Npi9 Posted May 22 Posted May 22 2 hours ago, jilafj said: First thanks for the updates and everything Ban! The new art style looks more fitting imo. However, I do think the new vanilla aging traits are pretty good mechanism that kills your old character faster. I think a big part of CK gameplay is family and succession, and playing as one character for 80 in-game years is not a fun experience. So I would rather see some other mechanism that wouldn't lengthen one's life expectancy. But, obviously, maybe there are others who enjoy playing one immortal character, so I wouldn't ask you to not add the curing feature. I just think that maybe add some decision or interaction to make the magister more sacrificial or detrimental to their health would be a great direction. It's kinda just two differant ways to play the mod. The evil one is all about absorbing life to become more powerful and immortal. If you're not doing those sorts of things you generally have the same life expectancy. The new traits make this untenable without ways to counter them.
hm76 Posted May 22 Posted May 22 when doing orgies to heal. I notice it doesn't heal Fragile Bones and Clouded Eyes. Is this intended or the mod haven't implement this?
JohnDWizard Posted May 22 Posted May 22 16 minutes ago, hm76 said: when doing orgies to heal. I notice it doesn't heal Fragile Bones and Clouded Eyes. Is this intended or the mod haven't implement this? Ban said he will look into it this weekend. It's just not implemented yet. 1
jilafj Posted May 22 Posted May 22 3 hours ago, Npi9 said: It's kinda just two differant ways to play the mod. The evil one is all about absorbing life to become more powerful and immortal. If you're not doing those sorts of things you generally have the same life expectancy. The new traits make this untenable without ways to counter them. Yeah I agree. But what I meant is even if you don't do all the evil stuff you still get much longer life because you get all those stats and buffs that in some ways boost your health. You wouldn't be immortal of course, but it is imo still way too long for one generation. That's my concern tho.
old8 Posted May 22 Posted May 22 I have some thoughts on the Regula government, and I hope they can offer some insights. The underlying logic of this mod is that the player, as a ruler, obtains a magic book and becomes possessed by something within it. He then uses the power of the Soul Guardians (or perhaps the Soul Guardians themselves are impersonating each ruler) to manipulate women's souls, thereby achieving his rule. This fundamentally contradicts the feudal system prevalent in early medieval Europe (and indeed, for most of the game's timeline). The original purpose of feudalism was to address the ruler's inability to delegate power to the common people. Faced with a vast and in-demand territory, the ruler lacked both the resources and manpower to manage and protect it. Therefore, he needed numerous vassals to manage the land, while he only needed to manage his own directly controlled territories and collect taxes from his vassals. Megister, however, doesn't have this problem. When he touches the Holy Land with magic, the entire land is under his absolute control. Every soul born on this land is merely a toy in his hands. In other words, his regime is centralized compared to feudal aristocrats. He didn't need to worry about whether "royal power could enter the house with the wind and rain"; he only needed to fret about the immense toil of managing such a vast land. Therefore, he only needed to find a few beautiful women who seemed to suit his taste to serve as officials and use his magic to cultivate their abilities. At this point, things began to resemble most empires in classical China. For an authoritarian government, the appointment of officials is undoubtedly the primary issue; the country needs a large number of talented individuals to fill these positions. Therefore, the most common method in ancient China was the imperial examination system (the recommendation system was also popular for a time, but we will mainly discuss the imperial examination system here). The process was actually different from a game: candidates first had to pass the provincial examination to select those who were educated, and then the metropolitan examination to select those with governing abilities. Only those who passed the metropolitan examination were qualified to become officials, and many who failed were stuck at this step. Some passed the provincial examination in their youth but never passed the metropolitan examination until their death. Those lucky enough to pass the metropolitan examination were summoned to the palace, where the emperor himself would set questions for them (usually questions on governance and military affairs). Those who ultimately passed the emperor's assessment would usually be directly appointed as officials and begin their work. This inspired me: If we shift our perspective to a country influenced by Magister, what would its people value most? Absolute loyalty and desire to serve Magister, without a doubt. Therefore, when I apply the imperial examination system to this country, we get this picture: Girls strive to improve themselves, hoping to pass the provincial selection, where the most beautiful girls will be chosen. Then they travel to the capital, where, under the supervision of officials personally appointed by the Magister, they demonstrate their abilities to earn the right to be summoned to the palace by the Magister for a personal "test." Of course, this was merely the path to advancement for girls from less powerful families and commoners. For girls from powerful families who had served the Magister for many years, advancement was even simpler. They only needed to plead with their elders, on a night when the Magister's coop was empty after a long day's work, to mention the girl's name, recommend her for the Magister's bed, and then, after being used, discard her anywhere in the land where no official had been appointed… As for the officers, if they achieved great merit (usually by expanding the country's territory or killing or capturing important enemy figures), they were sometimes appointed as feudal nobles, thus becoming eligible to inherit their titles. Even if their daughters weren't particularly beautiful or exceptionally talented, unable to squeeze into the Magister's inner circle or pass the complex examinations, their daughters could still make a living through the inherited titles (usually dukes) after their mothers aged, lost their beauty, or died. As for those poor contubernalis, I often think: Contubernalis are no longer truly human; they merely possess human faces, but are essentially just tireless, self-moving pieces of flesh. Contubernalis are essentially objects, kept as collectibles by the Magister in some corner of the palace, sometimes even used as cannon fodder on the front lines. So, when the Magister decides to recruit an officer for a war, but sees that the officer's troops have a mere 100 MAA (Magic Arms) and a pitiful few women in their court who don't even fill the knight limit, wouldn't he consider rewarding the officer with a few contubernalis as their warriors? When a Magister takes a liking to a woman and feels it's time to reward her, but his treasurer tells him, "Great Magister, we have 100 gold coins, and your act of rewarding her will cost 150 gold coins," will he consider rewarding her with a former noblewoman, or a contubernalis who harbors a grudge against the woman he wishes to bestow upon, as a slave to be manipulated and used at his whim? Well, theoretically, contubernalis could indeed play a much more significant role. Because when you have 100 contubernalis in your court, you start to wonder what they could do, and whether the computer would run more smoothly. 4
old8 Posted May 22 Posted May 22 By the way, I’ve put together a temporary Simplified Chinese localization patch. It might have a few rough edges, but at the very least, I’m not seeing any more missing localization keys in the error logs. And hey—it works, doesn't it? I’m looking forward to seeing a more polished and professional localization from others in the future. simp_chinese.rar 1
narcos Posted May 22 Posted May 22 Is it still possible to download older versions somewhere? I'm going back to CK3 1.18. I thought I still had a backup file, but it's probably corrupted, because I'm missing the Magister book traits.
bodygen Posted May 22 Posted May 22 I second the request to keep the mod DLC-independent if possible, because I'm playing with the base game and I'm not shelling for all of them by any means. Hell, I never even completed a playthrough without this mod. So if there are things that won't work without certain DLC features, then at least label them appropriately, put them into the mod settings, etc. I never use orgies anyway, but if anything else could also be broken...
Npi9 Posted May 22 Posted May 22 2 hours ago, bodygen said: I second the request to keep the mod DLC-independent if possible, because I'm playing with the base game and I'm not shelling for all of them by any means. Hell, I never even completed a playthrough without this mod. So if there are things that won't work without certain DLC features, then at least label them appropriately, put them into the mod settings, etc. I never use orgies anyway, but if anything else could also be broken... Unless you're constantly playing year round just get the sub. It's pretty cheep. Not utilizing any dlc would be pretty restricting on a mod like this.
alex93456 Posted May 22 Posted May 22 5 hours ago, old8 said: 顺便一提,我临时拼凑了一个简体中文本地化补丁。它可能还有一些瑕疵,但至少我没再在错误日志里看到本地化键缺失的问题了。而且,嘿——它能用,不是吗?我期待未来能看到其他人制作出更完善、更专业的本地化版本。 simp_chinese.rar 480.45 kB · 1 次下载 谢谢
hamletsdead Posted May 22 Posted May 22 (edited) Haven't played this for a while, but did you change the MAA to sync with vanilla units strengthwise? I seem to recall that all the regula troops used to have separate strength/defense independent of any other troops. Personally, I prefer having the option to have OP regula troops (with their awesome illustrations) without, e.g., making the vanilla horse archers OP as well. Any help would be greatly appreciated. Also, is there any way of patching Regula so it works with Elf Destiny? Right now the court options overwrite each other -- i.e., if Regula is loaded last, the extra councillor slots show up, if it's overwritten by Elf Destiny then they don't. I know someone posted somewhere that they had a fix for this, but they didn't post their workaround. And btw thanks mucho for the update to 1.19, perfect timing! Edited May 22 by hamletsdead
6ft3btw Posted May 22 Posted May 22 On 5/21/2026 at 8:54 PM, MasterQuinn said: Credit to 6ft3btw, since all I really did was copy his homework. Which in turn was copied from Ban's. If my mod's contents are getting rolled into the main one this weekend I won't bother adding these to mine, I expect @ban10 will see this and add yours too.
microbat1977 Posted May 23 Posted May 23 Is there no function in Celestial governments to ensure that only women become governors?
wuhe64 Posted May 23 Posted May 23 On 2026/5/16 at AM8点10分, Tyrranus said: 不知道发生了什么,但无论我怎么点击分配这个职位,它都会立刻崩溃 我附上了最近一次尝试的崩溃目录,希望能有所帮助 ck3_crash.rar 19.35 MB · 2次下载 Me too, is there any way to solve it?
Savaris2222 Posted May 23 Posted May 23 I just had a weird thing happen, my Trusting, Compassionate, forgiving and charmed daughter tried to murder me, as in she initiated the plot Are there some events that force characters to fire murder plots when they are refused something, like requesting a feast? Cause I dont see a way this happened naturally
ban10 Posted May 23 Author Posted May 23 22 hours ago, old8 said: By the way, I’ve put together a temporary Simplified Chinese localization patch. It might have a few rough edges, but at the very least, I’m not seeing any more missing localization keys in the error logs. And hey—it works, doesn't it? I’m looking forward to seeing a more polished and professional localization from others in the future. simp_chinese.rar 480.45 kB · 1 download Thanks, I'll merge into mod, I'm also going to take a stab at doing some AI translations for other supported CK3 languages, as they seem to be pretty good nowadays! Read your notes above on Regula realm, interesting stuff, will think about as I design the Regula government type. 20 hours ago, narcos said: Is it still possible to download older versions somewhere? I'm going back to CK3 1.18. I thought I still had a backup file, but it's probably corrupted, because I'm missing the Magister book traits. You can download any version you want from the GitGud repo. I would download these via the old pipelines section here: https://gitgud.io/ban10/regula-magistri/-/pipelines Eg, you want 5.1.0, so download the artifacts from that job, like so. 20 hours ago, bodygen said: I second the request to keep the mod DLC-independent if possible, because I'm playing with the base game and I'm not shelling for all of them by any means. Hell, I never even completed a playthrough without this mod. So if there are things that won't work without certain DLC features, then at least label them appropriately, put them into the mod settings, etc. I never use orgies anyway, but if anything else could also be broken... I try to keep a "only if necessary" approach to DLC triggers. Eg for the Orgy intents, I can see from vanilla code that all activity intents require the Tours & Tournaments DLC, so I add that trigger as well. When it comes to me making new content etc, I mostly do whatever I feel like at the time. so eg right now I'm working on a bunch of fun lewd contracts which you would only ever see if you are an adventurer... 😢 I'll be real honest though, I don't yet exactly know whats in the faiths DLC (By God Alone), but this one in particular might become essential depending on how much I need from it for this mod. 13 hours ago, hamletsdead said: Haven't played this for a while, but did you change the MAA to sync with vanilla units strengthwise? I seem to recall that all the regula troops used to have separate strength/defense independent of any other troops. Personally, I prefer having the option to have OP regula troops (with their awesome illustrations) without, e.g., making the vanilla horse archers OP as well. Any help would be greatly appreciated. Also, is there any way of patching Regula so it works with Elf Destiny? Right now the court options overwrite each other -- i.e., if Regula is loaded last, the extra councillor slots show up, if it's overwritten by Elf Destiny then they don't. I know someone posted somewhere that they had a fix for this, but they didn't post their workaround. And btw thanks mucho for the update to 1.19, perfect timing! Yes, in fact they are quite literally the same unit now for most MAA. I use replacement art instead of replace MAA, this imo is a much better long term solution (aside from having to override every MAA! 😅). This means that the only MAA with custom stats are the custom ones I made for the mod, which generally are a bit higher power compared to vanilla units. eg Virgo, the accolade Famuli units and regional ones as well. Ah, I would not know about Elf Destiny, not a mod I play with unfortunately. 11 hours ago, 6ft3btw said: Which in turn was copied from Ban's. If my mod's contents are getting rolled into the main one this weekend I won't bother adding these to mine, I expect @ban10 will see this and add yours too. Nice, I've added these (and a couple new ones!) via this merge. https://gitgud.io/ban10/regula-magistri/-/merge_requests/321 I did change it so that its more closely linked to the vanilla culture, with main diffs being having Famuli warriors, and Magistri submission at start (but not enslavers/reavers or Magister bloodline) 2 hours ago, microbat1977 said: Is there no function in Celestial governments to ensure that only women become governors? Guess not, would need to Regula admin government laws, wonder if I can just port that over to Celestial governments. 53 minutes ago, wuhe64 said: Me too, is there any way to solve it? Get the latest version, I changed the skill for that council role to Martial, temp fix for now. 33 minutes ago, Savaris2222 said: I just had a weird thing happen, my Trusting, Compassionate, forgiving and charmed daughter tried to murder me, as in she initiated the plot Are there some events that force characters to fire murder plots when they are refused something, like requesting a feast? Cause I dont see a way this happened naturally Classic CK3 moment, who knows? Aside from the idea that everything is a modifier and not often a direct cancelling, eg a compassionate person can still murder, theres also stuff in game (eg lovers) thats triggered via on_actions to make the game interesting I suppose. Also since I might as well, free sneak peak at another contract! Still WIP, obviously 😅 5
Savaris2222 Posted May 23 Posted May 23 6 hours ago, ban10 said: Classic CK3 moment, who knows? Aside from the idea that everything is a modifier and not often a direct cancelling, eg a compassionate person can still murder, theres also stuff in game (eg lovers) thats triggered via on_actions to make the game interesting I suppose. Playing tall admin is very funny, cause if you even have 1 vassal, they start to accumulate insane money since they get all the salary budget, so I take the money back every 2 years through the beguiling interaction, basically comitting salary fraud. So when another of my daughters stole from the treasury, it was rather funny, although the same question applies: How and why? She already had insane money and none of the traits usually associated with wanting more, not to mention she sends me gifts on cooldown. Welp, unless one of those random murder plots goes through its more funny than anything else
unownguy Posted May 24 Posted May 24 hi not sure if someone brought it up but when i try to upgrade my acolade rank this happens
MasterQuinn Posted May 24 Posted May 24 (edited) 10 hours ago, unownguy said: hi not sure if someone brought it up but when i try to upgrade my acolade rank this happens Character UI Overhaul was causing this for me, since it's not updated to support the new accolade system. Deleting the two accolades related files from said mod fixed it. Edited May 24 by MasterQuinn
unownguy Posted May 24 Posted May 24 2 hours ago, MasterQuinn said: Character UI Overhaul was causing this for me, since it's not updated to support the new accolade system. Deleting the two accolades related files from said mod fixed it. thanks but i think i will just turn character ui overhual off instead again much apericated
meatstroke Posted May 24 Posted May 24 I hope it doesn't go completely DLC-free. I for one think this upcoming religion DLC would be amazingly fun to use with this mod.
MasterQuinn Posted May 24 Posted May 24 Another little hiccup I noticed. The icon for Devoted Vassal Stance is now missing. Instead of the Regula religion icon, it's now just a question mark. 1
Austin88290 Posted May 24 Posted May 24 While this question might seem a bit unusual, I wonder if there's a mod that prevents lovers from reporting illegitimate children?
merrick1031 Posted May 25 Posted May 25 On 5/21/2026 at 2:50 PM, ban10 said: Oh geez, thats no good, they have the immortal flag but are still effected by aging, 😭 Paradox got us good with this one. On 5/21/2026 at 11:13 PM, Npi9 said: So I decided to just look it up and while it's true that it is tied to age it looks like you can easily add modifiers that prevent it. However one trait that should already prevent it is any trait that has the flag "is_immortal" so I'm not sure why contubernalis would be getting the traits. Currently no matter how good your health is you'll start getting the traits past age 70 unless you have a trait with that flag. Don't have an active game for testing at the moment, but some quick poking in the files looks like the immortal effect doesn't actually provide the is_immortal flag. Contubernalis trait Base game Immortal trait Scripted trigger for health issues by age So adding the line "flag = is_immortal" to the Contubernalis trait should be all that is needed to fix this issue, but as I said I don't currently have a game or time to test it yet. 1
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