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Regula Magistri 2

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Older Versions:

Regula_Magistri_2.1.0.zip

Regula_Magistri_2.0.0.zip
Regula_Magistri_0.101.zip


Overview
This is a continuation of the mod Regula Magistri by bobbily plus others included in the credits file.
 

Regula Magistri is a mind-control "Haremocracy" mod for Crusader Kings 3. The mod creates a number of traits, events, schemes and interactions which the Player can use upon gaining the power of the Regula Magistri book.

The intent of this mod is to create a state headed by a single (male) ruler (the Player) alongside his harem of female vassal wives/concubines.
 

Main Features
How to start

  • Start the Regula Magistri religion by finding the book from a travelling peddler.
  • Read the book to begin your ascension to the Magister
  • Begin your Harem by showing the book to your female vassals, you must have two of your most powerful female vassals under the spell of the book to Free the Keeper of Souls.
  • Once the Keeper of Souls is freed, your Realm will convert to Regula Magistri and you will gain access to your powers.

 

Do not use the character creator to start with the Regula Magistri religion or convert to the religion in-game (through any other method aside "Free the Keeper of Souls" decision).
This will disrupt the mod initialization.

 

Using the Regula culture during character creation is fine, you don't have to use it but I consider it a "quickstart" culture that fits the religion.

 

Regula Magistri

  • The Regula Magistri religion has two custom tenents linked to the Magister and his harem. The Magister can have an unlimited number of wives, and can dominated his wives to turn them into his Paleax/Domina, each one boosting the income and development of the Magisters realm.
  • The holy sites of the religion each unlock a special feature, such as empowering certain character interactions, adjusting the sex of newborns and increasing the stats of the faithful.
  • The Magister can use special powers such as:
    • Fascinare: Charm a female character into a Mulsa. Charmed characters are very loyal and get extra stats. Charmed characters also have a number of schemes that can be used to make them reveal secrets, take over their husbands titles or cause disruption in foreign courts.
    • Domitans Tribunal: Turns a landed Mulsa (County title or higher) into a Paelax, Gives a bonus Mutra Corpus interaction as well.
    • Mutare Corpus: Improve a charmed female character, boosting their mental, physical or sexual attributes. This will heal wounds, increase congenital traits and also sometimes give other beneficial traits. The power/effects of Mutare Corpus depends on your Piety level.
  • Creates a number of new wars linked to the enslavement of other rulers. Free female rulers can be dominated, while those already charmed can be stolen from their rightful liege or allowed to break their former bonds of fealty through a custom faction, Servitude.
  • Creates two new gender succession laws, Hereditas Magistri and Hereditas Compedita. The Players's titles pass to their male offspring, while those of their vassals pass to female offspring. All Player vassals will adopt Hereditas Compedita on a quarterly basis.

 

Requirements
Carnalitas is needed for this mod to function.


CBO (Character Body Overhaul) is a soft requirement which allows the "Lewd" clothing option to be enabled.


Cheri - Lewd COAs is used for Regula Coat of Arms generation, technically a soft requirement, but means the Regula culture (custom starting culture) will have blank COAs.

 

Incompatibilities
Compatible with Royal Court.
 
This mod may conflict with any mod that overwrites or replaces the following files:

  • 00_doctrines
  • 00_marraige_scripted_modifiers
  • 00_marriage_interaction_effects
  • 00_realm_laws
  • 02_genes_accessories_misc
  • adultery_events
  • hair_palette.dds
  • skin_palette.dds
  • story_cycle_infidelity_confrontation

 
Triggers: 

  • might_cheat_on_partner_trigger
  • can_set_relation_lover_trigger
  • valid_demand_conversion_conditions_trigger

 

Downloads/Installation

You can download the full source at the GitGud Repo
A Zipped version of the mod will be available on LoversLab (In this thread!).

 

Unzip into your /Documents/Paradox Interactive/Crusader Kings III/mod folder. 
Add "Regula Magistri" to your mod playset, after Carnalitas.

 

Tips and Tricks

Freeing the Keeper of Souls

Remember, to start you require two spellbound female "powerful" vassals that are landed with a county title or higher.


Once a female character is spellbound (You've shown the book to them) you can give them titles through a special interaction, regardless of your current faith/culture laws.
Ideally, this would be your wife and another female vassal, which would then give you a Domina and Paelax after freeing the Keeper of Souls.

 

If you have a large realm, you can change the succession of your male vassals to female only, or charm their wife and get her to force their husband to abdicate through an interaction.

 

Surviving as a new religion

Under normal game conditions, most faiths (especially Christian and Islam) will hate you for your Faith! This will make it hard for you to survive as a vassal (Your liege can revoke your titles) or as an independent realm (other nations will declare holy wars on you). Focus on charming the women of nearby realms as fast as possible, ideally charming your liege and nearby states to act as "buffer zones".

 

Before freeing the Keeper of Souls, get yourself prepared for war through gold and a solid army. It will make it much less riskier for you to be quickly attacked by a hostile realm.

You can modify religious tolerance through the game rules to make your start much easier, but where's the fun in that? :wink:

 

Known Issues
Can be found in the file ISSUES.MD

 

New Ideas/Features

Feel free to post them in the thread, my current list can be found in the TODO.md

 

Contributing
If you are interested in contributing, please get in touch here or at the GitGud Repo. Assistance with art or event dialogue (including translations) would be greatly appreciated.


You can contribute with Issues/Pull Requests at GitGud Repo

 

Changelog

2.1.1

Spoiler
# 2.1.1
By Ban10
Big thanks to those who contribute via the repo on https://gitgud.io/ban10/regula-magistri and those who contribute via the LoversLab thread!
 
## Fixes
    - Maintence Pulse fixes
        - Rework this entire file, using the correct function for "everyone", divorcing a Paelax who is unlanded will now correctly make them an Orba, but it may take a year. Divorcing a count+ Paelex will trigger the Orba trait on a quarterly fashion. This is due to how CK3 treats "playable" characters (characters with county titles) vs "everyone" (unlanded/lowborn/everyone else).
 
    - Regula read book - Can only do this if you have the Regula Magistri Book!
        - I had a check for this but forgot to turn it back on after testing, whoops
 
    - Servitude faction fix - If the Magister is married to the Target of a Servitude faction (Aka, a independent female ruler) then prospective servitude faction vassals will not join the faction. This is so Servitude factions dont rise against characters who are already married to the player.
        - Thanks to Umgah via gitgud!
 
    - Instiga Discord fix - Check if the target is the liege of the schemer, otherwise there is no point in the scheme!
        - Thanks to Umgah via gitgud!
 
    - Domina offers Paelex fix - Make sure the Domina is not offering herself! (Same character chosen twice)
 
## Changes
    - Clothing localisation - Only useful if you use/have a barborshop mod I think? I've just added some basic names for the Regula clothing sets
        - Also cleaned up portrait file a bit
 
    - More Icons! Nearly all interactions now have a custom icon, if you have any suggestions for changes feel free to post them. For now most use either vanilla assets or trait icons.
 
    - Astringere re-activation - You can add a new Strong hook to a puppeted character if the Strong hook is on cooldown for a medium stress effect on them
        - Technically this was a fix but I dont think this has worked for a long time.
 
    - Docere Cultura (Teach Culture) check - Interaction will be greyed out if the selected vassal already has your culture for them, their realm and courtiers.
 
    - Orba Health Decay - Orba now have their health "decay" on a yearly basis, with -1 health per year. The health decay will be canceled if you reclaim them.
 
    - Chinese Translations Update
        - Thanks to Waibibabo!
 
## Features
    - No Features for this update :(

2.1.0

Spoiler
# 2.1.0
By Ban10
Big thanks to those who contribute via the repo on https://gitgud.io/ban10/regula-magistri and those who contribute via the LoversLab thread!
 
## Fixes
    - "Important" actions fixes - These are the action reminders that the game gives you, turns out quite a few of the Regula ones were not setup quite correctly and so were a bit buggy. Now they should be fixed and always relevent if shown.
 
    - Now cannot re-Fascinare a retired Paelax
        - Thanks to Cralowec!
 
    - Using the "Bestow Landed Title" effect now does not count as a conquest, so there is no control penalty for your newly landed vassal.
        - Thanks to Cralowec!
 
    - Titulum Novis only shows up on Devoted characters
 
    - Corrupt Holy Order decision is only shown if there is a valid holy order to corrupt in your realm
 
    - Fix Orba check, should now work for landed and unlanded characters
 
## Changes
    - French Translations update
        - Thanks to Mederic!
 
    - Chinese Translations update
        - Thanks to YeaIwillAAAA / Waibibabo!
 
    - Retire Paelex now costs the same amount of piety as a divorce (100)
        - Thanks to Cralowec!
 
    - Made Orba health penalty less severe (from -8 to -4). Ideally I want to change this to be a stacking modifier. eg -1 on year one then -2 on year two and so on. Will change once I figure out how to do this
 
## Features
    - Regula Raiding events
        - Adds a total of 19 events that involve the player Magister capturing women from raided tribal/castle/temple/city holdings
        - Designed to not be to unbalanced, you either get a character from each event or a minor reward
        - Each type of holding has different events. Eg Priestess from a temple or Noble from a castle
        - Inspired by DWToska from Loverslab
        - Bonus events are unlocked if you have Famuli Warriors and if the barony you are raiding is Magistrian
        - Cooldown of a year for each type of holding being raided
        - Chance of happening is 20% plus a bonus for the Magisters rank (The level of their Magister trait)
 
    - Read Regula Magistri
        - Replaces the old Regula setting menu with a new settings + explanation menu
        - Use this to read about your powers, objectives or to change Regula settings
 
    - Regula Memories - Adds memories to characters for Regula related actions such as charming or specific riturals.
        - Thanks to Umgah!
 
    - Revealing clothing variety - Use the rest of the CBO clothing with relevent cultural triggers so that other cultures get their own style of revealing clothing.
        - Thanks to Cralowec!


2.0.0

Spoiler
# 2.0.0
By Ban10
Includes community changes from a host of people!
Thanks to the following:
    - Mederic - French Translations
    - Waibibabo - Chinese Translations
    - Randah - Childhood education fix and "Domina Offers Paelax" event
    - Poly1 - HOF succession fix
    - Yancralowe - Loads of features and fixes, details below
 
## Fixes
    - Try to fix adultry for charmed characters, they should trigger the special Regula adultury interactions now, instead of getting lovers.
 
    - Fix for Orba role not being correctly assigned to divorced spouses if they are unlanded by moving check to yearly pulse.
 
    - Changes how Domina/Paelex are maintained, does it via Magisters side and fixes all Domina/Paelex traits by checking if they are the primary spouse.
 
    - Also moves HOF succession fix for female HOFs (which now that I think about it shouldn't really ever happen to yearly pulse)
        - Thanks to https://gitgud.io/Poly1 on Gitgud for the above!
 
    - Minor text fix for Abice Maritus cost
 
    - Fix for adults being sent away to mother when childhood education option chosen, Normally this happens when the child reachs 3 years old, but choosing the option force updates all children, which caused the issue. Now an is_adult check is performed so only children are sent away, regardless of it occuring when they reach 3 years or the option is chosen/updated.
        - Thanks to Randah!
    - I ended up heavily rewriting the childhood education options, less redundent checks and much simplier overall. Also, added a interface message that lets you know when one of your kids has moved over to their mothers court.
 
    - Corrupt Holy Order Decision - Basically rewrote the entire decision to be more robust, now allows you to select the holy order barony to corrupt, still work to be done to make sure its 100% working. As it is though it works perfectly 80-90% of the time. The last few edge cases look to be vanilla CK3 bugging out a bit.
 
## Changes
    - Slight changes to Regula Submission cultural tradition, slight increase to stress loss (and decrease to stress gain). Remove redundant marriage parameter and have negative multiplier to cultural acceptance gain.
 
    - Add extension events when charming a ward. Note, does NOT happen if Ward charming events are turned off.
        -   Thanks to Randah!
    - I did make some edits to the event, also it only happens when the Guardian for the ward was the Magister, which I think makes the most sense for the event (its essentially a "bonus" for having your own personal ward).
 
    - Holy orders (when created from the special event) now start with female order members, and use the "Inititate" templates, so are better overall
        - Thanks to yancralowe!
    - Also reworked the Holy Order creation process, Regula now has a special holy order creation process that gives the female order members, while the AI (non-Regula relgion characters) can use the Vanilla decision.
 
    - Removed control penalty for mulsae usurping titles from their husbands. Checked and this works correctly, "usurping" titles has no control penalty.
        - Thanks to yancralowe!
   
    - AI Culture Heads can now enact Regula traditions (Famuli Warriors and Regula Submission), once the Magister has enacted them in his primary culture
        - Thanks to yancralowe!
 
    - Servitude War - You can now stop a Servitude war when it starts, when the AI tells you its about to start a war
        - Thanks to yancralowe!
 
    - First Tenet choice - You get to have a choice when choosing your first tenet, instead of just getting Sacred Childbirth
        I plan to make this have a greater selection of choices in the future
        - Thanks to yancralowe!
 
## Features
    - French Translations update
        - Thanks to Mederic!
 
    - Chinese Translations Update
        - Thanks to Waibibabo!
 
    - Docere Cultura interaction
        - Changes the culture of a charmed female vassal to the Magisters culture. Also changes their domain and court members culture.
        - Cost is based of number of court characters and counties that will change culture. The event will take into account vassals under the person you change culture
 
    - Retire Paelex interaction
        - A more graceful and dignifying way to remove a paelex from your harem for their heir. Turns them into an advisor with a special court position for their heir and makes them abdicate their domain.
        - Requires the Paelex/Domina to have a female heir and to be older then 45
        - Much nicer then divorcing them and turning them into an orba which causes them to die ;_;
        - Thanks to yancralowe!
 
    - Added "Domina offers Paelax to Magister" Event. Is now part of possible yearly events.
        - Thanks to Randah!
    - Made some edits to the event including making them friends. Also a bonus choice if you are lustful/deviant/high level Magister
 
    - Icons! - Just some nice icon switches for certain interactions, hopefully every interaction has its own icon one day.


0.95 - 0.101

Spoiler
0.101
By Ban10
 
Fixes
    - Refactor some Portrait modifiers (Charmed portraits)
 
    - Fix Martial Custom decision, had incorrect is_valid statement for Magister rank
 
    - Fix for unmarried Magister dominating a Mulsa, now you marry your target and make her your Domina
 
Changes
    - Edit Servitude faction AI weights, should incline AI to join Servitude faction a bit more
 
    - Nerf Magistri Submission, both its bad and good effects. Was a bit to easy to reach 100% stress reduction which basically removed it as a mechanic.
 
    - Modify Devoted traits (Mulsa/Paelex/Domina), Stats are generally more varied and a bit better.
 
    - Contubernalis Changes:
        - Contubernalis now have + 15 to diplomacy and prowess, making them useful as diplomacy courtiers or throwaway champions/knights. Build an army of thralls and send them to battle or keep them as slaves in your court, the choice is yours.
        - When turning someone into a Contubernalis, it will now remove ALL of their traits, give them lustful,zealous and humble, make them comely and heal them. I think this ties neatly into the idea that they lost their soul/memories and have become husks of their former self.
        - Add a flag to them that makes them unable to leave your court.
        - Change opinion modifers of turning someone into a Contubernalis (their family). Its now permenant and though not as bad as the murder opinion modifer, is pretty close.
 
    - Merge Domitans with Mutare Corpus, now triggers the same "boost" effects.
 
    - Mutare corpus now has the particpant wear blindfolds (I noticed someone tried to code this for the Domitans but coudnt get it to work)
 
    - Orgy start now heals a single disease from each participant on start, not just lovers/great pox
 
    - Magistri Submission AI war chance is now the same as Pacifist (-75%). My Vassals are still very bloodthirsty though :(
 
Features
    - Fascinare important action notification. Lets you know if any of your direct vassals (that have a county title or greater) can be charmed (>16 years old and female).


0.100
By Ban10
 
Fixes
    - Regula Bloodline traits (the ones based on Regula objectives) are now applied to your entire Dynasty, now just the children/grand-children++ of the Magistri that achieved it. I had a campaign where my player heir was my grandchild where the son in between had died, and the Bloodlines were not applied to the grandchild, meaning that when I became him the run effectively broke. Hopefully this should prevent that as your entire Dynasty gets the traits.
 
    - Tried to fix Mutare Corpus message box, doesnt seem to show the right traits being added (sometimes). Not sure what is causing this or how to fix it. Been working on this for a while, honestly no clue. Its like the message box runs the function twice, once for the message and once for the actual effect. Guess its just a vanilla bug.
 
    - If a servitude war is won by ultimatum, you get +1 to the Servitude wars won bloodline tally goal.
 
Changes
    - Mutare Corpus changes:
        - Cooldown is now 3 years
        - Has 300 piety cost again
        - Nerfs to % chance of getting bonus traits (eg double/triple strength/intelligence/beauty).
        - Will still be possible to make really good wives but takes longer and costs a bit more.
        - Some minor changes to possible traits you can get, eg healing now heals regular wounds, and can get physicain from mental boost
        - Now generates event reminder when available.
   
    - Regula book purchase now costs medium gold (Vanilla game value), a dynamic value thats based on your income.
 
    - Magistri Culture is now a "divergent" culture of english culture. Testing to see if this gets AI to promote culture more often.
 
    - Change British Empire holy site effects a bit, shuffle the Scotland/English/Welsh ones, Scottish is now Martial, Wales is Intrigue and England is Stewardship. Feels like it fits more.
 
    - Refactor Doctrines and Tenents so that we dont need to overwrite the games vanilla doctrine/tenent files. Should be less buggy and more compatible with other mods now.
 
    - Regula Magister Tenent now has "No unfaithfullness penalty", same effect as Polyamory (Vanilla Tenent).
        "Oh husband, did you have sex with that women I bought to YOUR orgy last year? Shes pregnant now, how could you do this to our marriage!"
 
Features
    - Add Magistri Submission Tradition
        - Focuses on social attributes. General idea is to make it easier to manage vassals/counties but make it harder to wage war and defend against intrigue.
        - Is added to the player characters culture after freeing the keeper of souls, note, no check for whether player is the head of Culture (yet), still need figure it out the right check.
        - Has the following effects:
            - Decreases stress gain AND increases stress loss
            - AI changes (more zeal, less bold etc), makes them less likely to wage war on each other (or foreign lands)
            - Characters are more likely to be content
            - Isolation tradition parameters, courtiers are less likely to leave and marraige is harder between this culture and others.
            - Increases county control, development and opinion
            - Also addes some negative effects, which are knight effectivness malus, -3 prowess and hostile/personal scheme resistance down by 30%. Pretty major negative effects but as the positives are really good there has to be a strong downside.
 
    - Add Bloodline tally goals - Cumulative option
        - This game rule changes how bloodline tally goals are counted up, you can either
            - Single-Life: Like how it is now, each goal must be completed in a Magisters lifetime
            - Cumulative: Goals are higher, but they do not reset after each Magister switch. Designed to take longer to achieve but be less stressfull, as you dont "lose" any progress that you make.
        - Note, not backwards compatiable as this changes the variables behind the scenes from local (on each character) to global. No way to do this otherwise as the variables would disappear if they werent global when your player Magister dies.
        - You can change values to what you prefer in "common\script_values\regula_script_values.txt"
        - Change Statistics page to show who achieved what bloodline goal and what it gave


0.99
By Ban10
 
Fixes
    - Fix one case for claim initates having the wrong variable name (so no characters were generated!)
 
    - Fix piety level reduction, having the lowest piety level increases costs by 10% (for things like revoking titles / getting vassals using piety/prestige)
 
    - Other minor fixes, such as resaving with UTF-8 with BOM or typos
 
Changes
    - Forgot to mention change to orba, now has higher health penalty
   
    - Cooldown for Mutare Corpus is now a year
 
    - Initates now have Mulsa trait if you have a holy site with the Fascinare flag
 
    - Upon freeing the Keeper of souls, you will also become the head of faith
 
    - Swap Craven out for Lovers pox as a sin
 
    - Change domination war to use similar calculation as Abice/Titulm Novis, though keeping the vanilla cost reductions for now and give extra reduction so that war costs less then just vassalising straight up, may need to balance/nerf numbers a bit.
 
Features
    - Completely rework Mutare Corpus interaction
        - Each effect (Physical/Mental/Sexual boost) now have very different effects
            - Physical boost gives strength traits, improves health and heals physical defects
            - Mental boost gives intelligence traits, improves education and heals mental defects
            - Sexual boost gives beauty traits, gives some fertility/other traits, heals diseases and can impregenate
        - The ritual can have the quality Backfire / Bad / Good / Great / Fantastic, with each tier having different effects
        - The quality chance is shown in the tooltips, and is based on your piety level, with the higher piety levels have much better odds of success
        - Long term plan is to change domitans to use the same system
 
    - Add Issues and Todo files with stuff to fix and do


0.98
By Ban10
 
Fixes
    - Fix ward enslavement for wards NOT of your dynasty, they now give prestige based on the highest LANDED title that the ward has. Decided not to use implicit claims / designted heirs to give prestige as it seems really complex and wont always work the way I expect it to. For now, only wards with titles they currently hold will give dynasty prestige.
 
    - Titulm Novis now tells you how much piety you need if you dont have enough (fixed the message in the UI when choosing a title to revoke)
 
    - Fix Famuli MAA regiments causing script errors, now check that the Magister exists before checking the regiment can be used
 
    - Move notification settings into an on_action on on_game_start, so that the setting does not reset when the magister changes
 
    - Fix Fascinare notification settings, now actually supress the scheme, runs the event like normal and tells you whether you succeded or failed. Note, doesnt have the "extra" effects that some of the events have I would need to somehow make all the existing events have hidden versions, or something.
 
Changes
    -  Sanctifica Serva's
        - Health penalty now only lasts for five years (it was permanent before)
        - Some hair/skin colour changes to Goddess portraits
 
Features
    - Mutare Corpus - New interaction, costs 300 piety
        - Basically just the Domitans part where you get to improve your new palex, except can be done on any charmed women every six months


0.97
By Ban10
 
Fixes
    - Minor fixes, typos and wrong file encoding etc
   
    - TODO: fix piety cost check for Potestas non Transfunde, it was causing scripting errors as it didnt have the correct scope for the piety check, disabling the check for now so it will always show the action (even if you cant afford it)
 
    - Reduce clipping with CBO clothes
 
Changes
    - Work on CBO clothing: Add Jester clothing, Change miltary outfits and change up lady outfits as well, with commoner,noble,royal and imperial outfits (and jester!)
 
    - Magister trait now has more compatibilities, Zealous is now a + medium, and humble a + high (this is for opinion attractions etc)
 
    - Charming a ward with landed titles who is NOT of your Dynasty now gives your dynasty prestige based on that title rank:
        - Empress   - 1250
        - Queen     - 750
        - Duchess   - 300
        - Countess  - 100
        - Baroness  - 25
    I want this to also give you dynasty prestige if the ward is the primary heir of a title but I cant figure out how to do it yet, something in the TODO list
 
    - Change bloodline tally goals, lower the harder ones while raising the easier ones
 
    - Lower title costs, for both claiming foreign vassals via Potestas non Transfunde and taking titles from your own vassals via Titulm Novis, new values feel much better
 
    - Change Magistrain culture traditions, including new custom Famuli Warriors tradition, feel free to edit the culture in common\culture\cultures\00_magistri.txt for your personal taste, though the Famuli Warrior tradition is quite key now for the new regiments.
 
    - Famuli Martial Custom now increase regiment sizes of Light infantry, Light Cavalry and Archers.
 
    - More changes to bonus starting progress for the Fascinare scheme.
        - Now is based on opinion of target and a bunch of modifers: Religion, Culture, Relationships (including friend/family/rival etc), distance (in court/not in court) and intimidation
        - Goal was to make it feel more organic, having a good opinion with someone makes it faster to find the time and occasion to charm them. It should now be possible to actually charm your own realm in a reasonable time frame rather then it taking years.
        - Overall this does make things easier, as once your kingdom is setup and everyone likes you you will find it much faster to Fascinare them, need to test/iterate on values.
        - Note, this only effects the time taken to finish the scheme, chance of success is still unchanged
 
Features
    - Notification Settings: Added extra page to Regula settings (acessible via decision)
        - Inspired by Less event spam mod, you can now deactivate events for fascinare and ward enslavement.
        - The event will fire like normal, with the assumption that you automatically click "yes" for the event, you will get a message for sucess or failure
 
    - Titulum Novis:
        - Revoke Titles, but for Mulsae only. Lets you take titles without tyranny/opinion loss and dread, but costs piety based on title tier (or titles, if you take a duchy and the counties/baronies below it then the cost is cumulative). You need to be a Skeuophylax to use this power.
 
    - Famuli Warriors:
        - Adds a new Cultural Tradition that is gained alongside the Famuli Martial custom during its the deicison to instate female warriors.
        - It gives you access to female regiments that are designed to replace Light Infantry, Archers, Light Cavalry and Heavy Infantry.
            - Famuli Regiments have custom art, if you have better art to replace it with feel free to let me know!
            - They start with +50 soliders in each stack compared to vanilla
            - They counter an extra type of enemy unit then vanilla
            - They start slightly weaker then their vanilla counterparts
        - The tradition itself also has modifiers:
            - +5 advantage to all combat encounters (very strong buff, might nerf)
            - +25% movement speed to armies
            - +25% enemy fatal casualties
            - +30% retreating casualties (You will lose more soliders if forced to retreat!)
        - The Magistri custom culture starts with Famuli Warriors (along with the Famuli Martial custom). You wont be able to recruit Famuli soliders untill you Free the keeper of souls, as you need the Regula religion as well.
        - AI characters will recruit these warriors if the Magister has Famuli Warriors in his culture and if they have the Regula faith (same faith as Magister)
        Hoping this isn't overpowered. Goal was to create a tradition that embraced the "quantity" not "quality" of having an army built from charmed women.
        They may not be as strong as their male counterparts, but they make up for it in numbers and zeal.


0.96
By Ban10
 
Fixes
    - Add option to Regula settings to use Britain for Holy sites
    - Some Britian holy sites had the wrong strings under effects, fixed now
    - Forgot to comment out the 5 year cooldown for claim initates, fixed
    - Refactored number of holy order counties, definately works now and also shows in the Claim inititates decision how many you have
 
Changes
    - Changed Abice Maritus costs
        - No longer costs piety from the receipt, (I think this was a bug as in an earlier changelog it talks about player piety cost + it doesnt seem consistent with other interactions)
        - Now costs piety based on the titles that the spouse owns, similar to the prestige cost of Potestas non Transfunde (basically the same)
        - Having the Abice Maritus Holy site will half the piety cost as usual
 
    - Add common_interaction = yes to all Regula interactions, this makes them all show up in menu when you right click a character
      Fixes a bug whereby duplicate interactions would show up in the menu when clicking "show more"
 
    - Change Holy site effects for Britain, each site is attuned to an attribute, and gives you +1 per piety level for that attribute, plus two effects that are in line with the attribute.
 
    - Solider Inititates now have prowess stats to match their martial ability
 
    - All Valid Bloodline events are run upon death of the previous magister, rack up those achievements while you are alive!
      Also refactored the requirements for each bloodline, if you want to change them, edit the values in "common\script_values\regula_script_values.txt" in the Regula Mod folder
      Added the requirements to the Character Statistics page as well.
 
    - The Compeditae Elective Succession now adds +1 domain limit instead of -2, seriously wtf man thats the worst thing I've ever seen, I'm actually slightly mad
      Also, Magister now gets +500% voting power, I really dont get why the player character (The Master!) gets -50% voting power?


0.95
By Ban10
 
Fixes
    - Fix common\genes\regula_gene_accessories_misc.txt so that Character Body Overhaul doesnt crash when used with Regula Magistri
    - Fix common\religion\doctrines\regula_core_tenets.txt, recopy base game due to changes from CK3 1.8 "Robe"
 
Changes
    - Regula Religeon changes
        1. Religeon colour changed to purple
        2. First tenet set to Sacred Childbirth
        3. Change virtues and sins
        4. Clerical Doctrine set to Recruitment
      As part of this change, changing your holy sites will no longer change your first tenet to a different one, it is now fixed.
 
    - Show Book (initial conversion before freeing Keeper of Souls) now has no cooldown, and a six month cooldown against recipients (in case they decline)
    - Fascinare is now faster for your wife/concubine, close family and extended family.
        - Wife/concubine start at 9 progress
        - close family start at 6 progress
        - extended family start at 3 progress
 
    - Bloodline goal changes
        - Multitasker now only needs 3 pregnant wives at once, 8 was a bit much
 
New Features
    - Add new set of holy sites to Britain, contained within Brittania (the Empire Title), Plan to make more of these with all 5 holy sites contained within an empire title. I like the idea of playing a campaign where taking an empire title gives you all the holy sites and their associated powers/benefits.
 
    - Add new decision "Claim Initiates", similar to "Invite Debutantes". If you have Holy Orders of the Magistratin Faith you can generate new female courtiers for your own court. The more counties your Holy orders hold (combined across your realm), the better traits and educated the initiates will be. Holding the Holy site that makes girls more common increases number of initiates to five.
    For now:
        - 1-14 counties gives you "commoner" initiates, on par with "Invite Debutantes"
        - 14-29 counties gives you "noble" initiates, very good courtiers
        - 30+ counties gives you "royal" inititates, probally OP, but you deserve it!
 
    - Add Obedience Blood Trait - 10 successful ward enslavements in a single lifetime (having a mulsa/domina give you their ward counts). Female only. Gives Stress reduction and bonus opinion of those of the same faith. Obedient female Characters in your realm will automatically come to you to be dominated, even if they aren't your ward or the ward of a mulsa.
 
New Features - Work in progress
    - Add Revealing clothing rule, using CBO clothing. Needs Character Body Overhaul installed. Still work in progess so not on by default for now. If you do not have CBO installed and set the option to enabled, it wont crash, just wont load any clothes.
 
    - Add Magistri culture, uses [Cheri - Lewd COAs](https://www.loverslab.com/files/file/20916-lewd-coas/) for COAs. Currently using anglic/english culture as base, with different traditions. Mostly playable, minor issues with mercenary groups not being properly generated sometimes (no Knights/COAs) late in a campaign, might be related to gender law. Note, this culture uses custom COAs which replaces coat_of_arms_template_lists {all{}}, not sure how to correctly merge this with vanilla COA templates.

 

Downloads

Regula_Magistri_0.101.zip

Regula_Magistri_2.0.0.zip

Regula_Magistri_2.1.1.zip

Edited by ban10
Link to comment
[21:02:25][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_4.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:25][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_3.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_2.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_1.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_8.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_7.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_6.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_5.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_4.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_3.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_2.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_1.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_77.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_76.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_75.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.

Any idea on why CK3 says that mod tries to access missing files with names like "cherilewd_ce_hypno_4.dds"? Are these files were available with some older versions of the mod?

 

This issue is not something new. I've seen it before too.

 

I've created issue on GitGud to track this:

https://gitgud.io/ban10/regula-magistri/-/issues/1

Edited by Umgath
Link to comment
10 hours ago, JohnDWizard said:

Did you solve the issue with polyamory, where Paelex almost always takes additional male lovers?


I think so, Its actually already included (stealth wise) in the above version, but I'm still testing it to see if it worked

 

2 hours ago, Umgath said:
[21:02:25][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_4.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:25][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_3.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_2.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_hypno_1.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_8.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_7.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_6.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_5.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_4.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_3.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_2.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, cherilewd_ce_silhouette_1.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_77.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_76.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.
[21:02:26][coat_of_arms_template_lists_database.cpp:207]: Invalid path in coat of arms texture list gfx/coat_of_arms/colored_emblems/, carn_ce_womb_75.dds,  file: common/coat_of_arms/template_lists/regula_colored_emblem_lists.txt line: 99.

Any idea on why CK3 says that mod tries to access missing files with names like "cherilewd_ce_hypno_4.dds"? Are these files were available with some older versions of the mod?

 

This issue is not something new. I've seen it before too.

 

I've created issue on GitGud to track this:

https://gitgud.io/ban10/regula-magistri/-/issues/1


Looks like you are missing Cheri - Lewd COAs, It won't break anything, the custom Regula culture will have blank COAs though
I'm not sure how to supress warnings like this

Link to comment

Looking at the TODO:

 

Quote

Remove Vassal non-Dynasty heirs/children:

  • Given a Female Vassal Mulsa/Paleax/Domina with kids not of your Dynasty, get rid of them with piety cost of 100 per child, then you get a choice:
    • Make males into monks and females into holy warriors (Need holy order first?)
    • Force them into wanderers
    • Give them random baronies but remove their claims (disinherit?)
    • Kill them (need certain trait? eg sadistic/wrathful/callous) Maybe add Skill checks/more costs, or maybe just keep it simple with piety cost



I had puzzled on this one a bit myself. From a game perspective we want to expunge competing dynasties from the realm. From a lore perspective family would try to induct immediate family into the new found religion/cult. I poked around and found a set_dynasty function, but didn't get much farther than that. Conceptually - player spends piety to "adopt" someone into the dynasty, along with religion and culture where appropriate. The character being adopted would spend tremendous prestige, renouncing your family would not be pretty, and gain modest piety.

I wasn't sure about balancing, and had thought about making it a personal scheme so it would not be spammed. But that conflicts with fascinare, which it seems I can't do enough of already. Yes yes, "balancing". Its about forcing a choice of some kind. Having and making decisions rather than giving the always optimal button - no engagement needed.

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I feel that this could be an opportunity to take the mod in a certain path, specifically for pregnancy/breeding.

 

First of all, you could outright integrate the features of Inheritable Traits ++ and start from there. That mod adds two levels of each trait to give you more goals to aim for in the breeding game.

 

Second I would like to see more special traits like "Child of the Book" that are generated from special circumstances, or just from the player investing more resources, such as gold/piety/prestige/stress into your pregnant paelices.  

 

It would also be great to integrate the set of features from Extended Immortality that allows you to "absorb genes" from a child, thereby allowing you to just be immortal all the way through.

 

 

Link to comment
9 hours ago, eldiyar said:

I feel that this could be an opportunity to take the mod in a certain path, specifically for pregnancy/breeding.

 

First of all, you could outright integrate the features of Inheritable Traits ++ and start from there. That mod adds two levels of each trait to give you more goals to aim for in the breeding game.

 

Second I would like to see more special traits like "Child of the Book" that are generated from special circumstances, or just from the player investing more resources, such as gold/piety/prestige/stress into your pregnant paelices.  

 

It would also be great to integrate the set of features from Extended Immortality that allows you to "absorb genes" from a child, thereby allowing you to just be immortal all the way through.

 

 

 

 

If you wish to do something with Inheritable Traits, I have my own personal mod, that does most of this already. I'd be happy to contribute, and you won't have to deal with someone elses mod. I'd have to polish it up some, as it's not production quality, and it only has one level extra, not two. 

Link to comment

Howdy,

 

So I'm the creator of the original Arglwydd mod for CK2 - which Regula Magistri feels like a spiritual successor to. I gave permission to a lot of folks to continue on and use my original stuff and concepts however they liked way back in the day and I'm just happy some excellent erotic mind control content is still being created and worked on for this great series. Absolutely phenomenal work. 

 

So - I've had a play-through of this version and it's truly great. Lots of good stuff but I wanted to make some observations and maybe just give feedback I would have liked if I was still making mods.

 

1) I highly agree with maybe some more tight integration with the CBO/Carn animations / sex system / stats. I think it would add in to the flavor of the mod. But I understand if you are trying to keep it separate for compatibility reasons.

 

2) I love the new culture and I did use it with a custom ruler. It's tough taking a one county culture mainstream though. Some events or ways to maybe help with initial realm culture conversion might be a good addition?

 

3) The harem concept works great. However - it sucks that the base game prevents you from creating any hierarchy here. For a time I was trying to maintain all the duchy level titles in my harem, while they were vassalized to their queens. However - EVERYONE in the harem bears the title Empress which makes things REALLY confusing. Not sure much can be done about that, but I was noodling on it. Another thing - when a member of your harem is a vassal to another member of your harem I think some weirdness happens? Not sure if they attend orgies correctly?

 

4) The manage children option buried in the options is beautiful. Sending your kids away to mother courts is a must for me. I'd use the option to "re-apply" whenever a gaggle of kids came back due to power shifts. This option/decision should maybe be more prominent. Also on the subject of kids - I had a TON of sickly born children which resulted in a huge infant mortality ratio. Not sure if that is because of Carn lactation or what the exact reasoning was but totally notable. A few spouses had close to a 10% child survival rate. 

 

5) I'm a little confused on the Discordia scheme option and if they will auto use it (hence that being the reason the interaction is unavailable). Despite having an intrusive spread - not many Sertitude Wars or factions ever actually kicked off for me.

 

6) Not sure if the tally goals are supposed to activate bonus traits but I'm sitting at claimed 24/15 wards and 4/3 Queens with no additional benefits?

 

7) Might be a nice small addition if a regency is owned by the devoted that they can still hand it over if they have a child ruler. Just a thought - but I've had a full court of devoted that was merely waiting for a decade.

 

Overall this mod is tremendous fun and I've had a good time playing around with it. Look forward to more development and both of your deserve excellent kudos. Thank you for all of your hard work.

 

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I keep meaning to go back and double check, but I think sending children away also sent my adult children away. And they were in some court positions (physician etc). In a similar vein an option to allow the male/female/all children to marry themselves off after a certain age would be a load of micro management off.



 

Quote

A few spouses had close to a 10% child survival rate. 



Ya, thats definitely a conflict with something else. Only thing that kills my kids are playdates.

Link to comment

That seems like a simple fix.  Can't debug right now but:

RM\events\relations_events\regula_childhood_events.txt events .0011, .0012, .0013:
 

immediate = {
        if = {
            limit = {
                has_mother = yes
                root.mother = { is_landed = yes }
            }



Change to

 

immediate = {
        if = {
            limit = {
                is_adult = no
                has_mother = yes
                root.mother = { is_landed = yes }
            }

 

 

right? Unless you meant YOUNG kids then just add an age gate. And maybe one more to catch if they are your ward directly. Just in case?


I also went in and changed the bloodline dynasty perk, I added pure_blooded as an option to focus on for Architected Ancestry:

/common/dynasty_perks/00_dynasty_perks.txt

 

Quote

blood_legacy_4 = { # Architected Ancestry
    legacy = blood_legacy_track

    effect = {
        # Effect is applied in the on action 'on_birth_child'
        custom_description_no_bullet = {
            text = blood_legacy_4_effect
        }
    }

    traits = {
        beauty_good_1 = 100
        intellect_good_1 = 100
        physique_good_1 = 100
        fecund = 50
        pure_blooded = 25
        albino = 50
        giant = 10
        dwarf = 1
        scaly = 1
    }
}



Base was 15% to inherit, Wasnt sure if this added to or replaced it. Think it replaces?

When I get some time I will package the changes and test them, if no one beats me to it.

Link to comment
6 hours ago, MistralOnyx said:

 

Do you happen to have carn's lactation system enabled?

 

Lactation doesn't trigger anything to happen currently other than give messages as it increases/decreases, it relies on other mods to build on the framework.

 

I believe the Physical Attributes mod attempted to implement a bit of functionality affecting the health of children being affected and added a wetnurse to the court, but that's about it.

Edited by GallowsUK
Link to comment
3 hours ago, GallowsUK said:

 

Lactation doesn't trigger anything to happen currently other than give messages as it increases/decreases, it relies on other mods to build on the framework.

 

I believe the Physical Attributes mod attempted to implement a bit of functionality affecting the health of children being affected and added a wetnurse to the court, but that's about it.

Gotcha - I wonder if that is the source of the Sickly issues.

Link to comment
22 hours ago, Randah said:

That seems like a simple fix.  Can't debug right now but:

RM\events\relations_events\regula_childhood_events.txt events .0011, .0012, .0013:
 

immediate = {
        if = {
            limit = {
                has_mother = yes
                root.mother = { is_landed = yes }
            }



Change to

 

immediate = {
        if = {
            limit = {
                is_adult = no
                has_mother = yes
                root.mother = { is_landed = yes }
            }

 

 

right? Unless you meant YOUNG kids then just add an age gate. And maybe one more to catch if they are your ward directly. Just in case?

 

 

 

Checked. This does seem to correct the issue.

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Sharing a pack with a few tweaks and fixes:

1: Fixes the "send children away" education decision sending away full grown children who may be serving in your court. Adds an is_adult check so only minors are sent to mothers.

2: Adds content - Extends Ward fascinare event. Presents new options shortly after they graduate their education and become an adult.
3: Adds trait Pure Blooded as option to focus on in dynasty perk tree.

KNOWN ISSUE:

 

Bug with ward fascinare localization content.
 

Spoiler

    fascinare_outcome.2510.desc:0 "[teen.GetTitledFirstNamePossessive] has collected their belongings and is prepared to leave your care at last. After making the rounds of the court to issue her farewells she has returned to your study. As she reminisces on your time together her conditioning sets in, her checks flush and breathing increasingly labored. Without even a hint of hesitation [teen.GetFirstName] disrobes, an article for each close moment shared. \n\n At last, standing bare before you with only the barest hint of meekness, she faces you. Her glassy eyes seeing you for the first time since she became lost in her conditioned memories. \n\n"'To become an adult is to become your own person,' you taught me this. Then what of me, who is yours forever? My most dearest [global_var:magister_character.GetFirstName]...""



The section to pull magister name is not displaying variable, is showing code directly. FIX: Can eliminate name call in a pinch if can't be made to work easily, just delete that code.


Packaged such that it can be set as a mod, load after RM. *EDIT* You will need to change USERNAME in the filepath of the .mod file for this to load.

iRegula.zip

Edited by Randah
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Low impact exploit targeting foreign female ruler:

Mulsa the target. Declare and win a domination war. Manually trigger the domintas tribunal. Domination tribunal fires afterwards. Allows 2 transform events, or basically a free mutare of a paelex.

Potential fix, give the domination war conclusion a trigger that excludes paelex?

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