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[mod] Futanari Realm


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Posted (edited)

Hey, so not sure if this has been reported or not, but minor issue noted. 

It doesn't seem than any of the Futanari Sanctuary main buildings actually have any base Garrison Reinforcement Rate. Not sure if that's intentional or not, but it does mean that no garrisons can ever grow in the county's that are converted. Could be a major issue if you try to convert to only using Sanctuaries.

 

 

Edited by Swishshot
Posted
3 hours ago, Swishshot said:

Hey, so not sure if this has been reported or not, but minor issue noted. 

It doesn't seem than any of the Futanari Sanctuary main buildings actually have any base Garrison Reinforcement Rate. Not sure if that's intentional or not, but it does mean that no garrisons can ever grow in the county's that are converted. Could be a major issue if you try to convert to only using Sanctuaries.

 

 


Yeah that was a issue but I fixed it already in the newest version you can download

Posted
4 hours ago, lolbits said:

Is there any way/plans to make cultural conditions like Grand Architecture apply for Futanari Sanctuary holdings with the boost to earnings? I would argue that it should have even greater effects as lands under Futa management have been found to always much higher satisfaction and productivity then the traditional population centers. And with how futas breed I don't even need to mention the population growth...

 

I will probably in the future go over every culture tradition so that it more naturally works with every building and try to learn how to make new intresting culture traditions to add to this mod

Posted (edited)

I only have 1 tier for the dark portal duch building and no new MAA from the building. Religion does have accepted witches.  Hmm. Think my download was bad. I reinstalled, same issue, downloaded it AGAIN and now it works. I was using the SAturday update.

Edited by LeeFoster2
Posted

Hey I read the patch notes and I see this is in the game? : the Dark portal building
I have never seen it, what do you need to unlock this?

thanks for the fun mod!

Posted
4 hours ago, wolfking619 said:

Hey I read the patch notes and I see this is in the game? : the Dark portal building
I have never seen it, what do you need to unlock this?

thanks for the fun mod!


Thx for the compliment.
And the things you need to unlock that duchy building is that your faith accepts witches or venerates them and you need a futanari holding at tier 2

Posted (edited)
2 hours ago, RandomLich said:


Thx for the compliment.
And the things you need to unlock that duchy building is that your faith accepts witches or venerates them and you need a futanari holding at tier 2

and with futanari holding you mean the merchant enclave? (thriving futanari community)
or is that a new building type you unlock later in the years (later start date / innovation)
it's a lot to figure out for me right now so sorry for the questions

I looked around a bit more. a great project into tier 2 castles (basically)
got to pass a few more years I suppose :P

Edited by wolfking619
Posted
9 hours ago, wolfking619 said:

and with futanari holding you mean the merchant enclave? (thriving futanari community)
or is that a new building type you unlock later in the years (later start date / innovation)
it's a lot to figure out for me right now so sorry for the questions

I looked around a bit more. a great project into tier 2 castles (basically)
got to pass a few more years I suppose :P

With holding I mean more the Futanari sanctuary you can get with the great projects tab but use that project on holdings without buildings because it removes every normal building that is on it

Posted (edited)

I found a couple of bugs.

 

The Manor line of buildings ordinarily requires a set of conditions to be met, to build past rank 2. The primary one that needs to be met is "farm_estates_3_4_trigger = yes." If you don't meet the trigger here, the alternative is to have a pasture at level 4, or access to rice paddies.

 

This trigger is found in the 10_tgp_triggers.txt file. It basically outlines that you have to have a level 2 church, city, or castle to build in. Because your mod implements an entirely new holding type, it cannot fulfill this trigger in the way that the trigger is written. But the trigger is included within your entry for the futa_farm_estates building entry. So, the way your version of the farm estates is implemented, under most circumstances the player will not be able to build past level 2 (why even build the pastures, they suck compared to the new options included in the mod). This isn't your fault, but rather the way Paradox wrote the trigger. 

 

I fixed it by deleting the reference to the farm_estates_trigger and re-using the code from the level 2 building. I incremented the holding level up by 1 for every 2 building ranks, to keep it in line with the base game estates.

 

    can_construct_potential = {
        building_requirement_tribal = no
        OR = {
            building_farm_estates_requirement_terrain = yes
            AND = {
                has_building_or_higher = futa_pastures_04
                culture = {
                    has_cultural_parameter = farm_estates_pastures_unlock
                }
            }
            building_paddy_fields_requirement_terrain = yes
        }
    }

    can_construct_showing_failures_only = {
        OR = {
            AND = {
                building_requirement_futa_realm_holding = { LEVEL = 02 }
                scope:holder.culture = {
                    has_innovation = innovation_crop_rotation
                }
                building_farm_estates_requirement_terrain = yes
            }
            AND = {
                has_building_or_higher = futa_pastures_04
                culture = {
                    has_cultural_parameter = farm_estates_pastures_unlock
                }
            }
            AND = {
                building_paddy_fields_requirement_terrain = yes
                scope:holder.culture = { has_innovation = innovation_champa_rice }
                building_requirement_futa_realm_holding = { LEVEL = 02 }
            }
        }
    }

 

The effect descriptions for the futa hunting grounds and estates are missing. I fixed it by changing "effect_desc = futa_hunting_grounds_desc" back to "hunting_grounds_desc" and same for the estates.

 

I also noticed there was no localization entry for the Estates, so i copy/pasted that over, and did a find&replace to add futa in. 

 

 #farm estates
 building_type_futa_farm_estates_01:1 "Manor Houses"
 building_type_futa_farm_estates_01_desc:2 "The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more taxes they will generate."
 building_futa_farm_estates_01:1 "Mansions"
 building_futa_farm_estates_01_desc:1 "Mansions house land-owning families, their staff, and the peasants who work their fields."
 building_futa_farm_estates_02:1 "Gardens & Vegetable Plantations"
 building_futa_farm_estates_02_desc:1 "Attached to the manors are large gardens and fields of ripe vegetables, making them essentially self-sustainable."
 building_futa_farm_estates_03:1 "Farm Estates"
 building_futa_farm_estates_03_desc:1 "Farm estates hold jurisdiction over the fields, forests, and outbuildings that surround them."
 building_futa_farm_estates_04:1 "Hundred-acre Fields"
 building_futa_farm_estates_04_desc:1 "The massive hundred-acre fields employ scores of peasants, and brings vast wealth upon the family who owns the land."
 building_futa_farm_estates_05:1 "Freeholds"
 building_futa_farm_estates_05_desc:1 "Freeholds are massive, with vast lands surrounding them — as they are passed on in a hereditary fashion, the families they house have ample time to optimize the yield of their lands."
 building_futa_farm_estates_06:1 "Windmills"
 building_futa_farm_estates_06_desc:1 "Windmills take most of the labor out of grinding flour, massively increasing efficiency."
 building_futa_farm_estates_07:1 "Consolidated Landholdings"
 building_futa_farm_estates_07_desc:2 "The wealthier families buy out the poorer ones, consolidating their possessions into sprawling estates, all working under the same direction and, more importantly, paying their taxes together."
 building_futa_farm_estates_08:1 "Grand Estates"
 building_futa_farm_estates_08_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands."
8_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands."

 

Here is the result of my fixes. I can post up my edited files if you want.

 

image.png.973afce74986708c396d1a9ddc341705.png

 

On a balancing note, I notice that the military buildings don't really scale that well. I guess my balancing question revolves around your vision for how extensively we should be converting holdings to futa holdings, or whether we should be keeping some castles to use to station MAA. The current implementation of the futa military buildings is very anemic compared to regular versions of the buildings, and the futa holding itelf provides no stationing bonus. It seems a little bit punishing to the player to have to replace their castles with seed shrines, lose all of the buildings in them, and then the replacement MAA buildings be a straight downgrade to the regular versions. To me, it doesn't make a lot of sense. It punishes the player for fully embracing the mod's mechanics, especially since the economic rewards of transitioning to a futa holding are incredible. I would prefer that the MAA buildings (the barracks and arena) be buffed to provide MAA bonuses comparable to having a barracks and blacksmith, and the futa holding itself be given the castle's stationing and siege bonuses.

 

There's also no equivalent to the late game Shooting Ranges, so the player loses out on the buffs from that as well. 

 

Otherwise I really like the mod. 

Edited by Infinity00
Posted

 Great mod, thanks😀.

Would it be possible to have a Spanish version with an automatic translation or something like that?🤔

Posted
On 8/20/2026 at 4:27 AM, Infinity00 said:

I found a couple of bugs.

 

The Manor line of buildings ordinarily requires a set of conditions to be met, to build past rank 2. The primary one that needs to be met is "farm_estates_3_4_trigger = yes." If you don't meet the trigger here, the alternative is to have a pasture at level 4, or access to rice paddies.

 

This trigger is found in the 10_tgp_triggers.txt file. It basically outlines that you have to have a level 2 church, city, or castle to build in. Because your mod implements an entirely new holding type, it cannot fulfill this trigger in the way that the trigger is written. But the trigger is included within your entry for the futa_farm_estates building entry. So, the way your version of the farm estates is implemented, under most circumstances the player will not be able to build past level 2 (why even build the pastures, they suck compared to the new options included in the mod). This isn't your fault, but rather the way Paradox wrote the trigger. 

 

I fixed it by deleting the reference to the farm_estates_trigger and re-using the code from the level 2 building. I incremented the holding level up by 1 for every 2 building ranks, to keep it in line with the base game estates.

 

    can_construct_potential = {
        building_requirement_tribal = no
        OR = {
            building_farm_estates_requirement_terrain = yes
            AND = {
                has_building_or_higher = futa_pastures_04
                culture = {
                    has_cultural_parameter = farm_estates_pastures_unlock
                }
            }
            building_paddy_fields_requirement_terrain = yes
        }
    }

    can_construct_showing_failures_only = {
        OR = {
            AND = {
                building_requirement_futa_realm_holding = { LEVEL = 02 }
                scope:holder.culture = {
                    has_innovation = innovation_crop_rotation
                }
                building_farm_estates_requirement_terrain = yes
            }
            AND = {
                has_building_or_higher = futa_pastures_04
                culture = {
                    has_cultural_parameter = farm_estates_pastures_unlock
                }
            }
            AND = {
                building_paddy_fields_requirement_terrain = yes
                scope:holder.culture = { has_innovation = innovation_champa_rice }
                building_requirement_futa_realm_holding = { LEVEL = 02 }
            }
        }
    }

 

The effect descriptions for the futa hunting grounds and estates are missing. I fixed it by changing "effect_desc = futa_hunting_grounds_desc" back to "hunting_grounds_desc" and same for the estates.

 

I also noticed there was no localization entry for the Estates, so i copy/pasted that over, and did a find&replace to add futa in. 

 

 #farm estates
 building_type_futa_farm_estates_01:1 "Manor Houses"
 building_type_futa_farm_estates_01_desc:2 "The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more taxes they will generate."
 building_futa_farm_estates_01:1 "Mansions"
 building_futa_farm_estates_01_desc:1 "Mansions house land-owning families, their staff, and the peasants who work their fields."
 building_futa_farm_estates_02:1 "Gardens & Vegetable Plantations"
 building_futa_farm_estates_02_desc:1 "Attached to the manors are large gardens and fields of ripe vegetables, making them essentially self-sustainable."
 building_futa_farm_estates_03:1 "Farm Estates"
 building_futa_farm_estates_03_desc:1 "Farm estates hold jurisdiction over the fields, forests, and outbuildings that surround them."
 building_futa_farm_estates_04:1 "Hundred-acre Fields"
 building_futa_farm_estates_04_desc:1 "The massive hundred-acre fields employ scores of peasants, and brings vast wealth upon the family who owns the land."
 building_futa_farm_estates_05:1 "Freeholds"
 building_futa_farm_estates_05_desc:1 "Freeholds are massive, with vast lands surrounding them — as they are passed on in a hereditary fashion, the families they house have ample time to optimize the yield of their lands."
 building_futa_farm_estates_06:1 "Windmills"
 building_futa_farm_estates_06_desc:1 "Windmills take most of the labor out of grinding flour, massively increasing efficiency."
 building_futa_farm_estates_07:1 "Consolidated Landholdings"
 building_futa_farm_estates_07_desc:2 "The wealthier families buy out the poorer ones, consolidating their possessions into sprawling estates, all working under the same direction and, more importantly, paying their taxes together."
 building_futa_farm_estates_08:1 "Grand Estates"
 building_futa_farm_estates_08_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands."
8_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands."

 

Here is the result of my fixes. I can post up my edited files if you want.

 

image.png.973afce74986708c396d1a9ddc341705.png

 

On a balancing note, I notice that the military buildings don't really scale that well. I guess my balancing question revolves around your vision for how extensively we should be converting holdings to futa holdings, or whether we should be keeping some castles to use to station MAA. The current implementation of the futa military buildings is very anemic compared to regular versions of the buildings, and the futa holding itelf provides no stationing bonus. It seems a little bit punishing to the player to have to replace their castles with seed shrines, lose all of the buildings in them, and then the replacement MAA buildings be a straight downgrade to the regular versions. To me, it doesn't make a lot of sense. It punishes the player for fully embracing the mod's mechanics, especially since the economic rewards of transitioning to a futa holding are incredible. I would prefer that the MAA buildings (the barracks and arena) be buffed to provide MAA bonuses comparable to having a barracks and blacksmith, and the futa holding itself be given the castle's stationing and siege bonuses.

 

There's also no equivalent to the late game Shooting Ranges, so the player loses out on the buffs from that as well. 

 

Otherwise I really like the mod. 


Thx for letting me know about those bugs and localisation problems, I will fix it next update.
On your balancing note, I agree that the futa holding and military buildings need some more interesting buffs so that it doesn't seem weak in comparison against other buildings from other holdings and next update I will add a new building that buffs range and siege units.
 

 

On 8/20/2026 at 6:03 PM, Zeno2410 said:

 Great mod, thanks😀.

Would it be possible to have a Spanish version with an automatic translation or something like that?🤔


Thanks for the compliment😆
But to answer your question, translation to other languages will probably in the last update when I decide this mod is finished.

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