Ck2 Wrong Type Of Holding

Crusader Kings II: Got 'wrong type of holding' warning in Demesne. Hello friends, i was being as Poland then i have conquered the Pomeranian tribes to the north, but after that i have got 'wrong type of holding' warning, and the holding in three provinces is been labeled as 'recently conquered' modifier for wrong religion, culture etc, which.

Part 4: Ragnvald's Shameful City 1073 - 1086


The county of Ormond and two of its holdings are now within our demesne. With these assets at our disposal, we should be able to rein the count of Desmond in as well.
And since we've taken a castle for ourselves in Ormond, it automatically becomes the county capital in place of Waterford. As a feudal lord, castles are our preferred holding type. And frankly, I don't think we'd want to live in Ragnvald's old city anyway. Its totally disgusting, its nothing but mud and boats, there's no walls or buildings or anything. There's actually more boats there than people, which is kind of a questionable decision. Its hard to say what the old Lord Mayor was thinking, but he'll have plenty of time to ruminate over his mistakes in our dungeon.
Our yearly income is a bit higher now, but impacted negatively by our poor relationships with our mayor and bishops.
Our maximum raisable levies are much higher now, too. Once we recover from our last war, we should have more than enough men to take to the field against the count of Desmond.
Two new notifications appear for us. One warns that our second son, Donnchad, will inherit the county of Ormond and city of Waterford upon our death, leaving our first son Brian with Thomond. It would be nice to keep our holdings consolidated under a single ruler if possible, so we'll try to do something about this later.
The second warning is a reminder that we have a wrong holding type in our demesne - the city of Waterford. The penalties for holding the wrong holding type are so bad, in fact, that we'll get just as much tax from the city by handing it over to a new mayor as we would by holding onto it ourselves. The only difference would be that the mayor would be collecting a large amount of tax just for himself as well which he can use to upgrade the city.
We'll hand the city of Waterford over to a new Irish mayor. To do so, we just right click the city holding, then click the 'Create New Vassal' button. A new character is introduced and assigned to the position of mayor for the city.
Our firstborn son seems to be aware that his inheritance is slipping away, because our spymaster discovers a plot by Brian to murder his younger brother.
Brian isn't a naturally cruel person, but he is awfully hotheaded and aggressive. Maybe he caught something from Ragnvald while apprehending him after the last war. I'd like end this plot before it goes anywhere.
Our younger son Donnchad is an extremely bright child and will serve the family well once he reaches adulthood.
One thing we could do to end this plot is simply arrest Brian. I don't really want to do this if we don't have to.
The other alternative is to confront Brian with our knowledge of his scheme and demand him to stop. Maybe if we talk some sense into him, he'll refrain from making this poor decision.
He seems to regret his decision and ends his plot. But, if this continues to be a problem and we catch him scheming again, we may have to imprison him after all.
The count of Kildare successfully fabricates a claim on one of our titles. Luckily, he doesn't have the strength to pursue it.
Some time passes while we allow the countryside to recover from war. During this period of peace, our duke has a strange run in with a hooded man who hands him a mysterious book. Perplexed, Murchad dives into the tome and studies it to find its meaning.
Murchad is unable to make any sense of the strange book, but his time spent working on it leaves him with a lifestyle trait of 'Scholar', which gives a bonus to his learning.
An alert appears to inform us that Donnchad is old enough to begin his education. A guardian affects the development of his ward's stats, traits, and the type of education trait that the child receives.
We open diplomacy with Donnchad and select 'Educate Child'. This opens a list of possible guardians that we can pick for him. Much like arranging marriages, you can use the character browser to find a much wider selection of possible guardians. You really don't want to send your child away to be tutored in a foreign land, though. Generally, being the guardian of your own children is more powerful because as events occur which allow you to shape the personality of your ward, you can just choose to pick all of the choices that steer him in the right direction. To make things a little more interesting, I'm going to allow some of our other family members to tutor our children.
I want Donnchad to be a diplomatic fellow so that if he ends up as a ruler, his vassals will like him. And, if things go as planned and Brian ends up as our next ruler, Donnchad can be his chancellor. We'll want him to get the diplomacy type education, and we want him to be educate by an Irish character so that he doesn't become another culture type as he grows up. With all of those things in mind, I pick Toirrdelbach, our cousin and current chancellor to be his guardian.
One of our family members who I specifically didn't arrange a marriage for (because he has claims on our title) marries without our permission. We could toss them in the dungeon for this, but Murchad is a pretty nice guy to his family, so he simply lets the issue drop.
In the east, King Harald of Norway succeeds in his invasion of England after nearly ten years. The powerful duke of Lancaster immediately rises up in arms and attempts to claim his independence. Hopefully there will be enough instability on Great Britain to keep Norway's attention away from us.
With our military capacity fully recovered, its time to think about moving against the count of Desmond.
An attempt is made to offer him vassalization once more, but he still doesn't consider us powerful enough to simply agree without a fight.
Our path is clear, then. War is declared on the count of Desmond to press our ducal claim on his land. Success in this war would force him to become our vassal.
Both sides call their armies up, and immediately we see that the numbers are clearly on our side. Our forces combine in Thomond and then pursue the Count's army to force a decisive battle.
During the march, our son Brian asks us to give him a landed title. This isn't something I'm prepared to do quite yet, so I tell him no.
The armies of Munster and Desmond meet and the results are predictable. The remnants of the Count's army escape with a small number of men incapable of doing us any harm, so our main force ignores giving chase and instead begins to siege his holdings. The numbers at the top show us the amount of Warscore we gained from victory in the battle (15%), the amount of prestige we earned (0.4), and also the amount of piety we earned. Warscore is a measure of how well our war is proceeding, and if warscore reaches 100% we can declare victory. It may even be possible to claim victory before reaching 100% warscore, but I wouldn't rely on that.
A messenger arrives during the siege of Desmond to deliver a note to our duke. Apparently, Ragnvald has been complaining about his living conditions in our dungeon and he's demanding some clean boats to live in. Our response is to throw him into a hole and forget about him.
The heresy in Thomond finally erupts into a state of violence and a peasant army rises to oppose us.
The number of men they have is shocking, and too much for our army to deal with - especially while we're already in a war. Its an unfortunate setback, but we're going to have to hire a mercenary company temporarily to put down this revolt.
On the military screen I click on the mercenaries tab, and then hire one of the cheaper companies available. Captain Aufred's company cost us 75 gold to hire, and he'll continue to cost us a hefty sum of cash monthly until we release him from our service. His men arrive in Connacht, and I send them to Ormond via a safe route so that they have a chance to build their morale before combat.
The mercenary company quickly dispatches the peasant revolt, and after doing so I immediately release them from service.
The siege of Desmond's castle holding finishes and we receive 7 gold from the spoils of war. We're on our way to hit 100% warscore way before finishing the occupation of every holding here, but since we just spent so much money on mercenaries, I'm eager to replenish my personal coffers a bit and so I allow all of the sieges to finish before officially ending the war.
In the aftermath of the peasant rebellion, our court chaplain finally manages to weed out the heresy in Thomond and return the county to Catholicism. He is reassigned to improve our relations with our bishop in Thomond.
All of the sieges in Desmond complete, and we click on this war icon in the bottom right.
From this screen we can see all of the components that are affecting the warscore and open diplomacy with the other party.
We enforce our demands, and the count of Desmond becomes a vassal under us.
All of the de jure territory of the duchy of Munster is now under our control, though I would really prefer to have the county of Desmond in our personal demesne rather than in the hands of a vassal count.
But for now, the war is over and I want to enter a period of recovery. We'll let our levies recover, try to boost our relations with our vassals, and save up to develop our economy. A feast will help raise our vassal's opinions of us.
Murchad is feeling pretty good about himself around now, and gains the trait 'Proud'.
The feast ends, and our vassals return home content and happy.
Another child is born to our duke. This time, a girl. Since we're Agnatic-Cognatic, she could potentially be in line for succession, but only in the event that there are no living male heirs.
Our chancellor is reassigned to fabricate claims in Leinster. If we can fabricate a claim on this county, it will be the first expansion that we do outside of our starting de jure region.
The consolidation of our territory under a single heir is a priority for me, and there's several ways we could go about it. Donnchad could be appointed as the successor to a bishop, which would take him out of the line of succession. We could try to have either of our male children assassinated, but that's just too cruel! Another way around it would be to hand over every county that we can to our heir before we die - then there would be no other holdings left for our other children to inherit.
A more permanent solution is to change our succession law itself. Elective is an extremely powerful succession law that would let us choose any member of our family to be our heir. As long as we are liked by our vassals, or as long as we control all elector titles, we'll be able to pick the cream of the crop for every generation of rulers. Primogeniture is simple - the eldest eligible child of our current ruler will inherit everything. This is what we're switching the inheritance law of Munster to. Poor young Donnchad will hate us for the rest of our lives, but it's for the best.
As our coffers build up, we start spending the money on building castle villages in our demesne. First in Thomond, then in Ormond. This will boost our income greatly. Building up walls will increase our income and levies both slightly as well. This early investment into our economy will help us grow strong later.
Finally, in November of 1080, Ragnvald dies in our dungeon. His last wish was to be burned in a pyre ship. There were plenty of ships left over from his reign over Waterford, so Murchad actually respected his wishes and had one of those set aside for Ragnvald's burial at sea. Funny story, though. Ragnvald actually soiled himself so dramatically after his body was placed into the ship that the torchbearer couldn't bring himself to get near enough to light the ship afire. So, ultimately the tide ended up carrying him away into the North Atlantic Drift to be picked apart by desperate seagulls. Rest in peace Ragnvald.
Donnchad comes of age, and displays a remarkable talent at diplomacy. I would make him my chancellor, but he hates me with a burning passion for taking him out of the line of succession. Perhaps he'll get along better with his brother, in which case he'll make a fantastic chancellor.
Murchad tries his hand at some intrigue and attempts to plot to revoke the county of Desmond from Earl Tadg. Unfortunately, the Earl of Desmond is so well liked by our vassals that they're unwilling to go along with our plot.
Murchad is determined to put all of Munster in the personal demesne of his family before his days come to an end, though. Since plotting isn't an option, he resorts to his old ways of revoking titles for no reason. We've seen this happen before, and there are no surprises in store this time either.
The Earl of Desmond refuses to simply hand his titles over and declares war to defend his land. Our armies are raised, and just as before we're victorious.
Desmond becomes part of Murchad's personal demesne, and development of its local economy begins just as we've done in Thomond and Ormond.
In the next installment, we'll continue to strengthen our personal demesne and make a move against our northern neighbors should the opportunity present itself.

version: v.1.05

MAJOR:

- You can now ask to join many types of wars

- Participants in wars now get a contribution score which determines how much prestige and piety they get when the war ends

- Crusades now target entire de jure kingdoms. The Pope declares the war and other rulers can then join the attacking alliance. The one who contributes the most gains the targeted kingdom.

- Streamlined marriage interface allowing matrilineal betrothals

- Loads of new events for regencies, friendships and rivalries

- Plot to revoke the title of a vassal

- The Kill Plot is now more available and targets a wider selection of logical characters

- Portrait clothes are now uncoupled from ethnicity

- Added Causes of Death

- Added some purely naval mercenary units

- Improved military AI

- Armies can now be 'attached' to each other, which means they will just follow the lead army

- Duchies can now be assimilated into another de jure kingdom (takes 100 years)

- Now possible to create titular titles at double cost if you hold the scripted capital

- Empires are now allowed to create kingdoms

- You can now only create kingdoms if you are already a king or emperor, or hold more than one duchy titles

- Added the kingdoms of Frisia, Lotharingia, Bavaria, Pomerania, Aquitaine and Brittany

- The kingdoms of Galicia and Navarre are now de jure kingdoms

- The kingdom of Al-Andalus is now called Andalusia and can be created by anyone in the Arabic culture group

- Changed 'Ducal Claim' wars to 'De Jure Claim'. De Jure kings and emperors can now take counties in their de jure realm

- Assassinations are now more expensive depending on the rank of the target

- All factions in civil wars are now hostile to outside attackers

- Cannot end civil wars until the temporarily independent vassal has no holdings occupied by outsiders

- Tribal Invasion CB: Now destroys all duchies and kingdoms in the conquered realm

- Children now always get the same education type as their guardian

- The Holy Order troop size now scales with the moral authority of the church

- Republics now get a special CB to seize coastal provinces

- Republics (count or above tier) now get a tax bonus from all cities in their realm

- Republics (count or above tier) now get an extra tax bonus from all coastal cities in their realm

- Republics (duke or above tier) now get an extra tax bonus from their capital city

- Women and illegitimate bastards no longer get pressed (inheritable) claims on their parents' titles

- You can now press the claims of female courtiers and vassals in wars if the target title does not have Agnatic succession

- AI: Vassals should now try to defeat peasant rebels on their own

- AI: Will no longer raise forces in besieged counties

- AI: Nearby religious brethren will now tend to join defenders in Holy Wars

- AI: Lowered general vassal revolt risk and DoW aggressiveness

- Cut the Religious Assistance CB

- There is now a 'Plot' button in the character view, offering a more flexible way of picking plots against characters

- Fixed an issue with weird (often infinite) build times that could occur after reload

- Vassals will no longer hate you for newly acquired Holdings that take you above the demesne limit. You have two months to get rid of them.

- Heavily revised vassal revolt risk calculations

- Made the revolters in independence wars start gaining ticking war score, and do so immediately

- Fixed a crash when switching between tabs in the Plot View

MINOR:

- Embarked armies no longer suffer attrition

- Withdrawing a small enough army from combat no longer leads to a general retreat

- Rebalanced combat a bit - more morale damage, less kills

- Fixed a bug preventing claimants to the Caliphates from ever revolting

- Fixed an issue with succession CB holders not using it because they are currently the heir presumptive

- The opinion effect of gifts now depend on the State Diplomacy of the giver and the greed of the recipient

- Gift recipients who are not your vassals (or below) will appreciate gifts more

- Landless characters now also get an AI personality from traits

- Added more and greater opinion modifiers from characters having the same traits

- The console command 'debug fow' is now just 'fow' and works in Release builds too

- The invite to plot selection list of characters now excludes those who would never ever join

- Better tooltip for the 'not willing to join plot' icon when inviting people to plots

- Glowing borders on selected titles in the Title View

- More likely to see different unit type models on the map

- Added console command 'charinfo' to toggle debug information in character portrait tooltip

- AI: Honorable and dishonorable (personality from traits) characters should now respond more plausibly to invitations to murder plots

- AI: Improved councillor appointment

- AI: More careful about trying to pass de jure law changes during wars

- AI: Smarter about revolting during the lieges offensive wars

- AI: A bit more reluctant to accept ending a plot

- AI: Will now want to raise or hire a more overwhelming force

- AI: Smarter about creating and usurping titles

- AI: Smarter about handing out titles

- AI: Will now actually look at the defines MAX_ELECTOR_TITLES_LEGALLY_HELD and MAX_DUCHIES_LEGALLY_HELD when handing out titles

- AI: Checks if mercs are an option when evaluating DoW

- AI: Fixed an issue with piecemeal raising of ships

- AI: Fixed several issues with Mongol Horde DoW logic

- AI: Landed spouses will no longer revolt

- AI: Fixed some bugs with bishop nomination

- AI: Fixed a bug where the AI could ignore some rules when granting titles (could grant contested titles, etc)

- Children born to parents in a matrilineal marriage should now end up in the mother's court

- Fixed a bug with abdication from war in elective monarchies that could result in premature Game Over

- Crown authority in titular kingdoms and empires can now also be lowered by lost civil wars

- Fixed a crash when just about to revoke the title of someone, and that person dies

- Added some more loading tips

- Fixed a bug with the 'prisoner' event effect when releasing characters from someone other than their liege

- Unit owners now get a fraction of the prestige and piety gained from battles (and not just commanders)

- Increased the piety and prestige gained from battles a lot

- Characters can now only pick the Amass Wealth ambition once

- Fathers will now like their children a lot

- Fixed a bug with the inheritance of Claims

- Fixed some errors with the tooltips in event 301 ('A Bastard is Born')

- Tweaked the succession situation between Flandres and Hainaut in 1066 to avoid Flandres becoming part of the HRE

- The members of the House of Vermandois are now members of House Karling

- Vassals now only like succession laws in secondary kingdoms if they are de facto below it

- Gavelkind law in secondary kingdoms has no opinion effects unless the ruler has more than one holding there

- Added early kings of England to the history files

- Temple type holders will no longer desire their liege's titles for de jure reasons

- Temple type holders will no longer be upset with their liege for having the wrong government type

- Fixed a bug with protected inheritance not working correctly between two realms, both with protected inheritance

- Nerfed the Pagan warrior cult building by 33%

- The text for the assassination action now mentions the cost

- Can now only repeat the same plot type, not ambitions

- Improved DoW warning texts

- Changed the initial succession laws of the Spanish kingdoms to Gavelkind

- Gave the Victual Brothers their ships back

- Bohemund of Taranto is no longer a bastard

- Fixed a bug where a dead husband of a newly pregnant wife would not count as a husband

- The conduct diplomacy button is now hidden for dead characters

- Fixed some issues with the 'elector titles held' penalty in empires

- The Hordes lose the Tribal invasion CB if they go Christian

- Fixed a bug with the 'is_mercenary' trigger

- Gave Pisa some starting buildings in 1066

- Tweaked the Holy Order levy composition

- Adjusted the map so that the Duchy of Tyrol is no longer split in two

- The Kingdom of Byzantium can no longer be created

- Vassal mercs now cost half maintenance

- The Kill Spouse plot decisions are now less likely to actually succeed

- Open succession law (the Muslim default) now makes succession crisis revolts much more likely

- You are now allowed to usurp titles from other vassals within the same realm if you have a claim on the title

- Fixed a bug with the tooltip for the 'has_objective' trigger

- Fixed some issues with some male hair styles being invalidated when they should not be

- Mercenary captains should now wear helmets again

- You no longer get Piety from handing out the same title to the Church multiple times

- You no longer get Piety from handing out duchies and above to clergy

- The Piety from giving a county to the Church is now 50 (down from 100)

- Boosted the arrival strength of the Timurids

- Uncles and aunts are now also valid successors in elective monarchies

- Removed the warning text and special AI acceptance rulers when marrying a member of the _same_ dynasty matrilineally

- Fixed a bug with Fertility set from modifiers

- Holdings under construction should now also correctly benefit from councillor jobs

- Fixed an issue with historical settlements not being cleared entirely correctly on save game load

- Fixed a bug with certain event target trigger tooltips

- Added a tooltip to the 'character' trigger

- Corrected some title adjectives

- Fixed a bug with the 'claimed_by' trigger tooltip

- Fixed a mismatch between potential revolters in the alert and in the Intrigue View

- Mercs of the same culture group as you can now always be hired, no matter the distance to your capital

- Lieges of dead characters are now saved and shown

- The decision to repent (getting your excommunication lifted) now gives the correct opinion modifier, making the character immune to a new excommunication for 10 years

- Fixed a bug where successors could be temporarily disinherited when Temple holdings were assigned a new holder

- Fixed multiple issues with the law change plots

FOR MODDERS:

- The line 'nudge_allowed=yes' in 'settings.txt' will turn on the in-game map positioning editor (there is a button called 'Nudge' in the starting screen.)

- The de jure liege of titles can now be changed through events and scripted history ('de_jure_liege')

- You now see all plots in 'observe' mode

- Exported MAX_GENERATED_TRAITS_FOR_HISTORICAL to defines (controls the maximum number of random traits that are generated for historical scripted characters)

- Added a 'destroy_landed_title' event effect

- Added a 'give_minor_title' effect

- Added trigger 'holding_type'

- Exported some merc and holy order hire cost factors to defines

- Mercenary companies can now be scripted with a 'strength_growth_per_century' value (in landed_titles.txt)

- The Legalism effects on demesne size is exported to 'defines.lua'

- Added plot type 'realm_titles'

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- Added trigger 'held_title_rating = [num/target]'

- Event modifiers are now read from multiple files

- Cut the non-functional trigger 'num_of_ports'

- The trigger 'monthly_income' now actually works

- Timed opinion modifiers with value 0 are now added, but not listed in tooltips (useful as a kind of flag in events.)

- Added 'creation_effect' to character objectives

- Exported DOW_AGGRESSION_FACTOR and REVOLT_AGGRESSION_FACTOR to defines

- Added event trigger and effect; 'custom_tooltip'

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