable ones, and 2 that are modified copies of existing governments.

Confederate (playable)
The Confederate government type is available by default to the Holy Roman Empire, Slavic Union, and Swiss Confederacy. Any other Feudal Emperor can adopt it by passing the Imperial Administration law and then fully empowering their council. Rulers have a significantly lower vassal limit, though a slight increase to demesne size. Vassals who are not a de jure part of the realm and have a negative opinion of the ruler can freely leave the Confederation, either as tributary "Free Imperial States" or as entirely independent realms depending on land borders with their former liege. The liege can grant (and revoke, with some restrictions) "Imperial Immediacy" to any vassal or sub-vassal in the realm, which will also turn them into Free Imperial States. Free Imperial States give only a fixed 15% taxes and soldiers to their liege, but do not count towards the vassal limit since they are quasi-independent tributaries. Lastly, Free Imperial States will automatically become independent if they lose their land border with you; other tributaries don't count, their realm must physically connect with yours.

A major upside to the Confederate government type is that rulers can hold Temple, City, and Castle holdings without penalty, and can move their capitals every 6 months (the real HRE was notable for its itinerant court). Also, any Empire with the Confederate government type can adopt the Princely Elective succession law.

While far from a perfect recreation of the HRE's actual government, I feel like these changes do a fair job of abstracting the challenges the Empire faced when trying to expand its influence. I designed this government with the HRE specifically in mind, but made it available to the Swiss and Slavs as well for flavor purposes. Note that the Swiss Confederation will have to become independent (or at least a Free Imperial State) to fully take advantage of the Confederate government's features.

If you have my "Legacy of Rome Expanded" mod, creating the Roman Empire as the HRE will allow you to continue using the Confederate government type.

Caliphate (playable)
This government type replaces Iqta for Islamic religious heads and their fellow would-be Iqta vassals. Infidel vassals with the Feudal and Theocratic government types always pay maximum taxes, give maximum levies, and can be imprisoned without incurring tyranny. Religious title revocation is also automatically implemented. However, title revocation/retraction from Muslim vassals is limited compared to regular Iqta, and raised levies during offensive wars once again incur opinion maluses.

Islamic Imperial (playable)
An Imperial government specifically for Muslims; it becomes available upon adopting the Imperial Administration law as an Iqta Muslim. Islamic Imperialism removes decadence mechanics ( as well as piety cost for law changes and wrong government opinion penalties), but also implements some restrictions on rulership - unlike standard Iqta, there is no free title revocation from Dukes and no free vassal retraction. In-line with the vanilla Imperial government type, you can't create other Empire titles and you need just cause to imprison subjects. You also gain access to the Imperial succession law. If you are a Caliph, you are ineligible for this government type, as the Caliphate government will always take precedence.

If you have my "Legacy of Rome Expanded" mod, creating the Roman Empire as the Rumi Empire will allow you to seamlessly continue using the Islamic Imperial government type.

Viceroyal (playable)
A unique government type for Viceroys, to distinguish them from normal vassals when scrolling through the vassal list. NOTE: This government change is not instant, give newly appointed Viceroys a few in-game days to switch over.

Monastic Viceroyal (playable)
Same as above, but allows holding temples in addition to castles. Used by Iqta and Monastic Feudal viceroys.

Imperial (modified)
The Imperial government type (previously exclusive to the ERE and Roman Empire) has been expanded to allow any ruler with the Imperial Administration law to adopt it. The Imperial succession law also becomes available, and a rule on the rule screen can optionally make it a requirement for holding the Imperial government.

Monastic Feudal (modified)
The Monastic Feudal government type (previously exclusive to Tibeto-Burman Buddhists/Bons) has been expanded to allow any Pagan Temporal Religious Head to adopt it. This will let them hold Temples (in addition to Castles) in their direct demesne.

Adventurer (unplayable)
A unique government type for Adventurer Hosts, to distinguish them from properly landed lords.

Mercenary (unplayable)
A unique government type for Mercenary Bands, meant to parallel Holy Orders getting their own unique government back when Holy Fury released.

Rebel (unplayable)
A unique government type for provincial revolts (i.e. peasant revolts, religious uprisings, etc.) to distinguish them from properly landed lords.

Patriarchal (unplayable)
A unique government type for Theocratic Religious Heads, such as the Pope or for heads of Pagan religions reformed with the Hierocratic/Autocephalous leadership types.

Please let me know if there's any glitches, exploits, broken stuff, etc. and I'll try to fix as soon as possible. Thanks.

Since this mod makes no direct edits to vanilla files, it should be highly compatible with just about everything. If you're not sure, test it out yourself. I'm not omniscient. The only mods I'll say for sure will NOT work with this one are my own previous works that have been bundled directly into this mod.
These include:
-Unique Government Type for Viceroys
-Monastic Feudal for Pagan Temporal Heads
-Real Imperial Administration
If you use any of these above 3 mods, disable them before enabling this one in the launcher.




70 Comments
Fine  [author] 16 Jul @ 10:36pm 
not you
MSTVD 16 Jul @ 5:36pm 
Yes to which one of us?
Fine  [author] 8 Jul @ 10:31pm 
yes
byzzie 8 Jul @ 9:23pm 
I have the Imperial Administration mod installed in my save, I assume this mod is save compatible then and I only need to disable that mod and enable this one?
MSTVD 6 Jul @ 10:56am 
Does this work with "Principalities, Margraviates & Grand Titles" by Exquise?
Maybe there could be a compatibility patch with Margraves having their own color frame
Fine  [author] 17 Jun @ 11:35pm 
as far as I can tell, most converters go by government group rather than actual government type, so most of the governments from this mod would simply turn into standard monarchies.
Brink 17 Jun @ 9:12pm 
Out of curiosity, does anyone know what would happen to nations with these government types if you used the eu4 converter?
minecraftlasagne 30 May @ 11:07am 
I haven't played with this mod much yet, (or that many mods, to be honest) but it looks very successful in bringing life to the game (Probably more effective than most of the DLC) so good job, author!
Fine  [author] 11 May @ 1:04pm 
support for monastic viceroys also implemented
Fine  [author] 11 May @ 11:30am 
yes, done and implemented. antipopes also qualify.