Crusader Kings II

Crusader Kings II

Not enough ratings
Just Sea-bound Pirates
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
32.827 KB
14 Nov, 2018 @ 4:03am
12 Mar, 2019 @ 11:56pm
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Just Sea-bound Pirates

Description
What
This mod makes the pirate chain of traits available to any religion with the Sea-bound doctrine.

Why
If you're like me or a certain friend of mine, you might see the doctrine synergy system as flawed - on paper it adds variety to the game, in practice it makes these synergies almost always strictly better than two unrelated doctrines, limiting your choices if you want to at least feel like you've made the right one (same with the unique doctrines, but that's another can of worms). So I made a mod for him that makes it so that you can be a pirate and sacrifice people too, for example.

How
Since overriding events is impossible without copying the whole file and I don't want to have to keep this updated in case that file has any changes to it, I just made a copy of the base game events that give the pirate/viking traits to you and changed the requirements of those copies to just "religion has the Sea-bound doctrine or the Invaders doctrine" instead of "Germanic or has Sea-bound + Daring".

I have a Patreon[www.patreon.com], because why not?


12 Comments
๖ۜPetero48 8 Jan, 2020 @ 12:29pm 
any update? game crashes for me when I have this mod :torielsad:
Urist McDorf  [author] 12 Mar, 2019 @ 11:58pm 
@Arrek
Fixed that. Took me long enough to figure how to update the mod when I lost the original files, but I got there. Thanks again :)
Urist McDorf  [author] 25 Feb, 2019 @ 9:21am 
@Arrek
Thanks for bringing this up to my attention, I kind of completely forgot about this and when I made it I was very new to modding CKII. I'll fix it when I have a moment!
Arrek 25 Feb, 2019 @ 7:06am 
Just gonna point out, but have never seen your event version fire with just your mod alone. It seems to lack to the fire action in the On_Events file. Without that the game never calls it up.
Urist McDorf  [author] 29 Nov, 2018 @ 12:08am 
@[FS] Kapitan Wolfgang
It should. Haven't tested with them but it's a very small change that doesn't overwrite any other files, so it should be compatible with everything.
[FS] Kapitan Wolfgang 28 Nov, 2018 @ 10:29pm 
Does this mod work with the extra (3, 4, 6, 8) doctrine mods?
Urist McDorf  [author] 20 Nov, 2018 @ 4:41am 
Updated.
Urist McDorf  [author] 20 Nov, 2018 @ 4:27am 
I can only check if the religion or culture has the seafaring effect. That means that if I check for that (and even if I also check that the religion was reformed) it'll expand the scope way beyond what I intended with this mod. I will not add that, though that does mean that other doctrines added with other mods will not be affected.

However, I will add the Aztec-unique doctrine as a possible trigger as it does have the seafarer effect.
Urist McDorf  [author] 20 Nov, 2018 @ 4:18am 
Yeah, I was just looking at the "set_seafaring = yes" effect which is only existent in the Sea-bound doctrine and the unique Norse and Aztec doctrines. I'm checking if I can make the mod look for that effect instead of just for a Sea-bound doctrine. This does mean that the Slavic pagans won't be affected with their unique doctrine, and I think that's fine.
Balmung 20 Nov, 2018 @ 3:16am 
Slavic Paganism also has part of the Sea-Bound effect - its special doctrine enables river travel, but does not reduce ship maintenance or make AI characters more likely to do coastal raiding. So,¯\_(ツ)_/¯