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Compeditae Order for EU5 1.3.11 (0.7.6.8)


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About This File

Overview

Compeditae Order is a mod for Europa Universalis 5 inspired by Regula Magistri for Crusader Kings 3.

Compeditae Order is in ALPHA stage. This means major systems are incomplete. Expect to need to start a new game between each alpha release

The current design paradigm is to not account for unique country mechanics. There are too many countries to try and cater to as a single developer and it will introduce too many breaking changes on every version update making future updates impossible to maintain.

Installation

You can download the full source at the GitGud Repo after logging in (free to signup).

A Zipped version of the mod will be available on LoversLab. Unzip into your /Documents/Paradox Interactive/Europa Universalis V/mod folder (recommend 7zip).

Add "Compeditae Order" to your active mod list ingame in the top right of the main menu.

Starting

  • Right click on your character and use the WIP Become Keeper of Souls character interaction
  • Read the KNOWN ISSUES and GENERAL TIPS

General Tips:

  • Play as a monarchy for the least amount of problems
  • Do not play in New World or Africa. There are too many base game bugs.
  • Play as the Magister. While in the far future there is plan to support not playing as the Magister nothing currently is designed
  • Try to avoid personal unions and fiefdoms. Fiefdoms will be automatically converted to vassals by this mod on succession. If you have personal unions sometimes the AI will randomly convert your ruler to non Magister.
  • Technically all male characters of the faith can have infinite spouses. Unfortunately due to how the game engine handles marriage, I cannot restrict it to only the Magister. Or else the Paelex's will refuse to marry even if I code it via script. The AI is coded to not have more than 1 spouse even though there is a 99999 cap.
  • Mod is designed for single player.
  • Religious Influence is used for many things in the game.
  • The stats of a prefect affects the maximum stats of characters generated for their court.
  • You can corrupt holy orders by vassalizing them and then spending religious influence (diplomacy subject section)
  • Food is important in this mod unlike the base game. Peasants are NET POSITIVE on food, so you should not rush to get rid of all of your peasants. You do not need Food RGOs to produce food. Build Villages or Coloniae and produce fruit, livestock, fish, etc. Worst case just refuse to buy food early game. Forest/Fishing/Farming Village are profitable now produces good amount of food (2/3/4 food respectively). The AI will usually resolve their food shortages within the first 5 years by building up their food RGOs. You can disable increased food demand in Game Rules -> General.

Known Issues:

Please report any bugs/thoughts on game balance/weird things you notice that are not country specific.

  • Succession Law may not display the correct female heir. It is scripted to force the country to have a female ruler on succession. Don't mind the odd looking tooltip on succession effects.
  • Fascinare'd characters may randomly convert to another religion. There are way too many in game random events that may cause this and it is not realistic to update every single location in game to prevent this from occurring. If they themselves remain magistrian you can use sponsorship to convert the country. Otherwise you will have to fascinare them again.
  • Base game marriage alliance IO is really wonky and cannot be overridden as it is apparently done by the game engine and does not obey the IO definition. I recommend just turning off notifications for IO join/disband.
  • If new advances are added to the base game and you have an old save, the new advances will not be show up in game due to a bug with the game engine/
    • >Please use older versions of the mod if your save is based on an older version to avoid advance problems<
      • 1.3.0 - 1.3.6 - Mod version 0.7.4.11 & Rollback game to 1.3.6
      • 1.2.X - Unsupported
      • 1.0.X-1.1.X - Mod version 0.6.3
  • Releasing a Historical Vassal does not allow you to specify who will be the ruler. This is a base game issue and not easily resolved. Use custom nations instead.
  • Base Game has an issue with Forest/Fruit Orchards not properly stacking food production.
    • If you cannot select a production method, you need to demolish all existing levels of Forest/Fruit/Fishing and rebuild them in the province
  • Changing a tenet in the IO costs are double what the listed tooltip says. This is a game engine bug.
  • Magister Nation Heir law now allows for female because of game engine not allowing vassal creation without it. However females have a very high negative selection modifier. In theory it is possible to get a female ruler early game if your starting ruler is old. No great way to fix this currently without coding in custom logic. If your starting ruler is old I recommend just waiting for him to die and getting a young heir before choosing to convert.

Bugfixes/Enhancements From Vanilla

  • Same Country Marriage Logic - This mod features a completely rewritten marriage logic which should perform checks more often, have the AI pair off courtiers, actively try to choose better pairings. It will also try and keep the court from becoming too large by leaving low skill courtiers unmarried. If the system works well in the future I will enable automation for player countries as well. Note that Royal Marriage cannot be changed. Royal Marraige cannot be fixed, is unmoddable.
  • Ruler ending up in foreign court - Your ruler may randomly get sent to a foreign court. This is a base game issue. You can fix this by using the Return Ruler to Court character action.
  • Population Promotion Bug - Pops no longer get stuck in unemployed jobs
  • Character generation and pruning system: Magister countries will get a courtier improvement check twice a year which will remove up to 1 character if their cabinet is too large (25 for AI, 50 for player). This event will also generate new female magister courtiers for nations. Important characters are exempt. Note that important characters does not mean player dynasty. Important is: cabinet, ruler, heir, artist, general, admiral, children. Worse attribute characters will be replaced first.
  • AI for Cabinet Actions is greatly improved and the AI will perform sane cabinet actions like a player will
  • Food is more important (game engine flaw prevents it from being more valuable). You can disable this in Game Rules -> General.
  • Custom Magistrian Special Units
  • Mercenary Rebalance
    • Bribing Mercs is cheaper
    • Reduced Mercenary range
    • Reduced Mercenary Manpower available
  • Much faster sieges - disable-able via game rule
  • Cheaper Navies
  • Reduced RGO caps, cheaper RGOs
  • Removed culture/religion convert vassal cooldown - it's already slow enough
  • Workaround for base game bugs
  • Building caps are reduced in general to prevent runaway economy late game and encourage acquiring new territory instead of being able to sit on 2 provinces for 200 years and never reaching the cap
  • Values system completely rebalanced so you have more freedom with what values to push.
  • Changes to Location Ranks

    • Villages are now buildable in Town locations and no longer vanish on upgrade
      • Net positive for AI
    • Town urban building caps cut in half
      • Upgrading to City now has a noticeable benefit, also cuts down on economy overexpansion
    • Town/Megapolis/City Flat Population Caps reduced by 25% while the percentage modifier is increased.
      • Fixes issue where poor terrain locations were significantly better city locations than good terrain locations
    • Overpopulation no longer results in no population growth
      • Scaling penalties from overpopulation instead, pops will migrate to your other locations
      • Roughly 5-10% base population cap reduction but you can go over cap by about 10% so it should be roughly even
  • Urban migration attraction to all levels of Town/City/Megapolis
  • Clothing settings can be found in Game Rules -> Flavor.
  • Addition of Skirmishing for Light Infantry
    • 5% base bombard chance
    • Artillery bombard efficiency is fixed
    • Heavy Infantry have morale received bonuses
      • Light Infantry - prebattle skirmish
      • Heavy Infantry - hold the line
      • Cavalry - flank
      • Artillery - much stronger prebattle skirmish + siege

Contributing:

I am not an animator nor do I have experience with any graphics. So you will need to wait for a Carnalitas port for animations/interactions. If you are interested in contributing art (or ai art) there are many tasks which need conversion (eg the privilege images)

Roadmap

See ROADMAP.md for more details

Credits:

mylenploa - EU5 Mod Dev

Everything in the mod is newly written for EU5. Only certain terms were taken from the CK3 mod.

Image Credit

Regula Faith Wikimedia CC-SA-BY Discipula Estate Wikimedia CC-SA-BY Sacredos Estate Wikimedia CC-SA-BY

Privilege Images: Discipula Accountig - Raptor375 - ChatGPT

Units:

ComfyUI (https://comfyui-wiki.com/en/install/install-comfyui/install-comfyui-on-linux) Comfy UI & Open Source Local AI Models - Uncopyrightable

Special Thanks

ban10 - Regula Magistri 2 CK3 Lead Dev bobbily - Original Regula Magistri dev

Please see https://gitgud.io/ban10/regula-magistri/-/tree/master/Regula_Magistri?ref_type=heads for the CK3 inspirations

Compatibility

This mod makes no compatibility promises with other mods.

Due to incorporating a bunch of base game fixes you may run into mod conflicts.

License

By contributing material for this mod you are agreeing to distribute it under the GNU General Public License 3.0. tldr: Anyone can copy/modify/distribute this software. The source must be disclosed and any changes stated. Any derivatives of this work must be distributed under the same license. This code may be used for commercial purposes.

Edited by mylen.ploa
Update known issues


What's New in Version 1.3.11 (0.7.6.8)

Released

Fix trade not working in 1.3

Rebalance good demand for salt, medicine


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