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A comprehensive rework of the Carnalitas slavery system aiming at improved balance and better integration with other aspects of the game. Now also compatible with AGOT via a compatibility mod.

The latest version is compatible with CK3 1.12.x and Carnalitas 2.5. If you are still on CK3 1.11.x, use version 0.18.0 instead with Carnalitas 2.2.

The latest version of the CSR AGOT compatibility mod is compatible with CK3 1.12.x, Carnalitas 2.5, CSR 0.20.x, and AGOT 0.2.3. Use it with Carnalitas AGOT Compatibility.

Overview

Carnalitas added a much-needed slavery system to CK3. While this is great in itself and the basics of the original system are solid, there are certain things that could be improved, perhaps due to Carnalitas ambition to be a "unified sex mod framework" rather than a well-balanced mod in its own right.

In particular:

  • Slave prices don't correspond well to other aspects of the game, they are way to high with claims and way to low otherwise.
  • The reasons behind the AI accepting or initiating slavery interactions are not convincing, and the AI never initiates some of them.
  • It's not exactly easy for the player to find rulers willing to buy or sell slaves, and there are rather few slaves owned by the AI to begin with.
  • Enslave is possible on free courtiers, which doesn't make much sense.
  • Once a prisoner is converted to a slave, it's no longer possible to ransom him or her.
  • Religious doctrines that govern whether owning slaves of certain faiths is considered a crime, shunned, or accepted, are not followed consistently when determining if someone should be enslaved, freed, bought, or seized.

In a nutshell, what you can do as a player is easily enslave a lot of people, sell any you don't need to the AI, and buy any you may fancy from the AI, while the AI mostly passively obliges. With mods such as Carnalitas Slavery Expansion you can also assign them "professions" for additional benefits. However, these are also human-only, the AI never assigns them. All of this undermines the realism and immersion, and makes the game both a lot easier and less interesting than it could be.

This mod introduces a redesigned slavery system, one aiming to better integrate slavery with other aspects of the game, make interacting with slaves and other rulers more interesting and rewarding, achieve a better game balance, enable more roleplaying options, and maintain a reasonable challenge for the player. It does this by reworking most of the slavery interactions, introducing some new ones, making slaves more desirable for council and court positions, adding slavery attitudes and slave-related events, and rebalancing or fixing many of the original effects and outcomes, while still maintaining compatibility with other Carnalitas features and other mods based on Carnalitas.

With this mod:

  • The AI competes actively in obtaining and keeping the best slaves, and evaluates them better taking into account their skills, aptitudes, claims, attraction, age, price, current jobs and more when buying, selling, enslaving or freeing.
  • Slave prices better reflect the actual usefulness of slaves.
  • Slaves can be also ransomed, gifted, or liberated, and the AI will occasionally do it as well.
  • It's much easier to find rulers willing to buy, sell, or ransom slaves via special convenience interactions.
  • Slavery doctrines have a significant and consistent impact that better reflects their original meaning.
  • Slaves can be assigned to (some, but not all) council and court positions for additional benefits, and the AI is fully capable of doing this as well. There are also new court positions reserved for slaves or former slaves, such as Slave Concubine, Slave Eunuch or Mameluke Captain, available depending on religion, culture, and government form.
  • You can choose a slavery attitude, one of Slaver, Liberator, Slave Trader, or Slave Employer to get a minor modifier and a unique slavery-related perk. This unlocks additional roleplaying options for players and results in actual "human trafficking" when used by the AI.
  • Additional slaves fit for specific occupations are spawned into the world via events. Useful characters are more likely to be captured (and then enslaved) instead of killed during raids and sieges.
  • There are slavery-related flavor events, such as a slave running away, demands for a slave's freedom, etc. There are also hidden events for AI rulers to interact with their slaves in ways that were previously only available to the player, e.g. have sex with them.
  • There are fame traits that add roleplaying flavor, such as the negative Infamous Slaver trait and the positive Famous Liberator trait.

All taken together, slaves are now genuinely useful to their owners, there is an actual demand for them conditioned by religion and culture, and this demand is satisfied by warfare, raiding, slave trade, and slave-related events. As a player, you can choose between many different ways to interact with the system to either roleplay or use it to your advantage, and it's more challenging and hopefully more interesting to do this.

Compatibility

This mod requires Carnalitas as a prerequisite (obviously). While it modifies the slavery system in a substantial way, it doesn't touch other Carnalitas features and should be compatible with all of them.

This mod also supports changing its game rules mid-game with the Gamerule Gadget mod.

Compatibility with Mods Based on Carnalitas

This mod should be compatible with all mods based on Carnalitas that don't modify the slavery system. Compatibility with the following mods has been explicitly verified, but most others should work as well:

This mod may not be compatible with all other mods that modify the slavery system. However, it should still be compatible with mods that don't change the original Carnalitas slavery interactions, modifiers, or effects. Compatibility with the following mods has been explicitly verified:

Compatibility with Total Conversion Mods

Due to its changes to vanilla files, this mod may conflict with changes done by total conversion mods. This is also true for Carnalitas itself. For best experience, such mods require compatibility patches for both Carnalitas and CSR.

CSR is now fully compatible with A Game of Thrones with Carnalitas AGOT Compatibility and a CSR AGOT compatibility patch available as a separate download.

If you still want to try using CSR with a different conversion mod, be prepared that some features might be broken. To make the best of it, follow these recommendations:

  • Load Carnalitas and CSR before the total conversion mod. They overwrite a few vanilla files entirely, and if there are conflicts you would rather want the conversion mod overwrites, not the Carnalitas / CSR ones. Note that they also overwrite some specific vanilla objects, and will always do so, no matter the order.
  • Change the Universe CSR game rule to Fantasy. This avoids errors for historical religions, cultures, and titles that may have been removed by the conversion mod. Note that there may still be errors for other removed vanilla objects that can't be clearly identified as "historical".

Localization

This mod is currently available in English, Russian (translated by @Undertalk), Chinese (translated by @Dark_Crow), and French (translated by @don-vip).

Links

If you like this mod, you may also consider my other mods:

  • Carnalitas Love Reimagined, a rework of the Carnalitas Make Love interaction and its related effects.
  • Search & Trade Artifacts, search for artifacts, buy them from other characters, and sell them to other characters.
  • Travelers, characters always travel to their home when it changes instead of teleporting.
  • Active Courtiers, courtiers search for spouses themselves for less micromanagement, stronger AI, and immersion.

For detailed information on all features and changes, see the full README. For more information on the CSR AGOT compatibility mod, see its README.

Edited by pharaox
Update description


What's New in Version 0.20.0

Released

Version 0.20.0

Interactions

  • Disabled Banish, Take Vows, and Recruit options of the Negotiate Release interaction, as well as the Take Vows interaction for slaves.
  • Increased piety loss from slavery actions if slavery is considered a crime.
  • Added stress impact from slavery actions for Zealous and Cynical characters.
  • Reduced AI willingness to give or accept slaves as gifts due to struggle motives.

UI

  • Added icons for slave court positions.

Miscellaneous

  • Reduced claims impact on slave prices.
  • Disabled memories from sex with slaves.

Performance

  • Improved performance of slavery interactions.

Compatibility

  • Added more triggers, effects, and modifiers to be used or overridden in compatibility mods (needed by the AGOT compatibility mod).

Localization

  • Updated Chinese translation (by @ljingqi)

For more information, see the full CHANGELOG.

CSR AGOT Compatibility Version 0.3.0

Interactions

  • Disabled Banish, Banish to Essos, Take Vows, and Recruit options of the Negotiate Release interaction, as well as the Take Vows and Send to Silent Sisterhood interactions for slaves.
  • Night's Watch, Silent Sister, and Kingsguard characters are now removed from their orders upon enslaving, and sent back upon freeing (Kingsguard characters are simply sent to their former liege as there can be only 7 such characters).
  • Added stress impact from trading or gifting slaves for Honorable, Just, and Arbitrary characters of Thralls cultures.
  • AI rulers of Thralls cultures are now even less willing to trade or gift slaves.
  • Reduced slave prices across the board as they tended to become exorbitant for very capable characters.

AGOT Slavery Features

  • Rebalanced AI willingness to pass slavery laws and start wars with slavery war CBs to take into account slavery doctrines, cultural parameters, and attitudes, in addition to compassion, greed, and background.
    • As a result, most AI rulers will now pass Slavery Allowed if compatible with their religion, culture, and attitude shortly after their liege passes it.
  • Slaves may now be freed when the Slavery Forbidden law is passed:
    • If willingly by a ruler, all realm slaves that are considered criminal to own are freed.
    • If forcibly, all realm slaves are freed.
  • If a Slave Raid war is won by the attacker, a few (2-5) characters are now actually captured and "marked for enslavement".
  • Whether slavery law violations are considered criminal no longer depends on religious doctrines, only on the violation itself and cultural parameters.
  • AI will no longer initiate slavery interactions against slavery laws if violating them is considered criminal.

Miscellaneous

  • The Slave trait is now Thrall for slaves owned by characters of Thralls cultures.
  • The Buy Foreign Slaves event will no longer fire for characters of Thralls cultures.

Bug Fixes

  • Night's Watch, Silent Sister, Maester, Septon, Kingsguard, and Ruin characters can no longer own slaves, initiate slavery interactions, or get the Buy Foreign Slaves event.
  • Fixed endless loop when enslaving Kingsguard characters.
  • Fixed scope issues with Kingsguard councillors (AGOT bug).

For more information, see the full CHANGELOG.



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