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[mod] Regula Magistri 2


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Posted (edited)

Also, putting out a medium-ish update.

Theres been some great work by OzcarMike on secret faith conversion, where charming targets in realms hostile to the Magister now uses "secret" Faith to keep track of their new Regula religion.
Its still not been tested in a long campaign but I'm going to put this update out for the rest of the usual fixes and changes that are well tested at this point.

Changelog and download in OP as usual.

Edited by ban10
Posted (edited)
2 hours ago, ban10 said:

Also, putting out a medium-ish update.

Theres been some great work by OzcarMike on secret faith conversion, where charming targets in realms hostile to the Magister now uses "secret" Faith to keep track of their new Regula religion.
Its still not been tested in a long campaign but I'm going to put this update out for the test of the usual fixes and changes that are well tested at this point.

Changelog and download in OP as usual.

For the new conquer the world option do you still get instant access to the special features of the past holy sites? Also whenever I try to free the keep of souls my religion does not change

Edited by idkwhattoputy
Posted

@ban10Love all the new features added since you took over the mod. I have a few questions for edits or potential future options. First I was wondering if or how to make the man at arms available without changing your religion? Second, is there a way to make all marriages through domination(war goal against female ruler) or the one where you marry a charmed vasal matrilineal marriages? Just to limited the size of your house later in the game without having to force marriages outside of the interaction/event. Even if they aren't easy changes or in the pipeline for a potential feature, thank you for all the updates and changes to this mod.

Posted (edited)
On 12/13/2023 at 6:10 AM, Uzhirian said:

Capturing leaders and opponents, while cool and all, would all but end uprisings and potentially factions. Seems OP in an already easily OP mod.

I would think lesser related benefits might be more balanced, like granting a temporary block against a vassal joining a faction against you (1 year?) or small increase in opinion/control in the lowest opinion/control county of your domain/title or small decrease in faction discontent. The bad outcomes could be small buffs to faction power or increase in discontent, removing blocks for vassals joining faction against you, or decreasing county control/opinion. Maybe even a tiny chance to trigger some 'oppressed males uprising', gotta be some angry cucks out there after the Magister concubines all the ladies.

 

Yea, I definitely think there is a high risk of OP - it would need serious tuning if nothing else. With that said, I don't think the idea is dead in the water - there are a few options for balancing. As you suggest - there could be some bad outcomes, scaling w/ councilor skill - e.g. Scale effect to probabilistically happen every 6M or so (or have the subjugation be an actual timed task w/ a progress bar) & then have the chances be something like 70% decrease faction discontent, 20% increase discontent, 7% capture non-leader faction member, 3% capture faction leader? Or, alternatively, the more powerful council abilities could be locked behind some sort of goals (bloodline goals, holy sites, something along those lines), which would allow some to maybe be powered up, or provide a justification for them being more powerful? One of the goals so far has been for the regula council tasks to (outside of the default task) be more interesting than simple stat buff or number modification tasks. There are definitely some that could use some more work on that front, but I don't want to switch to a task that is essentially just 'factions gain discontent 20% slower'.

 

Basically - yes, acknowledged that we'd have to be careful implementing this to not completely invalidate the threat of internal strife. And, I do think the chance to actually trigger internal strife is a good thought - that is something that RM struggles with right now I think - it's too easy for the realm to be entirely stable. Maybe a thought would be that rather than having an effect on any arbitrary faction, maybe there should be a new type of 'internal heresy' faction or something like that, with having a skilled inquisitor being the / a key way to combat that? Needs more thought...but I could see some interesting gameplay there. 

 

Edit - kinda like this last idea, fleshed it out more on the git (https://gitgud.io/ban10/regula-magistri/-/issues/90#note_350148) still needs a lot of thought.

Edited by OzcarMike
Posted
11 hours ago, idkwhattoputy said:

For the new conquer the world option do you still get instant access to the special features of the past holy sites? Also whenever I try to free the keep of souls my religion does not change


You'll have to get each holy site to get the bonus that comes with it.
Make sure you start a new campaign when updating the mod!

If you have, could you share a save file/ show a screenshot of the regula faiths existing in your game?

 

9 hours ago, TREXYMAN said:

@ban10Love all the new features added since you took over the mod. I have a few questions for edits or potential future options. First I was wondering if or how to make the man at arms available without changing your religion? Second, is there a way to make all marriages through domination(war goal against female ruler) or the one where you marry a charmed vasal matrilineal marriages? Just to limited the size of your house later in the game without having to force marriages outside of the interaction/event. Even if they aren't easy changes or in the pipeline for a potential feature, thank you for all the updates and changes to this mod.


Assuming you mean the Regula MAA? The main trigger is in the file "Regula_Magistri\common\scripted_triggers\regula_maa_triggers.txt" called regula_maa_allowed_trigger.
Assuming you wanted them available for other religions, you would remove the line is_regula_trigger = yes.
Just a note, this trigger is for everyone, AI included, so anyone with the Famuli warriors tradition would have access to Regula MAA if you removed that line.

 

6 hours ago, OzcarMike said:

 

Yea, I definitely think there is a high risk of OP - it would need serious tuning if nothing else. With that said, I don't think the idea is dead in the water - there are a few options for balancing. As you suggest - there could be some bad outcomes, scaling w/ councilor skill - e.g. Scale effect to probabilistically happen every 6M or so (or have the subjugation be an actual timed task w/ a progress bar) & then have the chances be something like 70% decrease faction discontent, 20% increase discontent, 7% capture non-leader faction member, 3% capture faction leader? Or, alternatively, the more powerful council abilities could be locked behind some sort of goals (bloodline goals, holy sites, something along those lines), which would allow some to maybe be powered up, or provide a justification for them being more powerful? One of the goals so far has been for the regula council tasks to (outside of the default task) be more interesting than simple stat buff or number modification tasks. There are definitely some that could use some more work on that front, but I don't want to switch to a task that is essentially just 'factions gain discontent 20% slower'.

 

Basically - yes, acknowledged that we'd have to be careful implementing this to not completely invalidate the threat of internal strife. And, I do think the chance to actually trigger internal strife is a good thought - that is something that RM struggles with right now I think - it's too easy for the realm to be entirely stable. Maybe a thought would be that rather than having an effect on any arbitrary faction, maybe there should be a new type of 'internal heresy' faction or something like that, with having a skilled inquisitor being the / a key way to combat that? Needs more thought...but I could see some interesting gameplay there. 

 

Edit - kinda like this last idea, fleshed it out more on the git (https://gitgud.io/ban10/regula-magistri/-/issues/90#note_350148) still needs a lot of thought.

 

I still need to think this stuff through but in general I like the ideas we've got down.
I'll pop more of my thoughts onto the Gitgud issue when I have time later.
For internal strife, I think it would be super interesting if we could either get multiple Magisters working or building a new "crisis" style faction to combat the Magister.

Posted (edited)

Is Persian Regula Magistri without ability enhancements, rather just stat increases?

Spoiler

image.thumb.png.0a293db231e8d6a7b5e14a84e2e18992.pngimage.thumb.png.12763183391b3e6b544eb90539066b06.png

Edited by ukrug1
Posted

I remembered two little situations that I had in my last game - about 2 months ago. So maybe they were already mentioned, or even fixed.

 

Magistrian Heresy occurs. On a county holder which has a holy site, and they are a sub-vassal so I can't interact with them too directly.

Thing is, them being on a holy site actually made this situation easier - it turned inactive, and I had thus a clear clue that "there be heretics" Because the faith-colour and symbol are the same for all magistrian faiths, it was a bit of a chore to stamp out others which had joined that heresy. I think I read something in the works for the "magistrian council" which either plans on adressing this, or councilors which would lend themselves well to such a task. Either way, a situation reminder of vassals (and possibly courtiers) practicing "magistrian heresy" could also work as a more macro, but certainly quick fix. I think "hostile faith" vassals already get a similiar reminder? Or it is only liege is of hostile faith for the player themselves? Either way, a small rewrite of that ought to do the trick.

 

 

Ex-Paelex becomes title holder again due to Tyranny War. Had her abdicate, to her only daughter - quite possibly of her own bloodline as well, and she obviously had to start by revoking some titles. Or, at least, trying to. In the aftermath, her mother now couldn't really hand over her title-once-more, nor was her daughter her heir anymore either. All of this didn't do much harm, nor do I find it all that important to have a fix for this very specific situation - but I thought it was an interesting enough situation.

 

On that matter of revoking titles though - I often place one a two sub-vassal-paelex for new bigger new titles that I give out - why not if I have the paelex and counties to spare. And way too many of them, get their title revoked by their superior within a few years. Leaving me with an unlanded spouse. I distinctly remember several wives recieving their third or fourth "new title", their multitude of claims made that part easy. So - could the paelex trait possibly give a "weighted opinion malus" towards revoking titles from fellow paelex or magistrians?

Posted

I tried playing RM2 whit AGoT mod and as soon as you release magister your government is switched to theocracy, anyone knows why and how to prevent that?

Posted
On 12/15/2023 at 9:55 PM, ukrug1 said:

Is Persian Regula Magistri without ability enhancements, rather just stat increases?

  Reveal hidden contents

image.thumb.png.0a293db231e8d6a7b5e14a84e2e18992.pngimage.thumb.png.12763183391b3e6b544eb90539066b06.png

7 hours ago, ciberchris said:

enjoying the new update, great job as always, but it looks like the names of world conquest holy sites are messed up

 

image.png.e3f02308b839f37d1b0fa73fddf6f789.png

 

I forgot to add the names of these holy sites, its not a big deal as the effect still works.
Eg the steward holy site increases number of female children being born (3:1 ratio of girls to boys being born)
I fixed this in commit https://gitgud.io/ban10/regula-magistri/-/commit/5879f9abdb60f47dbf0ef451e022b5eac935141a
So to fix it you can download master and use that, its the only change I've made so far.

 

On 12/16/2023 at 8:53 PM, Swifting said:

I remembered two little situations that I had in my last game - about 2 months ago. So maybe they were already mentioned, or even fixed.

 

Magistrian Heresy occurs. On a county holder which has a holy site, and they are a sub-vassal so I can't interact with them too directly.

Thing is, them being on a holy site actually made this situation easier - it turned inactive, and I had thus a clear clue that "there be heretics" Because the faith-colour and symbol are the same for all magistrian faiths, it was a bit of a chore to stamp out others which had joined that heresy. I think I read something in the works for the "magistrian council" which either plans on adressing this, or councilors which would lend themselves well to such a task. Either way, a situation reminder of vassals (and possibly courtiers) practicing "magistrian heresy" could also work as a more macro, but certainly quick fix. I think "hostile faith" vassals already get a similiar reminder? Or it is only liege is of hostile faith for the player themselves? Either way, a small rewrite of that ought to do the trick.

 

 

Ex-Paelex becomes title holder again due to Tyranny War. Had her abdicate, to her only daughter - quite possibly of her own bloodline as well, and she obviously had to start by revoking some titles. Or, at least, trying to. In the aftermath, her mother now couldn't really hand over her title-once-more, nor was her daughter her heir anymore either. All of this didn't do much harm, nor do I find it all that important to have a fix for this very specific situation - but I thought it was an interesting enough situation.

 

On that matter of revoking titles though - I often place one a two sub-vassal-paelex for new bigger new titles that I give out - why not if I have the paelex and counties to spare. And way too many of them, get their title revoked by their superior within a few years. Leaving me with an unlanded spouse. I distinctly remember several wives recieving their third or fourth "new title", their multitude of claims made that part easy. So - could the paelex trait possibly give a "weighted opinion malus" towards revoking titles from fellow paelex or magistrians?


Cool stuff,
I've never actually seen a Magistrian Heresy before, might have to tinker with that a bit (to get heresy to trigger) and see how it works before I get to changing the alerts.

Does sound very interesting though!

 

I do find it strange how Ex-Paelex are marked with the flag "inheritance_blocker = all" but they can still inherit from abdications and such.
I don't really want to use the incapable flag "incapacitating" because it doesn't quite make sense to use.

Like you said though, its easily fixable using Titulm Novis and also just isn't a big deal in general.

 

A lot of the logic here for why/when a ruler/vassal will revoke titles from their vassals is vanilla logic, its mainly led by AI personality and also certain factors.
For example, a big one is making sure they are upto their domain limit. A duchess Paelex wants to have her 5/5 domain limit, even if that means taking baronies away from her own vassals. Also they are more likely to revoke if they have a low number currently etc.
Paelex tend to like each other a lot, and that should be enough to make it far less likely that they will revoke from each other, you just have to make sure they have enough in the first place.
 

19 hours ago, walear said:

I tried playing RM2 whit AGoT mod and as soon as you release magister your government is switched to theocracy, anyone knows why and how to prevent that?

RM makes you the head of faith, which can turn your government into a theocracy in some mods.
Note that normally RM has the doctrine "Temporal" clerics, which means you should be able to be the HOF and also a ruler at the same time, but sometimes mods change how this work.

Posted

This looks like it will be really fun, unfortunately I am getting a Crash to Desktop at year end. Which is not happening to my vanilla CK3 games (or with Better Barbershop and Divine Intervention Cheat Menu Mods active). So I don't think it is a CK3 issue.

But it is when this mod and it's dependencies are active (in Load order):
Divine Intervention Cheat Menu

No Death Cascade

Better Barbershop

Caralitas

Character Body Overhaul

Regula Magistri

 

I have verified the game files, checked for updates to the mods (this one did so I swapped them out), double checked the load order. It still crashes in the same place. So started a new save game, thinking it could be a due to the Mod and game update, but this also crashes at the end of the year (at an earlier point than the old save).

 

It doesn't seem to create a crash report. So I have attached the two save game files which I hope will help you evaluate the problem.

Any suggestions? -

 

CTD on 31st dec 868.ck3 New save .ck3

Posted
21 hours ago, Infrared-Dragon said:

This looks like it will be really fun, unfortunately I am getting a Crash to Desktop at year end. Which is not happening to my vanilla CK3 games (or with Better Barbershop and Divine Intervention Cheat Menu Mods active). So I don't think it is a CK3 issue.

But it is when this mod and it's dependencies are active (in Load order):
Divine Intervention Cheat Menu

No Death Cascade

Better Barbershop

Caralitas

Character Body Overhaul

Regula Magistri

 

I have verified the game files, checked for updates to the mods (this one did so I swapped them out), double checked the load order. It still crashes in the same place. So started a new save game, thinking it could be a due to the Mod and game update, but this also crashes at the end of the year (at an earlier point than the old save).

 

It doesn't seem to create a crash report. So I have attached the two save game files which I hope will help you evaluate the problem.

Any suggestions? -

 

CTD on 31st dec 868.ck3 6.21 MB · 0 downloads New save .ck3 4.97 MB · 0 downloads


You have Lewd COAs enabled in the attached save's game rules, but you don't have https://www.loverslab.com/topic/184953-mod-lewd-coas/ installed.
This causes the game to crash when it needs to generate a COA for a Magistri character, like a Mercenary company or a random court character.
 

2 hours ago, ZombieLiveGame said:

My English is bad, but it seems to say that you can select the regula magistir culture when creating a character, but where can I not find it?

There are currently 4 Magistri "Quick start" cultures,
Under the following regions, west Germanic, Latin, Byzantine and Indo-Aryan. Each copies an existing culture just with different traditions and innovations that more suit RM (with how I play)


Feel free to change them, add more, or don't use them at all!

You can play RM with any culture, the two RM specific traditions have special decision to make it easy to add them to an existing culture as long as you are the culture head.

Posted

I'm curious to know if anyone is successfully using this with the Uneven Adulthood mod.  I've gotten both mods working pretty much perfectly with the exception that I still can't use Domitans Tribunal on my vassals until they are 16. The Fascinare scheme is available and can be used, but nothing happens when the scheme completes.  Similary, the vassals can be targeted for a Charm Intent in an orgy and I can get a success, but afterwards they are still not a Paelex.

 

Otherwise things are working great, thanks for the mod.

Posted (edited)
9 hours ago, JimboWales said:

I'm curious to know if anyone is successfully using this with the Uneven Adulthood mod.  I've gotten both mods working pretty much perfectly with the exception that I still can't use Domitans Tribunal on my vassals until they are 16. The Fascinare scheme is available and can be used, but nothing happens when the scheme completes.  Similary, the vassals can be targeted for a Charm Intent in an orgy and I can get a success, but afterwards they are still not a Paelex.

 

Otherwise things are working great, thanks for the mod.

It's because the traits are hard-coded to have a minimum age of 16. Domitans doesn't work because it needs the Mulsa or Tropaeum trait.

 

CrusaderKings3MulsaTrait.png.49a144235443570390632b9d8d6bda55.png

 

@ban10 Would it be possible to create a version of the Fascinare scheme that didn't pause when the Magister or the target is traveling? I understand the concept behind it doing so, but it somewhat disincentivizes doing activities since it's pausing one of the main mechanics of the mod. Maybe at double the cost and duration with a limit of 1 at a time? I will admit that I tend to spam Fascinare quite a lot in a rush to spread Regula Magistri so I have allies when Crusades unlock since my neighbors seem to be unhappy that I've claimed a portion of Europe since that's where I normally start.

 

On a side note. Anyone have suggestions for dealing with Crusades without spamming Fascinare? I also try to avoid Syncretism as it can make things a bit too easy.

Edited by merrick1031
Posted
6 hours ago, merrick1031 said:

It's because the traits are hard-coded to have a minimum age of 16. Domitans doesn't work because it needs the Mulsa or Tropaeum trait.

 

 Thanks, that sorted it.

Posted (edited)

image.png.381b9df2c51675e1d8c8686d78cda629.pngimage.png.9bbb0e24d39785d9a7d7e00099722c9b.pngimage.png.898e9fc7194dde3702aa19cf69916a8c.pngimage.png.c7374e88922cc9ea3a23aa2e104503a4.pngimage.png.36322166a5975ea17c4944999010674d.pngimage.png.7a5241031a29176bb86f5db234fbd0d0.pngimage.png.847e22ead4a9988791c0d2da0abd5e6f.png

 

@ban10A lot of inscriptions in decisions and events are not displayed, even different versions of the mod from the site and even from gitgud do not work, everything always looks like this. Game version 1.11.0, also has milfy mod, changing the language to English did not change anything

Edited by ZombieLiveGame
Posted
On 12/20/2023 at 4:33 PM, ban10 said:


You have Lewd COAs enabled in the attached save's game rules, but you don't have https://www.loverslab.com/topic/184953-mod-lewd-coas/ installed.
This causes the game to crash when it needs to generate a COA for a Magistri character, like a Mercenary company or a random court character.

 


:Facepalm:

Well that was dense of me. I have fixed that, it is now progressing passed the end of the year.

Thank you Ban10 for spending the time to looking to this,

 

Posted
On 12/22/2023 at 12:59 PM, ZombieLiveGame said:

image.png.381b9df2c51675e1d8c8686d78cda629.pngimage.png.9bbb0e24d39785d9a7d7e00099722c9b.pngimage.png.898e9fc7194dde3702aa19cf69916a8c.pngimage.png.c7374e88922cc9ea3a23aa2e104503a4.pngimage.png.36322166a5975ea17c4944999010674d.pngimage.png.7a5241031a29176bb86f5db234fbd0d0.pngimage.png.847e22ead4a9988791c0d2da0abd5e6f.png

 

@ban10A lot of inscriptions in decisions and events are not displayed, even different versions of the mod from the site and even from gitgud do not work, everything always looks like this. Game version 1.11.0, also has milfy mod, changing the language to English did not change anything


Delete the folder Regula_Magistri\localization\Russian
Basically the Russian localisation files were never translated, so they are now out of date to what the game expects.
This results in the "empty" strings you are seeing in places.

Deleting the folder will use the English files as the default I believe.

Posted
On 6/6/2023 at 3:52 AM, ban10 said:

single (male) ruler (the Player) alongside his harem of female vassal wives/concubines.

Is the male part mandatory?

I mean, the only use i see for male rulers are war and assassination ^^

 

Posted
On 12/25/2023 at 9:08 PM, ban10 said:


Delete the folder Regula_Magistri\localization\Russian
Basically the Russian localisation files were never translated, so they are now out of date to what the game expects.
This results in the "empty" strings you are seeing in places.

Deleting the folder will use the English files as the default I believe.

Will you be adding any more MAAs? I hope we see a lot more especially for Asian areas

Posted (edited)
On 12/26/2023 at 1:16 PM, MCfan said:

@ban10 Apart from not being able to build the palace holding, is there any other disadvantages for playing other modded governments?


Not really, and not being able to build a Palace holding is more of an implementation problem then a design choice, if I could make palace holdings buildable by any government, I would have. You have to add "palace_holding" to the governments "valid_holdings" block. Take a look at Regula_Magistri\common\governments\regula_government_types.txt for an example.
 

5 hours ago, virulenz said:

Is the male part mandatory?

I mean, the only use i see for male rulers are war and assassination ^^

 

 

For now, yes, though the eventual idea is to have a game option for "Magister Sex" and "Famuli Sex". It just requires a huge refactor of how a lot of the interactions, events and mechanics work. Might have to split the idea in half and build each part separately to make it achievable.

Being honest, its not something I plan on doing for a while (Theres lots of other stuff to do first!), but always happy to help someone if they have a go and push some changes to the Repo on Gitgud.

 

1 hour ago, idkwhattoputy said:

Will you be adding any more MAAs? I hope we see a lot more especially for Asian areas

 

Sure, I play CK3 with the vanilla map though so its hard to build East Asian MAA, as the vanilla map does not include that area of the world.
The general plan is that I want some more regional MAAs and then to spread them out over the different Eras.

Edited by ban10
Posted
5 hours ago, ban10 said:


Not really, and not being able to build a Palace holding is more of an implementation problem then a design choice, if I could make palace holdings buildable by any government, I would have. You have to add "palace_holding" to the governments "valid_holdings" block. Take a look at Regula_Magistri\common\governments\regula_government_types.txt for an example.
 

 

For now, yes, though the eventual idea is to have a game option for "Magister Sex" and "Famuli Sex". It just requires a huge refactor of how a lot of the interactions, events and mechanics work. Might have to split the idea in half and build each part separately to make it achievable.

Being honest, its not something I plan on doing for a while (Theres lots of other stuff to do first!), but always happy to help someone if they have a go and push some changes to the Repo on Gitgud.

 

 

Sure, I play CK3 with the vanilla map though so its hard to build East Asian MAA, as the vanilla map does not include that area of the world.
The general plan is that I want some more regional MAAs and then to spread them out over the different Eras.

I only play vanilla map too but there are still han and steppe cultures for the maa 

Posted (edited)

@ban10

Erm, i'm no modder of any kind, but icons and co. are irrelevant, so wouldnt it be just copy and paste + changing the male in the paste to female to have both? Or remove the male restriction to have it for everyone. I mean, in my case its really only the leader gender i want to change since i play only females...but i'm lesbian so i want to keep the female harem stuff ^^

Edited by virulenz

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