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Monk
02-10-2013, 10:25
Equality and Balance
A modification for Crusader Kings 2


Description:

This is a continuation and logical progression of Tweaks Mod (https://forums.totalwar.org/vb/showthread.php?141623-CK2-Monk-s-Tweaks-Mod), which was born out of a desire for greater playability among different genders as well as minor balance concerns. My original vision for this modding effort was fulfilled around three versions ago, and so I turned to tackling other annoying issues that I saw with vanilla.

The goal of this mod is to attempt to strike a balance between keeping the basic structure of vanilla the same, but changing just enough to give the player way more options in how they play. Not an easy thing to do and remain a small, lightweight mod, and yet that is also one of the goals! If you are tired of the Fatimids invading Greece by 1070 in every single game but don't want to download a huge overhaul mod, this is definitely the mod for you. Well. Maybe!

Feature List:


Expanded options for women in the council, events and ambitions.
Fatimid Civil War. The Caliph must earn his place in the world.
Expanded succession options for non-Muslim powers.
Women may now demand a title from their dynasty head, or their liege.
Completely rebuilt Iberia from the ground up to provide different possible outcomes. No longer a muslim steamroll, neither a christian one.
Rebalanced Norway's starting retinues of Harald. Norway must now fight hard and be smart if they hope to win the prize of England.
Tied the Muslim Invasion CB directly into decadence requirements. Only the truly devout may declare an invasion.
Restrictions placed on the Emperor of the HRE regarding crown law, and the ability to expand into the baltic.
Removed restrictions on the ruler designer. Create a ruler with the traits you want.
Various new events, allowing you to interact with the people of your realm.




changelog:here (http://pastebin.com/TfYjrUFL)


Download it here (http://www.mediafire.com/?5138qcc5kv8i3oz). ---- Compatible with paradox patch 1.103


Screenshots:


https://i.imgur.com/JAIz662.jpg

https://i.imgur.com/B9WHTOo.jpg

https://i.imgur.com/QKkXgkB.jpg

https://i.imgur.com/cA61izS.jpg https://i.imgur.com/aXBoHIH.jpg https://i.imgur.com/KsY7GwF.jpg https://i.imgur.com/NbVBVvO.jpg https://i.imgur.com/wLyoSxT.jpg



I tested extensively but if I've screwed up and let a bug through, do not hesitate to post here and tell me. I'll get right on a hotfix.

Alexander the Pretty Good
02-18-2013, 04:54
Just when I thought I was out* they pull me back in...

*on a EU3 kick, to be honest

amega
02-21-2013, 19:29
First and foremost I would like to say thank you for putting this together. The extra effort you put into Iberia is immensely appreciated. I personally enjoy the portion of the map because of the engaging turmoil of the region. Your modification made it pleasantly enjoyable.

I was wondering if any one could point me in the direction of how I can modify holdings in provinces. I ask because I would like to mod for one, just starting out really, but I would like to do AAR's and I would like to make a few modifications to enhance my back drop for a story. However every time I reverse engineer the txt files for holdings I just get a greyed out box. Any links would be greatly appreciated.

Thank you in Advance.

Monk
02-21-2013, 21:28
First and foremost I would like to say thank you for putting this together. The extra effort you put into Iberia is immensely appreciated. I personally enjoy the portion of the map because of the engaging turmoil of the region. Your modification made it pleasantly enjoyable.

I was wondering if any one could point me in the direction of how I can modify holdings in provinces. I ask because I would like to mod for one, just starting out really, but I would like to do AAR's and I would like to make a few modifications to enhance my back drop for a story. However every time I reverse engineer the txt files for holdings I just get a greyed out box. Any links would be greatly appreciated.

Thank you in Advance.

:bow:

I am glad you enjoy my efforts. I like to think I am helping the game reach it's potential just a bit. It is never fun as a player to be limited to where you can and cannot play due to overbalanced game mechanics. As for your question:



Messing around with holdings isn't that difficult but can be a little time consuming if you aren't careful. It took up a lot of the early portion of this mod, i think I spent a month or so just removing one holding at a time in Iberia, watching how it affected balance. Talk about tedious. Before we begin you may want to install notepad++ or turn off your operating system's tendency to hide file extensions. It will make modding SO much easier, trust me. Both can be found through a simple google search. Notepad++ is a free coding program which will save your eyes from a lot of strain.

Anyway. GO to C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\history\provinces (i have steam, it may be slightly different if you have gamersgate version) and locate the file you want to mess with. Each of these files represents a province on the game map and tells the engine how to interact with it. As an example lets look at Oxford.

# 22 - Oxford

# County Title
title = c_oxford

# Settlements
max_settlements = 5
b_reading = castle
b_buckingham = castle
b_oxford = city
b_abingdon = temple

#b_banbury = castle
#b_aylesbury = castle
#b_eynsham = castle
#b_wallingford = castle

# Misc
culture = saxon
religion = catholic

# History
1100.11.11 = { culture = english }


Any line that has a # is a comment line and can be ignored, the engine will not read these lines. Here's a short explanation of what we're looking at:

county_title: This tells the game engine which title file to look into when linking this province to a title. 'c_oxford' has a corresponding file in the titles folder, but we can ignore that for this.
max_settelments: This is how many settlements the province can hold by default. Have you ever noticed that some places have only one vacant holding, but others have something like 6? This little modifier is why.
b_reading = castle: These are the actual holdings within the province itself, in this case, the Barony of Reading is identified as a castle and is the primary settlement for this county. Make sure that the first in this list is always castle, or it will change the title to a republic or prince-bishopric.

Every holding within the file that does not have a # mark in front of it will be read by the engine and created at the start of the game. Right now, Oxford starts with 4 holdings, one in the primary slot and three below that as baronies. If you wanted to tell the game to load more baronies for oxford it would literally be as simple as removing the hashtag, making sure you're not over the "max settlement" value and simply running the game.

If you want to add in a new custom barony, well, that's slightly trickier. But not impossible!

# 22 - Oxford

# County Title
title = c_oxford

# Settlements
max_settlements = 5
b_reading = castle
b_buckingham = castle
b_oxford = city
b_abingdon = temple
b_gotham = city

#b_banbury = castle
#b_aylesbury = castle
#b_eynsham = castle
#b_wallingford = castle

# Misc
culture = saxon
religion = catholic

# History
1100.11.11 = { culture = english }

Marked by bold I've added a new custom city, in this case, Gotham, but you can name it what you want really. Save and close the file.

Now that we've told the province our city is there, we need to tell the game's title system it's there too. If we don't, our new custom city won't show up and we will be treated to just an empty box. Next stop is landed_titles.

Go to: C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\common\landed_titles

Open the file up in notepad and do a control + f to search for c_oxford. This will take us directly to where Oxford is in here. Your search should bring you to something that looks very close to this.

c_oxford = {
color={ 255 115 15 }
color2={ 255 255 255 }

b_oxford = {
}
b_wallingford = {
}
b_abingdon = {
}
b_buckingham = {
}
b_banbury = {
}
b_reading = {
}
b_aylesbury = {
}
b_eynsham = {
}
}


We wanna change that by adding in our custom barony,m a simple paste and tidying up later...

c_oxford = {
color={ 255 115 15 }
color2={ 255 255 255 }

b_oxford = {
}
b_wallingford = {
}
b_abingdon = {
}
b_buckingham = {
}
b_banbury = {
}
b_reading = {
}
b_aylesbury = {
}
b_eynsham = {
}
b_gotham ={
}
}
}


And we're done! Save and close the file.

The next step is localisation, as without it, Gotham will appear in our game as b_gotham. Not very interesting. Localisation will allow us to tell the game engine what we want that file to show up as.

Go to C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\localisation

Create a new file and name it whatever you want, for the purpose of this, I named it gotham, but you could easily name it "mylocalisation" and fill it with all localisation calls for your personal mods. The game doesn't care what the file's name is. Make sure the file saves as a .csv.

Here is what the localisation should look like:

#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
b_gotham;Gotham;;;;;;;;;;;;;x

Save and close. Boot up your game.. and, well, that's really all there is to it. :bow:

https://i.imgur.com/64nGIaU.jpg

Happy modding.

Monk
02-22-2013, 21:43
Next version is the final release before The Old Gods. I am done messing with it, all I need to do is play it a bit and make sure I haven't broken things that I didn't mean to break.

I figured out how to give women armor and to force armor on anyone commanding an army, which has been bugging me for the longest time. Yes, you're a king, but put your armor on for god's sake! :angry: It's a small change but it's a very good one imo (that could be my motto for this mod)!

I have also put final touches on the Fatimid start. Each 'contender' now has a little retinue of troops tied directly to them that functions much like William the Bastard's retinues do, only far smaller. These forces are more than enough to ensure the start is incredibly volatile for the Caliph, and make the ensuring civil war even bloodier. I wanna test it some more but so far it's been a fun change.

I don't know if I will mess with the Byzantine or Seljuk starts much. I know they are the strongest factions at the 1066 date but they effectively civil war for the first 50 years of gameplay from what I see. Making any changes to their current balance without destroying them would be problematic. :confused:

At any rate. Thank you everyone who has downloaded and played this new version of the mod. It's quite humbling to know people enjoy my particular flavor of CK2. Here's looking toward the next version and starting the balance cycle all over again with a new start date! ~:cheers:

amega
02-24-2013, 16:53
Monk...
I am moved, your help was above and beyond the call. You are by the bottom of my heart "a cut above the rest" Thank you very much.

Monk
02-24-2013, 22:50
!!! NEW RELEASE !!!

Version 1.0 (that's almost twice the number of the previous version!)


Remember to delete old versions completely before installing new ones!

Changelog:
-------v1.0-----------

*Women of exceptional skill may now wear the armor that Paradox so kindly made for them.

*Armor is now automatically applied to all characters in command of armies.

*Raised the threshold needed for high martial characters to wear their armor when not in command. Now requires martial 20.

*Muslim women may no longer command armies, nor can they wear armor.

*Final Fatimid rebalances:

-Emirs of Aswan, Damietta, Sinai and Damascas begin the game with levies specially tied to their characters.

-These levies function exactly like those used by William the Bastard and Harald of Norway

*Massive Longbow Volley tactic has been rebalanced.

-Now provides a 320% increase to light-infantry attack, up from the previous 120% nerf.

-Can now only be used by very talented commanders, 14 martial along with proper culture is required

*Mongol Retreat and Ambush tactic has been rebalanced

-Now requires a martial skill of 12 to be considered a viable tactic.


Notes about this version:

It's been almost 10 months since i started modding CK2. In that time my original inspiration for this series of mods has evolved from simply wanting the ability to have a woman chancellor to a more balanced and stable vanilla experience without the need for a huge overhaul mod. Balance through practical, lightweight and simple means was the name of the game from day one, and I like to think I've kept true to that since I started. It's with no small bit of pride that I present what I consider the final, feature complete version of my mod: Version 1.0, and with it the final tweaks for the 1066 start date.

Armor and female commanders:

The blacksmiths of Europe and the Mid-East have been working at full capacity to give every character a full set of armor! No longer is the wearing of armor restricted to high martial men. Anyone who has a high martial skill (threshold set to 20) may now wear armor outside the battlefield, and everyone wears it while leading troops. Women never wear helms, however, as the basic helm Paradox made was meant for male characters. It simply does not look right when sitting on female portraits. Without making a new one there's not much I can do there.

Muslim women can no longer lead troops on the battlefield. This was a bit of an oversight initially, but in practice it turned out to be a "get out of decadence free" card for any Muslim dynasty. Since unlanded women do not contribute to decadence it felt really overpowered to allow them to lessen it by fighting in battles. For lack of a better solution, Muslim women can no longer serve as commanders no matter how capable. Women of other religions can still command provided they have exceptional ability.

Fatimid changes:

The vassals of the Fatimid Caliph now control significant portions of his army. This will now hopefully simulate the historic ethnic tension that nearly tore the Caliphate apart at the game start and is accomplished by using a system similar to the one already in use by the game. The same system that William the Bastard and Harald Hardrada use for their invasion forces is what the caliph vassals use for their civil war forces. This, combined with the previous changes to the mamluks, provides for a much more difficult position for the Caliph at the start of the game.

Two wars are now very common to see in the early years of the game. A war for control of the throne of Egypt, which then inspires spiraling independence wars. The system in place is very dynamic and can go a huge number of ways, as beyond the coding of characters and army strength, I have included no behavior scripts to tell the AI what to do. I simply let it do what comes natural. Do not be surprised if in some games the Caliph defeats his usurpers, while in others he falls. The trend leads to a much weakened Sultanate of Egypt from my observations, and holding together the Fatimid dynasty through decadence and betrayals is now a feat to behold.

Tactics:

I've only attempted to balance two cultural tactics in my mod because, from my perspective, these are the only tactics which can serve to radically alter game balance. Mongol and English tactics were far too good before I touched them, and now, they require at least a bit of 'skill' on the part of your characters for them to be as effective. Longbow tactics got lowered a bit too far in the previous release, I think, as the base volley that anyone can use is a 300% increase. Longbows now enjoy 320% effectiveness but require a very talented commander to coordinate. Mongol tactics now require a talented commander of 12 martial to use, rather than just any idiot with a bow.

New Screenshots:


https://i.imgur.com/cA61izS.jpg https://i.imgur.com/aXBoHIH.jpg https://i.imgur.com/KsY7GwF.jpg https://i.imgur.com/NbVBVvO.jpg https://i.imgur.com/wLyoSxT.jpg

Future Plans:

Hard to say, beyond a few radical ideas and hidden quest chains I'd love to implement, I've done all I want to with modding CK2. I plan to keep this mod series updated with future paradox patches and am eager to see what new interesting gameplay mechanics Old Gods bring. If that requires some balancing, I'll be sure to give it a go.

I tested thoroughly but as always if I find a bug later I'll hotfix it as soon as I can. If you find a bug, please don't hesitate to tell me. My contact information is in the readme, I would also welcome bug reports here in this thread.

Thank you for the continued support and interest.


Monk...
I am moved, your help was above and beyond the call. You are by the bottom of my heart "a cut above the rest" Thank you very much.

Thank you. It was my pleasure, I was happy to help. ~:)

Monk
03-06-2013, 10:06
!!! NEW RELEASE !!!

Version 1.01
Download Here (http://www.mediafire.com/?8gfxt273et1pd9o). -- Compatible with paradox patch 1.091

Remember to delete old versions completely before installing new ones!



Minor bug squash update.

changelog:


-------v1.01----------

*fixed Casus Belli strange behavior for Catholic Holy War


Notes about this version:

Discovered a really odd bug allowing holy wars to be declared on Orthodox characters if you were Catholic. After declaration, the war would just end instantly, netting you nothing but wasted time, piety and a free cooldown modifier for your trouble. I think i misplaced an OR = tag in the last update that caused the oddity.

Normal behavior should not allow the holy war CB to be used against Orthodox rulers at all if you're catholic.

Fixed now.

Update should be save game compatible with previous version, only thing that was changed was the CB file.

xploring
03-16-2013, 02:35
Thanks for the updates. :smiley2: I have been playing and having fun with this mod for awhile now (only Ireland though). The new armor looks really nice, esp. for women who used to go to battle in dresses, which looked a bit strange. :rolleyes:

Monk
03-16-2013, 06:53
Glad you're still enjoying the mod series xploring. :bow:


Thanks for the updates. :smiley2: I have been playing and having fun with this mod for awhile now (only Ireland though). The new armor looks really nice, esp. for women who used to go to battle in dresses, which looked a bit strange. :rolleyes:

I know right? Forcing armor for commanders is such a simple change I am surprised more mods don't do it. If i had to guess, it's likely because the actual variable is a bit hidden away. Found it after a bit of searching in the interface files.

It took some experimenting to get it right but it was well worth it :2thumbsup:

Monk
03-22-2013, 02:36
New dev diary was released for The Old Gods, and in the thread Doomdark revealed there will be around 7 (!) Dev diaries. That puts the expansion's release around the end of May, far longer than I thought!

I've been messing around with the tyranny system. Nothing major, but in the next update you'll have legitimate reasons to banish people. Whoa! Put down those pitchforks, I promise it doesn't destroy balance let me explain!

Execution and banishment are seen as tyrannical true, but I can think of one big event that might change everyone's mind... a kinslaying.



Killing members of your own dynasty (and getting caught..) is a huge taboo in the world of Crusader Kings, so much so that if you get caught you get a -really- nasty trait. One that require Papal intervention to get rid of! But what about the secular lieges of that realm, have they no say in your obvious lack of honor? Now they do.

It all starts with personal reflection. If you aren't careful and acquire the Kinslayer trait, news will spread about your deed and you must confront the consequences.

https://i.imgur.com/7XGx4Kh.jpg

Your liege gets a special opinion modifier in relation to you as a direct result of the last event. This modifier will allow him to attempt to bring you to justice, giving him righteous imprisonment against you.

https://i.imgur.com/OmAVvnS.jpg

Should the kinslayer lose the ensuing war they are cast into the dungeon, and their liege has the option to send them into exile for 70 piety (might change).

https://i.imgur.com/4IabJeJ.jpg
https://i.imgur.com/fG33Jry.jpg
https://i.imgur.com/LRQyBWR.jpg

Living a life of exile, the Kinslayer is incredibly resentful, taking a nasty -30 to relations with their former liege.

https://i.imgur.com/kt7iJU7.jpg

The code for this is pretty rough, I haven't spellchecked it or implemented a couple events to allow the kinslayer to redeem themselves (although I've already got events where should you lose the trait, the liege can no longer imprison/exile.

Seeing this won't be very common but it's something that should be there. Just in case it does. :yes:

New version next week with the Kinslayer event chain above, random clean up in relation to gender flags in crusades and minor bug fixes. :thumbsup:

komnenos
03-23-2013, 21:57
I hoped that a full game (for example like CK3!) was going to to be made about the era of vikings instead of this expansion.This era has a lot of important events and it's needed another full game.

Ibn-Khaldun
03-23-2013, 22:50
Glad you're still enjoying the mod series xploring. :bow:



I know right? Forcing armor for commanders is such a simple change I am surprised more mods don't do it. If i had to guess, it's likely because the actual variable is a bit hidden away. Found it after a bit of searching in the interface files.

It took some experimenting to get it right but it was well worth it :2thumbsup:

In my Byzantine game as the my Empress always wear the armor. Even when there is no war and she doesn't lead any armies. Is it because her martial stats are highest?

Other than that I still like what you've done with this mod.

Monk
03-23-2013, 23:41
In my Byzantine game as the my Empress always wear the armor. Even when there is no war and she doesn't lead any armies. Is it because her martial stats are highest?

Other than that I still like what you've done with this mod.

Yes. If your Empress has over 20 martial she will default to armor automatically. It's a hold over from Vanilla where characters who had high martial would wear their armor regardless of the situation. Though, I may have went a bit too far in allowing Kings and Emperors to just walk around in armor 24/7. :laugh4:

After a bit of experimenting this is something I can easily change. The portrait properties are surprisingly flexible in the scopes and limitations you can use.

Planning to have it as Kings and Emperors (two highest tiers) will always prefer to wear normal clothes regardless of martial ability, but will still put on their armor when they are in command of armies.

:bow:

Ibn-Khaldun
03-24-2013, 02:06
Good! That was a bit weird. Especially because she had 4 children in 6 years and it would be quite uncomfortable carrying them while having armor on.

xploring
03-25-2013, 06:57
The new kinslayer event chain looks good. I have just plotted and killed someone of my dynasty in my game. Will certainly have to think twice before I do the same again considering the potential consequences. I guess all my titles will be gone if banished? (or maybe I play as my heir?) Does my liege get tyranny opinion modifier if I hold more than one (or many) titles?

Actually, I want to ask about something else, when I grant title to my courtier and press their claim, does the new title he/she will gain have to be of equal or lower level for him/her to stay as my vassal? (i.e. Does "give barony, press claim for county" work?) Also notice that when my liege raise my levies, my levy numbers seem unchanged (both at castle graphic and military tab), is this a bug originally in the game, or something with the mod?

Monk
03-25-2013, 07:53
The new kinslayer event chain looks good. I have just plotted and killed someone of my dynasty in my game. Will certainly have to think twice before I do the same again considering the potential consequences. I guess all my titles will be gone if banished? (or maybe I play as my heir?) Does my liege get tyranny opinion modifier if I hold more than one (or many) titles?

Ah! I am glad you asked, because in truth I forgot to elaborate... ~D

The current implementation of this event chain actually results in no tyranny at all for your liege, mainly because he isn't confiscating your titles like the diplomatic action 'banish' will do. With the decision I've made your liege effectively seizes your lands and forces a succession. Your current heir will take over..

Here's a shot of my character getting exiled and the heir taking over, as well as the event for the kinslayer being banished.

https://i.imgur.com/GgVcso6.jpg


Actually, I want to ask about something else, when I grant title to my courtier and press their claim, does the new title he/she will gain have to be of equal or lower level for him/her to stay as my vassal? (i.e. Does "give barony, press claim for county" work?) Also notice that when my liege raise my levies, my levy numbers seem unchanged (both at castle graphic and military tab), is this a bug originally in the game, or something with the mod?

1. You must be one level higher than any vassal you have. Counts cannot be vassals to other counts, dukes cannot be vassals to other dukes, and so on. As long as you keep their highest title to be one lower than yours, they will stay your vassal. Otherwise they become to powerful by law and will break away

2. An issue with vanilla from the looks of it. I've actually never noticed that. It might be a bit of hand waving on paradox's part to allow counts to continue to build their power without constantly having their levy raised by their liege's liege. Or it may be a bug! I'm not sure.

Monk
03-25-2013, 22:23
Quick update to say this is not yet compatible with 1.092. Due to heavy modifications to the CB files, you won't be able to play this mod in the new patch.

I'll get to work on an update for compatibility very soon, expect it tomorrow or Wens.

:bow:

Monk
03-27-2013, 01:52
1.092 compatible version tomorrow morning at the latest (March 27th). Just need to run the mod through it's paces again and make sure I haven't introduced any new crashes.

Upcoming changelog (it got kinda long on me!):


*Women can now earn the crusader trait.

*Female kings/emperors can now call tournaments (tournament events themselves are still 'no girls allowed').

*Women should no longer (hopefully) choose to wear hoods with their armor.

*New Kinslayer events. Kinslayers can now be captured and exiled by their liege. See Version Notes in the Forum for more info.

-New opinion modifiers related to kinslayer events. Becoming a kinslayer now grants a -30 opinion from your liege (if you have one)

*Changes to portrait and armor properties, landed nobles now more logical in wearing armor regardless of ability.

-Landed nobles won't wear armor unless in direct command of troops or are currently serving as marshal

-Spouses of landed nobles act the same as landed nobles in regards to armor

-Unlanded nobles are much more willing to wear their armor regardless of the situation.

*slightly beefed up the female ruler penalties. Now a -5 to vassal opinion, up from -2.

*Removed the Kingdom of Croatia and the Kingdom of Wallachia from De Jure Byzantium.

*Removed old Ethiopian mercenaries/Holy Orders as the AI wasn't using them anyway.

*doubled the mean time to happen of tweak population events. You should see them spread over a much larger time frame. Hopefully.

*Fixed mismatch scope allowing AI to use the tweak pupulation events. No machines allowed!

*Only independant rulers can declare holy wars.

Monk
03-28-2013, 03:32
!!! NEW RELEASE !!!

Version 1.02

Download Here. (http://www.mediafire.com/?3ecydvcpp9l9lx8) -- Compatible with paradox patch 1.092

Remember to delete old versions completely before installing new ones!

I was running a bit late this morning. All i had time to do was update my links and rush out! So forgive this belated announcement. :bow:

Version notes:

Kinslayer events are up and running.

Getting the kinslayer trait now unlocks an event where your liege will gain a special modifier in relation to you. This modifier allows him to attempt to imprison you within the next 15 years. This may change but it seemed a good balance for now.

Should he fail, a war will break out. Should he succeed either in his attempt to imprison, or the war which will enforce it, a special decision will be open to the liege where they can banish the offending character for no tyranny. Dynasty members of the exiled seem to not mind, as the exiled killed a kinsman afterall.

Losing the kinslayer trait will remove the modifier from your liege. How do you lose it? You better buddy up to the Pope and stop your warmongering..

If you should happen to be the one exiled, don't panic! Your current heir will take over for you while your old character begins a new life under AI control in a distant land.

There is currently nothing for vassals of kinslayers. Maybe next time? ~;)



Landed nobles (and their spouses) now will never wear armor unless they are directly in command of troops, or serving as marshal. This is an attempt to get characters to dress more logically for the situation.

Unlanded nobles, however, are not so picky about what they wear. And should they have excessive martrial skill (20+) they will gladly wear their armor around the court. The idea behind this is simple: these are your commanders, your war council, their job is war, drilling guards and training troops. Without a demesne to look after, that's what they do in their day to day life.

Women can now call tournaments. Simple change really. They can't participate in them because that's a lot more work than I had time for in this update. I don't know if I'll change that in the future.

Women who are commanding crusades now get the crusader trait. Logical change given the ability for women of exceptional skill to lead armies.

Byzantium loses Croatia and Wallachia from its De Jure because I'm sick of seeing the blob.




"Is this save compatible with 1.01?" I don't make promises but my fourth generation Saxon England game (started in 1.00), is still chugging along great. You won't see the de jure changes reflected in save games from previous versions, and the republic nerf paradox added may not be fully felt (the republics of your world may already be passed the trade post limit) but other than that everything seems perfectly fine.

As always give it a go and see if it survived. :yes:

xploring
03-28-2013, 17:24
Thanks for the update and all the new stuff. :beam: Happy to see women able to get Crusader trait too, took me awhile to realize they couldn't in the old version.

But for some reason, the coat of arms for almost everyone changed in the saved games I had, I gather you didn't have that problem? But it's alright, I was playing along with the old version and didn't have any problem. Maybe I will look into it tomorrow, bed now... :Zzzz:

Monk
03-29-2013, 02:46
Thanks for the update and all the new stuff. :beam: Happy to see women able to get Crusader trait too, took me awhile to realize they couldn't in the old version.

But for some reason, the coat of arms for almost everyone changed in the saved games I had, I gather you didn't have that problem? But it's alright, I was playing along with the old version and didn't have any problem. Maybe I will look into it tomorrow, bed now... :Zzzz:

Delete your flag cache, it should solve the problem. Head to C:\Users\[user name]\Documents\Paradox Interactive\Crusader Kings II\gfx

Delete the folder titled 'flags'

The game doesn't like generating fresh coats of arms, so whenever it loads up it just goes off of what it has cached. But when I mess with the De Jure land in landed_titles, that can cause the cache to become invalid and coa to be thrown all over the place. Deleting your flags folder in your documents will clear the cache and force the game to regenerate a new cache. :bow: Next time you play it should be fixed.

Fredward
04-05-2013, 09:46
Monk I've been enjoying the crap out of your mod and playing a badass warrior queen but now I've gotten A Prince and a Thane and the two mods don't seem to play nice with each other. Every time I try and load a game with both mods enabled it crashes. When I disable this one, it works. So I'm wondering if there's a way to carry over the way you handle gender (councilors can be female, women can lead men into battle if their war-thingy is high enough, no basque requirement etc) and the free trait at character creation thing INTO the other mod. I know it won't be a seamless transition cuz APaaT seems to always assume you're playing male but yeah. I really have trouble imagining playing the game without your mod but all the events in APaaT just seem like SOOOO much fun and the little story thing APaaT added where my queen challenged her enemy in the middle of a battle and killed him was so epic. But it wouldn't have been nearly as epic if I had to play a guy because that's just so passe, so any help you could give would be MUCH appreciated.

And thanks for the awesome mod!

Monk
04-06-2013, 04:01
Monk I've been enjoying the crap out of your mod and playing a badass warrior queen but now I've gotten A Prince and a Thane and the two mods don't seem to play nice with each other. Every time I try and load a game with both mods enabled it crashes. When I disable this one, it works. So I'm wondering if there's a way to carry over the way you handle gender (councilors can be female, women can lead men into battle if their war-thingy is high enough, no basque requirement etc) and the free trait at character creation thing INTO the other mod. I know it won't be a seamless transition cuz APaaT seems to always assume you're playing male but yeah. I really have trouble imagining playing the game without your mod but all the events in APaaT just seem like SOOOO much fun and the little story thing APaaT added where my queen challenged her enemy in the middle of a battle and killed him was so epic. But it wouldn't have been nearly as epic if I had to play a guy because that's just so passe, so any help you could give would be MUCH appreciated.

And thanks for the awesome mod!

Okay the bolded made me laugh, I have to admit. :laugh4:

Glad you're enjoying the mod so much Fredward! Yeah, EAB is definitely not compatible with any other major overhaul mod. For a while it was unofficially compatible with some, but once i started messing around with the cb and history files that was pretty much a goner. Let me see if I can tackle your requests in turn. I'll write up a quick guide below on how to get a few of my tweaks in a do-it-yourself way. :yes:

For this guide, I'm going to assume you are editing a mod already. So i will refer to a generic [mod's name] directory. But you could easily make these changes in the base vanilla game or any other mod.

1. Female Councilers.



a. Understanding the code

This is an easy fix, but one I'd like to explain a bit.

Navigate to Crusader Kings II\mod\[mod's name]\common\

The file you're after is job_titles.txt. This controls all the councilor positions as well as the scopes for who can be that marshal. Let's look at an example from my mod and I'll break it down.


job_chancellor = {
is_chancellor = yes
attribute = diplomacy
dignity = 0.33
opinion_effect = 15

monthly_salary = 0.1
monthly_prestige = 0.015

allow = {
#is_female = no
is_adult = yes
prisoner = no
NOT = { trait = incapable }
}
gain_effect = {
}
lose_effect = {
opinion = { who = FROM modifier = opinion_fired_from_council }
}

action = action_improve_relations
action = action_fabricate_claims
action = action_sow_dissent

lift_fow = yes
}

This is the chancellor job entry which controls a number of different things. There's a number of cool variables in here, but the one we're after is the allow = { scope, which I have highlighted in bold. That controls who can be a chancellor and those who cannot be. Generally, the only restrictions you'll see here are no females allowed, no prisoners allowed and no incapable allowed. In order to get women the ability to be Chancellor all you have to do is place a # in front of "is_female = no"

# designate that line of code to be comment lines. These are special lines in the files which the game engine is specifically told NOT to read. So if you place one of those in front of a variable you don't like, in this case, the check to make sure women cannot be chancellor, you are telling the game to ignore it. This simple change can be duplicated for most of the other council positions with the exception of Spymaster and Marshal, which I will cover in the next paragraph.

The check for female marshals I made was one based on ability, rather than across the board gender equality. This section will require a small bit of explaining. As such, the allow ={ scope for marshal from my mod looks something like this:


job_marshal = {
is_marshal = yes
attribute = martial
dignity = 0.33
opinion_effect = 15

monthly_salary = 0.1
monthly_prestige = 0.015

allow = {
OR = {
is_female = no
AND = {
trait = brilliant_strategist
NOT = {
religion_group = muslim
}
}
AND = {
trait = skilled_tactician
NOT = {
religion_group = muslim
}
}
AND = {
martial = 15
NOT = {
religion_group = muslim
}
}
}
is_adult = yes
prisoner = no
NOT = { trait = incapable }
}

gain_effect = {
}
lose_effect = {
opinion = { who = FROM modifier = opinion_fired_from_council }
}

action = action_assist_arrest
action = action_train_troops
action = action_advance_mil_tech

lift_fow = yes
}

Lemme break it down slightly to make it a little easier to understand, as if you've never modded this might look a bit strange.

OR = { : This is a tag which states that the condition is fulfilled if ANY of the variables you define are correct. So let's say I wanted to allow the creation of a title if someone is English OR Saxon. An OR = { tag is what you'd use. In this case, I've used the OR tag in conjunction with the AND = { tags.

AND = { : This is a tag which states that the condition is fulfillied only if ALL of the variables you define are correct. It works exactly the same as the OR tag does, except everything must be true, rather than just anything.


Let's take a look at that same scope, but this time, we'll be thinking using the game's logic...



allow = { "I will let a character be marshal if..."
OR = { "If Any one of these is true, you can be Marshal"
is_female = no "If a character is not female, they are allowed to be marshal."
AND = { "If a character has the Brilliant strategist trait, AND is not a Muslim, they can be marshal."
trait = brilliant_strategist
NOT = {
religion_group = muslim
}
}
AND = { "If a character has the Skilled Tactician trait, AND is not a Muslim, they can be marshal."
trait = skilled_tactician
NOT = {
religion_group = muslim
}
}
AND = { "If a character has 15 martial skill AND is not a Muslim they can be marshal"
martial = 15
NOT = {
religion_group = muslim
}
}
}
is_adult = yes "Only adult characters can be considered valid Marshals."
prisoner = no "Only characters who are not prisoners can be Marshal"
NOT = { trait = incapable } "Characters who have the Incapable trait cannot be marshal."
}



b. Implementing changes.

Combining OR and AND tags allows you to program really complex strings, and is the way Paradox and Modders both can come up with all the fancy systems the games uses. While it's true there's a bit more too it than that, a lot of the stuff I did for my mod boil down to those two tags. Kinda crazy huh?

Lastly there's spymaster which in vanilla, only allows women to serve if they are wife or mother to your character. All you have to do is delete the OR tag inside the allow and remove the is_female line to allow women to serve. That's really all there is to the basics understanding and modding councilor files.

You can pretty much just copy + paste the allow scopes for all these jobs over whatever mod in question you're running. You will then get my rules for councilors as opposed to whatever mod's you happen to be playing. But we're not done yet! We need to enable events for women, as all the councilor events are by default men only. If you don't follow this next step your women won't fire council events!

Navigate to Crusader Kings II\mod\[mod's name]\events\

You'll find an event file for each councilor title here with names like job_marshal, job_chancellor, etc. If you don't see them, simply go to the events in the Crusader Kings II directory and copy them over to the mod in question. Open them up one by one and do a control+F to bring up a search dialogue, you want to look for the only_men = tag. This is the variable that says only men are checked for this event. Simply place a # in the front of that line and you're done. Keep doing control+F until you hit every one of those tags, then repeat for the rest of the council.

And.. that's it! Enjoy having EAB council mechanics.



2. Absolute-Cognatic Party Time for One and All.




How to make Absolute Cognatic to be non-basque restricted is a pretty simple fix too.

Navigate to Crusader Kings II\mod\[Mod's name\decisions

Find the succession_laws file, open it up and do a control+f for "true_cognatic"

delete:

allow = {
holder_scope = { culture = basque }
}

Save and close the file. You're done. All non-Muslims (they are denied earlier in the scopes) will be able to use true_cognatic. The AI almost never uses this from my experience, so it's pretty much just a player_only change (even though it isn't scoped as such.)



3. Free ruler designer traits.



This is something I discovered by accident but is really cool. It's one of those things you gotta be careful with since you can make yourself SUPER overpowered if you're not. Anyway.

Navigate to Crusader Kings II\mod\[mod's name]\common

Open defines.lua (Note: NOT defines.txt. They are two completely different files which control different things)

There's a lot of stuff in here you could play around with. I highly recommend experimenting with this stuff, because you can do all sorts of whacky stuff with the engine. That's not why we are here though! Control+F to search for "RulerD"

You should see something like this:


BASE_ATTRIB = 5,
BASE_AGE = 16,
BASE_FERTILITY = 0.5,
BASE_HEALTH = 5.0,
COST_ATTRIB = 1.0,
COST_SON = 5.0,
COST_DAUGHTER = 2.0,
COST_MARRIED = 2.0,
COST_FERTILITY = 20.0,
COST_HEALTH = 10.0,
COST_MONTHLY_PRESTIGE = 10.0,
COST_MONTHLY_PIETY = 20.0,
COST_MONTHLY_WEALTH = 10.0,
COST_CHURCH_OPINION = 0.5,
COST_SPOUCE_OPINION = 0.5,
COST_SEXAPPEAL_OPINION = 0.5,
COST_DYNASTY_OPINION = 0.5,
COST_VASSAL_OPINION = 1.0,
COST_LIEGE_OPINION = -0.5,
COST_INFIDEL_OPINION = 0.5,
COST_OPPOSITE_TRAIT_OPINION = 0.5,
COST_SAME_TRAIT_OPINION = 0.5,
COST_SAME_RELIGION_OPINION = 0.5,
COST_AMBITION_OPINION = -0.25,
COST_GENERAL_OPINION = 2.0,
MAX_AGE = 50,

Change all the lines with a "Cost" to = 0.0

Enjoy free traits in the ruler designer!

Fredward
04-06-2013, 10:15
Thanks Monk! Everything is working all nice and shiny now. And this is coming from a guy who dropped out of grade 9 IT because it was too complicated and whose never done anything even remotely related to modding. You're really good at explaining things. Now I just have one last request, the armor thing. For female rulers especially ofc, it made a huge difference seeing my queen donning her armor every time she went into battle (which happened a LOT, she united Wales and a FAT chunk of Ireland before she was killed by the Scottish king at Breifne. Who also happened to be her ex-husband) and I figured it would be in the same place as the traits but I can't find it, and even if I did I'd have no idea what to do.

Monk
04-06-2013, 18:33
Thanks Monk! Everything is working all nice and shiny now. And this is coming from a guy who dropped out of grade 9 IT because it was too complicated and whose never done anything even remotely related to modding. You're really good at explaining things. Now I just have one last request, the armor thing. For female rulers especially ofc, it made a huge difference seeing my queen donning her armor every time she went into battle (which happened a LOT, she united Wales and a FAT chunk of Ireland before she was killed by the Scottish king at Breifne. Who also happened to be her ex-husband) and I figured it would be in the same place as the traits but I can't find it, and even if I did I'd have no idea what to do.

Yes armor is one of the smaller changes i've made, but interestingly, one of the ones I enjoy the most. It adds a huge awesome factor to see your characters put on their armor the moment they get command, and earlier in the thread I expressed surprise that more mods didn't do that. Personally, I believe it's because the variables are a little hidden.

4. Armor for women and battle situations.

navigate to Crusader Kings II\mod\[mod's name]\interface

Find a file called portrait_properties in this folder. If it's not here, you know what to do, just copy it over from vanilla. We'll be editing three entries here to do three different things. First we want all characters regardless of gender to use their armor in battle. Secondly, we want to deny women the ability to wear martial headgear (it doesn't look right as it was made for male portraits), and third, we want to prevent women from wearing hoods into battle. Let's tackle them in order.




a. Getting your blacksmiths working (aka armor for combat situations)


Do a control+F and search for 'Martial' until you find this entry:


# Martial
10 = {
factor = 100
modifier = {
factor = 0
NOT = { has_job_title = job_marshal }
NOT = { martial = 12 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
AND = {
tier = duke
any_demesne_title = {
tier = baron
}
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
AND = {
religion_group = christian
OR = {
AND = {
is_ruler = yes
is_theocracy = yes
}
has_job_title = job_spiritual
}
}
}
}
}

A big reason why I explained OR and AND tags before was so this would make a little bit more sense. In this file, we're also seeing the modifier = { tag for the first time. What is that you ask? Well, the modifier is a random chance (from 0 to 100) that a variable will be applied. In this case the variable is armor, identified by the tag "10" and explained by the comment line "# Martial." Using the modifier = { tag you can define custom chances for how often you'd like someone to wear certain clothing. Usually it's done just to add a bit of random styles to the game so that count A isn't wearing the same shirt as count B, but it doesnt always work that way.

Here is what the Martial entry looks like for my mod:


10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
AND = {
is_female = yes
religion_group = muslim
}
AND = {
demesne_size = 1
in_command = no
NOT = {
has_job_title = job_marshal
}
}
AND = {
spouse = {
demense_size = 1
}
in_command = no
NOT = {
has_job_title = job_marshal
}
}
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}

If you want armor rules that are identical to my mod's, just do the same thing you did before, copy my stuff and paste over the mod in question/vanilla. You might have to go to my mod file and copy + paste from there, as sometimes this site can mess with coding.

There were two main changes I made. Everyone is forced against a NOT check the moment they get the in_command tag, which happens as soon as you raise an army. If they are in_command, they will never not wear armor. Yeah it's a double negative :laugh4: I don't know why paradox coded it that way, but I followed the trend when I edited this file. I also made sure that Muslim women will never wear armor by doing AND scopes. As explained before, Muslim women commanding armies make the decadence mechanic pointless. It felt silly to then let them wear armor no matter how capable if they couldnt use it.


b. Denying women helmets


In the same file, control + F for 'martial headgear' which will take you to the standard helmets for the various cultures of the game. Mainly it's the same as above with a few exceptions. Here's a look at my version of this.


10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
mercenary = yes
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
is_female = yes
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}

The first modifier is pretty much the same but the second is where most of the changes went. Factor = 0 means that under no circumstance will, if ANY of these variables are true, the character in question will not wear a helmet. Add in is_female = yes, and if you want your kings and emperors to wear their crowns into combat, then include tier = king and tier = emperor. The latter will give you the, in my opinion, really neat ability to have kings/emperors wear crowns with their armor automatically. The portraits are surprisingly flexible and combine the two seamlessly.

The last is one that should hopefully be preventing women from wearing hoods with their armor, which while it didn't look bad per say, it annoyed me.


c. No hoods allowed in war.


In the same file, do a control + F for "Blank." There are a few blanks in here, I believe one controls the bald hairstyle, so make sure you are at..

#Blank
11= {

Paste this into the file over what is there:


11 = {
factor = 3
modifier = {
factor = 0
OR = {
tier = emperor
tier = king
tier = duke
has_minor_title = title_prince
spouse = { tier = emperor }
spouse = { tier = king }
spouse = { tier = duke }
}
}
modifier = {
factor = 100
OR = {
AND = {
is_female = yes
in_command = yes
}
AND = {
is_female = yes
martial = 20
}
AND = {
is_female = yes
has_job_title = job_marshal
}
}
}
}

This bit of code tells the game engine to actively prevent kings, emperors and dukes from using no headgear. Those tiers should always have some kind of crown to use, but at the same time take a look at the second modifier tag. If ANY of those AND tags find a match with the character in question, they will take off their headgear when they go into battle.... UNLESS they are at the Emperor, King or Duke tier. :yes:

That's all there is to it. Enjoy having commanders who look the part as well as act the part.

Ibn-Khaldun
04-07-2013, 14:40
Those instructions have helped me too. Thanks, Monk!

Monk
04-08-2013, 00:35
You guys are very welcome. :bow:

Beskar
04-15-2013, 20:49
I cannot seem to find this on the paradox forums, might be simple, but is there anyway to disable the 'Game Over" screen?

I am aware of the risks involved and how some characters don't work properly. But it is better than trying to motion trick the game by spamming esc and clicking where "quick save" button is, to trick the game in allowing you to save.

Also, downloaded your mod update Monk. Going to give that a shot.

Beskar
04-16-2013, 02:28
Wow, there have been some changes since I last played. I am not sure if it is the game or your mod.. Playing in England, and there is now the Duchy of Mercia. As Duke of Cornwall, I got an event by the pope to take the crown from Godwin (so 3 wars for the English crown!), also, I could invite fellow vassals to join me in the war for it.

Monk
04-16-2013, 03:07
Thanks for giving the update a try. Hope it's too your liking!


I cannot seem to find this on the paradox forums, might be simple, but is there anyway to disable the 'Game Over" screen?

I am aware of the risks involved and how some characters don't work properly. But it is better than trying to motion trick the game by spamming esc and clicking where "quick save" button is, to trick the game in allowing you to save..

None that I know of, no. I've been experimenting with trying to port the "manors" from the Republic DLC to be usable by any unlanded character. Unfortunately i've not made much headway for various reasons that I doubt I can get passed.

Right now I know of no way to disable the Game Over screen.


Wow, there have been some changes since I last played. I am not sure if it is the game or your mod.. Playing in England, and there is now the Duchy of Mercia. As Duke of Cornwall, I got an event by the pope to take the crown from Godwin (so 3 wars for the English crown!), also, I could invite fellow vassals to join me in the war for it.

Not me! That I believe came from one of paradox's patches. Popes will support strong vassals to take over if their liege has done something horrible. I can't find the event so I don't know the triggers yet, but I've seen a number of screenshots on the forums.

And yes. You can invite vassals of your former liege to declare war with you. I believe that was added some time after the new faction system to allow factions who show their hand early to call in additional help from disgruntled vassals. :yes:

Beskar
04-16-2013, 03:12
Yes, the Mercia was a cultural name of the title. I noticed it change to Herefordshire afterwards. I found that interesting, never noticed it before.

Also, the Fatimid's have broken up with Syria and Medina areas breaking away fully.

xploring
04-16-2013, 04:14
Not me! That I believe came from one of paradox's patches. Popes will support strong vassals to take over if their liege has done something horrible. I can't find the event so I don't know the triggers yet, but I've seen a number of screenshots on the forums.


There is a thread on the official forum about this today. "It can happen when the liege has free investiture and refuses papal demands... He didn't want to allow papal investiture and was cheap enough not to even offer a bribe." (http://forum.paradoxplaza.com/forum/showthread.php?682789-Sooo...-The-Pope-told-me-quot-Go!-And-take-the-Holy-Roman-Empire!-quot-(I-am-paraphrasing)&p=15328830&viewfull=1#post15328830)

Beskar
04-17-2013, 16:44
Hey Monk, did you dramatically nerf Holy War CB? You used to be able to basically spam it, but now after using it once, it seems to just 'disappear'.

Monk
04-18-2013, 04:36
Hey Monk, did you dramatically nerf Holy War CB? You used to be able to basically spam it, but now after using it once, it seems to just 'disappear'.

Yep. Holy wars in EAB grant a 7 year cooldown timer. You can see it in your character panel. You'll see a little red cross swords there. As long as you have that modifier you cannot declare another holy war.

Pethom
04-23-2013, 23:36
I have a question when it comes to the Tyrant trait. I haven't yet used your mod and don't know if you have made any changes when it comes to this trait. I'm currently playing the CK2+ mod and had earlier an issue when my Ruler became a tyrant, caused by banishing two or three dukes (and relatives) who constantly caused problems. When I hovered over the tyrant symbol it gave the info that Tyranny goes away at the rate 5 points every 5 years (1 point every year) and my Ruler had 70 points of Tyranny.

The tyrant Ruler was later on removed by other vassals in a revolt where they forced him to abdicate and put his son on the throne. The tyrant Ruler's heir inherited the tyrant trait along with all the titles and holdings from his dad. That meant the new Ruler was viewed as a tyrant for 70 years (if he would live that long) for something his dad did. My new ruler's vassals had an opinion of him by -100 percent, caused by his dad being a tyrant and him inheriting that trait, and their opinion of the new Ruler didn't change in the positive way although the new Ruler didn't rule in a bad way. I got so fed up with having vassals hating my new Ruler caused by what his dad had done so I went to the save and removed that trait from the new Ruler.

If your mod has a tyrant trait working in the same way, or in a somewhat similar way, as it does in the CK2+ mod there are some thoughts about changes to this trait in the spoiler which could make playing your mod a bit more enjoyable.

If my ruler has been a tyrant and is succeded by his heir, does that heir really have to inherit this tyrant trait along with all the titles and holdings? I understand that the vassals might not trust the new ruler in the beginning. They might kind of think "What if he's just the same as his father?". But if the player doesn't make the successor do any tyrant like deeds, shouldn't the vassals begin to like him much quicker than a small percent every five years (tyranny goes away at the rate 5 points every 5 years (1 point every year))?

If for example the Ruler is a tyrant and his heir becomes the new Ruler an event could pop up for the player with a few choises. This event could maybe be something like: Ruler SoAndSo has the tyrant trait with an opinion of -50 by his vassals. Do you as the new Ruler want to follow the way of Ruler SoAndSo? After that the player has two or three options to chose from.

Option 1 - The heir is approving his father's way of ruling and will continue in the same way giving result A (The vassals will have the same opinion of him as they had for his father.)

Option 2 - The heir will not follow his father's way of ruling giving result B (The vassals won't hate him as they hated his father and improve their opinion of him quicker if he proves to be a better Ruler and he will be free from the tyrant trait quicker. Different events could pop up which would make the vassals' opinion of the new Ruler improve or stay as it is depending on the choices made by the Ruler)

Option 3 - The new Ruler hasn't decided yet how he will rule giving result C (There is a 50 percent risk that the vassals might transfer their opinion of the former tyrant Ruler to him. If the new Ruler doesn't rule in a bad way for a certain period of time the opinion of the vassals will be somewhere between option 1 and option 2. The vassals' opinion of him will improve by time if he doesn't rule in a bad way - the choices made by the Ruler in different events will decide the Vassals' opinion of the new Ruler).

Beskar
04-24-2013, 00:39
Traits have an 'inheritable' option attached to them. Simply turn that off to fix it. Though, saying about another mods flaws whilst discussing some one elses mod seems a little silly! It is like asking if Battlefield has balanced Famas-overpoweredness in Call of Duty.

Pethom
04-24-2013, 13:18
I really don't know what you're talking about. Battlefield and Call of Duty are two different games. Some say that Battlefield is the better one and some say the same about Call of Duty. The mods to CK2 are all mods to the same game, so we could call them parts of the same game. I furthermore didn't say that the tyrant issue was a bad thing. I only said that I didn't like the way it is done in CK2+. Other people maybe love it.

Where do I find this "'inheritable' option" you mentioned?

Monk
04-25-2013, 03:36
There is no 'Tyrant' trait in EAB other than vanilla's tyrant opinion modifier. Tyranny works on a by character basis, when a father dies all is forgiven for the new comer, just as it works in vanilla. The only change to tyranny I have made is the ability for a liege to exile an imprisoned kinslayer without incurring any penalty (save for a piety cost). I meant to add more stuff like that but work has gotten in the way.

Besides, I've never really liked the tyranny system in CK2+. It's just not for me.

Pethom
04-26-2013, 15:22
Hello again, Monk

I'd like to try your events in the CK2+ mod. What files should I copy from your mod folder? Is it tweak_population_events.txt and kinslayer_events.txt from the events folder and 00_event_modifiers.txt from the event_modifiers folder inside the common folder?

I copied the tweak_population_events.txt to the events folder in the CK2+ mod folder but the event description only hade the text eventdesc000... (a number) with different choices where the text on the buttons also had the eventdesc000... When I picked one of the choices I got a CTD. Could it be that I should copy something more or do you think that maybe your events aren't compatible with the CK2+ mod?

Beskar
04-26-2013, 15:35
Wouldn't it be best to simply tries Monk's stuff on its own opposed to trying to integrate it into another mod with the very little experience it seems you possess?

Monk
04-27-2013, 02:45
Wouldn't it be best to simply tries Monk's stuff on its own opposed to trying to integrate it into another mod with the very little experience it seems you possess?

That would be preferable but everyone has their favorite flavors. Far be it from me to claim chocolate is better than vanilla, despite what my tastebuds tell me. :bow:


I copied the tweak_population_events.txt to the events folder in the CK2+ mod folder but the event description only hade the text eventdesc000... (a number) with different choices where the text on the buttons also had the eventdesc000... When I picked one of the choices I got a CTD. Could it be that I should copy something more or do you think that maybe your events aren't compatible with the CK2+ mod?

You'll have to copy over my localisation as well, which can be found in crusader kings II\mod\localisation\tweaks.csv. But missing localisation wouldnt cause crashes.. Of course, Wiz may have used a similar numbering scheme for some of his events and there may be some overlap between our two files. If so, that would definitely cause a CTD. IF that's the case there's nothing I can do.

Pethom
04-28-2013, 22:35
Wouldn't it be best to simply tries Monk's stuff on its own opposed to trying to integrate it into another mod with the very little experience it seems you possess?It would probably have been a bit easier to only try Monk's mod, but why go the simpler way when one can go Broadway the hard way? I will try Monk's mod and many other mods I already have on my computer. But I'll do that when I'm finished with the Shattered World mod to the CK2+ mod I'm busy with right now.

You still haven't answered me where I find this "'inheritable' option" you mentioned earlier?


You'll have to copy over my localisation as well, which can be found in crusader kings II\mod\localisation\tweaks.csv. But missing localisation wouldnt cause crashes.. Of course, Wiz may have used a similar numbering scheme for some of his events and there may be some overlap between our two files. If so, that would definitely cause a CTD. IF that's the case there's nothing I can do.Thank you very much. I'll do as you wrote. About your events maybe overlapping each other could, if I understand it, be possible to avoid if I check the 00_event_modifiers.txt in both your mod folder and in the CK2+ mod folder. I guess that .txt-file contain the different numbers for the different events. So if I find something in the text-files with the same number but used for different things I'll just have to skip some events.

Monk
04-29-2013, 00:28
It would probably have been a bit easier to only try Monk's mod, but why go the simpler way when one can go Broadway the hard way? I will try Monk's mod and many other mods I already have on my computer. But I'll do that when I'm finished with the Shattered World mod to the CK2+ mod I'm busy with right now.

You still haven't answered me where I find this "'inheritable' option" you mentioned earlier?

Thank you very much. I'll do as you wrote. About your events maybe overlapping each other could, if I understand it, be possible to avoid if I check the 00_event_modifiers.txt in both your mod folder and in the CK2+ mod folder. I guess that .txt-file contain the different numbers for the different events. So if I find something in the text-files with the same number but used for different things I'll just have to skip some events.

tweak_population_events.txt is where the conflict is likely happening. My kinslayer events use a namespace which should prevent any overlap with any other mod. However, now that I think about it more, the crash is likely occuring either from a duplicate event number which I mentioned before, or the lack of proper modifiers. Most of my events use custom province modifiers to simulate various events. Mobilizing your guards to deal with local heretics through one of the events lowers your capital's levy, for example.

To prevent crashes you'll have to copy the tail end of the event_modifier file and paste it into whatever mod you're playing's modifier file. So if I wanted to include my modifiers in CK2+ i'd copy all the custom modifiers from my file and paste them at the bottom of CK2+'s. Mine are pretty easy to spot If you'd like to use my kinslayer events, you'll also have to copy over 00_eab_opinions.txt and place it into whatever mod's opinion modifier folder.

here's a short list of all my custom modifiers:

holy_war_cooldown = {
icon = 19
}

bountiful_harvest = {
tax_income = 0.4
icon = 6
}

terrible_harvest = {
tax_income = -0.4
icon = 24
}

peasants_happy = {
local_revolt_risk = -0.015
icon = 1
}

palace_guards_mobilized = {
castle_levy_size = -0.10
icon = 31
}

entrusted_m_problem = {
marial = 1
general_opinion = 5
monthly_character_prestige = 0.25
}

taxes_reduced = {
tax_income = -0.2
icon = 6
}

new_taxes = {
tax_income = 0.2
icon = 6
}

Pethom
05-02-2013, 08:12
Hello again, Monk

Thank's for the updated info concerning your events and about using them in the CK2+ mod. I'm soon going to try out mixing your events with the ones in CK2+. But before that...

I have some questions I hope you could answer.

I once had a Steward with the skill of 22. Do you know the maximum value of the skills?

I have used the ruler designer to make an arabic muslim ruler and put him in Ravenna. I'd like it to be as if my muslim ruler had quite recently taken the county of Ravenna from the Duke of Ferrara. I have changed the value owner= and put the necessary values for truce=, attacker= and defender= in the rel_ 79123= part of the save. In the part for c_ravenna I added a value in history to show that the county belonged to the Duke of Ferrara for about fifteen years before my Ruler took it from him. Should I do some more editing or is that what's needed to get the situation that the Duke of Ferrara has lost his county and as the one being the rightful owner wants it back?

What in a save-file decide if the holdings in the county window have the arabic icons instead of the european? I have tried to change the value of religion= for c_ravenna from muslim to christian, but that hasn't changed the icons. Is it maybe the fact that my ruler is a muslim that decides what icons there are on the window? The reason for why I want this change is that I've read that the arabic castles are harder to conquer and I want my castle in Ravenna to have the same defence value as the other castles in Italy.

I know that it's possible to add own characters to the game. But how do I make a certain character appear at a certain place? I would like to have some characters appear in the court of my arabic Ruler who soon will be the Duke of Ferrara. These characters are supposed to be levantine_arabic and the dynasty.txt file mention them as such. So I guess that by default the game will probably let them appear in the levantine area and not in the court of the Duke of Ferrara.

Would an event like the one in the spoiler do the trick?

###### Adding characters from benezafar.txt #######
character_event = {
id = 8000000
desc = "EVTDESC8000000"
picture = GFX_evt_Character_recieving_letter
is_ruler = yes
is_female = no
d_ferrara = {
holder = 1000067278
}
religion_group = muslim
only_playable = yes
prisoner = no
ai = no

trigger = {
ruled_years = 5
age = 30
tier = duke
NOT = { trait = incapable }
prestige = 200
piety = 100
treasury = 100
war = no
ai = no

}
mean_time_to_happen = {
months = 12
}
effect = {
create_character = {
dynasty = 3005200 #five characters
dynasty = 3005300 #six characters
dynasty = 3005400 #five characters
dynasty = 3005500 #seven characters
##Should I maybe write all the character ID:s instead?##
}
}
}



Would a decision like the one in the spoiler below create a priest with a random skill of learning between 10 and 25?.

decisions = {
employ_priest = {
potential = {
ai = no
is_ruler = yes
}
allow = {
NOT = { has_character_modifier = employment_timer }
piety = 5
}
effect = {
piety = -5
create_random_priest = {
random_traits = yes
learning = 10
NOT = {
learning = 25
}
dynasty = random
female = no
}
add_character_modifier = {
name = employment_timer
duration = 180
hidden = yes
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

Fredward
06-28-2013, 12:14
Hi Monk! How goes the modding?

Monk
06-30-2013, 00:09
Hi Monk! How goes the modding?

Hello. ~:)

It goes slowly but surely. I've decided to completely rebuild my mod from the ground up with a more focused approach. There's a lot of code left in from Tweaks Mod that points to things that just don't exist anymore in practice. This is largely due to me using my mod as a learning experience. If i wanted to learn how to do something, i'd experiment until I got it right and push it out in an update. It was pretty fun, but after a long time of that it's gotten my code a bit messy.

I've also been sampling other modding efforts which has slowed down my own. I am running into old problems which have reminded me why I started modding in the first place :laugh4: Mods like PB and CK2+ are wonderful but they don't do everything I'd like, and some things are done in ways I'd never do them, but to each their own. :yes:

I've got a version planned to release after 1.013 hits. The next version of the mod is built almost entirely around the 867 start date.

Fredward
07-03-2013, 17:49
I've got a version planned to release after 1.013 hits. The next version of the mod is built almost entirely around the 867 start date.

Does this mean we'll finally see shieldmaidens?! I was so hoping Paradox would include something along those lines. Alas. But good luck with the modding, I've enjoyed Old Gods a lot so far and it'll just get better with your mod.

Monk
07-04-2013, 06:46
You are very kind. Thank you.


Does this mean we'll finally see shieldmaidens?! I was so hoping Paradox would include something along those lines. Alas. But good luck with the modding, I've enjoyed Old Gods a lot so far and it'll just get better with your mod.

Considering the Norse helm (and coincidentally the Celtic helms) are the only ones that look good on female portraits... maybe? ~:) I've added culture scopes to portrait properties. Certain female commanders can now wear helmets since they don't have any clipping issues. Ironically the Norse helm looks great on both genders. I wish there was a way to use the norse helm for all cultures, or break it down by genders. Sadly the scopes don't allow for that complexity from what I've seen.

I've beefed up the female ruler penalties again but have enabled Enatic and Enatic-Cognatic (female-only and female over male succession) to offset that. You should never see the AI use it, it's there mainly for people who want it. Currently it requires a female ruler and a LOT of prestige to enact the change. It's completely absurd for the middle-ages of course.. but hey, it's fun!

What I would have loved to do is to tie the commander option to a law scope, so that you need to have a woman friendly administration to have female commanders. You can do this with the other councilor jobs but not Marshal. This is probably because of how complex it is in relation to the other council positions. Alas, it remains my Holy Grail as it were.

The biggest change by far in the new version is a 3 tiered decadence punishment for Muslims, making them lose access to their most powerful CBs the more decadence they accrue. It should slow their march in relation to their decadence pretty effectively, I always found it incredibly annoying that large Muslim empires could just war their troubles away even with 100% dec. Now, as you rise in decadence rating, you slowly lose access to your holy wars, though you can still press lawful claims no matter the rating. This is how the rating should have worked from the start imo. Most importantly this nerfs the VERY powerful Caliph Subjugation CB which makes the Abbasids insanely overpowered.

I've also been looking at nerfing levy counts too but haven't decided on a final rating for them. I may just make the change small for now, since a little change in the calculations goes a long way from what I've seen.

very nonfinal changelog:

------v1.03-----

***Most Major Balance changes to the 1066 start have been reverted***

***867 start date is now the primary focus of this mod***

*Removed all claims from the Abbasid Caliph

*The Abbasid dynasty now begins the game with 70 Decadence

*Three unofficial tiers of Decadence that slow forward progress for expansionist muslims

-At 40 decadence Muslim characters can no longer launch invasions. Caliphs can no longer forcibly subjugate other Sunni/Shia rulers.

-at 50 decadence Muslims characters can no longer declare holy war.

-at 60 decadence Muslims characters can no longer declare single county conquest.

*enabled Enatic and Enatic-Cognatic succession. Must be female. Must have a ton of prestige. Must be King, Emperor, or Ambitious. Cannot be Content.

-Returned female opinions to their vanilla defaults due to the unlock of Enatic succession options.

*Lowered Liege levies across the board a bit.

*slightly nerfed retinue sizes across the board.

-reduced bonus tech gives for retinues by a small amount.

*restricted the ability for women to lead armies. Now requires Brilliant strategist or 15 martial skill.

I have tomorrow off so I expect this to grow a bit more before I deploy a new version.

rickinator9
07-04-2013, 22:24
Perhaps even force the muslims into a regency at 80 decadence. You know, eating grapes and cuckoo-ing the harem all day certainly affects the ability to rule.

Monk
07-06-2013, 03:13
!!!!-----New Release-----!!!!
Equality & Balance Version 2: Medieval Boogaloo


Download it here (http://www.mediafire.com/download/l5nx279g632d627/Equality_and_Balance_%5B2.00%5D.zip). Full changelog: http://pastebin.com/TfYjrUFL

This was ready last night but I wanted to do a bit of testing before i released it. I liked what I saw so I think it's probably stable enough for a release. As always if I screwed up you know the drill. Let me know about it!

I've officially moved away from the 1066 start mainly due to the fact the 867 start has me completely enthralled. I really dig the chaos and the random nature of that start. While there's a few outcomes that are heavily weighted (Norse England, Abbasid dominance, ect) by and large the start feels much less static than 1066. Ii also leads to some fun power bloc wars.



Perhaps even force the Muslims into a regency at 80 decadence. You know, eating grapes and cuckoo-ing the harem all day certainly affects the ability to rule.

That was actually a really cool idea that i've decided to go with for this patch. A ton of thanks for that suggestion! At 80 decadence independent Muslims at the king and emperor tier get a special trait which, well, it essentially makes them completely paralyzed.

https://i.imgur.com/AjTAjDj.jpg

Muslim characters who get this trait are pretty boned. They are essentially so wrapped up in their own hedonism that they cannot:

1. Lead armies
2. Train Wards
3. Are assigned a regency

If this character drops below 80 decadence they immediately lose the trait. This combined with the other changes to decadence has produced some pretty cool scenarios in my tests. I still see the Abbasids surviving far longer than they should, but now there's much more dynastic struggle in the Muslim world. Decadence is functioning much more like it should imo, even if it still isn't 100% perfect.

Female commanders have received tighter restrictions to make the event feel a bit more special. Seeing a woman in combat should be a bit more rare now. I would also suggest (if portraits are your thing) that you get a hold of the Norse portraits as the changes i've made will allow female Norse commanders to wear the really awesome looking viking helm, just like their male counterparts.

komnenos
07-06-2013, 12:42
What is exactly decadence? It just cause civil wars or more?
And could you add this item for non-Muslim government in your next patch?

Monk
07-06-2013, 21:45
What is exactly decadence? It just cause civil wars or more?
And could you add this item for non-Muslim government in your next patch?

Decadence is a Muslim only stat that rises from unlanded male members of the dynasty. It represents how faithful/diligent a dynasty is at ruling their given realms. Having a high decadence will decrese income, make your troops have lower morale and increase the chance that you will suffer a decadence revolt. An event designed to overthrow your dynasty, a decadence revolt is essentially game over unless you are lucky and can time your attacks flawlessly. In my mod, Decadence also slowly erodes your ability to fight holy wars.

Decadence is hard coded to only be available for Muslim characters.

Monk
07-14-2013, 03:28
Okay so I found a pretty big bug and I have only myself to blame. I misplaced an on_add scope in the CB file and inadvertently broke the holy war CB. So. Uh. Really sorry guys. :sweatdrop:


New Release
Equality and Balance: v2.01

Download here (http://www.mediafire.com/?5138qcc5kv8i3oz)




Changelog:

*fixes broken holy war
*nerfs Hungarian mega blob potential by lowering free event troops when forming Hungary. They now get 10k instead of 30k(i mean seriously?).
*Women can now go Berzerk! Female commanders can now earn the dreaded berzerker trait in battle.

save compatible with previous version.

Namorax
07-22-2013, 12:21
Hi Monk,

I have a question about the Merchant Republics. For some reason my vassals (or fellow patricians) are free to plot the take over of my trade posts, but I am not allowed to do the same with theirs...
I tried checking out the code and hopefully this is the right part, but would you mind answering a few questions of mine to understand why I am not able to seize TPs?


# Plotter scope
potential = {
has_dlc = "The Republic"
is_patrician = yes
is_merchant_republic = no
prisoner = no
age = 16
NOT = { trait = incapable }
NOT = { trait = imbecile }
}
I dont understand these lines. how can you be a patrician, but NOT a merchant republic? Or is this supposed to mean you need to be a patrician but not the "Serene Doge"?



# Target scope
allow = {
has_trade_post = yes
trade_post_owner = {
num_of_trade_post_diff = {
character = FROM
value = 1
}
OR = {
same_liege = FROM
any_vassal = { character = FROM }
}
NOT = { character = FROM }
NOT = {
has_opinion_modifier = { who = FROM modifier = opinion_seized_tp }
}
}
any_neighbor_province = {
has_trade_post = yes
trade_post_owner = {
character = FROM
}
}
}

The rest seems to be kinda clear: You can only seize TPs if you own another TP nearby and if you didn't seize any other TPs from any character recently.
Does the bolded part mean you need to have fewer TPs then the Patrician you want to seize TPs from?

addyftw
09-05-2013, 20:23
Hi, I am fairly new to CK2 and know very little about modding. I saw your mod and was very intrigued by it, the only problem is that after 30 seconds or so of game play I get 6 empty pop ups that I cannot close. I have tried disabling all pop ups and it still shows these uncloseable empty pop ups. Looking for others with this problem there is a reddit thread mentioning the same issue I have.

rickinator9
09-05-2013, 21:41
Hi, I am fairly new to CK2 and know very little about modding. I saw your mod and was very intrigued by it, the only problem is that after 30 seconds or so of game play I get 6 empty pop ups that I cannot close. I have tried disabling all pop ups and it still shows these uncloseable empty pop ups. Looking for others with this problem there is a reddit thread mentioning the same issue I have.
Monk hasn't made it compatible for the newest patch.

addyftw
09-05-2013, 22:06
Is there a way for me to revert the game to the previous version then?

Monk
09-06-2013, 02:28
Monk hasn't made it compatible for the newest patch.

No time! Unfortunately I work a pretty long shift so it doesn't take much to cause a disruption in something, unfortunately the mod has taken the brunt of that in recent days.

EaB is not compatible with 1.11. I've been meaning to put some time aside to get it updated but it just hasn't happened. Very sorry to anyone I may have disappointed by not being able to update.


Is there a way for me to revert the game to the previous version then?

Not if you are on the Steam version, no. ~:(