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[mod] Regula Magistri 2


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Posted
On 8/17/2026 at 11:24 AM, LustDemon69 said:

Recommendations for more religion regions, if possible; 
Russia (Rurik is calling...)
Abyssinia or Azania (I know they're in the corner of Africa but there's only all of Africa or Mali rn)
Italia for Mediterranean (Make the Vatican crawl with Mulsa, also can incorporate some measure of the Dismantle Papacy Decision but for the Magister)
Arabian Empire (Become a new Egyptian God or smth, and they're already mentioned in the description of the Mediterranean Sea region)
Korea
Mongolia, as a more centralized Nomad/Steppe region (Can also have some fun with the whole "razing China" thing)
Suvarnabhumi/Pracya/Tibet for more South Asia use

I won't recommend much more than that, ideally having all the major empires would be neat, but that would probably be a lot to figure out the different Holy Sites. I would just prefer to have more options when it comes to areas of the map where there's less attention. 
 

ALSO
Having a way to corrupt places like Jerusalem, Constantinople, the Vatican, Mecca, and other places of religious significance to other religions would be hella sick. 

Posted (edited)
On 8/21/2026 at 1:42 AM, KW_ said:

I just had a blessed pregnancy result in a male baby and it's consistently a male even after reloading several times. Pretty sure this is connected to the well of souls, it's the only place in the mod that sets birth gender to male I believe and when I give away the province with the well the child is always female. I don't really know why it happens, but since the well of souls event and blessed pregnancy event that set genders are triggered on the same day, maybe there is some edge case where the one triggered second happens first? Was very easy to fix by just adding a check for blessed pregnancies to the well of souls event.

 

# Pregnancy gender adjustment
regula_change_birth_rate.1000 = {
	hidden = yes

	trigger = {
		regula_character_has_holy_effect_female_offspring = yes
	}

	immediate = {
		random_list = {
			0 = {
				modifier = {
					add = global_var:regula_female_offspring_holy_site_chance
				}

				set_pregnancy_gender = female
			}
			100 = {
				modifier = {
					# Note, do not use subtract, eg
					# subtract = global_var:regula_female_offspring_holy_site_chance
					# This doesn't work, why? No clue m8, subtract apparently isn't a usable keyword in modifiers
					add = {
						subtract = global_var:regula_female_offspring_holy_site_chance
					}
				}

				set_pregnancy_gender = male
			}
		}
# Additional check to ensure blessed preganacies are still always female
		if = {

			limit = {
				has_trait = regula_blessed_pregnancy
			}
			set_pregnancy_gender = female
		}
	}
}

This made the child always female again.


Good shout, I've added this in for next release
 

On 8/22/2026 at 5:03 AM, Random Display Namo said:

By the way, in my Chinese community, quite a few players do not like the regula adultery events, mainly regula_adultery.1001 and regula_adultery.2001. I am wondering whether the mod should at least provide a game rule to allow players to decide whether to enable the related events or not.


Fair enough, funnily enough the Regula adultery events is original code that I never really touched back in the day, maybe a full rework is in order now 🤔
And I'll consider what game rules to make so that people who really dont want any "interesting" things to happen can just fully disable it.

For what its worth, I just think theirs fun story telling to be had in here somewhere, eg having a male in your realm convince a Paelex that having sex is the "magisters will" or something haha 😆, IIRC I once had my own son manage to bang a Chosen of the book which I found truly hilarious.
 

On 8/23/2026 at 1:15 AM, tuvcygo said:

# Holy Order MAA composition

 

Don't know if it's intended behavior or not, but I'm seeing Holy Orders mainly composed of Sacerdos. To my understanding, it's not a unit that works well as the sole maa unit comp. The ss below shows the end of a run where I wanted to restore the Roman empire, a few other units started showing here and there, but still mainly single 

 

Screenshot2026-08-22171414.thumb.png.9c19ece568d7eea0df59c73fb6c943f6.png

 

# Corrupt Order bug?

 

One other thing was that AI Paelex that were given recently conquered land created new magistrian order leases that end up showing in the Corrupt Order decision. One thing I noticed is that they show up if the county the leased province is in is of another faith. After I made my chaplain convert the county, the already magistrian order is not present at the decision list any longer.


Good spot, I think I'll try and change this so that each holy order gets a Virgo MAA unit, but then I'm actually mostly fine with the rest being Sacredos (or whatever else the holy order gets), it means they're not too overpowered and gives them strong flavour, an elite Virgo unit supported by Regula priestesses (Sacredos). I'll see if this is possible.
I'll also check the triggers for the corrupt order as you said
 

On 8/23/2026 at 6:46 AM, Johnny Wolf said:

On this same note there was a weird thing where you could continuously corrupt the same Holy Order, and in my case the Holy Order was in Germany but the flavor text for the event acted as if it was an African Pagan Holy Order. This was on the previous update BTW.


Interesting spot, I'll check, probs a bad trigger check for the event, IIRC it was based on the religion of the county so maybe somethings not scoped quite right.
 

On 8/25/2026 at 1:24 AM, Johnny Wolf said:

Curious what everyone's game load times are. Mine is about 20 minutes with 71 mods, only 10 from LL. 

Two things I'm curious if it's possible to do. With Regula I really want a mod that makes Adulthood start at 18, for multiple reasons, but I also wondering if it's possible to make it so that Mulsa or charmed woman do not visually age but age in terms of health. Most of the traits I've seen that stops aging makes them immortal.

 

Also, I'm curious what people do with the male heir? I usually marry them off and give their wife land, but the game keeps prompting me to get with the daughter in law.


I actually have a relatively small list, only RM/Carn and a few others for QOL, and it takes me 3-5 mins to load into CK3, I do have a bit of a beastly PC though, so that helps.
 

On 8/27/2026 at 12:17 AM, AdilPerez said:

Ever considered adding custom piety level icons to gfx/interface/icons/modifiers for regula family?

Edit: if you go with that idea remember to add regula family to NGameIcons > PIETY_GROUPS 

Edit2: NGameIcons is in common/defines/graphics/00_graphics.txt


I did! I've had the PR open for several years now 😭
The game completely ignores the NGameIcons Piety Groups define for some reason. Unless did they fix it recently?
https://gitgud.io/ban10/regula-magistri/-/merge_requests/311 (https://gitgud.io/ban10/regula-magistri/-/merge_requests/125)
Still broken 3 years later RIP
 

On 8/28/2026 at 11:18 AM, unownguy said:

As a general how often do you guys use that convert all country to your culture button? i'm wondering if there is a way to convert the culture without changing the outfits.


Uh oh, I actually nerged this quite heavily recently, I used to use it quite a bit but felt like it kinda was a bit too quick for what it was, so now you pay for the modifier that speeds up county conversion or triple prestige (+ gold) for instant conversion. This to me feels much more earned now, you really have to invest into it to get that instant culture change, it still changes courtiers though.
 

20 hours ago, WestName said:

Okay, my emperor is 26 and has over 125 daughters. There needs to be some kind of limiter on just how fertile he is. This is insane.

19 hours ago, Johnny Wolf said:

I have a cheat mod enabled so that I can make an artifact that reduces fertility by 750%. It can be tedious but I found it useful that you can pause the game, take it off, and then do the corpus thing to impregnate someone and put it back on. If it's not on by the next day 15 woman will get pregnant in 15 different counties.

In future, I wonder if it's possible to make the Magisters impregnations manual, caused by the corpus or orgy events. 


Hmmm, I see this every now and then, maybe I should drop a fertility debuff per wife? As I always say you are basically soft capped on children based on number of wives (2 per wife) so you guys are saying you have loads and loads of wives if I'm not mistaken.
Could probs use the existing Competidita modifiers and just -fertility for more wives, would also make sense in a way (more wives = less time for each?)
Hmmm
 

17 hours ago, LustDemon69 said:

ALSO
Having a way to corrupt places like Jerusalem, Constantinople, the Vatican, Mecca, and other places of religious significance to other religions would be hella sick. 


Yeah, I've been reading some of the dev diaries and it looks like custom holy sites are in game soon, so honestly theres probs a BIG rework of holy sites for RM coming soon, just need to wait for it to come out really.
This is funny to me btw, did you know that right now if you change holy sites for a religion (in debug mode) the game just straight up crashes? 😅 They must have had to rework some stuff behind the scenes for custom holy sites thats for sure, but it defo looks like EXACTLY what we need for this mod.
 

Edited by ban10
Posted

I feel like the way to play as a Magister is to just constantly get more wives, so I also have the children explosion.

 

Note on fertility: you have very high odds of pregnancy on sex events by default if you can have kids at all, and Regula has a ton of sex events.

Posted
7 hours ago, ban10 said:

Uh oh, I actually nerged this quite heavily recently, I used to use it quite a bit but felt like it kinda was a bit too quick for what it was, so now you pay for the modifier that speeds up county conversion or triple prestige (+ gold) for instant conversion. This to me feels much more earned now, you really have to invest into it to get that instant culture change, it still changes courtiers though.

when was this implemented? also do you know if there is a way to keep clothing the same even with the changed culture or is it manual switch with the cloths.

Posted (edited)

Quick question so I use battle graphic which edits the units does that impact your mod i mean I don't see your models. 

 

In addition after like accepting the faith can I create my own religion or will it stop the mod from working properly 

 

And one last thing for the units bit confused what's the strongest unit overall ? And is there a way I can unlock then sooner . 

 

And is there a way to not to have any kids ? like disable giving birth tried to use a cheat menu to give fertility -1000 but the wives still gets pregnant. Thanks

 

Thank you. 

Edited by IceWarmHotCold
Posted
On 8/29/2026 at 11:46 PM, ban10 said:

Hmmm, I see this every now and then, maybe I should drop a fertility debuff per wife? As I always say you are basically soft capped on children based on number of wives (2 per wife) so you guys are saying you have loads and loads of wives if I'm not mistaken.
Could probs use the existing Competidita modifiers and just -fertility for more wives, would also make sense in a way (more wives = less time for each?)
Hmmm

Regula mechanics encourage you to make your vassal your wife and in many cases it's relatively easy to form a medium size regula empire which may contain over 20+ duchess plus maybe 10+ countess. If each of them have 2 kids then it's already 50+ kids. My thought is that maybe a fertility debuff on concubines with lands that has at least one heir and a slight fertility buff on the queen (forgive me I play in CN so I have no idea how they are named in original) would be a good idea. This would hopefully result in fewer kids but not a drastic drop in number of heirs. 

Posted (edited)

I really love this mod and can't wait to see what happens after By god alone, especially puppets.

Also, I think there is a bug I found. I don't think the "Fervor from Contubernalis" modifier works, when I do take the interaction with a prisoner for her to become one I never get the modifier for it. At first I thought it was a mod I had but then I disabled all mods except Regula and it's essentials but still the modifier wasn't showing the effects or having any effects at all actually.

Edited by Knari30
Posted
On 8/30/2026 at 10:59 PM, jilafj said:

Regula mechanics encourage you to make your vassal your wife and in many cases it's relatively easy to form a medium size regula empire which may contain over 20+ duchess plus maybe 10+ countess. If each of them have 2 kids then it's already 50+ kids. My thought is that maybe a fertility debuff on concubines with lands that has at least one heir and a slight fertility buff on the queen (forgive me I play in CN so I have no idea how they are named in original) would be a good idea. This would hopefully result in fewer kids but not a drastic drop in number of heirs. 

Whenever I get the prompt to marry one of my vassals I take it. I have also noticed that wives will still have affairs, and if they are kept secret then a child will be born that shows up as being mine but of the wife's dynasty. 

Posted

Question, the regula council does not appear, when playing with other mods, what kind of conflicts might make that happen, like what does it need to work?

Posted (edited)
On 8/29/2026 at 5:46 PM, ban10 said:
On 8/28/2026 at 9:46 PM, WestName said:

Okay, my emperor is 26 and has over 125 daughters. There needs to be some kind of limiter on just how fertile he is. This is insane.

On 8/28/2026 at 10:21 PM, Johnny Wolf said:

I have a cheat mod enabled so that I can make an artifact that reduces fertility by 750%. It can be tedious but I found it useful that you can pause the game, take it off, and then do the corpus thing to impregnate someone and put it back on. If it's not on by the next day 15 woman will get pregnant in 15 different counties.

In future, I wonder if it's possible to make the Magisters impregnations manual, caused by the corpus or orgy events. 


Hmmm, I see this every now and then, maybe I should drop a fertility debuff per wife? As I always say you are basically soft capped on children based on number of wives (2 per wife) so you guys are saying you have loads and loads of wives if I'm not mistaken.
Could probs use the existing Competidita modifiers and just -fertility for more wives, would also make sense in a way (more wives = less time for each?)
Hmmm

 

I start to do an Orba rotation. I "Retire Famuli" the oldest daughter-wife and take her titles to give to the oldest unlanded daughter-concubine. I give them only duchies even if i get to emperor (or hegemon now). Also to keep it easier on me i park my daughters as concubines first and only marry them through "Domitans tribunal" when i have an open duchy or as mentioned i have enough adult daughters to start a rotation. After a few decades i got practically a Orba Court, most court position will be Orbas, within my court like the Chinese have with eunuch and they can get as young as 30 with only 1 child.

 

Rotation might be the wrong term but works for me. 

 

One thing to consider the chance to get pregnant is more than just fertility, i am pretty sure any health bonus is effectively a fertility bonus too (there is probably a formula you could find). The opinion/attraction maybe too. Like the logic is whats the chance to have sex to begin with and then what is the chance for impregnation. So, stacking all these indirect buffs on top the base fertility probably skyrockets the effective fertility. Maybe make the Domina and Paelex trait have experience per birth and the higher the level the less fertile but something else gets a boost. Should be per born child instead simply birth because of twins and triplets. I once had a wife with 20 children! Mulse i think should then be kept simple as is because there are my troops outside my realm.

 

On the By God Alone DLC. Religion will be more maleable. Will you guys do the same as with culture and give us tenets (i guess rites now?) and decisions to transform existing religions instead of keeping Magistri its own? I am somewhat bumped that there is no Magistri culture anymore, but that gave me the idea that that could be the endgame. Like be hegemon and have all holy sites to do a continent-wide ritual (activity like coronation) to bring the goddess to earth with the one true culture and one true religion or something epic like that. By the way i love the new introduction event chain (getting the book) and meeting the Soul Keeper. Gives the powers behind the player more flavor.

 

Hegemon being mentioned. I asked if the Head-Of-Faith title could be upgraded, but it can't. Making simply higher copies of the title should not be the problem. Is it then on the side of the religion, that it can only have one specific title? Meaning if you switch from head_of_faith_duchy_title to head_of_faith_kingdom_title (lets say the old title gets destroyed) you'll need a whole new religion. Which is a copy with the only change being the head of faith title. Or is that something that can be currently dynamically changed per decision/event in game?

Edited by Konstrukter2
Posted

Really waiting for what will happen to this mod when by god alone and silk and silver drop. I am sure some mechanics like making your own faith hegemony for the regula magistri faith could be implemented, plus allowing your women to have clerical realms with normal succession rites to emphasize on the Magister's divine nature given by the Keeper of the Souls. Maybe we could also delve into charming and making female ruler's who cannot be vassalized yet into temporary puppets by the new mechanics.
Plus I would suggest some events for the succession of your male heir. Maybe the remnant energy from the previous magister can be allowed to give the heir subsequent levels in the Magister trait, or like a baseline exp boost at the start of each new Magister's reign depending on how many bloodline goals have been achieved. 
Also maybe we could have some more boosts to the fascinare scheme, cuz just having my faith already makes fascinare scheme useless unless I seduce the targets first. 
 

Posted
On 9/5/2026 at 10:41 PM, anonanon421 said:

It does not work with any mod that messes with the Council screen, particularly Elf Destiny (there might be a compatch somewhere, not sure).

I've been using RM2 with ED for a long time and I've had no issues recently

Posted
On 9/5/2026 at 11:41 PM, anonanon421 said:

It does not work with any mod that messes with the Council screen, particularly Elf Destiny (there might be a compatch somewhere, not sure).

oh I had this problem too just move elf destiny above all of the porn mods and it should be fixed

Posted
On 9/6/2026 at 4:41 AM, anonanon421 said:

It does not work with any mod that messes with the Council screen, particularly Elf Destiny (there might be a compatch somewhere, not sure).

weird, I should not have any mod that messes the council screen, thing is that it works if I loaded the mod last but nothing should be touching the council

Posted

image.png.b70811e7653ce96e4f8ce50fac49d5ef.png
I have noticed that the screen for multiple spouses and concubines is gone, is this due to Irish culture having secondary spouses, or any mod incompatibility issue with another mod. I have the multiple lifestyles mod which affects some interface but I presume it is for lifestyle menu only. Others that may affect are better ruler designer and spouse designer and maybe More Bookmarks +.

Posted
18 hours ago, Anon16th said:

image.png.b70811e7653ce96e4f8ce50fac49d5ef.png
I have noticed that the screen for multiple spouses and concubines is gone, is this due to Irish culture having secondary spouses, or any mod incompatibility issue with another mod. I have the multiple lifestyles mod which affects some interface but I presume it is for lifestyle menu only. Others that may affect are better ruler designer and spouse designer and maybe More Bookmarks +.

Any cultural tradition that affects spouses/concubines overrides the religion. IIRC there's an event that's supposed to clean this up when you free the Keeper and it removes Dynastic Pragmatism from Yamato but either it misses secondary spouses or you converted culture.

Posted
16 hours ago, anonanon421 said:

Any cultural tradition that affects spouses/concubines overrides the religion. IIRC there's an event that's supposed to clean this up when you free the Keeper and it removes Dynastic Pragmatism from Yamato but either it misses secondary spouses or you converted culture.

This yes, but I also have to ask....

 

On 9/9/2026 at 2:37 AM, Anon16th said:

image.png.b70811e7653ce96e4f8ce50fac49d5ef.png

Why are all your children bald...

Posted (edited)
6 hours ago, LustDemon69 said:

This yes, but I also have to ask....

 

Why are all your children bald...

That is also my question, I updated all EPE, CFP, RICE and their compatches with other mods within this playthrough, before that most of the children in the world were bald, but now only my children are bald in the game. I checked other rulers but they had good wives and children with hair, but only mine were all bald. I wanted to ask in this thread if could arise from Regula mod, cuz I just had a regular playthrough and AGOT playthrough and there all had hair. 

But the key thing that I noticed is that all the bald children have the Regula Magistri faith and Irish culture common.

 

23 hours ago, anonanon421 said:

Any cultural tradition that affects spouses/concubines overrides the religion. IIRC there's an event that's supposed to clean this up when you free the Keeper and it removes Dynastic Pragmatism from Yamato but either it misses secondary spouses or you converted culture.

Yeah usually Irish has a cultural tradition that adds secondary spouses but MB+ or RICE in latest update just reworked that to make a new tradition with secondary spouses in another form, so that didn't work with Regula, after I removed that tradition, it went back to normal.
image.png.4cbe1981e78371e1df481b49b4d3979f.png

Had to give hair by designer to my older children, but now its getting tiring man. All ma children are bald as shit.

image.png.9ccf83db1f297d32ee727c1f2899d34e.pngimage.png.54b71eb227386b748de0ed491234161e.png

Lombary and Andalusia for example. Started in 769 of MB+ mod.

Edited by Anon16th
Posted

image.png.4b5b1faac5ad1cb9767d6df8846d5d89.png
image.png.bc99394a256abcbe7143bed54dda0522.png
image.png.215c6d3d4d74bcc087bb6af72ccba83d.png
image.png.b50d64dcb4e434da138b006913c59355.png
image.png.65d6482ee170b76d8917d77a3ce6bbc9.png
image.png.f85fc16f6231ba57ca64f9c50dd357bb.png

If anyone can help me in finding if any of my mods are interrupting in this hair management shit, I would be glad. Except that I think the new hairstyles added to CFP and genes for MB and RICE may be conflicting here.

Posted

I would like to make a request to add a magister syncretism tenet so player magisters can hijack a unreformed faith and turn it into a magister faith.
I think only "regula_is_regula_faith_trigger" would need a change to encompass the syncretism tenet

Posted

Anyone else noticing difficulty getting your Paelixes pregnant lately? My concubines are still pushing out three to five children each, but most of my landed wives are lucky to have even one daughter. Perhaps some sort of soft cap on children keeping them down?

Posted
21 hours ago, assasinAurora said:

I would like to make a request to add a magister syncretism tenet so player magisters can hijack a unreformed faith and turn it into a magister faith.
I think only "regula_is_regula_faith_trigger" would need a change to encompass the syncretism tenet

That trigger was more permissive for a while to help compatibility with other religion mods, but looking at the history it got changed as part of the magister trait rework. Not sure what the problem was, maybe @ban10 remembers.

Posted
On 3/25/2026 at 10:09 PM, Arcticcz said:

Wassup fellas :)

 

So, been playing around with Ban's mod and managed to fix the mutare interactions to work again for Regula admin government.

 

Mutare interactions not working:

You need to change max. devotion level back to level 5 max, basically avoid Mandala government levels of devotion.

After that, it works ok again, just tested it. Replace file with regula_government_types attached below

 

Path: Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\governments

 

 

Plaing as a female magister:

As for the other one which was discussed here, female player being able to become Magister.

Wanted to do it as well for a long time after so many times playing as a dude, now it is "playing as Demoness futa turning the relm into VERY fucked up place" :)

 

Quite easy, just couple lines deleted to clear restrictions as well as 

1) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\decisions

Replace regula_initialize_decision file. Nothing major, just deleted requirement to be male

 

2) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\traits

Replace Regula_trait file. Again, just deleted the line with gender being male as requirement, so it works for female player as well.

 

3) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\laws

Lastly, be sure to overwrite the laws using the attached files. That corrects issue of female player divorcing her spouses due to regula laws.

What it does: Edits the files to allow both males and females and work with some special laws from other mods that even limit inheritance and such to females only.

 

 

Have a good one, I know I do ;)

 

PS: Updated it for the latest version on git hub that I have tested today. The "regula_traits" is different compared to LL version here from December, so be sure to use the latest github version to avoid issues.

2026-03-25 14_46_32-regula_government_types.txt – Poznámkový blok.png

regula_succession_laws.txt 22.84 kB · 49 downloads regula_title_succession_laws.txt 7.19 kB · 46 downloads regula_initialize_decision.txt 6.06 kB · 38 downloads regula_traits.txt 21.28 kB · 38 downloads regula_government_types.txt 2.88 kB · 43 downloads

 

 

Does this still work currently?

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