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[mod] Interracial Takeover 3rd Edition?


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Posted
7 hours ago, eastban34 said:

 

 

Which version of the game does it work properly with?

 

6 hours ago, madman66 said:

Do you have to play with version 1.14 for this to mod to work and in what order should the mods be?

i tested it on the latest ck3 version it works fine, ill update the descriptor soon enough

Posted
9 hours ago, Blackblades said:

i still get the error that the descriptor file is invalid ore doesnt exist wich buggs me because everything should be fine

 

9 hours ago, Blackblades said:

ive tryed rewriting the .mod file and the descriptor but what ever i do nothing changes

 

sorry, i cant help with this one :( it should work out of the box

Posted
1 hour ago, JankinT said:

those cuck and bbc is spreading too fast, make the bbc decision only for player maybe, it's better to see the world changes little by little all by your hand

 

4 hours ago, cbtendo said:

I think this is better to be a game rule. for me and for performance reason, I think better that the decision is only available to player only, after it triggered one time, it can propagate naturally after all (your kids having BBC and then expanding to other realm, or you seeded those BBC personally in other courts, or some wayward adventurer from africe stumbles around in europe). If the AI is still able to use that decision it will still snowball adding a lot of new BBC character in just several years

at least if it's player only, you could control the spread a bit

 

9 hours ago, Silvawarfare02 said:

I particularly like the BBC invading your court without you having to invite them.

and I would also like there to be a plot development on the part of the slut and the BBC if you were against them fucking your wife and her guests. I mean it would be a hostile environment if you don't agree with the slut and the BBC. Do you understand what I mean?

 

10 hours ago, trdrg said:


Think about how it would play out in reality. The cuck himself wouldn’t mind bringing in more bulls, so I don’t think the chance should be that low.

Obviously, the slut will want more bulls, so her chances should be higher.  


sure i will add the game rules, for this one too :) dont worry probably later today in the evening, im still busy

the option will be, Normal Rules (NPC will invite based on their trait), Player Only(Exactly what it said) :D

Posted
23 minutes ago, An0therName said:

Andalusian's still getting the trait at game start.
Not sure anyone has ever said the Visigoth decendant Spanish were black.

image.thumb.png.c5748417357fc9bb3020b400ce6f6bb3.png

Its already disabled :( only hard african is enabled right now in 1.1.1

Posted
2 hours ago, cat210803 said:

Honestly I'd prefer it if the religion was removed all together. Doesn't really add anything imo. Especially auto converting women is super annoying. Maybe it could be a game rule.

 Sure this one should be easy, Just need to do some refactoring

Posted
2 hours ago, cat210803 said:

Honestly I'd prefer it if the religion was removed all together. Doesn't really add anything imo. Especially auto converting women is super annoying. Maybe it could be a game rule.

The Holy site bonuses are for real +30% cultural fascination bonus is worth it

Posted
31 minutes ago, skullgirls_ said:

 

 

 


sure i will add the game rules, for this one too :) dont worry probably later today in the evening, im still busy

the option will be, Normal Rules (NPC will invite based on their trait), Player Only(Exactly what it said) :D

Not sure if you're capable of this but maybe make a personality rule for NPCs that have the zealous, sadistic, and other similar traits refuse to invite the africans. While with those with traits like trusting and compassionate eccentric are more likely to invite.

 

It makes more sense for a compassionate ruler to see the struggling and oppressed African and shelter them than a Sadistic ruler who would laugh at their pain. A zealous one might be more likely to kill them and declare holy war on their peoples

Posted (edited)
24 minutes ago, Dragul17 said:

Not sure if you're capable of this but maybe make a personality rule for NPCs that have the zealous, sadistic, and other similar traits refuse to invite the africans. While with those with traits like trusting and compassionate eccentric are more likely to invite.

 

It makes more sense for a compassionate ruler to see the struggling and oppressed African and shelter them than a Sadistic ruler who would laugh at their pain. A zealous one might be more likely to kill them and declare holy war on their peoples

sure this one should be easy. ill make this included in the Normal game rule 😉 look forward to it later in the evening for 1.1.2

 

what percentage you think would be balanced? if you can make up the number i can just straight up implement it when i got back to it later in the evening. would be much appreciated.

 

if you do the number for the personality trait, please also do it for bbc, slut, and cuck. 

 

and keep in mind it is compounding like, if npcs are lustful and slut the chances got added together at the end

Edited by skullgirls_
Posted
13 hours ago, skullgirls_ said:

no, the religion is mainly for flavor :) if u have better suggestions for the religion and people agrees with you, i can 100% update the religion

anyway you can make it so you can marry anyone including family members

Posted

Could body modification be even more granular. I would like to split body modification from skin color change if possible. Multi racial fetish really cool but I would distinct it from body shape modification.

Posted
9 minutes ago, kwj0323 said:

good mod, but one thing I'm sad about is that I wish every woman have enough builds before degenerated

if you can elaborate please 😁 

3 minutes ago, Zdun said:

Could body modification be even more granular. I would like to split body modification from skin color change if possible. Multi racial fetish really cool but I would distinct it from body shape modification.

this is possible, the body modification was just a test to see if it can even work tbh, making it granular means, i just need to make a variable for every body part and color, + maybe every women has different latent potential, right now they re all has the same end result. not for 1.1.2 maybe for 1.1.3 . 

 

i can also make a separate event for each body part, and skin color. Should be a good idea

Posted

I have few suggestions I would like to leave here. I know the mod is called interracial takeover, but i feel like taking over part is bit too easy, i think at some point of expansion npcs should start resisting. Scheming and declaring wars on you instead of just everyone willingly turning into cucks. Also NPCs with caged trait should be able to remove it by some decision (nevermind if they can), depending on their character traits, some prerequisites or whatever. Maybe even adding some counterbalance, NPCs with some sort of BWC trait? Well I guess that breaks the point of this mod, but snowball gets crazy at certain point and then AI can't do anything to stop it or at least that was the case in the version before.

 

Addition of new scheme to give target character "curious" trait instead of just events randomly firing and instantly making someone straight into "blacked/snowbunny". Like there's no point of using seduce schemes in your court/camp, cause event that makes them blacked fires soon after they join. Also I find the "BLACKED" trait progression too fast, so maybe needs bit of xp reduction in the events. And maybe losing xp when girls keep fucking white dudes and having kids with them.

 

Also would welcome more reluctant events and stuff for female character runs, because now you just get "curious" trait and then you can't really do anything to stop progressing, especially when you get events with only one option.

 

More settings for body modifications. Such as disabling only skin color changes, tattoos or both at once. Personally not a fan of face tattoos and whole "characters changing into africans", especially the latter just breaks immersion for me.

 

Then maybe new dynasty trait path down the line. No clue what should be there though, cause BBC trait gives you so many buffs anyway.

 

I guess "african warriors" MAA are leftovers from the mod before, but they're really broken stat wise and kinda unfinished, for example as an adventurer they take no provisions during travel.

 

Anyway good work with reviving this mod, looking forward to more updates.

Posted
1 hour ago, skullgirls_ said:

Its already disabled :( only hard african is enabled right now in 1.1.1



Lookes like my install was not as fresh as I thought, having re-downloaded things but am now getting the CV_TAB_VASSALS issue with my test playset, and 3 half formed desicions.

But to another note:
I think the invite decision became a little to restrictive, got 15 years in and checking other courts it seemed no invites were going out.


May I suggest somthing like (and feel free everyone else to suggest edits or AI balance, or more traits that should be at play).
Done a few checks and code seems solid, but had a few issues with some missing } so yell if people run into an issue.
This AI is mostly going to hit Europe, those lacking knights and those already with traits, with some personality based fluctations.

Also, with this version there seems to be next to no action outside the realm in general, zero ai cucks in about 30 years of play, along with very few mixed pregnacies outside marrige.
 

Quote

#decision for inviting foriegners
bno_events00 = {
    picture = {
        reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
    }
    sort_order = 10
    decision_group_type = courtier
    desc = bno_events00.desc
    selection_tooltip = bno_events00_decision_tooltip
    is_shown = {
        is_ruler = yes
        is_adult = yes
    }
    cooldown = {
        months = 12
    }
    cost = {
        prestige = 10         #Increasing can slows AI usage
        gold = 10             #Increasing can slows AI usage
    }
    effect = {
        trigger_event = {
            id = bno_events.0001
            days = 7
        }
    }
    ai_check_interval = 12
    ai_potential = {
        is_ruler = yes
        is_adult = yes
        any_held_title = { #don't want AI barons mayor or temples spamming
        tier >= tier_county
        }
    ai_will_do = {
        base = 0
        modifier = {
            add = 25
            trigger = {
                has_trait_xp = {
                    trait = bno_lifestyle_whitegirl
                    value >= 25
                }
            }
        } #+25 cause she's horny
        modifier = {
            add = 50
            trigger = {
                has_trait_xp = {
                    trait = bno_lifestyle_whitegirl
                    value >= 75
                }
            }
        } #+50 cause she's horny
        modifier = {
            add = 20
            trigger = {
                number_of_knights < max_number_of_knights
            }
        } #+20 as there cheap knights
        modifier = {
            add = 100
            trigger = {
                has_trait_xp = {
                    trait = bno_lifestyle_whitegirl
                    value >= 50
                number_of_knights < max_number_of_knights
                }
            }
        } #+100, as there cheap knights and she's horny
        modifier = {
            factor = 5
            trigger = {
                geographical_region = world_europe
            }
        } #+5, as its the region the player is probaly looking to see corrupted
        modifier = {
            add = 10
            trigger = {
                has_trait = compassionate
            }
        } #+10 falls for sob story
        modifier = {
            add = 10
            trigger = {
                has_trait = generous
            }
        } #+10 falls for sob story
        modifier = {
            add = 25
            trigger = {
                has_trait = bno_cuckish
            }
        } #+25 he's wife is wispering in his ear
        modifier = {
            add = 50
            trigger = {
                has_trait = bno_cuck
            }
        } #+50 he knows what he's into
        modifier = {
            add = 75
            trigger = {
                has_trait = bno_beta
            }
        } #+75 he knows what he's into
        modifier = {
            add = 100
            trigger = {
                has_trait = bno_jos
            }
        } #+100 he knows what he's into
        modifier = {
            add = -10
            trigger = {
                has_trait = cynical
            }
        } #-10 not beliving sob story, helps cull number of AI inviting
        modifier = {
            add = -10
            trigger = {
                has_trait = greedy
            }
        } #-10 not wanting to hand out gold, helps cull number of AI inviting
        modifier = {
            add = -10
            trigger = {
                has_trait = paranoid
            }
        } #-10 not trusting strangers, helps cull number of AI inviting
    }
}


 

BNO_decisions.txt

Posted
3 minutes ago, An0therName said:



Lookes like my install was not as fresh as I thought, having re-downloaded things but am now getting the CV_TAB_VASSALS issue with my test playset, and 3 half formed desicions.

But to another note:
I think the invite decision became a little to restrictive, got 15 years in and checking other courts it seemed no invites were going out.


May I suggest somthing like (and feel free everyone else to suggest edits or AI balance, or more traits that should be at play).
Done a few checks and code seems solid, but had a few issues with some missing } so yell if people run into an issue.
This AI is mostly going to hit Europe, those lacking knights and those already with traits, with some personality based fluctations.

Also, with this version there seems to be next to no action outside the realm in general, zero ai cucks in about 30 years of play, along with very few mixed pregnacies outside marrige.
 


 

BNO_decisions.txt 5.45 kB · 0 downloads

thanks ;), ill take this code to heart while implementing the 1.1.2 update. :D

Posted
4 hours ago, skullgirls_ said:

sure this one should be easy. ill make this included in the Normal game rule 😉 look forward to it later in the evening for 1.1.2

 

what percentage you think would be balanced? if you can make up the number i can just straight up implement it when i got back to it later in the evening. would be much appreciated.

 

if you do the number for the personality trait, please also do it for bbc, slut, and cuck. 

 

and keep in mind it is compounding like, if npcs are lustful and slut the chances got added together at the end

I don't know what would be the balance but I would say each positive negative trait should have a weight to it like say +-5% chance per trait with the default being a 20% chance

 

So a ruler with Zealous Arrogant and Sadistic would have only a 5% total chance of bringing one in I think having Holy Defender trait would also be a -5% as well because most of the black guys have an evil religion to the christians. So a ruler with those 4 traits it would be impossible

 

But the same is in reverse for a ruler with Eccentric, Trusting Compassionate and Wise man traits. that would be a +20% total added to the base 20%.

 

Also increasing the cool down time for NPCs will help further slow down population booming as the rulers cant bring in 20 africans over 20 years. Maybe once every 3 years would be fair you could make a rule on that for 1, 3, 5, and 10 years. Those who want a faster takeover would choose the 1 year cooldown while those that want a more insidious slow infiltration would choose a 5 or 10 year rule with 3 years being balanced

Posted

hi i know that i asked this before but will there be a game toggle to turn this mod off so that i can also play as another race without being cucked

Posted

Forgot to add this part: 

There could even be events that reduce or extend the cool down.

 

For example:

Your master after a particularly steamy night laments being lonely and ostracized in court. Your heart cannot stand seeing him look forlorn his heart yearns for home and his clan. What can you do to please him.

 

Suddenly it hits you like a Big Black Cock! If he can't go home why not bring home to him! You have many baronies in your domain that are naught but wasteland maybe you could give him land to bring his family over. What better way to spread the supremacy of BBC than for the locals to experience it first hand.

 

A. Develop city

B. Develop a castle

C. hand over a county culture will change to african.

D. Promise to bring in more allies (decrease cool down by 1 year)

Posted

Okay, so this seems to explain the lack on content hitting the AI.

20 years in observer mode an not one cuck, or female ruler or wife of a non-bbc with more than 60exp (some of the event also seem to be giving a little to much exp but that a seperate balance issue)

 

All because of a few new lines in BNO_random_events
 

Quote

# on_action assigning availability (ors and if/else's) to RANDOM events

#yearly pulse for bno events
random_yearly_everyone_pulse = {
    on_actions = {
        bno_trait_maintenance_pulse

        [Lost the old 'bno_yearly_random_pulse']
    }
}
#5 year pulse for chance for bbc chars to force title changes
five_year_everyone_pulse = {
    on_actions = {
        bno_title_change_pulse


    }
}

#yearly pulse for bno marriage events
random_yearly_everyone_pulse = {
    on_actions = {
        bno_yearly_marry_pulse
        bno_yearly_divorce_pulse
    }
}

random_yearly_playable_pulse = {
    on_actions = {
        bno_random_yearly_initial_pulse [New Stuff]
    }
}

# effect trigger_event = { on_action = bno_yearly_random_pulse }


bno_random_yearly_initial_pulse = { [New Stuff]

    trigger = {
        is_ai = no [This new section means the AI can't get the inital pulse, while the player looks to gets a fixed event, that should later start the 'bno_yearly_random_pulse' if it was part of 'bno_random_events.0001' which I don't think it is.]
        is_elligible_partner = yes
    }
    events = {
        bno_random_events.0001
    }
}

bno_yearly_random_pulse = {
    random_events = {
        chance_to_happen = 100 [This mean there is a 100% chance of an event]
        chance_of_no_event = {
            value = 0 [This mean that the player will always get an event]
            if = {
                limit = { is_ai = yes } [This is part of the old system; and means that the AI would normaly only get an event 30% of the time, but the AI now never get to this point as they don't get the 'bno_random_yearly_initial_pulse' trigger as it never gets the inital pulse.]
                add = 70
            }
        }
        25 = 0 [This (if I remember right) is the event that will fire if the character is no eligable for any other event.]
        50 = bno_random.0001 #spying on a courtier in the hallway


Similar with both the Slut, Bull and cuck events.

This is I feel an over correction to the demand for less AI independace, when the code already has a way to fix it.

If we change the following
 

Quote

            if = {
                limit = { is_ai = yes }
                add = 75

And, after removing the 'bno_random_yearly_initial_pulse', then re-add the 'bno_yearly_random_pulse' to the 'random_yearly_everyone_pulse';

The AI will only a 25% chance of getting an event.

I don't have time to test it right now, but we might be able to expand the "if = { limit = {" to be modified by traits from the mod.

---

Either way, after modifying the random, slut, bull and cuck files, so that the AI only had a 10% chance of getting an event; another 20 year observer mode test made sure there was some AI activity.

In 20 years (with all the changed I've made to the decision and events):
2 men had the Cuck varient stat
102 non-black women were some level of Curiose (1 Queen, 1 Countess)
At least 138 men had been in invited, had not converted and could be found in France, Spain, Hungery, Sweden, Iran.
13 men who had been invited were now Christans (excluding Coptic).
And there were 110 mixed children.

I think 10% might be a little harsh, but it means that the game shoudl be able to slowly corrupt itself with out player input; even if AI event might be so rare that no women can ever reach mindless.

 

bno_bull_on_actions.txt bno_cuck_on_actions.txt BNO_random_events.txt BNO_slut_events_on_action.txt

Posted (edited)
59 minutes ago, An0therName said:

Okay, so this seems to explain the lack on content hitting the AI.

20 years in observer mode an not one cuck, or female ruler or wife of a non-bbc with more than 60exp (some of the event also seem to be giving a little to much exp but that a seperate balance issue)

 

All because of a few new lines in BNO_random_events
 


Similar with both the Slut, Bull and cuck events.

This is I feel an over correction to the demand for less AI independace, when the code already has a way to fix it.

If we change the following
 

And, after removing the 'bno_random_yearly_initial_pulse', then re-add the 'bno_yearly_random_pulse' to the 'random_yearly_everyone_pulse';

The AI will only a 25% chance of getting an event.

I don't have time to test it right now, but we might be able to expand the "if = { limit = {" to be modified by traits from the mod.

---

Either way, after modifying the random, slut, bull and cuck files, so that the AI only had a 10% chance of getting an event; another 20 year observer mode test made sure there was some AI activity.

In 20 years (with all the changed I've made to the decision and events):
2 men had the Cuck varient stat
102 non-black women were some level of Curiose (1 Queen, 1 Countess)
At least 138 men had been in invited, had not converted and could be found in France, Spain, Hungery, Sweden, Iran.
13 men who had been invited were now Christans (excluding Coptic).
And there were 110 mixed children.

I think 10% might be a little harsh, but it means that the game shoudl be able to slowly corrupt itself with out player input; even if AI event might be so rare that no women can ever reach mindless.

 

bno_bull_on_actions.txt 1.24 kB · 1 download bno_cuck_on_actions.txt 1.13 kB · 1 download BNO_random_events.txt 4.4 kB · 1 download BNO_slut_events_on_action.txt 883 B · 2 downloads

bro, i literally make it so its only for the player and the neighbour, and you re reverting the code :cry:

chill out man, 1.1.2 will have AI autonomy, as a game rule

Edited by skullgirls_

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