About This File
This mod adds lewd building chains to the economic layer of the game — brothel districts, slaver networks, sex temples, bathhouses, a duchy capital chain and one very expensive legendary monument. The point is not free money: every chain comes with tradeoffs, and how well (or badly) a building works depends on your faith's doctrines. A brothel in a county whose faith outlaws prostitution is mostly a way to make everyone hate you.
Numbers are deliberately on the strong side. This is not a balance mod and does not try to be.
Version 0.6 is a large rebuild. Buildings now read the full doctrine ladder instead of a yes/no check, the slaver chains use the slavery doctrines instead of prostitution, there is a chain for pious rulers, a court position, contracts for landless adventurers, buildings for camps, estates and yurts, culture-gated regional chains, and three men-at-arms regiments unlocked by the buildings that raise them. Everything described below is in the download.
Requirements
- Crusader Kings III 1.19.x
- Carnalitas 2.x — required
- Carnalitas Dei - De-tenet-ized — required
Both are hard requirements, not suggestions. The buildings read the doctrine systems of these two mods directly; without them there is nothing for the modifiers to check.
Buildings
All buildings in this mod are player-only by design. The AI does not construct them.
- Sex Ghettos — the main county pleasure district, six tiers, from a back-alley row to a full quarter of the city
- Sex Slavers — six tiers of slaver infrastructure, driven by the slavery doctrines rather than prostitution
- Pleasure Bathhouses — three tiers, a milder and more respectable line
- Honey Trap Network — three tiers of intrigue: pillow talk, secrecy and scheme power
- Dread Amphitheater — three tiers, public spectacle and dread
- Knights' Pleasure House — three tiers, a military line for the garrison
- Temples of Ecstasy — six tiers, buildable in temple holdings
- House of Penitence — three tiers for faiths that outlaw prostitution: the ladder is inverted, so the buildings that are useless to a carnal realm are strong in a chaste one — piety, opinion and county control from sweeping the fallen women off the streets. Faiths with sacred prostitution consider the whole institution heresy and react accordingly
- Slave Dungeons and the Wanuan Slave Trafficking Network — two tribal-only chains
- Hammam (Arabic / Iranian / Turkic / Egyptian heritage), Pillow House (Chinese / Korean / Japonic heritage) and Freyja's Grove (North Germanic heritage, also buildable tribal) — regional chains gated by culture heritage
- Ducal Fuck Shacks — a three-tier duchy capital chain
- Ultimate Carnal Exploitation Church — one legendary special building, kingdom tier and up, built through its own decision after clearing the ground in a chosen barony
How faith and culture change the buildings
The prostitution ladder (Carnalitas Dei)
Crime, Shunned, Accepted and Sacred are four distinct steps, and every building in the mod reacts to all four. Accepted faiths get half of the bonus; Sacred Prostitution from Carnalitas Dei (or Carnal Mysticism / Exaltation) stacks the other half on top, so the full effect belongs to the faiths that actually earn it. Shunned takes mild penalties, Crime takes the severe ones. Tooltips say what your faith gets instead of a vague one-liner.
Slavery doctrines for the slaver chains
Sex Slavers, Slave Dungeons and the Wanuan Trafficking Network do not care about prostitution. They check the Carnalitas slavery doctrines: other-faith slavery accepted gives half the bonus, same-faith slavery accepted on top gives the full one. Illegal slavery mirrors the same steps as penalties.
Vanilla doctrines
Some chains additionally look at ordinary faith doctrines. The Honey Trap Network cares about male and female adultery — compromising the married is much less useful where nobody minds. The Dread Amphitheater scales with deviancy (accepted, shunned, illegal). Several pleasure chains and two of the regional lines pick up an extra effect where same-sex relations are accepted.
Culture
The three regional chains are gated by cultural heritage. On top of that, cultures with Carnalitas Dei's Youthful Rulership tradition get an additional bonus on most chains.
Beyond buildings
- The Madam — a court position that exists while your capital county has a pleasure building. Aptitude is built around stewardship, diplomacy, attraction and experience rather than youth, so a veteran is worth more than a debutante. Four tasks: run the establishments (income is a percentage cut that scales with the establishments in your capital, your faith's stance and her aptitude), scout new talent for the court, hush the scandals around your buildings, or host grand soirées. Comes with report events and a scandal risk where the trade is illegal.
- Adventurer contracts — two task contracts for landless play: escorting newly recruited courtesans, and silencing rumormongers. AI rulers offer them based on their faith, their traits and how developed their urban capital is. Standard contract UI and rewards.
- Travel — the duchy capital chain and the legendary building register as a point of interest. Characters travelling through get a small event: spend the night, study the business, or keep riding.
- Domiciles — Camp: the Grand Pleasure Pavilion, a separate building that sits next to the vanilla Pleasure Tents (it needs the tents plus a free internal slot, so vanilla's own checks on the tents keep working). Estate: the Courtesan Wing and its upgrade, the Grand Courtesan Salon. Yurt: the Harem Yurt and the Great Harem Yurt, so nomads are not locked out of the mod entirely.
- Damnati — men-at-arms, unlocked by a Dread Amphitheater in your capital county. What the pleasure houses have finished with: slaves worn past their price, debtors nobody will bid on, and whatever else the pens have stopped feeding for free. Arming one costs less than burying one. They are the worst soldiers in the game per head — roughly an eighth of a pikeman — but a regiment is a thousand of them instead of a hundred, which adds up to about half again the punch of a pikemen regiment for half the gold. The catch is that they have no drill and therefore none of the anti-cavalry counter real pikemen get, no terrain bonuses and no pursuit. Numbers, and nothing else.
- Slave Drivers — men-at-arms, unlocked by a Ducal Fuck Shack in your capital county. Overseers off the pens and the pleasure houses, who have spent their working lives making frightened people go where they are told and have never once had to ask twice. Thirty of them to a regiment, hitting harder per head than any infantry in the base game. They have always stood behind a line rather than in it, so they give no screen whatsoever and a lost battle costs you all of them. Two regiments at most.
- Fugitivarii — men-at-arms, unlocked by owning the Ultimate Carnal Exploitation Church. Slave-catchers on retainer, paid by the head for every runaway dragged back to the pens, and the most one-sided unit in the mod: in a battle line they are barely worth their fee, but their pursuit is far beyond anything in the base game. They will not win you a battle. They make sure the people who ran from one never get anywhere.
- Deviant's Mask synergy — no patch needed. The Grand Pleasure Pavilion enables Deviant's Mask's bonus rewards on its courtesan contracts on its own.
Optional patches (separate downloads)
Each patch is its own small mod. Only enable a patch if you actually run the mod it bridges to. Every patch declares its dependencies, so the launcher sorts it for you (I wish)
- SexEconomy - Prostitution Reimagined Patch (needs Carnalitas Prostitution Reimagined) — developed pleasure districts count as major prostitution locations for CPR's systems, so prostitutes spawn there and move there.
- SexEconomy - Slavery Reimagined Patch (needs Carnalitas Slavery Reimagined) — the slaver buildings count as slave markets for its systems and event chains.
- SexEconomy - Slavery Expansion Patch (needs Carnalitas Slavery Expansion) — yearly bonus income from working slave prostitutes when your capital has slaver infrastructure.
- SexEconomy - Love Reimagined Patch (needs Carnalitas Love Reimagined) — CLR sex scenes can take place in your establishments and temples, with the matching scene locations and backgrounds.
- SexEconomy - Divine Prostitution Patch (needs Adroit's Divine Prostitution - Updated) — the Temple of Ecstasy chain and the House of Penitence react to its clergy-prostitution doctrine, its church-brothel income scales with your buildings, and the Madam's aptitude picks up synergies with its court positions and traits.
- SexEconomy - Sacred Doctrine Fix (needs Carnalitas, Carnalitas DeiandCarnalitas Slavery Expansion — all three, do not enable it without them) — the odd one out: it does not need SexEconomy itself, it repairs a conflict between those mods. CSE and Dei both redefine the prostitution doctrine group, and the way CK3 resolves that, Dei's Sacred Prostitution tier becomes unpickable and is never seeded to any faith. This fix merges the group (all five doctrine steps stay available, including CSE's slave prostitution), merges the seeding, and lets Sacred faiths use CSE's slave-prostitution content. Since Court Whores requires CSE and this mod requires Dei, most people reading this page want this fix. Load it after all Carnalitas add-ons; last is always safe.
- SexEconomy - Stack Fixes (needs Carnalitas, Carnalitas Slavery Expansion, Carnalitas Slavery ReimaginedandAdroit's Divine Prostitution — all four, do not enable it without them) — like the Sacred fix, it does not need SexEconomy itself. It repairs what those mods break in each other: Divine Prostitution's ritual court chaplain and qadi come back to life under Slavery Reimagined's overrides, the birth event is merged so grandparent notifications work again, and the character window GUI is merged so Carnalitas' UI and Slavery Expansion's additions coexist (with two vanilla 1.19 fixes restored on top).
- SexEconomy - Stack Fixes Extra (needs Carnalitas, Carnalitas Slavery Expansion, the Unofficial PatchandQuando Sumus - Decisions of CK3) — two very niche repairs for that exact combination: the Unofficial Patch's reworked reincarnation-ancestor birth event survives Carnalitas, and Slavery Expansion's military-slave commander rules survive Quando Sumus.
- SexEconomy - Historical Doctrines (needs Carnalitas and Carnalitas Slavery Expansion; Carnalitas Dei strongly recommended for the Sacred tier) — gives every vanilla faith a sensible historical default on the adult doctrine axes instead of one global default: the full prostitution ladder (including Sacred temple traditions and slavery-linked prostitution where they historically fit), the slavery doctrines, and the Dei lust axis for tantric and ecstatic traditions. Ships with a game rule to turn it off. Does not need SexEconomy itself. Load it after every other mod on this page.
Installation and load order
Enable the main mod, plus only those patches whose target mods you actually run. Never enable a patch for a mod that is not in your playset.
The rule: frameworks → framework add-ons → content mods → SexEconomy → SexEconomy patches → the fix mods → Historical Doctrines last.
A full example order (skip every line for a mod you do not have):
- Carnalitas
- Carnalitas Dei
- Carnalitas Slavery Expansion
- Carnalitas Slavery Reimagined
- Carnalitas Prostitution Reimagined
- Court Whores
- Adroit's Divine Prostitution
- Deviant's Mask
- body and graphics mods (CBO and similar) go here
- SexEconomy
- SexEconomy patches (any order among themselves)
- the fix mods (Sacred Doctrine Fix, Stack Fixes, Stack Fixes Extra) — after everything above, in any order among themselves
- SexEconomy - Historical Doctrines — the very last entry
If a mod from that list is not in your playset, just leave its line out; the order of the rest stays the same.
Warning: this mod overwrites the 00_holdings file and is therefore incompatible with any other mod that adds holdings. The files are easy to merge by hand if you need to.
Translations
This version ships English only. The Spanish and Simplified Chinese translations are outdated after the rebuild and have been pulled rather than shipped broken.
Further translation volunteers are welcome — get in touch in the comments.
Credits
- Former spanish translation by @SternenLiecshtein
- Former implified Chinese translation by @MrVasiriev
Content Warning
This mod includes highly problematic fantasy sexual content. This is a game. Play your games as you want, but in real life, treat people with respect. We have more in common than separates us.
Some limited assets in this mod have been generated using generative AI to circumvent licensing of images. If you have permissions, fitting images or an artsy side yourself, consider putting your suggested images into the comments. Human-made graphics are much prefered over AICG-Content. Submissions very welcome.
Bug reports
Bug reports and wishes go in the comments. If something looks off in your playthrough, a screenshot of the building tooltip plus your faith's doctrines usually tells me everything I need. For crashes or missing text, your error.log (Documents\Paradox Interactive\Crusader Kings III\logs) is far more useful than a description — and please say which mods you had enabled, in which order.
Edited by Platinphoenixx
What's New in Version 0.6
Released
V 0.6
- WARNING NOT SAVE COMPATIBLE
- Okay, i lied, here is the update, earlier than announced
- Massive rework of almost all content
- Massively improved compatibility with the lewd ecosystem
- This mod alongside its fixes resolve lots of conflicts that other LL CK3 mods have with each other
- Added new builings, MAA and many new modifiers and conditional outputs
- See description for integrations with other mods
V 0.53sc
- hopefully fixed the fixed holdings for real
V 0.52sc
-fixed holdings file by @LustDemon69
V 0.51sc
- Corrected some inconsistencies and weakened some extreme values
please, feel free to comment on specifics you would like to be changed