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Compeditae Order for EU5


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Posted (edited)

Compeditae Order for EU5


Overview

Compeditae Order is a mod for Europa Universalis 5 inspired by Regula Magistri for Crusader Kings 3.

Compeditae Order is in ALPHA stage. This means major systems are incomplete. Expect to need to start a new game between each alpha release

The current design paradigm is to not account for unique country mechanics. There are too many countries to try and cater to as a single developer and it will introduce too many breaking changes on every version update making future updates impossible to maintain.

Installation

You can download the full source at the GitGud Repo after logging in (free to signup).

A Zipped version of the mod will be available on LoversLab. Unzip into your /Documents/Paradox Interactive/Europa Universalis V/mod folder (recommend 7zip).

Add "Compeditae Order" to your active mod list ingame in the top right of the main menu.

Starting

  • Right click on your character and use the WIP Become Keeper of Souls character interaction

General Tips:

  • Play as a monarchy for the least amount of problems
  • Do not play in New World or Africa. There are too many base game bugs.
  • Play as the Magister. While in the far future there is plan to support not playing as the Magister nothing currently is designed
  • Try to avoid personal unions and fiefdoms. Fiefdoms will be automatically converted to vassals by this mod on succession. If you have personal unions sometimes the AI will randomly convert your ruler to non Magister.
  • Technically all male characters of the faith can have infinite spouses. Unfortunately due to how the game engine handles marriage, I cannot restrict it to only the Magister. Or else the Paelex's will refuse to marry even if I code it via script. The AI is coded to not have more than 1 spouse even though there is a 99999 cap.
  • Mod is designed for single player.
  • Religious Influence is used for many things in the game.
  • The stats of a prefect affects the maximum stats of characters generated for their court.
  • You can corrupt holy orders by vassalizing them and then spending religious influence (diplomacy subject section)

Known Issues:

Please report any bugs/thoughts on game balance/weird things you notice that are not country specific.

  • Succession Law may not display the correct female heir. It is scripted to force the country to have a female ruler on succession. Don't mind the odd looking tooltip on succession effects.
  • Fascinare'd characters may randomly convert to another religion. There are way too many in game random events that may cause this and it is not realistic to update every single location in game to prevent this from occurring. If they themselves remain magistrian you can use sponsorship to convert the country. Otherwise you will have to fascinare them again.
  • Base game marriage alliance IO is really wonky and cannot be overridden as it is appearently done by the game engine and does not obey the IO definition. I recommend just turning off notifications for IO join/disband.
  • If new advances are added to the base game and you have an old save, the new advances will not be show up in game due to a bug with the game engine
  • Releasing a Historical Vassal does not allow you to specify who will be the ruler. This is a base game issue and not easily resolved. Use custom nations instead.

Bugfixes/Enhancements From Vanilla

  • Same Country Marriage Logic - This mod features a completely rewritten marriage logic which should perform checks more often, have the AI pair off courtiers, actively try to choose better pairings. It will also try and keep the court from becoming too large by leaving low skill courtiers unmarried. If the system works well in the future I will enable automation for player countries as well. Note that Royal Marriage cannot be changed. Royal Marraige cannot be fixed, is unmoddable.
  • Ruler ending up in foreign court - Your ruler may randomly get sent to a foreign court. This is a base game issue. You can fix this by using the Return Ruler to Court character action.
  • Population Promotion Bug - Pops no longer get stuck in unemployed jobs
  • Character generation and pruning system: Magister countries will get a courtier improvement check twice a year which will remove up to 1 character if their cabinet is too large (25 for AI, 50 for player). This event will also generate new female magister courtiers for nations. Important characters are exempt. Note that important characters does not mean player dynasty. Important is: cabinet, ruler, heir, artist, general, admiral, children. Worse attribute characters will be replaced first.
  • AI for Cabinet Actions is greatly improved and the AI will perform sane cabinet actions like a player will
  • Much faster sieges
  • Bribing Mercs is cheaper
  • Food is more important (game engine flaw prevents it from being more valuable)
  • General gamebalance improvements for 1.3 Beta: Revert naval price increase, change RGO throttling to not be increasing the price but reducing the cap, workaround for market pricing problem

Contributing:

I am not an animator nor do I have experience with any graphics. So you will need to wait for a Carnalitas port for animations/interactions. If you are interested in contributing art (or ai art) there are many tasks which need conversion (eg the privilege images)

Roadmap

See ROADMAP.md for more details

Credits:

mylenploa - EU5 Mod Dev

Everything in the mod is newly written for EU5. Only certain terms were taken from the CK3 mod.

Image Credit

Regula Faith Wikimedia CC-SA-BY Discipula Estate Wikimedia CC-SA-BY Sacredos Estate Wikimedia CC-SA-BY

Privilege Images: Discipula Accountig - Raptor375 - ChatGPT

Future:

ComfyUI (https://comfyui-wiki.com/en/install/install-comfyui/install-comfyui-on-linux) Comfy UI

Special Thanks

ban10 - Regula Magistri 2 CK3 Lead Dev bobbily - Original Regula Magistri dev

Please see https://gitgud.io/ban10/regula-magistri/-/tree/master/Regula_Magistri?ref_type=heads for the CK3 inspirations

Compatibility

This mod makes no compatibility promises with other mods.

Due to incorporating a bunch of base game fixes you may run into mod conflicts.

License

By contributing material for this mod you are agreeing to distribute it under the GNU General Public License 3.0. tldr: Anyone can copy/modify/distribute this software. The source must be disclosed and any changes stated. Any derivatives of this work must be distributed under the same license. This code may be used for commercial purposes.


  • Submitter
  • Submitted
    11/15/25
  • Category
  • Requirements
  • Install Instructions

 

Edited by mylen.ploa
Posted
2 hours ago, Tyrranus said:

so lookin forward to the evolution of this

I just uploaded a new version. Mostly small localization fixes and some script fixes. Feel free to take a look at the current roadmap (included in the mod) and let me know if there's anything you would like see worked on earlier, whether it is in the roadmap or not.

Posted

played a bit and i noticed that the coloniae buildings disappear for some reason after being built and the foreign version doesnt seem to be functional either. outside of that another thing i noticed is that the religion has an aspect tab but no aspects to chose from. outside of those issues i haven't had any hiccups. and the privileges seem to work fine and the localization fixes worked cause the only one i noticed that was messed up was the option to designate an heir. 

Posted

The new estates should probably have a higher (or at all) estate satisfaction. At the beginning of the game my new estates will be less loyal than the vanilla estates, even before taxation. For example the Commoners estate has 60 % estate satisfaction, allowing heavy taxation while staying above 50 % satisfaction.

 

If the estates are meant to be disloyal to encourage civil wars in non-Magistrian countries, I would increase the estate loyalty from religion to make them more loyal.

Posted

Making a custom vassal and giving it to one of your wives makes you a "consort", preventing you from marrying anymore characters. Making a vassal with an unmarried woman seems to work fine though.

image.png.094861ef44132aab7d250f04edd39c56.pngimage.png.746cf4fdfb5ad091ef01dd57d7ca1919.png

Posted (edited)
On 11/16/2025 at 1:38 PM, adam110311 said:

played a bit and i noticed that the coloniae buildings disappear for some reason after being built and the foreign version doesnt seem to be functional either. outside of that another thing i noticed is that the religion has an aspect tab but no aspects to chose from. outside of those issues i haven't had any hiccups. and the privileges seem to work fine and the localization fixes worked cause the only one i noticed that was messed up was the option to designate an heir. 

Do you have a screenshot or screen of which localization is missing?

 

For the building vanishing bug I found the cause and I will implement a different modifier. Foreign building converts to a domestic building it should remain after the fix.

 

Religion aspect not yet implemented, probably won't be for some time. I can't remove it from the UI for religion

 

On 11/17/2025 at 5:16 AM, Krom1212 said:

The new estates should probably have a higher (or at all) estate satisfaction. At the beginning of the game my new estates will be less loyal than the vanilla estates, even before taxation. For example the Commoners estate has 60 % estate satisfaction, allowing heavy taxation while staying above 50 % satisfaction.

 

If the estates are meant to be disloyal to encourage civil wars in non-Magistrian countries, I would increase the estate loyalty from religion to make them more loyal.

I forgot to add base satisfaction, fixed in upcoming version. That aside there will be some tech advances to increase their satisfaction in the future and I will add some more estate buildings in the future. So the hope is to make it so that the estate builds beneficial things for you, such as the colonae building (it's pretty good now in 0.2.1). But those features aren't ready yet.

 

23 hours ago, Krom1212 said:

Making a custom vassal and giving it to one of your wives makes you a "consort", preventing you from marrying anymore characters. Making a vassal with an unmarried woman seems to work fine though.

image.png.094861ef44132aab7d250f04edd39c56.pngimage.png.746cf4fdfb5ad091ef01dd57d7ca1919.png

This is a game engine bug. It should resolve itself after a period of time in game. What happens is your character decides to leave your country's court and join your wife's. I don't know why this happens. It's related to the one in vanilla where if you are in a PU or feifdom randomly your king will join junior PU court. I'll add a character interaction to fix this next release, seems there's a script command that can force a character back to a country.

 

Let me know if there's any feedback regarding the strength of policies/privileges/etc.

Edited by mylen.ploa
Posted (edited)

Newest version 0.2.1 is up. I recommend starting a new save, your old game may crash and/or some fixes may not apply. This version fixes a bunch of bugs with the base game and features some rebalancing.

 

I don't anticipate releasing any new features for at least 2 weeks unless there's some breaking bug as I will be busy with the upcoming holidays. Enjoy and feel free to give feedback.

Edited by mylen.ploa
Posted

The foreign Colonia seems to give conversion to the owner religion rather than to Magistrian making them pointless to build in foreign countries (would making them directly owned by the player be a possible fix?). The vanilla building "Missionary"  seems to use the "building_missionary_effect" (which I see mentioned in this mods code as commented out due to causing issues). Not sure what the solution could be then. Maybe adding a cabinet action for conversion in other countries for now (if that is possible)?

 

Also, the foreign Colonias are not deleting themselves after being built.

Posted (edited)
1 hour ago, Krom1212 said:

The foreign Colonia seems to give conversion to the owner religion rather than to Magistrian making them pointless to build in foreign countries (would making them directly owned by the player be a possible fix?). The vanilla building "Missionary"  seems to use the "building_missionary_effect" (which I see mentioned in this mods code as commented out due to causing issues). Not sure what the solution could be then. Maybe adding a cabinet action for conversion in other countries for now (if that is possible)?

 

Also, the foreign Colonias are not deleting themselves after being built.

Directly owned won't change since I had to switch to using local conversion modifier. Let me test again the foreign building, maybe Paradox latest patch broke something...

Update: Looks like Paradox changed how conversion_religion modifier works, it no longer works on foreign buildings nor does it even ensure that the building keep the pop the right religion...used to be that having it alone was enough.

The issue with cabinet system is that cabinet slots are super valuable while buildings slots are not. I could add a monthly on_action I guess, not sure about the performance implications.

Edited by mylen.ploa
Posted (edited)

image.png.7be37dc4cbc6e72307ed01b9c8c8d268.pngimage.png.d0a92073197fd62a7eb3304cd468fa02.png

Good enough workaround for now. Paradox keeps introducing new bugs every day :x

 

  

3 hours ago, Krom1212 said:

The foreign Colonia seems to give conversion to the owner religion rather than to Magistrian making them pointless to build in foreign countries (would making them directly owned by the player be a possible fix?). The vanilla building "Missionary"  seems to use the "building_missionary_effect" (which I see mentioned in this mods code as commented out due to causing issues). Not sure what the solution could be then. Maybe adding a cabinet action for conversion in other countries for now (if that is possible)?

 

Also, the foreign Colonias are not deleting themselves after being built.

 

Has been fixed, thanks for the report.

Edited by mylen.ploa
Posted

here, its in the popup menu when you right click on your heir. and thanks for the quick fixes man

13 hours ago, mylen.ploa said:

Do you have a screenshot or screen of which localization is missing?

 

missing loc.PNG

Posted
4 hours ago, adam110311 said:

here, its in the popup menu when you right click on your heir. and thanks for the quick fixes man

 

missing loc.PNG

Fixed in 0.3. Now featuring new advances.

image.png.b52c012c1001be0e319afebd1bcf1598.pngimage.png.86e20b4b3535d6c2008e5cce87fcfdb0.png

Posted

I was playing with my own mod that simply allows ten marriages and at a certain point of getting enough personal unions, my vassals were the only ones willing to marry me anymore. And I was thinking to myself "This is really similar to that CK3 mod where you get a custom religion and you make all the vassals women and marry all of them." And now it's here for EU5.

Posted

Estate Agendas are now available. There are some unique ones for each estate as well as the usual generic ones. If you have ideas for more agendas let me know.

Posted (edited)

Probably last update until after the holidays as I'll be busy. New rite of renewal option which costs religious influence and lets you make a famuli young again (technically new character since can't set age like in CK3). Squashed some edge cases with inheritance. Fixed religious influence.


I am aware that parliament base power is a bit messed up as there are no issues for the new estates and the old ones power is too low after a while. Will have to fix in the future.

 

If anyone has time to do one of the following would be nice:

1) Run the new estate privilege images through AI to convert them to females

2) Run the estate icons through AI to make them look like vanilla ones.

3) Figure out how to make a few different custom characters for the initial sacredos for different cultures. As well as some sort of trigger to ensure new characters look nice. Similar to beauty is beauty from CK3. Also according to the docs it's possible somehow to have outfit_tags control what shows up "in events" but I'm not sure exactly how one assigns those tags as I haven't managed to find any examples in the game. Maybe needs to look into the CK3 codebase.

 

game\main_menu\gfx\portraits\portrait_modifiers\example.txt

game\in_game\common\genes\_genes.info

game\in_game\common\genes\03_genes_accessories_clothes.txt

game\in_game\common\persistent_dna\custom_characters.txt

game\in_game\common\ethnicities

game\main_menu\gfx\portraits\portrait_modifiers\01_historical_chr.txt


I think it's some combination of this.


Edit: I read the preview for 1.08 and I think subject loyalty might be a problem. Will probably want to add in a subject loyalty bonus for the magister in a future version. I created an updated version with it in mind but maybe the bonus won't be large enough.

Edited by mylen.ploa
Posted
On 11/20/2025 at 9:02 PM, mylen.ploa said:

If anyone has time to do one of the following would be nice:

1) Run the new estate privilege images through AI to convert them to females

I've only really done the Disculpa Accounting so far, is this good or do you want something else? 

ChatGPT Image Nov 21, 2025, 10_31_06 PM.png

Posted (edited)
22 hours ago, Raptor375 said:

I've only really done the Disculpa Accounting so far, is this good or do you want something else? 

ChatGPT Image Nov 21, 2025, 10_31_06 PM.png

Looks great, it's pretty high resolution compared to the original. I'll work on integrating them in the next major (non bugfix) version. What AI algorithm did you use? Wondering cause some of them have licensing terms that idk if would be compatible with GPL, may need to be distributed in a separate mod. According to gemeni there are a few AI models that are allowed but I haven't looked more into it. I'm not sure if I can switch the project to MIT license since it is inspired by GPL Regula Magistri but as of now everything is from scratch.

 

image.png.d14ce512c31c28b29dd9f5420e1343af.png

 

  

16 hours ago, TarDust said:

Might I suggest that the mod be reuploaded to the CK3 subcategory in the Paradox Games category? 

I asked for an EU5 section but there isn't one. Not sure this should be under CK3...feel free to follow if you want to be notified of updates 

 

  

16 hours ago, Katkilktel said:

Is there a way to make the images more nsfw ? 

Probably possible if run locally, I believe Ban10 was able to generate nsfw images using local stable diffusion. The cloud platforms will try to censor it.

Edited by mylen.ploa
Posted

What is the intended scope of the "Fascinare character" interaction? I built up a spy network thinking I would be fascinating people in the court of the other country, like the king's wife, but it keeps telling me there's no one to fascinare at the court... Can I only do this to countries with a female ruler?

Posted
8 hours ago, mylen.ploa said:

I asked for an EU5 section but there isn't one. Not sure this should be under CK3...feel free to follow if you want to be notified of updates 

 

Eh, EU4 stuff was regularly posted under the CK2 tab, so it probably doesn't matter. 

Posted
11 hours ago, mylen.ploa said:

What AI algorithm did you use?

 

I'm just using ChatGPT for it. I've only done the accounting so far and here's an updated version of it. Let me know if you want any changes. I'll work my way through the rest later this week.

0c4ff1a6-38d2-4fb5-9098-90762b5eb9ac.png

Posted (edited)
9 hours ago, ayy_mao said:

What is the intended scope of the "Fascinare character" interaction? I built up a spy network thinking I would be fascinating people in the court of the other country, like the king's wife, but it keeps telling me there's no one to fascinare at the court... Can I only do this to countries with a female ruler?

 

Can be done to any foreign country female adult doesn't have to be a ruler. Maybe they have some modifier that makes the individual not interactable?

Also be aware that fascinare costs 5 religious influence unless you have sacred lies. Maybe I should move that to before character selection though.

I'm using religious influence as a proxy for mana. You can get religious influence via:

Every Paelex

Every Coloniae

Base Gain

Sacredos Approval
 

 

Edited by mylen.ploa

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