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[mod] Regula Magistri 2


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Posted
8 hours ago, Grey Cloud said:

 

Thanks but what I want is where the actual amount is so that I can alter it. Where it gets the number for - "value = holy_order_gold_cost" and "value = holy_order_piety_cost".

you can just put numbers in the value fields iirc. I don't think it cares about types, so

Quote

value = 69 

should just work. 

Posted
2 hours ago, JohnDWizard said:

you can just put numbers in the value fields iirc. I don't think it cares about types, so

should just work. 

It just did. Thanks very much.

Posted (edited)
On 10/6/2023 at 8:36 PM, ban10 said:


Unfortunately, in CK3, faiths are initialised once when the game starts and that's it. Adding or removing new faiths cannot be done (well, maybe with extreme save-editing shenanigans but probably very error prone etc).
Since you now have RM in the faith list, you did install correctly, so any new campaigns would be fine.
 

It worked. started a new game and the mod worked, but after my first generation died, my son is the new magister but my new Heir is a woman. How do I fix it?

 

edit: My bad, I read that you have to wait a few days and the new player becomes the magister via event. thanks!

Edited by spartanc56
Posted (edited)

How integral are some of he faith's more minor doctrines to mods functionality and events, please?

 

Mod looks awesome but I like tweaking shit, so say I made my crime doctrine adultery criminal for women, shunned for men + other seemingly none critical ones like clerical marriage - would the mod still to do its thing?

 

 

Edited by Dwjliel
Posted
32 minutes ago, Dwjliel said:

How integral are the faith's tenants and doctrines to mods functionality and events please?

 

Mod looks awesome but I like tweaking shit, so say I made my gender law equal, instead of women only, would the mod still to do its thing?

 

 

Given that the entire purpose of the mod is predicated on the genders being unequal, what do you think?

Posted
8 hours ago, Grey Cloud said:

Given that the entire purpose of the mod is predicated on the genders being unequal, what do you think?

My question used a very bad example, you're right. I've edited ito say minor doctrines like clerical marriage as an example, are any nailed-on requirements?

Posted
1 hour ago, Dwjliel said:

My question used a very bad example, you're right. I've edited ito say minor doctrines like clerical marriage as an example, are any nailed-on requirements?

The clerics have to be female but they can marry.

Posted

I've been using this mod since the original was released but one thing I have never mastered is managing all the offspring who need marrying off. Does anyone have a method which simplifies things? Is there any way to limit things to only having to marry off your children and not your great-great-great- etc children?

Posted
1 hour ago, Grey Cloud said:

I've been using this mod since the original was released but one thing I have never mastered is managing all the offspring who need marrying off. Does anyone have a method which simplifies things? Is there any way to limit things to only having to marry off your children and not your great-great-great- etc children?

Take the girls as concubines until you can land them and make them paelexes (or you can retire their mother for the first daughter), dismiss the message about the boys unless I want them to be used for an alliance. Usually I use males as tutors for boys and any daughters that have Bloodline: Obedience so I don't really want them to go anywhere, and the concubine daughters are useful as tutors for any girls that don't have obedience (like unrelated girls that are taken in raids) so they can bring them for binding when they come of age.

 

I really wish there was an automated way to handle such micromanagement, but the game wasn't made for this many kids.

Posted
3 hours ago, MouseOfLight said:

Take the girls as concubines until you can land them and make them paelexes (or you can retire their mother for the first daughter), dismiss the message about the boys unless I want them to be used for an alliance. Usually I use males as tutors for boys and any daughters that have Bloodline: Obedience so I don't really want them to go anywhere, and the concubine daughters are useful as tutors for any girls that don't have obedience (like unrelated girls that are taken in raids) so they can bring them for binding when they come of age.

 

I really wish there was an automated way to handle such micromanagement, but the game wasn't made for this many kids.

I already do most of that, unfortunately. If all the things increasing fertility were taken out then things might be a bit more manageable. And as I mentioned if children were their parents responsibility rather than yours unto the nth generation it would remove a lot of the boring and repetitive stuff.

The vanilla game is bad enough with all the deadbeats turning up and providing a host of largely useless courtiers.

Posted
19 hours ago, Grey Cloud said:

I already do most of that, unfortunately. If all the things increasing fertility were taken out then things might be a bit more manageable. And as I mentioned if children were their parents responsibility rather than yours unto the nth generation it would remove a lot of the boring and repetitive stuff.

The vanilla game is bad enough with all the deadbeats turning up and providing a host of largely useless courtiers.

 

So the reason that it is your responsibility is that courtiers can't make their own decisions regarding marriage with how the base game is coded. Not sure if that can be changed. One way to avoid needing to handle multiple generations is that the courtiers go to the court of whoever is primary in the marriage, so if you marry your son matrilineally then he will move to the other court and all kids will be handled at that court. Your 1st and sometimes 2nd characters when doing this will normally result in being a different dynasty but after that, depending on how far you've expanded, there should be enough courtiers of your dynasty in other courts to keep the children in the dynasty. You'll still need to deal with your own kids but there isn't a way at this point in time to dismiss close family so you just need to wait for them to leave or just pretend they don't exist.

 

There are two different updates I can think of to deal with this easier. First would be a similar Book option to the education one that sends kids to their mothers just altered so it does it to the adults. Other option would be a tweak to Domitans giving the option of Patrilineal or Matrilineal. Either option would also make it easier for the Paelices as it can be difficult for them to make alliances since their kids are in your court right now so they are limited to just the courtiers they can marry off. It's been pretty common in my games for the eldest sibling to inherit the Duchy but then for a younger sibling to press a claim and succeed because they had an alliance since I didn't use Domitans on them while the Paelex can't call on me for assistance because it's in my realm.

 

@ban10 Do either of these options sound viable to help with the marriage spam?

Posted (edited)

I could do this last year with the original RM but I can't for the life of me remember how. Could some kind soul please tell me how to get rid of the two landed vassals thing and just require the gold, prestige and piety to initialise the RM?

Thank you.

 

I managed to do it after a few more attempts.

 

For anyone interested. I just came across this mod:

More Courtier Marriages And Guardians

https://steamcommunity.com/sharedfiles/filedetails/?id=3023074922&searchtext=

 

Started using this yesterday and it seems to be doing the trick.

No More Children (Updated)

https://steamcommunity.com/sharedfiles/filedetails/?id=2970992177&searchtext=no+more+children

 

 

Edit: The very next day - those two mods are so far so good. Court is virtually empty and I've only got 9 children.

Edited by Grey Cloud
Posted

Question. How do I change it so the Palace doesn't require both a city and a temple first? I want a Palace in my capital (the Isle of Man), but it only has 1 holding slot in 867 (and it becomes a crappy city if you take the Found the Isle of Mann kingdom decision anyway).

Posted
6 hours ago, merrick1031 said:

 

It's been pretty common in my games for the eldest sibling to inherit the Duchy but then for a younger sibling to press a claim and succeed because they had an alliance since I didn't use Domitans on them while the Paelex can't call on me for assistance because it's in my realm.

Which is why I have a mod that forces my crown laws on my vassals of vassals. If my direct vassals can't declare wars without a hook, why should my vassals of vassals freely declare wars? That's authority their direct liege grants them the he (or she) doesn't have.

And it's also why I utterly DESPISE the clan government. You HAVE to waste marriages with your vassals when you could get better external alliances. And, aside from keeping them out of factions (which there are plenty of ways to do. Dread or make them friends/lovers comes to mind), internal alliances are useless. You can't help your vassals out in wars even if you are allied to them, And what makes Clan even worse is if you're going diplomacy lifestyle and have the Defensive Pact perk, it DOESN'T WORK WITH VASSALS!!! You have to waste a child on a powerful vassal that would probably be replaced by another one in a month anyway...

Posted

also noticed a slight bug that's overpowering with Palaces. I think they need to be toned down (just a little). A level 2 palace out in Bumfuck, Tibet actually has a higher fort level than Byzantion with it's Theodosian Walls. And plus the palace itself isn't limited by tech, unlike cities, castles, or temples. You can have a L4 Palace in 869 (or maybe 870) whie still in the tribal era, while could only have a L1 castle. Which makes the above fort levels even more ridiculous. Even BOMBARDS of the Late Medieval Era is no match (completely ineffective) for a Tribal L4 Palace...

Posted

Also, where is the penalty for unlanded spouses? I want to remove that because I want to have spoouses that won't be landed, and will have a lot of them. Sort of like the Duchy thing for Kings and Emperors.

Posted (edited)
15 hours ago, James_E_C said:

Question. How do I change it so the Palace doesn't require both a city and a temple first? I want a Palace in my capital (the Isle of Man), but it only has 1 holding slot in 867 (and it becomes a crappy city if you take the Found the Isle of Mann kingdom decision anyway).

 

I'm actually looking to change this as well. I see the file mod\Regula_Magistri\common\buildings\regula_palace_buildings.txt

 

And here is some code in there:

 

# Building triggers
    can_construct_potential = {
        barony_cannot_construct_holding = no
        scope:holder = {
            regula_has_palace_holding = no
        }
        scope:holder.faith = { religion_tag = regula_religion }
    }

 

I think chaging baron_cannot_construct_holding = yes might fix it. But I'll do some testing right now.

 

EDIT: Looks like that didn't work. Not sure what's needed, but I'll keep looking

Edited by idontplaybasketball
Posted
15 hours ago, James_E_C said:

Which is why I have a mod that forces my crown laws on my vassals of vassals. If my direct vassals can't declare wars without a hook, why should my vassals of vassals freely declare wars? That's authority their direct liege grants them the he (or she) doesn't have.

 

I use a similar or the same mod, I just normally start in 867 with tribal rulers and then get distracted going "oh, I should've done this" or a new update comes out so I restart. This results in the vast majority of my play time being unable to get the higher crown authorities. I've never actually made it past the Early Medieval time period.

 

15 hours ago, James_E_C said:

also noticed a slight bug that's overpowering with Palaces. I think they need to be toned down (just a little). A level 2 palace out in Bumfuck, Tibet actually has a higher fort level than Byzantion with it's Theodosian Walls. And plus the palace itself isn't limited by tech, unlike cities, castles, or temples. You can have a L4 Palace in 869 (or maybe 870) whie still in the tribal era, while could only have a L1 castle. Which makes the above fort levels even more ridiculous. Even BOMBARDS of the Late Medieval Era is no match (completely ineffective) for a Tribal L4 Palace...

 

So based on the code you shouldn't be able to have a Palace in the Tribal era and it does require Innovations to upgrade. You might have an old file, or it was bugged in the last release and I grabbed an update from the master file. Highest fort level I can get to in Tribal Era is 7 from 2 perks, 1 for it being the capital, and the base fort level of 4. It might be able to go up slightly higher but I don't know if it benefits from the Hidden Cities tradition.

 

Unable to build due to being Tribal and missing Innovation

image.png.08f70315d1fa5ad6a2270b104c3340f4.png

 

Unable to upgrade due to missing Innovation

image.png.07287bb3534a85caeff0c4c0d1274997.png

 

3 hours ago, James_E_C said:

Also, where is the penalty for unlanded spouses? I want to remove that because I want to have spoouses that won't be landed, and will have a lot of them. Sort of like the Duchy thing for Kings and Emperors.

 

Here is the file path and line numbers

 

image.png.d5993288a16e1c5e7c8b9507ddd6fabd.png

 

image.png.f2a946117a07b6f01fcc5ed1bacc8500.png

 

Posted (edited)
On 10/7/2023 at 11:41 AM, Umgath said:

Minor bug: at least sometimes "Holy Child" event shows female-specific text for male kids:

 

 

Male children aren't supposed to get this event. It's a bug with the current version of the mod.

 

A fix is in the works for the next version.

Edited by CashinCheckin
Posted

I don't know why yours requires Manorialism for L2, but mine only requires City Planning for all levels. Here's the code (I cut the other stuff from it).

palace_01 = {

    # Building triggers
    can_construct_potential = {
        barony_cannot_construct_holding = no
        scope:holder = {
            regula_has_palace_holding = no
        }
        scope:holder.faith = { religion_tag = regula_religion }
    }

    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_02 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_03 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_04 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

 

Posted (edited)
On 10/9/2023 at 8:13 AM, Dwjliel said:

My question used a very bad example, you're right. I've edited ito say minor doctrines like clerical marriage as an example, are any nailed-on requirements?


Generally speaking, RM guides the (Male) player into having female vassals, many wives/concubines and lots of kids.
The mod is pretty flexible, so Minor doctrine changes are fine, and equal gender equality would also work (though your male vassals would pass on their lands via female only law).
 

On 10/10/2023 at 5:52 PM, Professor Kagame said:

Can I play this mod with Elder Kings 2? 


You should be able to yes, You would need to chose the "Nomads" special holy site option when freeing the Keeper of Souls.
 

On 10/10/2023 at 6:15 PM, merrick1031 said:

 

So the reason that it is your responsibility is that courtiers can't make their own decisions regarding marriage with how the base game is coded. Not sure if that can be changed. One way to avoid needing to handle multiple generations is that the courtiers go to the court of whoever is primary in the marriage, so if you marry your son matrilineally then he will move to the other court and all kids will be handled at that court. Your 1st and sometimes 2nd characters when doing this will normally result in being a different dynasty but after that, depending on how far you've expanded, there should be enough courtiers of your dynasty in other courts to keep the children in the dynasty. You'll still need to deal with your own kids but there isn't a way at this point in time to dismiss close family so you just need to wait for them to leave or just pretend they don't exist.

 

There are two different updates I can think of to deal with this easier. First would be a similar Book option to the education one that sends kids to their mothers just altered so it does it to the adults. Other option would be a tweak to Domitans giving the option of Patrilineal or Matrilineal. Either option would also make it easier for the Paelices as it can be difficult for them to make alliances since their kids are in your court right now so they are limited to just the courtiers they can marry off. It's been pretty common in my games for the eldest sibling to inherit the Duchy but then for a younger sibling to press a claim and succeed because they had an alliance since I didn't use Domitans on them while the Paelex can't call on me for assistance because it's in my realm.

 

@ban10 Do either of these options sound viable to help with the marriage spam?


I actually wait for a "batch" of kids to grow up before marrying them all off at once, or sometimes even ignoring them altogether!
I might relook into the whole "send kids to mothers court" stuff again that RM used to have, but for now, other mods are your best bet.
 

7 hours ago, idontplaybasketball said:

 

I'm actually looking to change this as well. I see the file mod\Regula_Magistri\common\buildings\regula_palace_buildings.txt

 

And here is some code in there:

 

# Building triggers
    can_construct_potential = {
        barony_cannot_construct_holding = no
        scope:holder = {
            regula_has_palace_holding = no
        }
        scope:holder.faith = { religion_tag = regula_religion }
    }

 

I think chaging baron_cannot_construct_holding = yes might fix it. But I'll do some testing right now.

 

EDIT: Looks like that didn't work. Not sure what's needed, but I'll keep looking


Unfortunately, the way that CK3 is coded, I don't think this is possible.
What you're looking for is https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/common/governments/regula_government_types.txt
Each government type has "required_county_holdings", that must be built into each county before you can build other holdings (or duplicates).
The problem is, the Palace holding is designed to be built only once, so I can't make it "required" as that would break all other counties that would not be able to build their 4th barony.

Maybe someone with even better knowledge of CK3 code can figure this out, I just don't see how it works with the current Palace holding design (Only one Palace holding should exist in the Magisters realm).
 

1 hour ago, James_E_C said:

I don't know why yours requires Manorialism for L2, but mine only requires City Planning for all levels. Here's the code (I cut the other stuff from it).

palace_01 = {

    # Building triggers
    can_construct_potential = {
        barony_cannot_construct_holding = no
        scope:holder = {
            regula_has_palace_holding = no
        }
        scope:holder.faith = { religion_tag = regula_religion }
    }

    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_02 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_03 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

palace_04 = {

    # Building triggers
    can_construct = {
        culture = {
            has_innovation = innovation_city_planning
        }
    }

 


Ah, I actually fixed this two days after releasing RM 2.7.1 here on Loverslab.
You can even see the commit that fixes this, https://gitgud.io/ban10/regula-magistri/-/commit/a32ca54d176775896d3bcd8a6ecefa3d2c76e5b3
Suffice to say this will be in the next release.
I'll also tone down the fort level for Palaces a bit!

Edited by ban10
Posted
1 hour ago, James_E_C said:

Pervasive Crown Authority

Thanks. I use that myself but I'm not totally convinced it is doing much.

 

I'm definitely impressed with 'More Courtier Marriages and Guardians' and  'No More Children (Updated)' - my game is much more civilised.

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