About this mod
Every kingdom isn't a republic - now Ira is the true heiress to the Southern Empire, Morcon to Vlandia and Vidar to Sturgia. While Battania now has Tanistry Elective!
- Requirements
- Permissions and credits
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Translations
- Turkish
- Spanish
- Russian
- Mandarin
- Japanese
- Changelogs
This mod adds succession laws to each kingdom that can be charged via the policy system. I'm addition, dynastic disputes can occur - aka civil wars. Either after a new leader ascends the throne or if the current leader becomes unpopular. Don't like it when your liege hogs fiefs? Neither will your fellow vassals.
There is also a claimant system. Each of the non Empire factions have an exiled noble looking to claim the throne. In addition, potential heirs may leave their clans to start their own and try to win the throne.
How this plays out depends on the personality of every noble and claimant. Not only their ambition but how agreeable they are, how popular, how capable… and so on.
There are also a number of new banners added to add variety to claimant clan banner choices in comparison to rebel clans.
Have suggestions? Bugs? Have questions about modding or just want to chat Bannerlord - join me on Discord.
Succession Laws
There are two types, those that impact eligibility to rule the whole kingdom, by clan, and those that dictate who is preferred to take over a clan when it's leader passes.
Clan Inheritance:
Meritocracy - The most skilled adult member takes over.
Agnatic Seniority - The eldest clan member takes over.
Primogeniture - The eldest child of the previous clan leader takes over.
Male Preference - Men are preferred in succession.
Female Preference - Women are preferred in succession.
Kingdom Succession:
Elective Monarchy - An open election is held. Similar to vanilla but it factors additional policies.
Tanistry Elective - The ruling clan and any clan who married the ruling clan are eligible.
Hereditary Monarchy - Only the ruling clan is eligible.
Preeminence - Renown is weighted more in Elective Monarchy elections.
Oligarchy - Wealth is weighted more in Elective Monarchy elections.
Martial Aristocracy - Military Strength is weighted more in Elective Monarchy elections.
Civil Wars
There are two main types of civil wars, internal and secessionist. Most civil wars will be internal as secessionist movements require either a number of lords of a foreign culture, or a kingdom has become sizable enough that splitting off a new kingdom is considered more viable by the rebel lords. Catalysts for war are as follows:
Exiled claimant - there are a number of exiled claimants who will spawn in when they drum up enough support (in their opinion) to take the crown.
Internal claimant - if a potential heir is disgruntled by being passed up, they will try to drum up support, if they get it, they will split from their family with three of their buddies and wage a war for the throne.
Ambitious lord - a sufficiently ambitious lord will leverage behavior detrimental to the kingdom and its lords to try and steal the throne. There are a number of things that factor in, including fief distribution, voting with or against the majority, initiating wars but losing ground and on and on. Fief distribution is something that at least one lord will botch horribly as most players will not be surprised by. Shockingly though every test playthrough saw different results.
A few additional notes...
NPC Fixes is highly recommended - as it will add crowns to new faction leaders.
Known issues...
Deposed rulers don't always lose their crowns, (the ones they wear, they lose the throne).
Not all the banner icons are centered... annoying as they are centered in the files so I'll be looking into that.
Recommended Mods
1. Unlanded Clans
2. Death for All (I like a 6 personally)
3. Surrender Tweaks Don't let the AI die because they happily fight 5 v 500. Also super lopsided fights burnt me out on the game - running around fighting 200 v 5 is so boring and makes no sense.
4. Houses of Calradia or Calradian Clans - For that added immersion - and so kingdoms don't outsource all their succession with RNG
5. True Noble Opinion - this has always been a must for me, but this will make clan interactions, both with the AI and the player more dynamic now that they matter more.
6. Diplomacy This mod is now compatible with Diplomacy so rebel kingdoms from this mod so now those outside of the lines of succession can usurp thrones via factions and rebel kingdoms can seek alliances.
Plenty more mods will play great with this as well (shameless plug for Feudal Warfare) but the above five will help keep your Calradia dynamic and realistic.
Happy harvesting!
If you haven't already check out my other mods!
Feudal Warfare - A Recruitment Overhaul
Commanders & Conquerors
Small Talk
Unlanded Clans
No More Clones
SandBox Siblings
Calradian Clans