6ft3btw Posted February 21 Posted February 21 On 2/20/2026 at 11:34 AM, ban10 said: These both look really cool! I've been meaning to rebalance RM a little bit to be a little more back in line with base CK3 so I will have a look at the balance changes and may use some if you dont mind. Also I've been actually meaning to change the quick start cultures to be more vanilla as well (aka match parent culture) so if its alright with you I might just pop this in as is. Thanks! You're welcome to take whatever you want to incorporate into the main mod. I can't really give any feedback on the balance changes yet as I haven't actually played CK3 since making the mod, but as I said in my previous post, I basically eyeballed most of the modifiers to match the numbers I would expect to see from vanilla.
MasterQuinn Posted February 23 Posted February 23 On 2/20/2026 at 5:34 AM, ban10 said: FYI all, still working on the trait refactor with testing, its defo a big change so taking time to complete. I might push out a minor release with the less big changes, will see. As always Ban, looking forward to whatever you put out, whenever you get it out. Super excited to try out the trait rework. 3
RogueSp3ctre Posted February 23 Posted February 23 I was just wondering if anyone had some suggestions for mods to run along side this one. Are there any mods that aren't recommended/required by ban10 that work really well with this?
comacoma Posted February 24 Posted February 24 1 hour ago, RogueSp3ctre said: I was just wondering if anyone had some suggestions for mods to run along side this one. Are there any mods that aren't recommended/required by ban10 that work really well with this? I run with Positive Albino + Positive Giant (makes them not count as negative genetic traits for bloodline stuff, in case you want a family of 8 foot tall warrior women and their sorcerer-king-husband-father), Phaze Body instead of CBO, and Meaningful Syncretism (get more use out of Syncretic tenet by letting you use their special buildings). I used to run Boob UI for all the busty broads in the graphics (it's thematically appropriate and let my cultural MAA also be shown as women on the UI), but it was abandoned several version ago (nothing for Khans or All Under Heaven) and isn't as necessary now that RM includes famuli graphics for every MAA. 1
MasterQuinn Posted February 24 Posted February 24 3 hours ago, RogueSp3ctre said: I was just wondering if anyone had some suggestions for mods to run along side this one. Are there any mods that aren't recommended/required by ban10 that work really well with this? Thematically, Highlander Immortals 2 fits very well, with the immortals headcanon'd as some sort of mystical response to the magister upsetting the balance. One thing I often do is make a quick edit to the immortal propagation code in that mod, so that it forces all the immortals to be female. Lots of fun. 1
AzrielRagia Posted February 24 Posted February 24 Is there anyway to increase Maximum vassal limit. With the Regula government I can only have 35 vassals and I am hitting that cap by the time I conquer Europe even WITH a hegemony title and passing out all the empire titles
merrick1031 Posted February 24 Posted February 24 4 hours ago, AzrielRagia said: Is there anyway to increase Maximum vassal limit. With the Regula government I can only have 35 vassals and I am hitting that cap by the time I conquer Europe even WITH a hegemony title and passing out all the empire titles So this issue is being caused by the piety level. The Regula government opens up the higher piety levels and vanilla has those hard coded to give vassal_limit_max which overrides normal vassal limits. This issue has been pointed out and Ban said it would get looked into, but that was before Ban had to step away for RL stuff so I'm not sure on the status of any solutions. A temporary one that you can implement is to comment out the code that lets you go above piety level 5. You should only need to comment out this in the regula_government_types file. But I haven't tested it so you might also need to comment out line 85 of this image as well. I'm also unsure what effect it will have on your game if you comment those lines out while being above the standard piety levels.
MasterQuinn Posted February 26 Posted February 26 On 2/23/2026 at 6:58 PM, comacoma said: ...Phaze Body instead of CBO... Gave this a try on your recommendation. It seems to work better than CBO, and also seems less resource intensive. I like it. That said, is there a way to make the baseline female body less.... overtly curvy? Everyone is stacked.
ck3lollmao Posted February 26 Posted February 26 The scheme to bring women under my control is always stuck at 5% even when they have a 100 opinion of me, I have decent intrigue, and my spymaster is helping with schemes. The mod is kind of unplayable right now, because I literally can't expand my influence at all.
LustDemon69 Posted February 27 Posted February 27 9 hours ago, MasterQuinn said: Gave this a try on your recommendation. It seems to work better than CBO, and also seems less resource intensive. I like it. That said, is there a way to make the baseline female body less.... overtly curvy? Everyone is stacked. If you use the Better Barbershop Phaze Extension, you can set global maximums for different body parameters. It is kinda janky tho.
LustDemon69 Posted February 28 Posted February 28 On 2/26/2026 at 5:57 PM, ck3lollmao said: The scheme to bring women under my control is always stuck at 5% even when they have a 100 opinion of me, I have decent intrigue, and my spymaster is helping with schemes. The mod is kind of unplayable right now, because I literally can't expand my influence at all. It might be that the women you're targeting are homosexual or asexual, which would logically mean they aren't attracted to you enough and would be resistant to being Fascinared. Now if there was a way to convert sexuality for women to make them easier to fascinare, then that would be awesome. But it makes sense for their sexuality to prevent you from being too successful. You can either set your game rule to have the majority characters be hetero, or go into debug and make them be charmed.
LustDemon69 Posted February 28 Posted February 28 2 hours ago, LustDemon69 said: It might be that the women you're targeting are homosexual or asexual, which would logically mean they aren't attracted to you enough and would be resistant to being Fascinared. Now if there was a way to convert sexuality for women to make them easier to fascinare, then that would be awesome. But it makes sense for their sexuality to prevent you from being too successful. You can either set your game rule to have the majority characters be hetero, or go into debug and make them be charmed. Or what else you could do is just abduct your target, bind them, then ransom them back, just remembered I do that sometimes.
tibeodethuong Posted February 28 Posted February 28 (edited) On 2/24/2026 at 9:38 PM, AzrielRagia said: Is there anyway to increase Maximum vassal limit. With the Regula government I can only have 35 vassals and I am hitting that cap by the time I conquer Europe even WITH a hegemony title and passing out all the empire titles The easiest method should be using another mod - Advanced Cheat Menu - to create artifacts "+ Vassal Limit", then equip your char with them Another method is adjusting the traits your char can obtain in Regula_traits.txt file in Regula Magistry mod, like below image Edited February 28 by tibeodethuong
Gabe Lincoln Posted March 1 Posted March 1 On 2/24/2026 at 8:38 AM, AzrielRagia said: Is there anyway to increase Maximum vassal limit. With the Regula government I can only have 35 vassals and I am hitting that cap by the time I conquer Europe even WITH a hegemony title and passing out all the empire titles I believe that there's an option for vassal limit if you're using the "More Game Rules" mod. Unrelated, but does anyone else crash when trying to set Regula Councillors?
PraetorSylvor Posted March 1 Posted March 1 I seem to be having issues with raiding after picking the Reavers tradition. The loot inventory goes into the negative maximum which doesn't allow me to raid due to having no space for more loot. Is this something known or am I having a mod conflict?
merrick1031 Posted March 1 Posted March 1 On 2/28/2026 at 10:34 AM, tibeodethuong said: The easiest method should be using another mod - Advanced Cheat Menu - to create artifacts "+ Vassal Limit", then equip your char with them So this won't actually work. You can quickly test it by using just the Advanced cheats mod to make such an artifact on a Mandala ruler. The issue is that there are technically two types of Vassal Limit in the code, but both share the name Vassal limit in the game screens that the player sees. In your screen shots it shows you with a feudal government which has the standard piety level 5 restriction and uses the standard code vassal_limit from being a duke, king, emperor, or hegemon which applies to most government types, including the Regula government, and this is the code that the Advanced Cheat Menu adds to artifacts. The other code is vassal_limit_max which applies to the Mandala and Wanua government types. The problem is that the Regula government opens up the higher piety levels which are hard coded with vassal_limit_max because those higher levels are only meant to be achievable by very specific government types and that code overrides the standard vassal_limit so as soon as you hit Piety level 6 vassal_limit_max is the only thing that can change your Vassal Limit and there are very few ways to increase it. The way they coded it makes the higher piety levels hard to use outside of their intended purpose unless you overhaul quite a bit of vanilla code which is why the short term fix I suggest for the issue is to comment out the ability to get the higher piety levels in the Regula government. 16 hours ago, Gabe Lincoln said: I believe that there's an option for vassal limit if you're using the "More Game Rules" mod. Same issue as above, the game rule changes vassal_limit and will work initially, but as soon as your piety level goes above 5 the vassal_limit is overridden by vassal_limit_max. 16 hours ago, Gabe Lincoln said: Unrelated, but does anyone else crash when trying to set Regula Councillors? Yeah it can happen. I know that Ban was working on it before stepping away, but I'm not sure if the cause was found. Basically for the moment all you can do is save before touching the councilor screen. 1
Randah Posted March 3 Posted March 3 On 2/26/2026 at 6:57 PM, ck3lollmao said: The scheme to bring women under my control is always stuck at 5% even when they have a 100 opinion of me, I have decent intrigue, and my spymaster is helping with schemes. The mod is kind of unplayable right now, because I literally can't expand my influence at all. Just coming back in from long hiatus. I noticed this problem as well. Was worried I had mangled something in the load order or some other conflict caused it. Used a single county start and built up from there with raids and a few wars. Have a low ranked, unmarried, hetero vassal with single county to her name after her father met an unfortunate and untimely demise... and 5% success rate - and that only because its the absolute floor. Will need to monkey around with regula_scheme_values and fascinare_scheme a bit. I wonder if some other schemes were also rebalanced in this vein? Maybe rapta and instiga?
ck3lollmao Posted March 4 Posted March 4 On 2/27/2026 at 5:49 PM, LustDemon69 said: It might be that the women you're targeting are homosexual or asexual, which would logically mean they aren't attracted to you enough and would be resistant to being Fascinared. Now if there was a way to convert sexuality for women to make them easier to fascinare, then that would be awesome. But it makes sense for their sexuality to prevent you from being too successful. You can either set your game rule to have the majority characters be hetero, or go into debug and make them be charmed. That's not the case at all. Everyone just has massive penalties against the scheme now. Even a countess who has a +100 opinion of me and is my vassal still has an incredibly low chance for the scheme to work.
Randah Posted March 4 Posted March 4 Its set to a base success chance of 0, with modifiers going in both directions but favoring against. There is a major malus if the target is aware of Regula's existence. Some have multipliers on them that are fairly steep, such as a -20 x ruler tier level. I could see that if it worked like a hostile scheme and you could add agents and build towards success over time. Then you could pick off courtiers/family members of the ruler, turning their surroundings into conspirators who would aid you. Would also play well with virus. Would need a rebuild on the scheme, though. Short term, I bumped base success to 35% and reduced some of the penalties/multipliers. With the legacy perk, I am getting a range from 5% success to 85-95% depending on targets rank/favorability/etc. in a short play so far. More pressing to me is Orgy intent and Ward events are not triggering correctly, but I think thats on my mod combo/load order. If there was a conflict with CBO unofficial, or WD/WDE I think others would have said something? When I have time I'll be debugging how I goofed this up. I think these are all the edits I made, find and replace in regula_fascinare_scheme: Spoiler base_success_chance = { base = 35 scheme_type_skill_success_chance_modifier = { SKILL = INTRIGUE } #Opinion of owner opinion_modifier = { who = scope:target opinion_target = scope:owner min = -100 max = 100 divide = 5 step = 5 } #Target is owner's rival. modifier = { add = -15 scope:owner = { has_relation_rival = scope:target } desc = "HAS_RELATION_RIVAL_WITH_TARGET" } #Target is owner's nemesis. modifier = { add = -25 scope:owner = { has_relation_nemesis = scope:target } desc = "HAS_RELATION_NEMESIS_WITH_TARGET" } # Does their spouse have a strong hook on them? modifier = { trigger = { scope:owner = { NOT = { is_consort_of = scope:target } } } scope:target = { exists = primary_spouse OR = { primary_spouse = { has_strong_hook = scope:target } has_trait = loyal } } add = -10 desc = SCHEME_SEDUCE_SPOUSE_STRONG_HOOK_PENALTY } #Trait similarity to owner compatibility_modifier = { who = scope:target compatibility_target = scope:owner min = -30 max = 30 #multiplier = 2 } And in regula_scheme_values alter Spoiler # Multiply the rank of this person by 10 and return as a value fascinare_ruler_penalty_value = { value = 0 if = { limit = { scope:target = { is_ruler = no } scope:target.primary_spouse = { is_ruler = yes } } value = scope:target.primary_spouse.primary_title.tier multiply = -5 } else = { value = scope:target.primary_title.tier multiply = -5 } } Found this normalizes things a bit, there are easy/hard targets now, but I haven't done much playtesting. 1
newworldborder Posted March 8 Posted March 8 How involved would it be to stuff a Magistri_Chinese culture in the cultures here? Just curious if I only have to modify 00_magistri.txt and regula_culture_l_english.yml or if there's more to it than that.
6ft3btw Posted March 10 Posted March 10 On 3/8/2026 at 2:54 AM, newworldborder said: How involved would it be to stuff a Magistri_Chinese culture in the cultures here? Just curious if I only have to modify 00_magistri.txt and regula_culture_l_english.yml or if there's more to it than that. Nope, that's all you have to change. For example, in my Quickstart Overhaul mod, this is what I added for the Norse culture to common/culture/cultures/00_magistri.txt: Spoiler # Norse magistri_norse = { color = { 0.5 0.0 0.5 } created = 867.1.1 parents = { norse } ethos = ethos_bellicose heritage = heritage_north_germanic language = language_norse martial_custom = martial_custom_regula head_determination = head_determination_domain traditions = { tradition_famuli_warriors tradition_famuli_enslavers tradition_magistri_submission tradition_magister_bloodline } dlc_tradition = { trait = tradition_fp1_coastal_warriors requires_dlc_flag = the_northern_lords fallback = tradition_hird } dlc_tradition = { trait = tradition_fp1_northern_stories requires_dlc_flag = the_northern_lords fallback = tradition_runestones } name_list = name_list_norse coa_gfx = { norse_coa_gfx western_coa_gfx } building_gfx = { norse_building_gfx } clothing_gfx = { fp1_norse_clothing_gfx northern_clothing_gfx } unit_gfx = { famuli_unit_gfx } house_coa_frame = house_frame_05 ethnicities = { 70 = caucasian_northern_blond 15 = caucasian_northern_ginger 10 = caucasian_northern_brown_hair 5 = caucasian_northern_dark_hair } } And then in localization/regula_culture_l_english.yml: Spoiler magistri_norse:0 "$magistri$" magistri_norse_prefix:0 "$magistri_prefix$" magistri_norse_collective_noun:0 "$magistri_collective_noun$"
bodygen Posted March 11 Posted March 11 Just a few days into playing a new game with the new version. (No expansion packs, just the base game, but Carnalitas and such...full mod list if it's relevant.) Apparently there's this new "Administrative" government for RM now? Fine, fine, whatever... I fascinare a number of kingdom neighbour's vassals, they have an uprising, and I gain a lot of the kingdom. Then I fascinare the king's wife and get her to Abice Maritus him. I have enough of the kingdom's de jure counties to usurp the title... Except I can't. The usurp button is not there. My impression is that this is something to do with the "Administrative" government type. Because you can't usurp their titles for some reason? Screws up my whole strategy, though. Any way around it?
Gabe Lincoln Posted March 11 Posted March 11 1 hour ago, bodygen said: Just a few days into playing a new game with the new version. (No expansion packs, just the base game, but Carnalitas and such...full mod list if it's relevant.) Apparently there's this new "Administrative" government for RM now? Fine, fine, whatever... I fascinare a number of kingdom neighbour's vassals, they have an uprising, and I gain a lot of the kingdom. Then I fascinare the king's wife and get her to Abice Maritus him. I have enough of the kingdom's de jure counties to usurp the title... Except I can't. The usurp button is not there. My impression is that this is something to do with the "Administrative" government type. Because you can't usurp their titles for some reason? Screws up my whole strategy, though. Any way around it? You can't usurp people that are considered evil or hostile by your religion.
merrick1031 Posted March 11 Posted March 11 14 hours ago, bodygen said: Just a few days into playing a new game with the new version. (No expansion packs, just the base game, but Carnalitas and such...full mod list if it's relevant.) Apparently there's this new "Administrative" government for RM now? Fine, fine, whatever... I fascinare a number of kingdom neighbour's vassals, they have an uprising, and I gain a lot of the kingdom. Then I fascinare the king's wife and get her to Abice Maritus him. I have enough of the kingdom's de jure counties to usurp the title... Except I can't. The usurp button is not there. My impression is that this is something to do with the "Administrative" government type. Because you can't usurp their titles for some reason? Screws up my whole strategy, though. Any way around it? So if the button is missing that sounds like a UI issue while if it is greyed out it could be several different issues. Can you include a screenshot and if the button is visible can you hover over so it shows the tooltip?
newworldborder Posted March 11 Posted March 11 (edited) 20 hours ago, 6ft3btw said: Nope, that's all you have to change. For example, in my Quickstart Overhaul mod, this is what I added for the Norse culture to common/culture/cultures/00_magistri.txt: Reveal hidden contents # Norse magistri_norse = { color = { 0.5 0.0 0.5 } created = 867.1.1 parents = { norse } ethos = ethos_bellicose heritage = heritage_north_germanic language = language_norse martial_custom = martial_custom_regula head_determination = head_determination_domain traditions = { tradition_famuli_warriors tradition_famuli_enslavers tradition_magistri_submission tradition_magister_bloodline } dlc_tradition = { trait = tradition_fp1_coastal_warriors requires_dlc_flag = the_northern_lords fallback = tradition_hird } dlc_tradition = { trait = tradition_fp1_northern_stories requires_dlc_flag = the_northern_lords fallback = tradition_runestones } name_list = name_list_norse coa_gfx = { norse_coa_gfx western_coa_gfx } building_gfx = { norse_building_gfx } clothing_gfx = { fp1_norse_clothing_gfx northern_clothing_gfx } unit_gfx = { famuli_unit_gfx } house_coa_frame = house_frame_05 ethnicities = { 70 = caucasian_northern_blond 15 = caucasian_northern_ginger 10 = caucasian_northern_brown_hair 5 = caucasian_northern_dark_hair } } And then in localization/regula_culture_l_english.yml: Hide contents magistri_norse:0 "$magistri$" magistri_norse_prefix:0 "$magistri_prefix$" magistri_norse_collective_noun:0 "$magistri_collective_noun$" Alright, nice. I've gone and made my edits then. Spoiler # Chinese magistri_chinese = { color = { 0.45 0.0 0.0 } name_order_convention = dynasty_always_first ethos = ethos_courtly heritage = heritage_chinese language = language_chinese martial_custom = martial_custom_regula head_determination = head_determination_domain traditions = { tradition_famuli_warriors tradition_famuli_enslavers tradition_magistri_submission tradition_magister_bloodline } dlc_tradition = { trait = tradition_scholar_officials requires_dlc_flag = all_under_heaven fallback = tradition_philosopher_culture } dlc_tradition = { trait = tradition_tgp_art_of_war requires_dlc_flag = all_under_heaven fallback = tradition_formation_fighting } name_list = name_list_han coa_gfx = { chinese_group_coa_gfx } building_gfx = { chinese_building_gfx } clothing_gfx = { chinese_clothing_gfx } unit_gfx = { chinese_unit_gfx } house_coa_frame = house_china ethnicities = { 100 = asian_han_chinese } } and of course the edits to the localization file. It should work. Edited March 11 by newworldborder
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