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[mod] Regula Magistri 2


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Posted

Just finished a campaign and i must say, it was fun!

Is the inquisitor supposed to do nothing all game? is it still a work in progress or was i too methodical in converting religions?
Must say that i really appreciate servitude factions now working!

 

- Is it just me, or Pedites and Sacerdos images should be interchanged? Pedites look like a slightly less fancy Virgo, while Sacerdos, despite having the habit, look more like light infantry(skirmishers) than heavy Infantry.
on the topic of MaA, Persia could get Immortals or Athanatoi if we go by Greek. Horse Archers -> pros, sassanian cavalry were horse archers, the immortals were just the elite named by the greeks Cons: you get toxotai just north. Heavy Cav ->
Contubernalis: skirmishers with very low toughness (less than levies) but decently high attack and screen. a way to cheaply inflate numbers if needed. <- possibly only decision/event spawned.

 

-The Orgy activity is a marked upgrade from the previous event, at least in presentation, no clue code-wise. Why not adding a "guest of honor" for the Affair Orgy that "guarantees" they get selected for the intents. The idea for it is that non-magistrians think it is a feast right?

Traditions: One nice thing, would be to allow mulsa who are Culture heads, to add Magistri submission independently of the Magister having it or not, they are the ones submitting.
    it allows for a Magister to not be the culture head, and not be forced to culture convert/hybridise.
    Ideally the -35% cultural acceptance should become a positive if both cultures have have the tradition.

 

-Familia Paelex maybe add one or two generations up? mater and avia? not really important.

-Privignus are a cool idea, but why the hell can we add someone else's child to our family but can't do the same for ours? say you mistakenly (it is the default, so it will happen)matrilineally marry someone, all her children are of another house, and while you can divorce and remarry, you can't do squat for the children.

 

Contubernalis: a few minor issues, women past childbearing age that end up in your prison should not be tyranical to turn into contubernalis, really it should only be tyrannical for magistrians if the victim is also magistrian, and always tyrannical for members of other faiths.
One thing i would like, is a way to "undo" the contubernalis, actually more like a rebirthing, killing the contubernalis but creating a baby identical to it. <- I found a very beautiful portrait after turning a disfigured crone into a contubernalis.

A decision that costs piety, removes a bunch of development (5? 10?), adds tyranny and adds a negative province modifier (-50% dev growth, -20 pop opinion for 10 years), but you gain a maintenance free unit of 500-2000 contubernalis depending on development?. you basically go somewhere and forcefully convert a bunch of peasants.

 

-Shieldmaiden/Berserker: these traits bypass ALL of the opposing knight protection modifiers such as 40+ prowess/house champion/state ransoming/etc. so a shieldmaiden berserker, is, independently of prowess, the absolute best way to eliminate enemy knights.
Berserker: so long as you are north-germanic heritage and chose warmonger as the 3rd tenet you have access.
Shieldmaiden: magistrians have access by having performative honor which requires north germanic or hybridised with norse, problem is you lose access for your family if you pick famuli martial, except you can still use it on other cultures, on the other hand you gain access to shieldswain.

thing is i'd like to decouple both from north germanic, even if only for magistrians <- short tangent: my powergamer brain is very pissed at paradox for their norse supremacy, I want to play other things, but i always end up returning to norse some way or another, they have the absolute best things.
an idea i had was to localize Shieldmaiden as Virgo/Spartiate if female and magistrian, much in the same way that Raider is localised as Viking if you have longboats innovation. To access it, add a targeted interaction "Train as a Virgo" similar to "make Shieldmaiden" except it requires famuli martial and the virgo innovation.
on the other hand, for berserker the best i could come up with was an event that happens for holy order members if you have the warmonger tenet.
a less satisfying idea, would be to add both to the pool of mutare corpus body results.

 

Posted

I've been enjoying this,mod a lot. I recon this is THE MOD that allows us to build the world and spread influences.

P.s could you give me a hint on what the last role in the regula Council would be serving?

Posted (edited)

Had some ideas for difficulty, I'm writing them here mainly because I don't want to forget them. I do have some coding ability, so maybe I'll look into implementing them myself? (probably won't have the time)

 

  1.  frenzies. The idea is based on if your character is stressed, he might force some of his harem into a months or years long orgy. This would force all members into a regency possibly for a couple of years. You could lower your stress by doing things like hosting orgies, creating contubernalis, etc. This would grow with the trait, meaning that as you get older, instead of spending your golden years building a nest egg for your heir, you're wasting it in a regency as the kingdom falls apart.
  2. Fanatics. The idea is some people (probably not under his direct control) force you to take some decisions you don't want to. Say a heresy based on intense misandry of all men other than the magister. They start wars against male vassals, assassinate heirs, and possibly try and force you to declare war on male neighboring rulers. I feel like it's stretching the lore a bit though.
  3. Reactions. I wonder how possible it is that neighboring religions or cultures reform in response to Magesterian faith. Lets say they remove the ability for women to hold any titles, or making it impossible for the wives of rulers to take control. It would make dealing with neighboring faiths late game much harder.

 

Also a minor thought I don't know if it's fixed, but I remember on an older version of the mod I disliked how you couldn't launch a domination war against your liege and usurp her main title. Is this still the case? It doesn't make much sense if not. It might not be possible, I'd have to look into side effects.

Edited by taranissnark
Posted

Small issue with "Reject from marriage bed" which as I understand it is still an in-development feature but nonetheless:

I have an ex-concubine who has since become a ruler and gotten married to someone else, but she still has the "Rejected from marriage bed" modifier and therefore can't have children. I cannot figure out how to remove this modifier.

 

Steps I took:

  1. Took a child of my dynasty as a concubine.
  2. Rejected her from marriage bed.
  3. Pressed her claims on a title in war. (In this case it was an empire-tier title so she immediately became a foreign ruler, not sure if this matters)
  4. Dismissed her as concubine without first toggling harem status.
  5. Arranged a marriage between her and one of my courtiers.

It's been almost an in-game year and she still has the -1000% fertility modifier. Mutare Corpus does not give an impregnate option and as far as I can tell she has not otherwise gotten pregnant.

 

If there's a command or something I could run to remove the modifier that would be awesome, but mostly I just wanted to say something about the bug.

Posted
On 5/29/2024 at 10:23 PM, Mythaltir said:

Traditions: One nice thing, would be to allow mulsa who are Culture heads, to add Magistri submission independently of the Magister having it or not, they are the ones submitting.
    it allows for a Magister to not be the culture head, and not be forced to culture convert/hybridise.
    Ideally the -35% cultural acceptance should become a positive if both cultures have have the tradition.

 

 

I was thinking of the exact same thing. I think it also makes sense lore-wise. Cultures that have collectively submitted to the Magister would love each other, but outside cultures would hate them. Because of the way it currently is, I don't even take that decision when I'm allowed to, because I prefer to keep my harem multicultural.

 

Also another idea that I feel is fairly important: Paelices that managed to lose their land should return to the Magisters court automatically. I can obviously summon them but it would be nice if this happened automatically, e.g. it spawned an event that lets me choose from some options on how to deal with the "failed" Paelex. It is also quite annoying that if I give her the same land back she just loses it again usually. I wonder if that could be fixed somehow. My best bet so far was to use the Religious Proclamation decision and pick up the tenet "Pacifism", which probably makes the Paelices less likely to declare on each other.

 

Posted

Since we're all giving out ideas, the Elf Destiny mod has a neat goal of gathering all the different bloodlines, each with a special visual perk (white hair, purple eyes, pale skin). The elves are also hard to breed so It motivates me more to keep them as nobles to have a pool of genetic qualities to combine from. Generally I'd recommend checking it out Ban, also the elves are all drop-dead gorgeous if a little lacking in aesthetic variety.

 

And of course Regula is amazing

Posted
On 6/1/2024 at 6:56 PM, zargod said:

ukrug1: the Elf Destiny mod seems to have its own custom religion. How well does it meld with the RM religion?

I've tried running RM with the Elf Dynasty Mod once and what I found out was that they can be run together. I've not actually done a full game play (I did remove the skin color changing and other small changes from RM when running), but have done some experimenting a few weeks ago.

I found out that not much of the Elf Dynasty content in built on its religion most of it is actually built around the Culture. As I remember it you add 'culture tenets"(sorry I don't know the English term for the culture tenet concept. Don't play the game in English) by using 'peity points' in the Elf Dynasty. This feature is still active even after you activate the Magistri Religion. So basically what you are left with is Elf Families that prosper in their respective regions(they are mostly located in corners of the map so that they don't get overrun by superior forces early in the game but do not expand too well) that benefit from the culture traits that you unlock (Using Regula Megistri you can pump your peity very fast early in the game through ChildBirth tenet as birth=peity).

 

There were a few features that I remember for not working too well with the Regula( For instance, you do not have access to the religion officer of your court. I think something about regula deactivates it. You regain access to it once you convert to Regula, I think.).

My tip would be 

 

Be an Elf-> Get Elf Religion-> Do the Regula Event chain. In that order things don't get mixed up as much.

Posted
5 minutes ago, fitforrivals12 said:

I've tried running RM with the Elf Dynasty Mod once and what I found out was that they can be run together. I've not actually done a full game play (I did remove the skin color changing and other small changes from RM when running), but have done some experimenting a few weeks ago.

I found out that not much of the Elf Dynasty content in built on its religion most of it is actually built around the Culture. As I remember it you add 'culture tenets"(sorry I don't know the English term for the culture tenet concept. Don't play the game in English) by using 'peity points' in the Elf Dynasty. This feature is still active even after you activate the Magistri Religion. So basically what you are left with is Elf Families that prosper in their respective regions(they are mostly located in corners of the map so that they don't get overrun by superior forces early in the game but do not expand too well) that benefit from the culture traits that you unlock (Using Regula Megistri you can pump your peity very fast early in the game through ChildBirth tenet as birth=peity).

 

There were a few features that I remember for not working too well with the Regula( For instance, you do not have access to the religion officer of your court. I think something about regula deactivates it. You regain access to it once you convert to Regula, I think.).

My tip would be 

 

Be an Elf-> Get Elf Religion-> Do the Regula Event chain. In that order things don't get mixed up as much.

Ope My bad. I thought you were asking if they can be run together. My English is bad. Sorry

Posted
13 hours ago, fitforrivals12 said:

There were a few features that I remember for not working too well with the Regula( For instance, you do not have access to the religion officer of your court. I think something about regula deactivates it.

 

Would giving the Regula religion the Elf religious tenet 'Aeluran Sisters' (e.g. via console) help with this?

 

13 hours ago, fitforrivals12 said:

I found out that not much of the Elf Dynasty content in built on its religion most of it is actually built around the Culture.

 

So getting, and keeping, the Elf culture is important then? How does this work with culture hybridising? Do you need to first take the Elven culture (and give up your prior culture)? Or can you hybridise it with your existing culture without creating problems for yourself? Alternately, can you hybridise it with human cultures thereafter without problems? (I tend to start off as Norse and use their 'Malleable Invaders' tradition to hybridise early, before settling down as that new culture.)

Posted
55 minutes ago, zargod said:

 

Would giving the Regula religion the Elf religious tenet 'Aeluran Sisters' (e.g. via console) help with this?

 

 

So getting, and keeping, the Elf culture is important then? How does this work with culture hybridising? Do you need to first take the Elven culture (and give up your prior culture)? Or can you hybridise it with your existing culture without creating problems for yourself? Alternately, can you hybridise it with human cultures thereafter without problems? (I tend to start off as Norse and use their 'Malleable Invaders' tradition to hybridise early, before settling down as that new culture.)

For question 1 l. Not really. Once you change religion to regula from elf religion, things started working fine. I think that the elf religion (aurelian) does something about who can be religious official. But using RM mod deactivates the process of the Aurelian sisters sending priestesses.

For question 2 I personally took elven culture(independent). Once you do the quest line and become an elf the mod gives you the choice of having an independent elf culture or mixing it with your current one. What RM does with its culture is offer two culture tenets and that is about it. Thus using Norse culture and it's characteristics is not needed.

 

Posted (edited)
On 6/3/2024 at 4:04 PM, fitforrivals12 said:

I think that the elf religion (aurelian) does something about who can be religious official. But using RM mod deactivates the process of the Aurelian sisters sending priestesses.

 

From reading the code underlying the Elf Destiny mod, most things, including getting the 'Aeluran Advisor' council position (in spark_council_positions.txt), depends on the following condition:

 

Quote

        faith = {
            has_doctrine = tenet_aeluran_sisters
        }

 

So it seems that adding that tenet to the RM religion should open it all back up again. I'll have to play around a bit and see if it works in practice.

 

Addendum: it seems something in the game automatically removes that tenet from the RM religion if it is added.

 

On 6/3/2024 at 4:04 PM, fitforrivals12 said:

Once you do the quest line and become an elf the mod gives you the choice of having an independent elf culture or mixing it with your current one.

 

That's good to know. Thank you.

Edited by zargod
Posted (edited)
On 6/1/2024 at 7:56 PM, zargod said:

ukrug1: the Elf Destiny mod seems to have its own custom religion. How well does it meld with the RM religion?

 

On 6/2/2024 at 4:03 AM, ukrug1 said:

Yeah I dont think you can run both of them at the same time but I think they share some similarities in gameplay


They aren't fully compatible obviously, but you can run them together (or at least I have on slightly older versions without any noticeable significant issues).
My recommendation is to load RM2 after ED. Start with RM culture on your character. Become an elf before accepting the RM and make sure you refuse to accept the elven sisters religion and merge elven culture with your own (this will lose you access to some of EDs functionality regarding the sisters, but who cares if you have RM2 to fill in the gap). Then you can kick off RM events.
I'm also running witchcraft with the above 2 mods atm, not gonna line, pretty OP combo to be Elven Mage Magister, but adds so much stuff to do for your characters.

Edited by Uzhirian
Posted
On 5/28/2024 at 1:52 PM, ban10 said:

 

Thats a Character Body Overhaul feature, because they merged court scenes into the base mod
You can find the Define that changes that in the folder "%homedrive%%homepath%\Documents\Paradox Interactive\Crusader Kings III\mod\char_body_overhaul\common\defines" (assuming you are using windows and have put the mod in the same place I have)

The file zzz_cbo_defines changes the min court title to count, I just delete it.


 


hmm, after the GUI rework the Regula council seems fine to me (fps wise), unless I notice any major issues I think its fine now.

I start some 1066 games.
Original Game: 30025 Characters

Regula: 35540 Characters

Regula without regula_council_positions.txt: 30069 Characters

Posted
5 hours ago, Miraiteko said:

I start some 1066 games.
Original Game: 30025 Characters

Regula: 35540 Characters

Regula without regula_council_positions.txt: 30069 Characters


Yep, I had similar results

29000 for vanilla game
35000 for Regula with council
38000 with Regula council plus 3 "dummy" council positions added on
(Both aprox)

the 6000 characters looks to be 6000/5 ~ 1200 starting realms?

I'm guessing the game creates an extra character courtier for each council position that exists, regardless of whether it is active?
This does prove that the court positions do create new characters however, so thats good.

Hmmm, tough one, I like the Regula council, so no plan to change them to court positions right now,
No idea how I would go about getting rid of these extra courtiers, I'd really have to dig deep and understand who is being created and how.

Posted
On 6/3/2024 at 5:55 PM, zargod said:

Addendum: it seems something in the game automatically removes that tenet from the RM religion if it is added.

 

Did some further investigation of this. Good news: you can eliminate this specific problem by removing a couple of clauses from the file (spark_doctrines.txt) that make it an Elf-religion-only tenet. Bad news: although this allows you to keep the tenet within the RM religion, it does not activate all the features that the mod-code would seem to indicate (there must be something I'm missing here).

 

On 6/3/2024 at 12:54 AM, fitforrivals12 said:

Using Regula Megistri you can pump your peity very fast early in the game through ChildBirth tenet as birth=peity

 

You can also pump it further by executing religious foes for piety (which base RM religion allows), and by getting the Sacred Lies tenet (which means all your successful schemes give a bit of piety too).

Posted

I feel like I'm missing something obvious but how the hell do you actually free the Keeper of Souls and start the mod? I've shown the book to like ten different women at this point, most of which are high ranking individuals in either my court or another court but no other event is triggering. It just has them agree to look at the book and then nothing.

Posted
16 minutes ago, Violet Snow said:

I feel like I'm missing something obvious but how the hell do you actually free the Keeper of Souls and start the mod? I've shown the book to like ten different women at this point, most of which are high ranking individuals in either my court or another court but no other event is triggering. It just has them agree to look at the book and then nothing.

 

You need to be a duke or higher, at least two of your "powerful vassals" have to be women you've shown the book to, and you need to be married and have shown the book to your wife.

Posted
57 minutes ago, thsgrn said:

 

You need to be a duke or higher, at least two of your "powerful vassals" have to be women you've shown the book to, and you need to be married and have shown the book to your wife.

Yeah it was the marriage thing. Knew I was missing something obvious.

Posted

Is there a way to make immortal Acclaimed Knights? You can't have Countesses and up as acclaimed knights, Baronesses cannot be Serva'd, and Contubernalis die with their leige. Am I missing something or is it just not possible?

Posted
2 hours ago, Shane843 said:

Is there a way to make immortal Acclaimed Knights? You can't have Countesses and up as acclaimed knights, Baronesses cannot be Serva'd, and Contubernalis die with their leige. Am I missing something or is it just not possible?

You can use Serva on a countess or up and then revoke their titles and invite them to your court. I normally let them fill their skill tree before doing that to they can get the extra traits. It's also an easy way to keep the Child of the Book accolade going. When your character dies you will need to re-land them to get rid of the Orba trait. I cheat and edit the mod so that you can reclaim at baron tier.

Posted (edited)

So, I'm running Vampirism and Lycanthropy and trying to make it all legal.  

 

I put

 

doctrine = doctrine_parameter_val_vampirism_accepted
	doctrine = doctrine_parameter_val_lycanthropy_accepted
	doctrine = doctrine_parameter_val_hybrid_accepted

 

into the regula_religion file after the other Crime Doctrines, but saw no change.  Where should I be adding those doctrines?  I'm completely new to tweaking these files.

Edited by Ursus the Grim
Posted (edited)
On 5/31/2024 at 7:31 AM, ishy88 said:

Small issue with "Reject from marriage bed" which as I understand it is still an in-development feature but nonetheless:

I have an ex-concubine who has since become a ruler and gotten married to someone else, but she still has the "Rejected from marriage bed" modifier and therefore can't have children. I cannot figure out how to remove this modifier.

 

Steps I took:

  1. Took a child of my dynasty as a concubine.
  2. Rejected her from marriage bed.
  3. Pressed her claims on a title in war. (In this case it was an empire-tier title so she immediately became a foreign ruler, not sure if this matters)
  4. Dismissed her as concubine without first toggling harem status.
  5. Arranged a marriage between her and one of my courtiers.

It's been almost an in-game year and she still has the -1000% fertility modifier. Mutare Corpus does not give an impregnate option and as far as I can tell she has not otherwise gotten pregnant.

 

If there's a command or something I could run to remove the modifier that would be awesome, but mostly I just wanted to say something about the bug.


Technically this is a vanilla bug,
Looking at vanilla code, they've forgotten to remove the "Rejected from marriage bed" modifier when a concubine is dismissed,
If you were to divorce a wife with the rejection modifier, it would get removed as the "divorce_effect" removes the modifier (from both the divorcer and divorcee)

To remove it, you can open the game in debug mode and "clear_character_modifiers" (more details https://ck3.paradoxwikis.com/Console_commands)
 

On 5/31/2024 at 1:28 AM, taranissnark said:

Had some ideas for difficulty, I'm writing them here mainly because I don't want to forget them. I do have some coding ability, so maybe I'll look into implementing them myself? (probably won't have the time)

 

  1.  frenzies. The idea is based on if your character is stressed, he might force some of his harem into a months or years long orgy. This would force all members into a regency possibly for a couple of years. You could lower your stress by doing things like hosting orgies, creating contubernalis, etc. This would grow with the trait, meaning that as you get older, instead of spending your golden years building a nest egg for your heir, you're wasting it in a regency as the kingdom falls apart.
  2. Fanatics. The idea is some people (probably not under his direct control) force you to take some decisions you don't want to. Say a heresy based on intense misandry of all men other than the magister. They start wars against male vassals, assassinate heirs, and possibly try and force you to declare war on male neighboring rulers. I feel like it's stretching the lore a bit though.
  3. Reactions. I wonder how possible it is that neighboring religions or cultures reform in response to Magesterian faith. Lets say they remove the ability for women to hold any titles, or making it impossible for the wives of rulers to take control. It would make dealing with neighboring faiths late game much harder.

 

Also a minor thought I don't know if it's fixed, but I remember on an older version of the mod I disliked how you couldn't launch a domination war against your liege and usurp her main title. Is this still the case? It doesn't make much sense if not. It might not be possible, I'd have to look into side effects.


Cool ideas, would be some work to implement though.

I don't think you can dominate your liege, although you can use a servitude faction to take away charmed vassals, you can also use the Decipere interaction to steal all of your lieges titles in a diplomacy duel. Something to look at some point.
 

On 5/30/2024 at 8:49 AM, fitforrivals12 said:

I've been enjoying this,mod a lot. I recon this is THE MOD that allows us to build the world and spread influences.

P.s could you give me a hint on what the last role in the regula Council would be serving?


Something stewardship related, not decided yet, feel free to contribute ideas.
 

On 5/29/2024 at 9:23 PM, Mythaltir said:

Just finished a campaign and i must say, it was fun!

Is the inquisitor supposed to do nothing all game? is it still a work in progress or was i too methodical in converting religions?
Must say that i really appreciate servitude factions now working!

 

- Is it just me, or Pedites and Sacerdos images should be interchanged? Pedites look like a slightly less fancy Virgo, while Sacerdos, despite having the habit, look more like light infantry(skirmishers) than heavy Infantry.
on the topic of MaA, Persia could get Immortals or Athanatoi if we go by Greek. Horse Archers -> pros, sassanian cavalry were horse archers, the immortals were just the elite named by the greeks Cons: you get toxotai just north. Heavy Cav ->
Contubernalis: skirmishers with very low toughness (less than levies) but decently high attack and screen. a way to cheaply inflate numbers if needed. <- possibly only decision/event spawned.

 

-The Orgy activity is a marked upgrade from the previous event, at least in presentation, no clue code-wise. Why not adding a "guest of honor" for the Affair Orgy that "guarantees" they get selected for the intents. The idea for it is that non-magistrians think it is a feast right?

Traditions: One nice thing, would be to allow mulsa who are Culture heads, to add Magistri submission independently of the Magister having it or not, they are the ones submitting.
    it allows for a Magister to not be the culture head, and not be forced to culture convert/hybridise.
    Ideally the -35% cultural acceptance should become a positive if both cultures have have the tradition.

 

-Familia Paelex maybe add one or two generations up? mater and avia? not really important.

-Privignus are a cool idea, but why the hell can we add someone else's child to our family but can't do the same for ours? say you mistakenly (it is the default, so it will happen)matrilineally marry someone, all her children are of another house, and while you can divorce and remarry, you can't do squat for the children.

 

Contubernalis: a few minor issues, women past childbearing age that end up in your prison should not be tyranical to turn into contubernalis, really it should only be tyrannical for magistrians if the victim is also magistrian, and always tyrannical for members of other faiths.
One thing i would like, is a way to "undo" the contubernalis, actually more like a rebirthing, killing the contubernalis but creating a baby identical to it. <- I found a very beautiful portrait after turning a disfigured crone into a contubernalis.

A decision that costs piety, removes a bunch of development (5? 10?), adds tyranny and adds a negative province modifier (-50% dev growth, -20 pop opinion for 10 years), but you gain a maintenance free unit of 500-2000 contubernalis depending on development?. you basically go somewhere and forcefully convert a bunch of peasants.

 

-Shieldmaiden/Berserker: these traits bypass ALL of the opposing knight protection modifiers such as 40+ prowess/house champion/state ransoming/etc. so a shieldmaiden berserker, is, independently of prowess, the absolute best way to eliminate enemy knights.
Berserker: so long as you are north-germanic heritage and chose warmonger as the 3rd tenet you have access.
Shieldmaiden: magistrians have access by having performative honor which requires north germanic or hybridised with norse, problem is you lose access for your family if you pick famuli martial, except you can still use it on other cultures, on the other hand you gain access to shieldswain.

thing is i'd like to decouple both from north germanic, even if only for magistrians <- short tangent: my powergamer brain is very pissed at paradox for their norse supremacy, I want to play other things, but i always end up returning to norse some way or another, they have the absolute best things.
an idea i had was to localize Shieldmaiden as Virgo/Spartiate if female and magistrian, much in the same way that Raider is localised as Viking if you have longboats innovation. To access it, add a targeted interaction "Train as a Virgo" similar to "make Shieldmaiden" except it requires famuli martial and the virgo innovation.
on the other hand, for berserker the best i could come up with was an event that happens for holy order members if you have the warmonger tenet.
a less satisfying idea, would be to add both to the pool of mutare corpus body results.

 


Huh, the Inquistor should sniff out the Regula heresy faction, strange you never got one.

Yeah, the Pedites and Sacrados do look like opposites xd, I do want to keep the Sacrados to be "holy infantry" so the theme works.
If I were to update the art I would downgrade the armour on the Pedites art to look more like leather/chainmail.

Cool ideas for new MAA, I like the idea of mass Contubernalis infantry, or maybe something like mass brainwashed infantry?


On the topic of Contubernalis, I think the act of taking someones soul out their body will nearly always be super scary/tyrannical according to anyone else, even your most devout followers. I do like the idea of "restoring" Contubernalis, and rebirth is defiantly an interesting way of making that happen.
 

I'm not sure on having the Orgy guest, most of the intents are targeted anyway, so doesn't feel like it would do much.

 

Virgo are the Magistri equivalent of shieldmaidens (In lore terms), but in terms of code it would be a nightmare to make both be treated the same in effects/triggers etc etc. Also they are pretty OP so it would be even more broken.
 

On 5/28/2024 at 3:57 PM, DawnShadow said:

I have been played this mod again recently, so I have some questions, thoughts, and ideas.

 

1. During pilgrimages I have had my concubines decide to stay at the holy site to become monks. This event doesn't really seem to fit the regula faith.

 

2. How is the 'intended' playstyle for gaining renown is this mod supposed to be? I know that in vanilla you're supposed to have your dynasty members as independent rulers,

but on the other hand, in RM you're supposed to be the liege of everyone.

 

3. There are not enough criminals. My prison is empty if I don't capture someone in a war. More sinners to turn into Conturbenalis needed.

 

4. I'm considering ideas to make the Keeper more picky on who qualifies for the rewards: Santifica Serva and Mutare Corpus.

For example: Santifica Serva could require a someone to have had at least six children, be 50+ years old and have a certain number of good traits.

Mutare Corpus could require that the target character is not sinful, and the change personality part could be split out to a purify sinner ritual.

 

5. One thing I'm missing from CK 2 is the secret order missions. It would be cool if the Keeper could assign specific targets for you.

 

6. Every Paelax is equal, even if some of them are countesses, some duchesses, and some queens. I see a possibility to add more hierarchy in the future. Queens and secondary empresses could be for example be Domina Secunda.

 

7. It would be cool if your male children could infect their spouses. Marry them off in a matrilinear marriage, and see a foreign place get slowly corrupted.

 


1. Yep, I also don't understand why Nuns can't marry when the clergy can marry (via doctrine) 😭

2. For me, Mystical ancestors, to the point that I've made a custom version for Regula Magistri in the next update, really though its dependent on your playstyle.

3. Famuli Enslavers lets you raid for loads of prisoners

4. Hmmm, not a fan of both of these, as it limits roleplay potential with triggers being enforced on players

5. Yeah, not a bad idea, the bloodline goals are sorta basically this.

 

6. Yes, I kinda want to build this, even if its just a different name/title name for a start.

7. Thats fair, I do need to think about how to use men better

Edited by ban10

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