Makes expansion for everyone a bit harder because clans, national minorities and settlements show their disloyalty in very obvious way raising rebel kingdoms.
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Prevent silent union of weak kingdoms with player owned kingdom
Version 1.0.2
fixed language resources loading issue
Version 1.0.1
prevent rebellions of some unregular clans
Version 1.0.0
release 1.0.1 compatibility
Version 0.9.6
1.8.0 compatibility
Version 0.9.5
1.7.2 compatibility
Version 0.9.4
1.6.4 compatibility
Version 0.9.3
1.6.1 compatibility
Version 0.9.2
1.6.0 compatibility
Version 0.9.1
1.5.10 compatibility
Version 0.9.0
new 'chaos start' mode
fixed a bug preventing clans from rebelling when they actually can
Version 0.8.8
prevent bandit clan joining factions
prevent some crashes
Version 0.8.7
1.5.8 compatibility
Version 0.8.6
1.5.7 compatibility
prevent some rare crashes
Version 0.8.5
1.5.6 compatibility
Version 0.8.4
fixed options saving
Version 0.8.3
1.5.4 compatibility
Version 0.8.2
fixed another bug of cyclic clan switch
Version 0.8.1
update for stable game branch
Version 0.8.0
1.4.3 beta compatibility
Version 0.7.3
update for stable game branch
Version 0.7.2
prevent joining of 'Test Clan' to weak kingdoms
fixed a bug of multicultural national rebellions
Version 0.7.1
prevent cyclic joining of minor clans to weak kingdoms
declare wars on anarchy rebellions correctly
relation change for clans participating in national rebellion
Version 0.7.0
new rebellion types
1.4.2 beta compatibility
Version 0.6.2
update for stable game branch
Version 0.6.1
prevent cyclic defection of supporting clan
Version 0.6.0
1.4.1 beta compatibility
access to build in game rebellion mechanic
a weak kingdom will look for a supporting clan when can't find an ally kingdom
Version 0.5.5
better color selection for rebel kingdoms
fixed kingdom colors when Keep Rebel Banner Colors option is active
Version 0.5.4
fixed 'Method not found' crash
Version 0.5.3
fixed a crash when raiding a rebel village
fixed empty text for rebel kingdoms in some places
Version 0.5.2
fixed some modlib integration problems
Version 0.5.1
fixed a bug leading to freezes
Version 0.5.0
in-game mod configuration screen
more options to control mod work
options to control relation thresholds and so intensity of rebellions
prevent cyclical betrayal of the same ruler
localization support
russian translation out of the box
Version 0.4.6
always removes empty separatist kingdoms and allows to remove or keep all others using option
Version 0.4.5
an option to keep empty kingdoms for compatibility purposes
Version 0.4.4
fixed a bug of the game with deleting of periodic events that sometimes causes a crash
Version 0.4.3
fixed a crash related to Weaken Empire quest
prevent rebellion in kingdom without any fiefs
prevent clan rebellion when their settlement is under siege
Version 0.4.2
destroy empty kingdoms
prevent ruler clans from defection of their own kingdoms
Version 0.4.1
rebellion fief trigger logic is changed (see config.xml for details)
fixed a crash during rebel logic processing
Version 0.4.0
small rebel kingdoms may join another factions depending on their leaders relationship and geopolitical situation
fixed problems with colors of rebel troops
option to keep original kingdom wars for rebels
Version 0.3.2
any rebel kingdom gets initial policies from the parent kingdom
some minor fixes
Version 0.3.1
ability to recruit ruler clans immediately after their kingdom was destroyed
fix to prevent patching problems or at least inform about them
Version 0.3.0
lords behavior to leave/join kingdoms more logical and consistent according to relations and position on the map
option to keep rebel clan banner colors unchanged
fixed rare crash on sieges
Version 0.2.2
fixed unupdated banner icons when create a kingdom
some options to control mod work
Version 0.2.0
1.3.0 beta compatible build
Version 0.1.1
culture specific kingdom names
some changes to rebel reasoning
Version 0.1.0
initial release
Rebellions
There are different types of rebellions.
Lord rebellions depend on lords relations. Any clan may raise a rebellion depending on their relations with kingdom ruler, culture, owned fiefs and some other factors. When a clan rebel they will found a new kingdom which will be at war with original faction. To prevent lord rebellions a ruler have to maintain good relations with their lords or keep them small with low amount of fiefs.
National rebellions depend on culture difference of a single kingdom fiefs. Any national minority of a kingdom may raise a rebellion to fight for their independence. It is possible when there are some settlements of their culture ruled by their native lords. To prevent national rebellions a ruler have to avoid situation when conquered fiefs of foreign culture are ruled by lords of the same culture.
Anarchy rebellions depend on amount of fiefs per single clan. Any settlement may raise a rebellion and call a new ruler on rulership when its ruler clan have too many fiefs and does not visit them periodically. To prevent anarchy rebellions a lord have to have less than critical amount of fiefs or visit their fiefs from time to time.
Settlement rebellions depend on settlement loyalty. When a settlement has low loyalty to current ruler a rebel army will be spawned. It is build in game mechanic. By default this feature is disabled probably because of its unfinished state but the mod allows you to check it at your own risk.
Regardless of type all rebellions are not random at all. Every rebellion has a reason. That's why it is possible to build The Whole Map Kingdom without any rebellions.
Chaos start
When this mod option is enabled you will get a BIG separation of Calradia at start of a new game. All clans with fiefs will found their own independent kingdoms.
Floating titles
Any lord can become a ruler in result of rebellion. After that he will be able to recruit another lords, hire mercenaries and pursue an independent policy. Any ruler can become a usual lord and join another faction when his kingdom is destroyed. Any kingdom will be destroyed when it has the only one ruler clan and has no any fiefs.
Unions
Weak kingdoms will look for alliance with other friendly kingdoms to fight against common enemies. The reasoning behind these unions is based on ruler relations and geopolitical situation.
Relation shift
The game defines different types of hero relations. There are two constant thresholds that define the borders of relation areas. By default these constants are -10 and +10. So we have enemies with relations [-100..-11], friends with relations [+11..+100] and neutrals with relations [-10..+10]. The mod allows you to change these thresholds. So if you make both thresholds low the most of lords will be friendly to each other. The intensity of rebellions and wars will be decreased and Calradia will become a very peacefull place. If you make both thresholds high the most of lords will be enemies. The intensity of rebellions and wars will be increased. There are even more options. For instance you can set friendly threshold to +100 and enemy threshold to -100. So there will be no more friends or enemies. All lords will be neutral to each other. In that case lord rebel reasoning will be based on owned fiefs and culture difference only. Another instance is war of all against all. You can get it if you set both thresholds to +100.
More details
The mod does not save any mod-specific data and not require a new game. You can turn on or turn off it at any moment and continue to play your saves without any manipulations.
If you wanna know how exactly mod works you can check source code here.