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[mod] Regula Magistri 2


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Posted

the fertility is too high, resulting in more and more offspring. Every few days, you have to name the babies. Is there a way to name them automatically?

Posted (edited)
On 12/30/2025 at 12:49 AM, LustDemon69 said:

 

Here's the updated file that should let you be able to use the Dungeon. It's supposed to have some extra effect with capturing commoners, but it is still a WiP, so it only gives dread, piety, and control increase. I also just tweaked the stats given a bit more, only 50% more than before, so it feels more worth it. 

regula_palace_special_buildings.txt 3.06 kB · 3 downloads


Oh wow, following this thread, the dungeon was a WIP building but lol I guess you can just uncomment it back in 😅
Been thinking about whether I keep the Palace holding or use an estate instead, depending on what I decide on I'll finish these off
 

On 12/31/2025 at 2:49 PM, xoihegn said:

Have I missed any specific goals?

 

1.jpg

2.jpg


As posted by Merrick, the Free keeper decision wasn't updated for the newer government types (eg celestial)
I've finished up a rework last week that has this decision updated for all current government types, I'll release fairly soon.
 

On 12/31/2025 at 3:50 PM, t7reep said:

Hello!
Recently, while playing Regula, I encountered a difficult problem: the "fascinare_outcome.2504" event would occupy almost all of my time clicking on options when my house was larger.
I found the option you created in the decision to switch to the event in the bottom right corner, but this guardian event option will also block other events, which usually don't take up too much time to handle. I was wondering if it would be convenient for you to create another option to allow event 2504 to be quietly triggered by event 2505 only in the bottom right corner?
Of course, this is just a suggestion, and ultimately, thank you for creating and maintaining this MOD.

By the way, happy New Year.🥳

edit:
I found an event that adds the "regula_obedience_bloodline" trait, which is "regula_bloodline.1000". However, I noticed that the determination condition for this event is:


    trigger = {
        dynasty ?= {
            any_dynasty_member = {
                even_if_dead = yes
                has_trait_with_flag = regula_bloodline_magister
            }
        }
    }


If I understand correctly, this would result in almost all characters in the dynasty get the bloodline traits at the age of three, and would also cause all characters, including those outside the player's house, to acquire the Regula bloodline trait?!
Wait, doesn't this seem somewhat illogical? After all, characters outside the player's house shouldn't possess this "bloodline"!😲


 

I have attempted to modify your code so that the bloodline trait is only detected within the player's house, and will only be acquired through this event within the player's house. I hope my attempt can make this concept more logical.

 

regula_bloodline.1000 = { #Inheritance from grandparents
    type = character_event
    hidden = yes

    trigger = {
        house ?= {
            any_house_member = {

                even_if_dead = yes
                has_trait = magister_trait_group
            }
        }
    }

    immediate = {
        if = {
            limit = {
                NOT = { has_trait = regula_potestas_queen_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_potestas_queen_bloodline }
                }
            }
            add_trait = regula_potestas_queen_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_servitude_war_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_servitude_war_bloodline }
                }
            }
            add_trait = regula_servitude_war_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_domination_war_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_domination_war_bloodline }
                }
            }
            add_trait = regula_domination_war_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_contubernalis_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_contubernalis_bloodline }
                }
            }
            add_trait = regula_contubernalis_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_domitans_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_domitans_bloodline }
                }
            }
            add_trait = regula_domitans_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_fascinare_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_fascinare_bloodline }
                }
            }
            add_trait = regula_fascinare_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_obedience_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_obedience_bloodline }
                }
            }
            add_trait = regula_obedience_bloodline
        }
    }
}


> I found the option you created in the decision to switch to the event in the bottom right corner, but this guardian event option will also block other events, which usually don't take up too much time to handle. I was wondering if it would be convenient for you to create another option to allow event 2504 to be quietly triggered by event 2505 only in the bottom right corner?
I'm not sure I understand what you mean here? The option to disable ward enslavement events does exactly this, it changes event 2504 to be 2505, changing the event for a interface notification.

> If I understand correctly, this would result in almost all characters in the dynasty get the bloodline traits at the age of three, and would also cause all characters, including those outside the player's house, to acquire the Regula bloodline trait?!
Yes it would, I don't mind changing this to house, I usually have a custom character, so I prefer having my whole dynasty gain the bloodline traits, but I can see players who prefer only their house gaining bloodline traits. Ultimately I propagate traits through a house/dynasty this way because otherwise traits end up disresulting in the "loss" of bloodline traits in large families. I'll make a game rule option for this so you can have it both ways (Dynasty/House propagation).
 

On 12/31/2025 at 3:59 PM, Tyrranus said:

Yeah I more meant a quick 'bamo' button for gettin everything setup at once for those of us that dont wanna wait lol since we cant start as a magister in charge of a culture I was thinking a 'one shot' button to diverge and add the magistirian pillar and traditions


Not a bad shout, I did look into making a Magi culture divergence decision a while back, will re-visit. My big issue atm is that you can't propagate the Famuli unit GFX to other cultures 😭
 

15 hours ago, LustDemon69 said:

Another suggestion for fixing the issue of Mulsa being impregnated by other men; what if the Magister could use the Regula to overpower/get rid of another man's "unworthy" seed and either replace it with his own or just terminate the pregnancy? 


Yeah, very possible and honestly would make a lot of sense, will mark as a todo at bottom of the list. (list is getting bigger all the time as you can see)
 

12 hours ago, idkwhattoputy said:

How do you get the regula government? I don't see the decision

 


For now I wouldn't honestly, its still very WIP, honestly I should have not released it in the state it was in, it works but it doesn't have any of the customization I wanted to build into it.

Edited by ban10
Posted
1 hour ago, ban10 said:

For now I wouldn't honestly, its still very WIP, honestly I should have not released it in the state it was in, it works but it doesn't have any of the customization I wanted to build into it.

 

Given the unfinished state of the Regula government it might be best to temporarily comment it out if doing so isn't too complicated. The AI seems to switch to it sometimes which prevents you from building things for them if you yourself don't have a form of government that has a treasury.

Posted
3 hours ago, ban10 said:

Oh wow, following this thread, the dungeon was a WIP building but lol I guess you can just uncomment it back in 😅
Been thinking about whether I keep the Palace holding or use an estate instead, depending on what I decide on I'll finish these off

Definitely go with the domicile. It's kind of annoying that only a few governments have it in vanilla.

Posted (edited)

so Im down in brunei playain a mandala realm and all was really good n trippy until I founded my own kingdom.... then my wardrobe went missing and popping into the barbershop I notice a small shortage of items

image.png.5a6c8954b933237cf3133b4bb9204953.png

 

not sure if this is regula based or some other mod but I dont have many mods active so this is the most likely culprit

Edited by Tyrranus
Posted
2 hours ago, Tyrranus said:

so Im down in brunei playain a mandala realm and all was really good n trippy until I founded my own kingdom.... then my wardrobe went missing and popping into the barbershop I notice a small shortage of items

image.png.5a6c8954b933237cf3133b4bb9204953.png

 

not sure if this is regula based or some other mod but I dont have many mods active so this is the most likely culprit

Question, how far down does the scroll bar for the clothes go? Because you only showed us the clothes shown at the top

Posted
43 minutes ago, MisterGrim said:

Question, how far down does the scroll bar for the clothes go? Because you only showed us the clothes shown at the top

thats IT no scrolling those are the ONLY options.... several of my wives are also naked

could be CBO as well maybe

Posted (edited)
2 hours ago, Tyrranus said:

thats IT no scrolling those are the ONLY options.... several of my wives are also naked

could be CBO as well maybe

The naked wives thing is most likely your game settings for those influenced by Regula Magistri being set to naked, as for the limited clothes options I have no idea. You can change it before you start a game but I don't think you can change it during the game. Also you should probably post a screenshot of your mod playset list so we can help more.

Edited by MisterGrim
Posted
10 hours ago, kongguan said:

the fertility is too high, resulting in more and more offspring. Every few days, you have to name the babies. Is there a way to name them automatically? 生育率太高,导致越来越多的后代。每隔几天,你都得给宝宝起名字。有没有办法自动命名?

If only the identity of "child" could be changed into a character trait like "genius."

Posted
8 hours ago, Tyrranus said:

so Im down in brunei playain a mandala realm and all was really good n trippy until I founded my own kingdom.... then my wardrobe went missing and popping into the barbershop I notice a small shortage of items

image.png.5a6c8954b933237cf3133b4bb9204953.png

 

not sure if this is regula based or some other mod but I dont have many mods active so this is the most likely culprit

Not sure if this is your issue, but I think with EPE male nudity consists of being in bathrobes. I enjoy it for it's vanilla effect but it messes with too many of the illicit mods so I disabled it. 

Posted (edited)
13 hours ago, ban10 said:


I'm not sure I understand what you mean here? The option to disable ward enslavement events does exactly this, it changes event 2504 to be 2505, changing the event for a interface notification.

Yes it would, I don't mind changing this to house, I usually have a custom character, so I prefer having my whole dynasty gain the bloodline traits, but I can see players who prefer only their house gaining bloodline traits. Ultimately I propagate traits through a house/dynasty this way because otherwise traits end up disresulting in the "loss" of bloodline traits in large families. I'll make a game rule option for this so you can have it both ways (Dynasty/House propagation).

 

Thanks for your reply.😘

 

It is precisely because the event "bloodline.1000" spreads the trait "obedience_bloodline" that, after about two generations, I frequently encounter the event "outcome.2504" triggered by the spread of the obedience bloodline trait. Eventually, I find myself in a state where I almost always need to click on events to continue playing. Meanwhile, other ward enslavement events, such as "outcome.2501", "outcome.2502", and "outcome.2503", do not trigger as frequently as 2504(Especially since the subsequent events in these chains can trigger the option to become lovers, this subsequent event does have benefits). Therefore, I believe that the game can still proceed smoothly without closing it.😳

what do you think about adding a switch to disable only event 2504, right next to the option to disable the ward enslavement event?😏

Finally, I do agree that the spread of other bloodline traits does not affect much, but the spread of the obedience bloodline trait can lead to an exponential increase in the frequency of triggering event 2504, and only this will actually affect the smooth progression of the game.🤓

Edited by t7reep
Posted
13 hours ago, MisterGrim said:

The naked wives thing is most likely your game settings for those influenced by Regula Magistri being set to naked, as for the limited clothes options I have no idea. You can change it before you start a game but I don't think you can change it during the game. Also you should probably post a screenshot of your mod playset list so we can help more.

nope they were clothed...well as much as that area uses clothing, right up until I formed a kingdom, just like my ruler

 

10 hours ago, Johnny Wolf said:

Not sure if this is your issue, but I think with EPE male nudity consists of being in bathrobes. I enjoy it for it's vanilla effect but it messes with too many of the illicit mods so I disabled it. 

not my issue, thanks tho. I dont use epe

Posted (edited)
On 1/1/2026 at 11:19 AM, kongguan said:

the fertility is too high, resulting in more and more offspring. Every few days, you have to name the babies. Is there a way to name them automatically?


I should mention, one of the changes to the mod I always make in my own games is reducing the fertility bonus the Magister traits give, and changing the Mulsa -> Palex -> Domina trait line to give fertility penalties, with only the Domina having normal fertility. 

I know that's not exactly in keeping with everyone's idea of the lore or spirit behind the mod, but it makes the games vastly more enjoyable. You still get plenty of children provided you take enough Palexes, but it's not overwhelming like with the normal settings.

Other changes I make include increasing cost of Fascinare to 1k Piety (at least until the scheme rework is done), and changing some events to cause the males on the receiving end of them (Abice Maritus and some others) to be castrated. Some others as well, but I cant think of them off the top of my head.

Edited by MasterQuinn
Posted
1 hour ago, MasterQuinn said:


I should mention, one of the changes to the mod I always make in my own games is reducing the fertility bonus the Magister traits give, and changing the Mulsa -> Palex -> Domina trait line to give fertility penalties, with only the Domina having normal fertility. 

I know that's not exactly in keeping with everyone's idea of the lore or spirit behind the mod, but it makes the games vastly more enjoyable. You still get plenty of children provided you take enough Palexes, but it's not overwhelming like with the normal settings.

Other changes I make include increasing cost of Fascinare to 1k Piety (at least until the scheme rework is done), and changing some events to cause the males on the receiving end of them (Abice Maritus and some others) to be castrated. Some others as well, but I cant think of them off the top of my head.

Is it possible to edit the carnalitas file and make it so that birth control reduces fertility by 10000% instead of 50%?

Posted
1 hour ago, Johnny Wolf said:

Is it possible to edit the carnalitas file and make it so that birth control reduces fertility by 10000% instead of 50%?

Most likely, you'd just have to find the file that has the birth control modifier. Should just be in the modifiers folder actually, and then you can Ctrl + F to find the birth control modifier. 

I would say I don't understand why it isn't like that normally, with having a higher fertility debuff, but even in modern day birth control isn't 100% effective so it makes some sense lol. 

Posted

将来是否可以提供一个建立霸权的目标,由于使用了Regula Magistri的宗教导致我在欧洲无法建立相当一部分霸权(主要是罗马),自己创建的非史实霸权又没有代入感,希望mod将来可以添加一个领土方面的目标
Could you possibly add an objective to establish hegemonies in the future? Due to my use of the Regula Magistri religion, I am unable to establish a significant portion of hegemonies in Europe(especially SPQR). Creating ahistorical hegemonies myself lacks immersion, so I hope the mod could introduce a territorial objective in future updates.

Posted
12 hours ago, MasterQuinn said:


I should mention, one of the changes to the mod I always make in my own games is reducing the fertility bonus the Magister traits give, and changing the Mulsa -> Palex -> Domina trait line to give fertility penalties, with only the Domina having normal fertility. 

I know that's not exactly in keeping with everyone's idea of the lore or spirit behind the mod, but it makes the games vastly more enjoyable. You still get plenty of children provided you take enough Palexes, but it's not overwhelming like with the normal settings.

Other changes I make include increasing cost of Fascinare to 1k Piety (at least until the scheme rework is done), and changing some events to cause the males on the receiving end of them (Abice Maritus and some others) to be castrated. Some others as well, but I cant think of them off the top of my head.


I also reduce the fertility significantly for Mulsa and Paelex.  I actually feel like it is in spirit of the mod -- there is only so much Magister to spread among so many wives, so fertility should reflect that.

Posted

Awhile ago I had an event pop up that gave me a useful modifier that I haven't been able to replicate, and I wanted to ask if it's a part of this mod. It essentially gives prisoners in your dungeon a health boost so they don't die. Is that a part of Regula and how can you replicate it?

Posted
11 hours ago, MasterQuinn said:


I should mention, one of the changes to the mod I always make in my own games is reducing the fertility bonus the Magister traits give, and changing the Mulsa -> Palex -> Domina trait line to give fertility penalties, with only the Domina having normal fertility. 我应该提到,我在自己游戏中总是对mod进行的更改之一是减少Magister特质带来的生育加成,并将Mulsa -> Palex -> Domina特质线更改为给予生育惩罚,只有Domina具有正常生育。

I know that's not exactly in keeping with everyone's idea of the lore or spirit behind the mod, but it makes the games vastly more enjoyable. You still get plenty of children provided you take enough Palexes, but it's not overwhelming like with the normal settings.我知道这并不完全符合每个人对mod背后的背景故事或精神的想法,但这使得游戏变得更加有趣。只要你选择足够的Palexes,你仍然会有很多孩子,但不会像正常设置那样令人不知所措。

Other changes I make include increasing cost of Fascinare to 1k Piety (at least until the scheme rework is done), and changing some events to cause the males on the receiving end of them (Abice Maritus and some others) to be castrated. Some others as well, but I cant think of them off the top of my head. 我做的其他更改包括将Fascinare的成本提高到1000虔诚(至少在计划重做完成之前),并更改一些事件导致接受者(Abice Maritus和其他一些人)被阉割。还有其他一些,但我一时想不起来。

由MasterQuinn编辑 11 hours ago

 

我的想法是能不能够把孩子进行融合就像是《原神》那样,就能够减少孩子太多带来的问题,然后融合之后的“超级孩子”除了数值特别高还能拥有很多直辖领地能够一个人管理一个王国
My idea is whether we could merge the children like in Genshin Impact, which would reduce the problems caused by having too many children. Then, after the merge, the “super child” would not only have extremely high stats but also be able to have many directly governed territories, allowing one person to manage an entire kingdom.

Posted
16 hours ago, MasterQuinn said:

I should mention, one of the changes to the mod I always make in my own games is reducing the fertility bonus the Magister traits give, and changing the Mulsa -> Palex -> Domina trait line to give fertility penalties, with only the Domina having normal fertility.

Would you be interested in uploading your changed files?

Posted

Hey guys, sorry if this is the wrong place to ask this, but I'm new to this forum.
How do I actually install this mod in the new version? It seems that starting with ver 1.18 there is no Mod folder in /Documents/Paradox Interactive/Crusader Kings III/. And there is no dlc_load file there as well, which I used to manually edit load order. I tried creating the folder and dlc_load myself, but it didn't work. I never used Paradox launcher to start up the game, so I don't know other ways to launch it. Does everything work OK for you in the never versions?

Posted
4 hours ago, jakinnit said:

Hey guys, sorry if this is the wrong place to ask this, but I'm new to this forum.
How do I actually install this mod in the new version? It seems that starting with ver 1.18 there is no Mod folder in /Documents/Paradox Interactive/Crusader Kings III/. And there is no dlc_load file there as well, which I used to manually edit load order. I tried creating the folder and dlc_load myself, but it didn't work. I never used Paradox launcher to start up the game, so I don't know other ways to launch it. Does everything work OK for you in the never versions?

just make the folder if it isnt there. As for load order the launcher has that built in go to playsets and make a new one add the mods to it and then order it as you need

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