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[mod] Carnalitas Slavery Reimagined


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Posted

I just released version version 0.26.0 of the main CSR mod, see file. The main change in this version is that Infamous Slaver and Famous Liberator are now leveled traits - their effects scale with XP, and their old effects correspond to the middle of the XP range. You can now become even more infamous or famous than before! I added code to migrate from the old state so this change should still be save game compatible.

Posted
On 6/18/2025 at 2:34 AM, FonWasH said:

French Translate

 

Thanks! Will integrate it in the next CSR AGOT version.

Posted

Has anyone else had any trouble with artifacts? When i run CSR AGOT all artifact art disappears.

I know that CSR is not updated to the most recent version, but was looking for a possible fix i could implement myself.

No pressure or anything for an update, just looking to be able to figure out what is going on on my end.

Posted

CSR AGOT is just fine for me, no artefact issues.... and I don't think the mods remit involves artefacts at all. I'd suspect another mod.

Posted
On 6/21/2025 at 11:49 PM, rottingMan said:

Has anyone else had any trouble with artifacts? When i run CSR AGOT all artifact art disappears.

 

I also doubt this could be caused by CSR AGOT. I don't update it to every AGOT release - they are too frequent, and updates are very often not required. But I wouldn't expect graphics issues since the mod doesn't touch any graphics.

Posted (edited)

Should CSR be below/have priority over Slavery Expandef, or should SE have priority?

 

Apologies, I did search "expanded" in this thread but seems no one else asked. And you've even gone to the trouble of stating they're compatible, I just wondered order, coz the first comparison of files I made - the dsi_demand_sex_interaction = { is quite different between the two mods.

Edited by Dwjliel
Posted
On 7/2/2025 at 2:25 AM, Dwjliel said:

Apologies, I did search "expanded" in this thread but seems no one else asked. And you've even gone to the trouble of stating they're compatible, I just wondered order, coz the first comparison of files I made - the dsi_demand_sex_interaction = { is quite different between the two mods.

 

It has been asked many times, the thread is just too long. The 2 mods are technically compatible, but conceptually they are not. I don't use SE and don't recommend using it. Load order mostly doesn't matter.

 

dsi_demand_sex_interaction is not part of CSR but of CLR, read the compatibility notes there about it. They conflict on this one, so load order will determine who wins.

Posted
On 6/29/2025 at 12:13 PM, xyzxyz said:

Any way to make this compatible with Wicked Debauchery?

 

No, see my earlier replies to the same question.

Posted (edited)

Thx for keeping this updated!
There seem to be A LOT of randomly generated wandering characters with slaves now. I already disabled the "buy foreign slaves" rule. Could you point me to which on_action or event or w/e does that so I can remove it? There's already too many characters with no families being generated constantly in the game.

Hm, also it seems that rule only disables it for players

 

P.S. I ended up commenting out "carnx_yearly_market" in yearly pulses
I wouldn't mind a game rule that disables it for AI though
thanks again

Edited by yoyoman69
Posted

@yoyoman69 I could add a game rule that disables the event for AI as well. But from my perspective, this would cripple the mod quite a bit, since without this event there will be a lot less slaves owned by the AI, and much less "interesting" ones. Instead, I propose that I add a game rule to control how many of the slaves and merchants generated by these events linger after the event, with the option to kill off all of them (which was the mod behavior until Oct last year).

 

To help me with this, could you please explain what "A LOT" means above? The fact that they are "constantly generated" should not be an issue per se, if they are killed off with the same rate or faster, and I thought that my logic + vanilla is already taking care of this. In my tests, I see a rather stable, or very slowly increasing, slave population 20-30 years into the game. What numbers do you see actually?

Posted
On 7/14/2025 at 5:52 AM, yoyoman69 said:

There seem to be A LOT of randomly generated wandering characters with slaves now. I already disabled the "buy foreign slaves" rule. Could you point me to which on_action or event or w/e does that so I can remove it? There's already too many characters with no families being generated constantly in the game.

 

I refined a bit my CSR statistics collecting approach by collecting slave statistics every year, writing them to the log, analyzing the log to produce a CSV file, and creating a chart out of it. Here are the results for the first 40 years in observer mode, 867 game start:

 

image.thumb.png.3f59644ccc44e275a90f61824f563d1b.png

 

These are from my main, which has only minor changes compared to the last released version 0.26.0. As you can see:

 

* The number of pool (wandering) slaves and slave owner stabilizes after about 5 years at around 250 and 200 respectively.

* The total number of slaves and slave owners stabilizes after about 30 years at around 1000 and 600 respectively.

 

As a comparison, the total number of pool characters 20 years into the game and after is between 7000 and 8000, so pool slaves and their merchant owners represent around 6% of this.

 

From my perspective, these statistics don't support the claim that there are "A LOT" of wandering characters with slaves. Based on this, I don't think a fix or a new game rule is needed either. Of course, these numbers can be affected by other mods, and would be different for other start dates or total conversions, so I am still interested in what numbers do you actually see. You can easily check the total number of pool slaves manually at any given moment by switching to observer mode, opening the Character Finder, and filtering characters by "Top Realm" (you are in the "pool realm" as observer) and by the "Slave" trait. I will introduce the game rule mentioned above if I have solid evidence that it's actually needed.

 

Posted

The number of slaves in my game feels Great tbh. 

In fact I'm so impressed with the system, I'm paying attention to it, and wanting to make use of it. On that note: I have 2 instances where in my lousy opinion a change could be made.

 

1) the event where two slaves are offered to you every X years - the slaves are always just boring and generic, so it becomes a useless pop up, rather than a feature (to me). I think It could be improved if the slaves were more curated - a high stat or beauty/genetic traits, carnalitas genitals - maybe even rare cultures (helenic?) - just some reason for me to pay attention, rather than insta dismiss.  Balance issues ofc and only my opinion,  just putting it out there!

 

2) The AI, actually seems to get these slaves! I'd love to buy some of them, but they always refuse to sell, due to recently acquired or fitting the court position - which IS entirely realistic - but it means I as a player can't engage with the system, as anyone I'd want isn't for sale. Maybe make those opinions affect price, not willingness to sell? And if they dread me/am liege, they should be more willing to sell.

 

Appreciate the mod, it's great and very well thought out. Hope the feedback is not too pushy!

 

 

Posted
On 7/19/2025 at 7:32 PM, pharaox said:

@yoyoman69 I could add a game rule that disables the event for AI as well. But from my perspective, this would cripple the mod quite a bit, since without this event there will be a lot less slaves owned by the AI, and much less "interesting" ones. Instead, I propose that I add a game rule to control how many of the slaves and merchants generated by these events linger after the event, with the option to kill off all of them (which was the mod behavior until Oct last year).

 

To help me with this, could you please explain what "A LOT" means above? The fact that they are "constantly generated" should not be an issue per se, if they are killed off with the same rate or faster, and I thought that my logic + vanilla is already taking care of this. In my tests, I see a rather stable, or very slowly increasing, slave population 20-30 years into the game. What numbers do you see actually?

 

It's not that there are TOO many per se. In fact, if you don't care about random characters their number seems to be perfectly balanced. But for me, one randomly generated character is "too many". I would rather have the AI enslave naturally, than for some event to create one. I already edited out a lot of the events in the game that generate characters, so this is only my own pet peeve with characters with no history, no parents, no family, etc. I did notice there were far fewer slaves ofc, so I might also up their willingness to enslave just a bit.

Posted
On 7/20/2025 at 3:20 PM, Dwjliel said:

1) the event where two slaves are offered to you every X years - the slaves are always just boring and generic, so it becomes a useless pop up, rather than a feature (to me). I think It could be improved if the slaves were more curated - a high stat or beauty/genetic traits, carnalitas genitals - maybe even rare cultures (helenic?) - just some reason for me to pay attention, rather than insta dismiss.  Balance issues ofc and only my opinion,  just putting it out there!

 

Thanks for your feedback! One of the slaves uses a "special" template, the other a generic one. I will consider adding some more flavor to the special templates, but not too much as I feel it will make the event unbalanced and unrealistic.

 

On 7/20/2025 at 3:20 PM, Dwjliel said:

The AI, actually seems to get these slaves! I'd love to buy some of them, but they always refuse to sell, due to recently acquired or fitting the court position - which IS entirely realistic - but it means I as a player can't engage with the system, as anyone I'd want isn't for sale. Maybe make those opinions affect price, not willingness to sell? And if they dread me/am liege, they should be more willing to sell.

 

The AI gets exactly the same event as the player, "dismisses" it in 90+% of the cases, and buys only the really useful slaves when they happen at random. The slaves that the AI "seems to get" are these survivors, and their number is not too small because there are a lot more AI than player rulers. I don't think that dread should affect the decision to buy or sell, but I will consider changing the "recently bought" modifier to affect the price, or simply add an option to the interaction to pay a higher price for a boost in the willingness to sell.

Posted
On 7/24/2025 at 2:20 PM, yoyoman69 said:

It's not that there are TOO many per se. In fact, if you don't care about random characters their number seems to be perfectly balanced. But for me, one randomly generated character is "too many". I would rather have the AI enslave naturally, than for some event to create one. I already edited out a lot of the events in the game that generate characters, so this is only my own pet peeve with characters with no history, no parents, no family, etc. I did notice there were far fewer slaves ofc, so I might also up their willingness to enslave just a bit.

 

OK, but I still don't think I should change anything in the mod. Both the vanilla game and other mods generate random characters all the time and most players (including me) don't have issues with this. You can reduce the event frequency by editing the yearly (and the 3 and 5 years) market on-actions, or you could consider changing the "sell off" chance to 100% in the event "after" (it's currently 50%).

  • 2 weeks later...
Posted
1 hour ago, xyzxyz said:

I'm a bit confused. I can assign slaves as "sex slaves" but also as slave concubines. Are those from two different mods?

 

Yes, "sex slaves" are from Slavery Expanded, and "slave concubines" are from this mod (CSR). I have mentioned in numerous replies (and in docs) that these 2 are technically, but not conceptually, compatible. I personally don't use SE and don't recommend it. If you use both, it's up to you to reconcile the conceptual differences between them.

  • 3 weeks later...
Posted (edited)

Hey @pharaox Been a while since I used slaves but wanted to play an evil run in AGOT  using this and AGOT compatibility mod recently. Now after playing a bit I seem to be having an issue where my slaves are being randomly culled by some event. Basically was playing AGOT and taking certain characters as slaves and they were disappearing at very specific times. At first I thought it was an agot event which was causing them to disappear (b/c its characters like the targs+elia+lyanna) in the roberts rebellion bookmark and they have some scripted stuff happen to them but I looked at those events and I can prevent them by imprisonment and but that did not work in my case.

 

I looked in the debug log and found the following sort of events for all my slaves right before exit after they disappeared without a trace to see what was happening:

[17:23:55][D][jomini_effect_impl.cpp:446]: file: common/scripted_effects/carnx_debug_effects.txt line: 4 (carnx_debug_log_effect): 18th Ninth Moon, 285 A.C.: Lady Lyanna of The North (102397): Selling off slave
[17:23:55][D][jomini_effect_impl.cpp:446]: file: common/scripted_effects/carnx_debug_effects.txt line: 4 (carnx_debug_log_effect): 18th Ninth Moon, 285 A.C.: Lady Lyanna of The North (102397): Slave sold off

 

Just to be clear I never sold them off using the commands or anything like that. Any idea what could be happening here and how to prevent it? I have Carnalitas,CBO,wicked debauchery(lite version),Your Carnalitas agot compatch and dynamic affairs only plus this. CSR+CSRAGOT compatch are at the end of my load order. Game has 0 other visible issues or crashing. Some other info: Ironborn independent pirate with laws allowing all slavery (guess it uses thralls?). Slavery allowed in realm laws also.

 

Edit: Confirmed with a random char without story content it looks like they are being culled with the yearly pulse or something like that? Does not always effect all of them sometimes only some of them. Its inconsistent who gets culled. Remaining slaves who live are freed for some reason.

Edited by kinglord321
  • 2 weeks later...
Posted

Any chance of adding traditions? Could have resistant or accepting attitude towards it. Could make it interesting if someone is more likely to resist and join schemes or if they're culture is more accepting of it, they would have no negative affect of being taken/their family being taken. Or even be prone to certain traits like content or ambitious?

Posted

I just released version 0.27.0 of the main CSR mod, see file. This version is compatible with CK3 1.17.x, if you are still on 1.16.x use the older version specified in the description. For more information, see the description and change notes. The CSR AGOT Compatibility submod is not yet updated.

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