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[mod] Sex Economy


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Posted

Sex Economy


Sexy Buildings that account for Faith and Culture

 

 

NOT UPDATED YET!

 

This mod adds some sexy buildings to the game to spice up the economic gameplay related to lewd stuff.

 

I tried to find some interesting effects from the buildings and wanted to make them have somewhat of a tradeoff, but they are still rather OP. The mod is about managing the buffs and debuffs that come with the mod's buildings. Be warned though, building a brothel in the middle of your castle in an area, where the religion does not accept prostitution, will not be nearly as profitable.

 

Currently, building chains are influenced by:

Your faith's prostitution doctrine

Your Culture's "Youthful Rulership" tradition

 

 

This mod adds a bunch of buildings with upgrades to feudal and tribal governments, though most can be used by any government type.

 

More interesting effects were "inspired" by Cheri's (NOT required)

Carnalitas Daughters of Lust


but the entire idea of the Duchy and special buildings was taken from their amazing work

which has since been succeeded by (NOT required) [The ducal buildings work as DoL brothels, though]

[mod] Daughters of Lust - updated

 

The mod integrates some buildings, including a Duchy-type capital building, as well as a Kingdom-Exclusive special building with some perequisites.

 

This mod was made with the premise of having scaled modifiers depending on the type of religion you have, as well as some cultural pillars.

 

If your religion has Carnal Exaltation or Carnal Mysticism from the "Carnalitas Dei - De-tenet-ized"-mod (REQUIRED)

you will get benefits where there would have been penalties before, as well as scaling buffs.

Because of that, the mod is REQUIRED.

Obviously, Carnalitas itself is also required.

 

 

WARNING: Buildings seem bad rather than good? Convert to a faith that allows prostitution or create a new one!

 

If you encounter any bugs or requirements that i forgot, please let me know.

 

Plans:

- Make more interesting effects on buildings possible, especially also beneficial ones for faiths, that specifically don't allow prostitution, but still with a lewd theme

- More fleshed out differentiations

- More buildings specific for different cultures and regions

- More tribal and nomad stuff

- Buildings for estates

- Make scripted triggers for travels along special buildings that could fire even chains?

 

Maybe:

- Men at Arms

- Events

- AI integration

 

Let me know what you'd like to see.

 

WARNING:

This mod NEEDS to overwrite the 00_Holdings file. Thus it is incompatible with ANY other mod adding any kind of holding. The files are rather easy to merge if you want though.

 

This mod can safely be put at the bottom of your load order, since it only overwrites the 00_holdings file.

Translations:
Spanish by @SternenLiecshtein

Simplified Chinese by @MrVasiriev


 

Posted
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.

  • 4 weeks later...
Posted

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!

Posted
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.

Posted (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 by LustDemon69
Posted
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.

Posted
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. 

Posted (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 by EatGumChewAss
Posted
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....

Posted (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 by Platinphoenixx
Posted
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.

Posted

@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

Posted

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.
image.png.af00cf1fdd67c009d44baf212019f667.png20260207201044_1.thumb.jpg.daa30090b6eb15ee8663b2416c0f6e70.jpg

Posted
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 :P

 

1 hour ago, Platinphoenixx said:

Updated with slightly tweaked values

 

That was fast haha. I'll have to update and try it out.

Posted
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:D 

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.

 

Posted
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 :P

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.

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