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[mod] Sex Economy


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Posted

Sex Economy


Lewd buildings that care about what your faith and culture actually think of them

 

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 balanced mod and does not try to be.

 

 

What is in the current version

  • Seven building chains for regular holdings: Sex Ghettos, Sex Slavers, Pleasure Bathhouses, Honey Trap Inns, the Dread Amphitheater, Knights' Pleasure Houses and Temples of Ecstasy
  • Two tribal chains: Slave Dungeons and the Wanuan Trafficking Network
  • A duchy capital chain and a kingdom-exclusive legendary building with its own decision
  • Effects scale with the Carnalitas prostitution doctrine and cultural traditions
  • Localization: English, Simplified Chinese, Spanish

 

 

The next update

I have been rebuilding large parts of the mod. The update is essentially done and will be released after "By God Alone" (Sept 30th), adapted to whatever that patch changes. No date promise beyond that.

The short version of what changes: buildings now react to the full doctrine ladder instead of a yes/no check, the slaver chains finally use the slavery doctrines instead of prostitution, there is a building line for pious rulers, a court position, contracts for landless adventurers, buildings for camps, estates and nomad yurts, and three culture-specific regional chains. Details below.

 


Doctrine ladder
Criminal / Shunned / Accepted / Sacred are now four distinct steps. Accepted faiths get half of the old bonus; Sacred Prostitution (or Carnal Mysticism / Exaltation) from Carnalitas Dei stacks the other half on top. So the old maximum still exists — it just belongs to the faiths that actually deserve it. Tooltips were rewritten to say what your faith gets, instead of a vague one-liner.

Slavery doctrines for the slaver chains
Sex Slavers, Slave Dungeons and the Trafficking Network no longer care about prostitution. They check the two Carnalitas slavery doctrines: other-faith slavery accepted = half bonus, same-faith slavery accepted as well = full bonus. Criminal stacks the penalties the same way.

House of Penitence
A three-tier chain 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.

The Madam (court position)
Exists only while your capital county has a pleasure building. Aptitude is built around stewardship and experience rather than youth. Four tasks: run the establishments (income is a percentage cut, scaling with your capital's brothel tier and your doctrine), scout new talent for the court, suppress the scandals around your buildings, or host soirées for court grandeur. Comes with a yearly report event and a scandal risk if the trade is illegal in your realm.

Adventurer contracts
Rulers with a pleasure district generate two contracts for landless adventurers: escorting newly recruited courtesans, and shutting up rumormongers. Standard contract UI and rewards.

Travel
The duchy capital chain and the legendary building are travel points of interest now. Characters passing through get a small event — spend the night, study the business, or keep riding.

Domiciles
Camp: the vanilla Private Tents can be upgraded into a Grand Pleasure Pavilion. Estate: a Courtesan Wing with one upgrade. Yurt: a Harem Yurt, which means nomads are no longer locked out of the mod entirely (regular buildings never reach them).

Regional chains
Three culture-gated lines: the Hammam (Arabic / Iranian / Turkic / Egyptian heritage), the Pillow House (Chinese / Korean / Japonic heritage) and Freyja's Grove (North Germanic heritage, also buildable tribal).

Fixes
Full 1.19 compatibility pass. This also uncovered several things that were silently broken for a long time — among others, the duchy requirement on Sex Ghettos never worked, and the Youthful Rulership culture bonuses never applied. Both do now. Plus a text and typo cleanup across all three languages.

Optional patches (separate downloads)
Three small compatibility patches, each only needed if you run the respective mod:

If you run Deviant's Mask: the Grand Pleasure Pavilion enables the bonus rewards on their courtesan contracts on its own, no patch involved.

  • Carnalitas Slavery Reimagined — the slaver buildings count as slave markets for its event chains
  • Carnalitas Prostitution Reimagined — developed pleasure districts count as major locations, so prostitutes spawn there and move there
  • Carnalitas Slavery Expansion — slave prostitutes earn extra yearly gold if your capital has slaver infrastructure
 

 

Requirements

  • Carnalitas — required
  • Carnalitas Dei - De-tenet-ized — required (the doctrine ladder and culture hooks depend on it)

 

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. Load order: bottom is fine.

 

 

Credits

Spanish translation by @SternenLiecshtein
Simplified Chinese translation by @MrVasiriev
Holdings hotfix on the current version by @LustDemon69

 

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.

 


 

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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