Guide to Playing this mod
I found the guide on my old Guild forum and decided to post it here to explain how this mod works.
Campaign
Supplies
The player's army has a limited amount of supplies, so the army cannot remain outside a settlement for too long (the army consumes supplies faster in another faction's regions than in their own regions). The army will also lose moral if the player spends too long in another faction's regions. Winning battles and conquering settlements is the best way to keep moral and supplies high.
Faction Leader
Authority
A Faction Leader with High Authority gives trade, happiness (city only), and law (castle only) bonuses to all their settlements; while a Faction Leader with low authority reduces these. To get these bonuses in a Town a Faction Leader only needs an Authority of 3 but in a Huge City he'll need an Authority of at least 6 (similar levels are needed in castles).
The Faction Leader can gain Authority by winning a lot of battles, and keeping taxes high in their settlement.
Corronation
When the Faction Leader dies the new Faction Leader has to be corronated. To corronate the new Faction Leader they have to spend one turn in the Faction's Original Capital (the one at the start of the game). If you change the capital the new capital will not be able to corronate the Faction Leader, only the original capital can do this. The Faction Leader of Catholic factions cannot be corronated if they have been excommunicated.
Failure to have your Faction Leader corronated can result in them getting the 'Offends the Nobility' or 'Inspires Civil War' traits. Also if you're current Faction Leader is a regent, rather than a decendent of the previous King (they'll have the Regent trait, rather than the Faction Leader equivalent) there is a chance that they'll sell the Crown Jewels if they are not corronated quickly.
Offending the Nobility
When the Faction Leader does something the Nobility (generals) doesn't like he can the 'Offends the Nobility' or 'Inspires Civil War' traits. When the Faction Leader has either of these traits all the generals decide whether to support of oppose the current Faction Leader. Those that choose to oppose the Faction Leader will get the Disobedient trait, causing them to lose all their movement points and making their cities highly likely to turn rebel.
To remove the 'Offends the Nobility' or 'Inspires Civil War' traits you need to move your Faction Leader to the Faction's Original Capital (if they haven't been corronated) and then to your Faction's Current Capital (if different). Leave the Faction Leader in the Capital for a few turns and they'll lose these traits, putting the Nobility back under you control. High authority, chivalry, and dread will reduce the chance of getting these traits and make the nobility less likely to rebel.
Cities
A City can either be Royal or Noble, each has their own advantages. Which Town Hall buildings a city has determines whether it is a Noble or Royal city.
Noble Cities
Noble cities have Noble Town Halls and can build Noble barracks. They represent control of a settlement by the local nobility and function much like the vanilla Town Halls, except they reduce income (the nobility keeps most of the money for themselves).
Noble barracks can only recruit local militia in most campaigns. In the 1547 campaign, which doesn't have castles, the Noble Barracks allows a faction to recruit militia and general soldiers.
Royal Cities
Royal Cities have Royal Town Halls and can build Royal Barracks. These cities are under the control of the King, so all the income they general goes to the player. How much income they generate is determined by how much Authority their King has; the higher the authority the more money is generated and vice versa. The amount of law and happiness in these settlements is also dependent on the King's authority.
Royal Barracks can recruit local militia and some castle units depending on their location. For example England can only recruit Longbowmen in England but can recruit British Mailed Knights in most of Western Europe. In the 1547 campaign, which doesn't have castles, the Royal Barracks allows a faction to recruit their best units.
AoR
This mod uses an AoR system to prevent units from being recruited in ahistorical places, such as knights in Africa. There are three types of units: militia and basic soldiers who can be recruited by any faction, cultural units which can only be recruited by factions of the same culture (for example most knights can only be recruited by European factions), and elite units which can only be recruited by a faction in their home region (for example Lancers can only be recruited by France in France).
It's difficult for me to precisely show the AoR because it changes between campaigns. I'd recommend checking the building browser to see what units you can recruit in each province.