Platinphoenixx Posted February 7 Posted February 7 View File Sex Economy Reworked and more Lewd buildings that scale with faith and culture Version 0.6 — for CK3 1.19.x This mod adds lewd building chains to the economic layer of the game — brothel districts, slaver networks, sex temples, bathhouses, a duchy capital chain and one very expensive legendary monument. The point is not free money: every chain comes with tradeoffs, and how well (or badly) a building works depends on your faith's doctrines. A brothel in a county whose faith outlaws prostitution is mostly a way to make everyone hate you. Numbers are deliberately on the strong side. This is not a balance mod and does not try to be. Enjoying the mod? Buy me a coffee ☕ Version 0.6 is a large rebuild. Buildings now read the full doctrine ladder instead of a yes/no check, the slaver chains use the slavery doctrines instead of prostitution, there is a chain for pious rulers, a court position, contracts for landless adventurers, buildings for camps, estates and yurts, culture-gated regional chains, and three men-at-arms regiments unlocked by the buildings that raise them. Everything described below is in the download. Requirements Crusader Kings III 1.19.x Carnalitas 2.x — required Carnalitas Dei - De-tenet-ized — required Both are hard requirements, not suggestions. Buildings All buildings in this mod are player-only by design. The AI does not construct them. Sex Ghettos — the main county pleasure district, six tiers, from a back-alley row to a full quarter of the city Sex Slavers — six tiers of slaver infrastructure, driven by the slavery doctrines rather than prostitution Pleasure Bathhouses — three tiers, a milder and more respectable line Honey Trap Network — three tiers of intrigue: pillow talk, secrecy and scheme power Dread Amphitheater — three tiers, public spectacle and dread Knights' Pleasure House — three tiers, a military line for the garrison Temples of Ecstasy — six tiers, buildable in temple holdings House of Penitence — three tiers for faiths that outlaw prostitution: the ladder is inverted, so the buildings that are useless to a carnal realm are strong in a chaste one — piety, opinion and county control from sweeping the fallen women off the streets. Faiths with sacred prostitution consider the whole institution heresy and react accordingly Slave Dungeons and the Wanuan Slave Trafficking Network — two tribal-only chains Hammam (Arabic / Iranian / Turkic / Egyptian heritage), Pillow House (Chinese / Korean / Japonic heritage) and Freyja's Grove (North Germanic heritage, also buildable tribal) — regional chains gated by culture heritage Ducal Fuck Shacks — a three-tier duchy capital chain Ultimate Carnal Exploitation Church — one legendary special building, kingdom tier and up, built through its own decision after clearing the ground in a chosen barony How faith and culture change the buildings The prostitution ladder (Carnalitas Dei) Crime, Shunned, Accepted and Sacred are four distinct steps, and every building in the mod reacts to all four. Accepted faiths get half of the bonus; Sacred Prostitution from Carnalitas Dei (or Carnal Mysticism / Exaltation) stacks the other half on top, so the full effect belongs to the faiths that actually earn it. Shunned takes mild penalties, Crime takes the severe ones. Tooltips say what your faith gets instead of a vague one-liner. Slavery doctrines for the slaver chains Sex Slavers, Slave Dungeons and the Wanuan Trafficking Network do not care about prostitution. They check the Carnalitas slavery doctrines: other-faith slavery accepted gives half the bonus, same-faith slavery accepted on top gives the full one. Illegal slavery mirrors the same steps as penalties. Vanilla doctrines Some chains additionally look at ordinary faith doctrines. The Honey Trap Network cares about male and female adultery — compromising the married is much less useful where nobody minds. The Dread Amphitheater scales with deviancy (accepted, shunned, illegal). Several pleasure chains and two of the regional lines pick up an extra effect where same-sex relations are accepted. Culture The three regional chains are gated by cultural heritage. On top of that, cultures with Carnalitas Dei's Youthful Rulership tradition get an additional bonus on most chains. Beyond buildings The Madam — a court position that exists while your capital county has a pleasure building. Aptitude is built around stewardship, diplomacy, attraction and experience rather than youth, so a veteran is worth more than a debutante. Four tasks: run the establishments (income is a percentage cut that scales with the establishments in your capital, your faith's stance and her aptitude), scout new talent for the court, hush the scandals around your buildings, or host grand soirées. Comes with report events and a scandal risk where the trade is illegal. Adventurer contracts — two task contracts for landless play: escorting newly recruited courtesans, and silencing rumormongers. AI rulers offer them based on their faith, their traits and how developed their urban capital is. Standard contract UI and rewards. Travel — the duchy capital chain and the legendary building register as a point of interest. Characters travelling through get a small event: spend the night, study the business, or keep riding. Domiciles — Camp: the Grand Pleasure Pavilion, a separate building that sits next to the vanilla Pleasure Tents (it needs the tents plus a free internal slot, so vanilla's own checks on the tents keep working). Estate: the Courtesan Wing and its upgrade, the Grand Courtesan Salon. Yurt: the Harem Yurt and the Great Harem Yurt, so nomads are not locked out of the mod entirely. Damnati — men-at-arms, unlocked by a Dread Amphitheater in your capital county. What the pleasure houses have finished with: slaves worn past their price, debtors nobody will bid on, and whatever else the pens have stopped feeding for free. Arming one costs less than burying one. They are the worst soldiers in the game per head — roughly a fifth of a pikeman, and weaker man for man than a common levy — but a regiment is a thousand of them instead of a hundred, which adds up to a bit over twice the punch of a pikemen regiment for half the gold. The catch is that they have no drill and therefore none of the anti-cavalry counter real pikemen get, no terrain bonuses and no pursuit. Numbers, and nothing else. Slave Drivers — men-at-arms, unlocked by a Ducal Fuck Shack in your capital county. Overseers off the pens and the pleasure houses, who have spent their working lives making frightened people go where they are told and have never once had to ask twice. Thirty of them to a regiment, hitting harder per head than any infantry in the base game. They have always stood behind a line rather than in it, so they give no screen whatsoever and a lost battle costs you all of them. Two regiments at most. While you field even one regiment of them, your Damnati hit 20% harder — they have never in their lives been given a second option. Fugitivarii — men-at-arms, unlocked by owning the Ultimate Carnal Exploitation Church. Slave-catchers on retainer, paid by the head for every runaway dragged back to the pens, and the most one-sided unit in the mod: in a battle line they are barely worth their fee, but their pursuit is far beyond anything in the base game. They will not win you a battle. They make sure the people who ran from one never get anywhere. Deviant's Mask synergy — no patch needed. The Grand Pleasure Pavilion enables Deviant's Mask's bonus rewards on its courtesan contracts on its own. Optional patches (separate downloads) There is no all-in-one version, and there cannot be one: a patch only contains code for the exact mods it bridges. Bundling them would force everyone to install every mod on this list. Read it like this: if you run the mod on the left, take the patch on the right. If you do not run it, skip that line. Nothing here is required to play SexEconomy. Carnalitas Prostitution Reimagined → SexEconomy - Prostitution Reimagined Patch Carnalitas Slavery Reimagined → SexEconomy - Slavery Reimagined Patch Carnalitas Slavery Expansion → SexEconomy - Slavery Expansion Patch Carnalitas Love Reimagined → SexEconomy - Love Reimagined Patch Adroit's Divine Prostitution - Updated → SexEconomy - Divine Prostitution Patch The last four entries on the list below are different. They do not need SexEconomy at all — they repair conflicts that other mods have with each other, and each one needs every mod in its bracket to be present. They are not variants of the same thing. Sacred Doctrine Fix — only with Carnalitas + Carnalitas Dei + Carnalitas Slavery Expansion Stack Fixes — only with Carnalitas + Carnalitas Slavery Expansion + Carnalitas Slavery Reimagined + Adroit's Divine Prostitution Stack Fixes Extra — only with Carnalitas + Carnalitas Slavery Expansion + Unofficial Patch + Quando Sumus Historical Doctrines — only with Carnalitas + Carnalitas Slavery Expansion (Carnalitas Dei recommended) If a bracket is missing even one mod, do not enable that patch. What each of them actually does: SexEconomy - Prostitution Reimagined Patch (needs Carnalitas Prostitution Reimagined) — developed pleasure districts count as major prostitution locations for CPR's systems, so prostitutes spawn there and move there. SexEconomy - Slavery Reimagined Patch (needs Carnalitas Slavery Reimagined) — the slaver buildings count as slave markets for its systems and event chains. SexEconomy - Slavery Expansion Patch (needs Carnalitas Slavery Expansion) — yearly bonus income from working slave prostitutes when your capital has slaver infrastructure. SexEconomy - Love Reimagined Patch (needs Carnalitas Love Reimagined) — CLR sex scenes can take place in your establishments and temples, with the matching scene locations and backgrounds. SexEconomy - Divine Prostitution Patch (needs Adroit's Divine Prostitution - Updated) — the Temple of Ecstasy chain and the House of Penitence react to its clergy-prostitution doctrine, its church-brothel income scales with your buildings, and the Madam's aptitude picks up synergies with its court positions and traits. SexEconomy - Sacred Doctrine Fix — repairs a conflict between Carnalitas Dei and Carnalitas Slavery Expansion. CSE and Dei both redefine the prostitution doctrine group, and the way CK3 resolves that, Dei's Sacred Prostitution tier becomes unpickable and is never seeded to any faith. This fix merges the group (all five doctrine steps stay available, including CSE's slave prostitution), merges the seeding, and lets Sacred faiths use CSE's slave-prostitution content. Since Court Whores requires CSE and this mod requires Dei, most people reading this page want this fix. Load it after all Carnalitas add-ons; last is always safe. SexEconomy - Stack Fixes — repairs what those four mods break in each other: Divine Prostitution's ritual court chaplain and qadi come back to life under Slavery Reimagined's overrides, the birth event is merged so grandparent notifications work again, and the character window GUI is merged so Carnalitas' UI and Slavery Expansion's additions coexist (with two vanilla 1.19 fixes restored on top). SexEconomy - Stack Fixes Extra — two very niche repairs for that exact combination: the Unofficial Patch's reworked reincarnation-ancestor birth event survives Carnalitas, and Slavery Expansion's military-slave commander rules survive Quando Sumus. SexEconomy - Historical Doctrines — gives every vanilla faith a sensible historical default on the adult doctrine axes instead of one global default: the full prostitution ladder (including Sacred temple traditions and slavery-linked prostitution where they historically fit), the slavery doctrines, and the Dei lust axis for tantric and ecstatic traditions. Ships with a game rule to turn it off. Does not need SexEconomy itself. Load it after every other mod on this page. Installation and load order Enable the main mod, plus only those patches whose target mods you actually run. Never enable a patch for a mod that is not in your playset. The rule: frameworks → framework add-ons → content mods → SexEconomy → SexEconomy patches → the fix mods → Historical Doctrines last. A full example order (skip every line for a mod you do not have): Carnalitas Carnalitas Dei Carnalitas Slavery Expansion Carnalitas Slavery Reimagined Carnalitas Prostitution Reimagined Court Whores Adroit's Divine Prostitution Deviant's Mask body and graphics mods (CBO and similar) go here SexEconomy SexEconomy patches (any order among themselves) the fix mods (Sacred Doctrine Fix, Stack Fixes, Stack Fixes Extra) — after everything above, in any order among themselves SexEconomy - Historical Doctrines — the very last entry If a mod from that list is not in your playset, just leave its line out; the order of the rest stays the same. Warning: this mod overwrites the 00_holdings file and is therefore incompatible with any other mod that adds holdings. The files are easy to merge by hand if you need to. Translations This version ships English only. The Spanish and Simplified Chinese translations are outdated after the rebuild and have been pulled rather than shipped broken. Further translation volunteers are welcome — get in touch in the comments. Credits Former Spanish translation by @SternenLiecshtein Former Simplified Chinese translation by @MrVasiriev Content Warning This mod includes highly problematic fantasy sexual content. This is a game. Play your games as you want, but in real life, treat people with respect. We have more in common than separates us. Some limited assets in this mod have been generated using generative AI to circumvent licensing of images. If you have permissions, fitting images or an artsy side yourself, consider putting your suggested images into the comments. Human-made graphics are much prefered over AICG-Content. Submissions very welcome. Bug reports Bug reports and wishes go in the comments. If something looks off in your playthrough, a screenshot of the building tooltip plus your faith's doctrines usually tells me everything I need. For crashes or missing text, your error.log (Documents\Paradox Interactive\Crusader Kings III\logs) is far more useful than a description — and please say which mods you had enabled, in which order. Submitter Platinphoenixx Submitted 02/07/26 Category Crusader Kings 3 Requirements Carnalitas Dei - De-tenet-ized 1
SternenLiecshtein Posted February 8 Posted February 8 Best regards, a light translation of the mod for Spanish speakers. Suggestions and corrections are welcome. spanish.zip 1
Platinphoenixx Posted February 8 Author Posted February 8 3 hours ago, SternenLiecshtein said: Best regards, a light translation of the mod for Spanish speakers. Suggestions and corrections are welcome. spanish.zip 5.06 kB · 1 download Ay ¡Muchas gracias! Added to the main file. 1
MrVasiriev Posted February 10 Posted February 10 simp_chinese.rarI've done a Chinese translation using Google Translate. If you have time, please add it.
Platinphoenixx Posted February 12 Author Posted February 12 On 2/10/2026 at 6:15 PM, MrVasiriev said: simp_chinese.rarI've done a Chinese translation using Google Translate. If you have time, please add it. Thanks, updated it.
RogueSp3ctre Posted February 15 Posted February 15 What kind of buildings did you add? What do they do? Can I build them in any holding, or specific ones?
Platinphoenixx Posted February 15 Author Posted February 15 20 hours ago, RogueSp3ctre said: What kind of buildings did you add? What do they do? Can I build them in any holding, or specific ones? There is specific buildings that can be built anywhere and a special building unlocked through a kingdom-tier decision. There is also limited tribal buildings. Some of them are buildable in just castles and cities, others just in temples. What do they do? Different things. Money, control + and - as well as negative effects on plague resistance. Some improve scheme power etc. Just take a look.
Platinphoenixx Posted March 10 Author Posted March 10 0.5 is a pretty big update. There is now about twice the buildings and they hopefully have more interesting effects for different playstyles. I have also integrated the firs building that profits from having prostitution disallowed, i will look into making things like that more fleshed out. If you have ideas, let me know!
Platinphoenixx Posted March 11 Author Posted March 11 9 hours ago, m1042308 said: keep up your good work! 21 hours ago, EatGumChewAss said: Fuck yeah Thank you! I you have any feedback, please go ahead and share it, i am still not sure where i want this to go.
LustDemon69 Posted March 12 Posted March 12 (edited) Hello, this has been a really fun flavor kind of mod that I appreciate having for my more lewd styled games. I was wondering if it'd be possible to have a game rule to disable the prostitution requirement for buildings, as for some certain mods, like Regula Magistri 2, and also the play style of careful breeding, can go quite wrong if having a faith/culture where prostitution is accepted. This could mean you have the bonuses be the same as if it was accepted, or give them a middle ground of accepted/shunned, or however you wish to do so. Or, maybe even have it tied to Lust acceptance instead, as it could also make since thematically. And since you have Carnalitas Dei - De-tenetized as a requirement, it can tie into that system of Lust acceptance, where it being Sacred (or whatever the highest tier is called) having the same or better bonuses than the current for Accepted Prostitution Doctrine. Edited March 12 by LustDemon69 1
Platinphoenixx Posted March 12 Author Posted March 12 3 hours ago, LustDemon69 said: Hello, this has been a really fun flavor kind of mod that I appreciate having for my more lewd styled games. I was wondering if it'd be possible to have a game rule to disable the prostitution requirement for buildings, as for some certain mods, like Regula Magistri 2, and also the play style of careful breeding, can go quite wrong if having a faith/culture where prostitution is accepted. This could mean you have the bonuses be the same as if it was accepted, or give them a middle ground of accepted/shunned, or however you wish to do so. Or, maybe even have it tied to Lust acceptance instead, as it could also make since thematically. And since you have Carnalitas Dei - De-tenetized as a requirement, it can tie into that system of Lust acceptance, where it being Sacred (or whatever the highest tier is called) having the same or better bonuses than the current for Accepted Prostitution Doctrine. While i don't use Regula Magistri, i get the concept. For future updates i will definitely look into more, different triggers that make the buildings more feasable, maybe in different ways if i can. What i will definitely do, is continue to try and come up with interesting ideas for buildings that will have positive effects while NOT having lewd stuff in your faith, or at least different effects that still cater to a playstyle. I tried the first step of that with the new dread_amphitheater building.
LustDemon69 Posted March 12 Posted March 12 5 hours ago, Platinphoenixx said: While i don't use Regula Magistri, i get the concept. For future updates i will definitely look into more, different triggers that make the buildings more feasable, maybe in different ways if i can. Appreciated, I still respect the original intent and design but it's annoying for when I don't want prostitution screwing up my dynasty tree. 5 hours ago, Platinphoenixx said: What i will definitely do, is continue to try and come up with interesting ideas for buildings that will have positive effects while NOT having lewd stuff in your faith, or at least different effects that still cater to a playstyle. I tried the first step of that with the new dread_amphitheater building. Well, if I may suggest, you could go further on the breeding aspect, having some kind of chamber building that increases trait inheritances, or otherwise acts as a lite version of the Family Dynasty Legacies line, where congenital traits are prioritized, Just an idea.
EatGumChewAss Posted March 12 Posted March 12 (edited) Ducal fuck shacks should require the duchy title imo. Right now they're basically a more powerful variant of the DoL brothel, it feels a bit too powerful for a building you can build without the duchy. Also, Sex slavers -80% development is craazy. +400% development growth from the ducal fuck shacks is also crazy. I'm guessing these are meant to balance out eachother in a ways but it makes them insanely powerful on their own. Sex ghetto is probably not working as intended. It goes from -1 fort (L4) -1 Fort (L5) +1 Fort (L6) Edited March 12 by EatGumChewAss
Platinphoenixx Posted March 12 Author Posted March 12 27 minutes ago, LustDemon69 said: Appreciated, I still respect the original intent and design but it's annoying for when I don't want prostitution screwing up my dynasty tree. Ah okay, you must have different mods than me, because that is not an issue for me. 28 minutes ago, LustDemon69 said: Well, if I may suggest, you could go further on the breeding aspect, having some kind of chamber building that increases trait inheritances, or otherwise acts as a lite version of the Family Dynasty Legacies line, where congenital traits are prioritized, Just an idea. Like a selective breeding kinda thing? Sure, that could work out. Maybe a modifier if the faith has the divine marriage tenet even... hmmm....
Platinphoenixx Posted March 12 Author Posted March 12 (edited) 21 minutes ago, EatGumChewAss said: Ducal fuck shacks should require the duchy title imo. I think you are right. I'll change that. 21 minutes ago, EatGumChewAss said: Right now they're basically a more powerful variant of the DoL brothel, it feels a bit too powerful for a building you can build without the duchy. Agreed, even though i took inspiration from DoL, i don't like playing with it, so comparisons are not really in my scope right now. 21 minutes ago, EatGumChewAss said: Also, Sex slavers -80% development is craazy. +400% development growth from the ducal fuck shacks is also crazy. I'm guessing these are meant to balance out eachother in a ways but it makes them insanely powerful on their own. Yeah, that was the idea. But i agree the values are a bit too extreme, i'll tweak them. Edited March 12 by Platinphoenixx 1
Platinphoenixx Posted March 12 Author Posted March 12 21 minutes ago, EatGumChewAss said: Sex ghetto is probably not working as intended. It goes from -1 fort (L4) -1 Fort (L5) +1 Fort (L6) It was intended, kinda like a "if you got this far..." But yeah, i should look into that.
Platinphoenixx Posted March 12 Author Posted March 12 @EatGumChewAss If you have balancing suggestions for what i should do, aside from my initial idea of having to balance the buildings out, let me know! I am currently changing the values to be less extreme and inconsistent
maybe_gg Posted March 12 Posted March 12 The mod has a picture called 20260207201044_1.jpg in it. It shows the player being a part of a situation/struggle that I don't remember seeing before. Could I ask what situation is and from what mod/dlc it is, if you can remember.
EatGumChewAss Posted March 12 Posted March 12 1 hour ago, Platinphoenixx said: It was intended, kinda like a "if you got this far..." But yeah, i should look into that. Fair enough! I don't really have an opinion if it should be like that or not, it just looked like a typo 1 hour ago, Platinphoenixx said: Updated with slightly tweaked values That was fast haha. I'll have to update and try it out.
Platinphoenixx Posted March 12 Author Posted March 12 5 hours ago, maybe_gg said: The mod has a picture called 20260207201044_1.jpg in it. It shows the player being a part of a situation/struggle that I don't remember seeing before. Could I ask what situation is and from what mod/dlc it is, if you can remember. Funny Digging through the mod folder now are we... I think this is just RICE if you are referring to the picture on the bottom right. I think it's part of the struggle for colonizing greenland or vinland.
Platinphoenixx Posted March 12 Author Posted March 12 4 hours ago, EatGumChewAss said: Fair enough! I don't really have an opinion if it should be like that or not, it just looked like a typo Nah, it is weird, it made total sense to me while i made it. 4 hours ago, EatGumChewAss said: That was fast haha. I'll have to update and try it out. Please do. And if you have suggestions about balancing things, i'd love to hear them even if i can't promise to apply them all, this mod is in kind of a limbo where i am not happy with it, but am also out of ideas.
girlbossshay Posted March 19 Posted March 19 Hi I was wondering if this is AGOT compatible because I would love to play this in AGOT. Thank you in advance. 1
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