Crusader Kings II

Crusader Kings II

MTA - Vice and Virtue
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Update: 7 Feb, 2019 @ 1:24pm

- Improved support for the new castration toggle system when purchasing slaves

Update: 4 Feb, 2019 @ 1:45am

- Minor improvements to event weighting and AI
- Slavery event opinions now last 5 years rather than 1 to make them more meaningful gameplay wise
- Improved compatibility to still allow slavery for the Byzantine Emperor when using mods lacking HF's Roman Imperial government (e.g 3.0.x compatible HIP)

Update: 29 Jan, 2019 @ 9:18pm

- Due to a more extensive list of traits influencing slave price than when this mod was first starting, base slave cost has been reduced from 15 to 10
- Imperial government type now allows slavery for emperors
- Pardon Peasant decision can be used by the player even if lacking certain traits
- Improved compatibility with AGOT: slavery laws are checked for on the Restricted game rule

Update: 26 Jan, 2019 @ 5:51am

- Chance of a couple very rare effects that could apply to purchased slaves increased from 1% to 2%
- Players with cultures and religions that commonly castrate slaves can now toggle it on and off, rather than it always being enforced
- AI with cultures and religions that commonly castrate slaves will do so 80% of the time (25% of the time for Greeks, Romans, and Hellenics)
- Castration will now apply to slaves sold, for flavour

Update: 19 Jan, 2019 @ 6:07pm

- Slave opinion modifiers were drastically changed to improve balance: slaves now receive a -10 opinion modifier while being forced to obey diplomatic requests, rather than a +50 opinion modifier and +25 from the trait (which no longer gives a liege opinion bonus)
- Slaves will no longer have their opinion modifier of you being their owner removed upon being landed due to it no longer being as major
- Slaves have their opinions updated whenever they change court, rather than once a year, and should no longer ever have an opinion leftover towards previous owners making them obedient
- Opinion bonus for freeing a slave increased from +15 to +20
- Opinion malus for enslaving a character's close kin increased from -10 to -25, and now counts as a crime and prison reason
- Children can now be born as slaves if the parent is not an independent ruler and they are born either patrilineally to a male slave, matrilineally to a female slave, or are the bastard of a male slave
- AI will sometimes free slaves if they are commanders that are prestigious and have been enslaved for 15+ years
- AI no longer refuses to enslave children because of how common child slavery was historically (and even preferred over enslaving adults at times)
- Slavery maintenance events are no longer ran at all if game rule is set to Unrestricted to improve compatibility

Update: 16 Jan, 2019 @ 4:05pm

- Time enslaved is properly kept track of on any landed slaves
- Slaves owned by the player are set not to be pruned
- An event to update saves from very old versions of the mod to change the former slave modifier to the new trait system is no longer ran automatically (event mta.165)

Update: 5 Jan, 2019 @ 3:16pm

- Slaves can now be purchased from provinces in realms paying tribute to you

Update: 31 Dec, 2018 @ 1:08am

- New option when purchasing a slave with the special request option to purchase a woman (or a man with the Enatic Clans doctrine) that has a higher chance to receive the Attractive trait
- Purchased female intriguer slaves will properly have a chance to receive the Master Seductress trait rather than Master Seducer
- Send Slave can no longer send prisoners

Update: 30 Dec, 2018 @ 8:20am

- Israelite religious group characters can no longer enslave characters in the same religious group, on the Restricted game rule
- Han can no longer enslave other Han unless they are Known Murderers, on the Restricted game rule

Update: 30 Dec, 2018 @ 6:39am

- New AI Slavery Rate game rule
- 3 new flavour events for characters with slaves in their court
- Slave trait now shows how long a character has been enslaved for. This is not retroactive for previous save games because this wasn't kept track of before
- Slaves will sell for a little more if they have been a slave for a long time
- Slave trait now has higher priority in the trait list
- Slaves now have a small opinion bonus with each other rather than an opinion penalty from General Opinion
- Slaves can no longer be sent to characters who do not have slavery enabled, unless they are another player in a MP game (the AI would always decline)
- Sending slaves now respects diplomatic range
- Improved optimisation and AI decision making
- AI will no longer enslave close family if they can
- AI will try to free enslaved close family in their court
- AI no longer has any interest in claiming babies and toddlers as slaves in their court
- AI is much less likely to sell Counts into slavery
- Unreformed Germanics are slightly less likely to sell and claim slaves compared to others
- Characters with various 'nice' traits (e.g Kind, Charitable...) are less likely than before to engage in slavery, and Ambitious and Greedy characters more likely