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[mod] Regula Magistri 2


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Posted (edited)

I'm trying out the new Landless Adventurer style and i really appreciate Paradox remade the lifestyle perks for it. One is preaching while traveling. With a high learning you convert a lot of wandering NPC, including claimants. Could be a very interesting domino effect later. 

 

It might be not the "easy way", but i think a good way to assimilate(?) the new style would be to expand the pre-"freeing the Keeper" phase. A more normal unreformed magister religion maybe. Like only the vanilla female preference for inheritance and either only harem or concubines and with reasonable number. As for spells i would leave it at "show the book" honestly. The deity is still bound after all. Maybe rework the Spellbound trait?

 

I'm still unsure if the requirements of freeing the Keeper should change. Because of the story the mechanics tell. A duke with 2 vassals has resources and power (even if you are surrounded by empires), so the ritual seems quite a hassle. Maybe give the unreformed magister religion holy sites we have to visit with 1 character to equal that. The game remembers which points of interest a character visited.

Edited by Konstrukter2
Edited for readability. 
Posted
On 9/24/2024 at 2:55 PM, PraetorSylvor said:

When corrupting a holy order it just seems to disappear. Is this supposed to happen or should a new holy order be created?

Hmmm, a new holy order should be created out of the old one, I'll have to test this on my next campaign
 

On 9/25/2024 at 6:50 PM, Armin487 said:

For this, how mechanically necessary is it really for the Magister religion to have a temporal head of faith? As far as I know all mechanics are centered on the Magister trait/character flag, not on being the head of faith of the Magistran religion, the religion having no head of faith shouldn't really make a difference and would probably make it play a bit nicer with other mods.

 

I was looking into this a bit anyway because of my own work with Elf Destiny, since the elf mechanics also work with a not-technically-head-of-faith.

 

 

If we're on the topic of suggestions anyway: The Regula MAAs in the lore are personally enhanced by the Magister and are superior to men, but the base MAAs have essentially the same stats as their normal counterparts, just shifted a bit more to offense and the tradition MAAs are only a bit stronger. Would it be an idea to change them to be significantly more powerful but with reduced unit size? To me it seems like that would fit better with both the personal attention of the Magister (limited numbers) and their supernatural strength (high stats).

I think mechanically the Magister doesn't need to be the Head of Faith, but it makes no sense why he isn't narratively. Plus there are mechanics that require him to be a Head of Faith, so I would rather keep it as is. Obviously a shame that this doesn't mesh well with other mods with custom religions but I'm quite certain I want to keep it this way.

As mentioned by Mythaltir only the Virgo are "Super soldiers", all other Famuli warriors are just very zealous women willing to serve the Magister, the plus attack but minus toughness is designed to show that.
Having said that, with Regiments now having scope, I wonder if I could create events/decisions to enhance Famuli regiments? Might be possible now!

 

On 9/26/2024 at 10:15 AM, DawnShadow said:

I have found two irregularities in RM 2:

1. common/scriped_effects/regula_mutare_corpus_effects.txt/
regula_change_personality_to_virtuous_single_effect

considers diligent to be a virtue, however it doesn't seems to be defined as so in the religion definition.

 

2. Scaly is one of those traits you can pick to be more common in the Blood dynasty legacy, however

common/scriped_effects/regula_mutare_corpus_effects.txt/

regula_mutare_corpus_cure_disease_single_effect

consider scaly a disease and will remove it. I get that scaly gives a fertility penalty, and as such would be considered bad by the Keeper, but then RM 2 should probably override and disallow picking Scaly for bloodline trait.

 


1. This is fine as is, when I was making virtues/sins I was going to have diligent as a virtue, but decided to remove it as RM ended up having to many virtues/sins overall. The effect still makes sense as its still better to be diligent then lazy in the Regula faith, its just not a straight virtue.

 

2. Sure, I think theres a way to check if the legacy is taken and grab the flag for the chosen trait and ignore it if so. I think I will check the Magisters Dynasty to see if scaly should be ignored.

Posted
On 9/26/2024 at 4:10 PM, epicurean062e said:

please help No response when pressed

help.png


I appreciate the enthusism to try out RM with Roads to power!

But they changed decisions with the new decisions grouping and picture changes which broke the decisions in this mod.
Theres also the small matter of the other billions of changes they made, requiring lots of recoding and changes to make to RM.

Until I release a new version of RM (which I'm working on atm), this mod should not be considered compatible with the latest version of CK3

I plan on releasing a fast "compatibility" release first, so that RM works again, then work on landless RM gameplay.

Posted
14 minutes ago, ban10 said:

Having said that, with Regiments now having scope, I wonder if I could create events/decisions to enhance Famuli regiments? Might be possible now!

that would be absolutely amazing!!! Even for the virgo themselves, so the virgo of an established line of magisters are much tougher than those recently recruited.

 

soo, a few ideas for "DLC" features (i don't really know exactly where the DLC lock limits are)

Palace: instead of it being a holding, making it like a domicile/camp, so you can "move it" to your new capital would be awesome.

Unlanded start: should there be an option to free the keeper as an adventurer? i would love to see it, but not sure if reasonable.

Adventurers: a camp purpose that lets you try and charm the patron's family/the patron themselves if they are female, after a succesful contract or as payment?

Haremocracy: Administrtive, i think, would make for a better Magister's realm, it may need some tweaks to make it fit perfectly, but the idea of the harem politicking around to get lands feels better than having 1 or 2 super vassals that you have to periodically demand land from, because they spend their whole damn life conquering within the realm.

Posted
On 9/11/2024 at 4:08 PM, ov3rs33n said:

This mod adds so many traits that they stop fitting in on the character screen. Can anyone recommend a compatible mod that can solve this?

Use Character UI Overhaul. The traits are the usual size but the box expands when you click on it. 

 

Posted
On 9/27/2024 at 11:06 PM, ban10 said:

Hmmm, a new holy order should be created out of the old one, I'll have to test this on my next campaign
 

I think mechanically the Magister doesn't need to be the Head of Faith, but it makes no sense why he isn't narratively. Plus there are mechanics that require him to be a Head of Faith, so I would rather keep it as is. Obviously a shame that this doesn't mesh well with other mods with custom religions but I'm quite certain I want to keep it this way.

As mentioned by Mythaltir only the Virgo are "Super soldiers", all other Famuli warriors are just very zealous women willing to serve the Magister, the plus attack but minus toughness is designed to show that.
Having said that, with Regiments now having scope, I wonder if I could create events/decisions to enhance Famuli regiments? Might be possible now!

 


1. This is fine as is, when I was making virtues/sins I was going to have diligent as a virtue, but decided to remove it as RM ended up having to many virtues/sins overall. The effect still makes sense as its still better to be diligent then lazy in the Regula faith, its just not a straight virtue.

 

2. Sure, I think theres a way to check if the legacy is taken and grab the flag for the chosen trait and ignore it if so. I think I will check the Magisters Dynasty to see if scaly should be ignored.

I think I've seen you comment on the Holy Order thing before, something about the character whose realm the new order is in immediately revoking the lease? I think it mostly happens when you vassilize a female ruler who already had a holy order in her domain.

 

Obviously the Magister is the object of worship of the religion, not the head priest😄. Though that might make for an interesting heresy, a group of women who get a bit too fanatic in their doctrine and treat the Magister as an actual god as either a religion with no head of faith or a spiritual one, which then gets the Keeper of Souls pissed at the Magister. In any case, it might make sense for the nomad version of the faith to be headless since that is already the one you're supposed to go for when combined with mods like AGOT.

 

Something else that might be nice to add now that we have landless adventurers is a stage between mulsa and paelex, where the woman is married to the Magister and part of the harem but still an independent ruler.

Posted (edited)

Hi, I have a feature suggestion that is modelled on the new "Conqueror" and "Scourge of God" trait introduced in the DLC.

 

I have always liked the idea of having my vassals conquer in my name, without me directly having to manage warfare. In this mod specifically, it would be cool if you could "mark" one of your paelices to become extra aggressive and have extra military buffs, basically making them a "mini-conqueror" for a steep price of course.

Edited by eldiyar
Posted
18 hours ago, eldiyar said:

Hi, I have a feature suggestion that is modelled on the new "Conqueror" and "Scourge of God" trait introduced in the DLC.

 

I have always liked the idea of having my vassals conquer in my name, without me directly having to manage warfare. In this mod specifically, it would be cool if you could "mark" one of your paelices to become extra aggressive and have extra military buffs, basically making them a "mini-conqueror" for a steep price of course.

 

That is very cool. I had a vassal do that in one of my earliest RM games. It was super fun. 

33 minutes ago, Living Figure said:

waiting for update......

 

Chill dude. It's been barely a week. Even a compatibility patch is going to take a while when they changed so much in the DLC. 

Posted (edited)

Update is out for CK3 3.13
Please note that this is still a bit BETA / WIP

The core changes were:

- Fix Decisions
- Add message types
- Fix schemes

Some WIP content was added in the form of a cultist (Regula Magistri) camp purpose, with some new building upgrades and the ability to hire Famuli troops
Other changes in the changelog.

Let me know if you spot any bugs and the like. I need to do a longer bit of testing myself to make sure everything works well, but I'm happy enough to release as is for those that want to have a go.

For those wondering, the RTP Update PR had 4866 lines of code added and 2175 removed.
Over 23 commits over the past week.
Phew!

Edited by ban10
Posted (edited)

the .mod file still says:

version="3.1.3"

and

supported_version="1.12.*"

even if the .zip file says Regula_Magistri_4.0.0.zip

 

EDIT:

As for camp buildings, a nursery wagon for the baggage train would thematically fit for Regula religion.

 

Edited by DawnShadow
Adding a suggestion
Posted

@ban10 Hi, thanks for you hard work.
I have some issues with 4.0.0 mod on 1.13.0.1 game

1)Can`t use glorius ritual, same problem with landed with all checks
 image.thumb.png.1d4a6c6bccd61bd091bd9ad573137ecc.pngimage.png.e356a5216b4cb994d5f15f76e8cb8063.png



2) After freeing regula - cant use "cultists" type of camp

image.png.9424dd03e6b322e24265edf13ed60872.png

 

Posted
1 hour ago, Predeiter said:

@ban10 Hi, thanks for you hard work.
I have some issues with 4.0.0 mod on 1.13.0.1 game

1)Can`t use glorius ritual, same problem with landed with all checks
 image.thumb.png.1d4a6c6bccd61bd091bd9ad573137ecc.pngimage.png.e356a5216b4cb994d5f15f76e8cb8063.png



2) After freeing regula - cant use "cultists" type of camp

image.png.9424dd03e6b322e24265edf13ed60872.png

 

Then the game ends soon...

Posted (edited)
10 minutes ago, Benkyoz said:

Then the game ends soon...

I was just about to post about having the  same  problem, it says your character "has lost all titles"

Edited by 3125Balaur
Posted (edited)

Seems like royal courts are pretty broken with this mod currently, can't form a royal court and just gives this warning:image.png.5225a9ae6a31de1846a85919110850ec.png

 

Every ruler aside from very few have had their royal court removed too. After restarting the run 4 times only these 5 empires have royal courts every time.

image.png.233611a281428c4ed38974306fa186a2.png

 

Edit: Tested with the following modlist:
Carnalitas 2.7 dev branch

CBO Unofficial 1.1

Cheri - Lewd COAs

Regula Magistri

Edited by SSoap
Posted

@ban10 This is a great mod BTW and I look forward for future updates here.

Other than the Glorious Ritual issue reported above, I have faced one issue so far. Is anybody able to access Regula Council as a Landed player? I am unable to do so, I can only see the default council. I do get the popup of Empty Regula Council position though. There is no longer a separate tab in the Council section to switch to Regula Council.

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