SamIAmHam Posted September 6 Posted September 6 (edited) Carnal Realms Public Beta 0.9 A Crusader Kings II Total Conversion Carnal Realms is now ready for public testing. This is an adult total conversion built around the idea that sexuality should be part of the CK2 world rather than something that only appears when a special event fires. Marriage, fertility, pregnancy, legitimacy, inheritance, religion, politics, economics, and social status already shape the lives of CK2 characters. Carnal Realms brings sexuality into those systems so that adult content creates consequences instead of existing inside isolated event chains. This is a public beta rather than a finished release. Bugs, balance problems, incomplete content, missing localization, and unexpected interactions should be expected. Major systems and core files may change during development, so save compatibility between beta versions cannot be guaranteed. Carnal Realms supports both standard campaigns and Shattered Realms. Players who prefer to begin without the established political structure can use Shattered Realms to create a new political landscape while retaining the total conversion's religions, laws, characters, societies, and other systems. DLC Requirements Most Crusader Kings II DLC is required. Carnal Realms uses mechanics, governments, religions, societies, artifacts, portraits, event systems, and other features introduced through the official expansions. Playing with only the base game or a limited DLC collection is not supported and may result in missing features, broken event chains, unavailable decisions, or other errors. What Is Carnal Realms? Carnal Realms treats lust as a normal part of human nature rather than an automatic moral failing. Different religions determine how desire, marriage, prostitution, consorts, clergy, legitimacy, incest restrictions, and sexual conduct are judged. A practice may be forbidden by one religion, tolerated by another, and treated as sacred service by a third. Religions are intended to function as distinct systems instead of sharing the same sexual morality under different names. Anatomy is also separated from attraction. Breast size and penis size describe physical characteristics rather than automatically granting unrelated bonuses to attractiveness, fertility, intelligence, or combat ability. Attraction and personal preferences can then use those characteristics where appropriate. The system also supports hermaphroditic characters while remaining within CK2's hardcoded male and female structure. Pregnancy, marriage, fertility, legitimacy, and inheritance remain connected to the dynastic game. Sexual activity can produce children, affect marriages, create bastards, alter succession, expand dynasties, and cause political or religious problems. Actions are meant to leave consequences that can continue for generations. Prostitution is being developed as an actual career. Prostitutes serve real clients, receive payment, gain experience, and advance through professional ranks. Brothels function as economic institutions rather than event decorations, while religion and society determine whether the profession is condemned, tolerated, regulated, respected, or sacred. The Order of the Sacred Magdalene demonstrates how these shared systems can support a complete society. Members progress through four ranks, earn and spend Grace, perform Carnal Confession, serve in Houses of Mercy, undertake sacred prostitution, study scripture, search for lost manuscripts, participate in festivals and rites, commission regalia, complete missions, and pursue long-term religious and political goals. Realm laws expand the political side of the conversion. Finance, justice, military organization, female authority, ordination, council participation, commerce, adventuring, and public exhibition can be governed separately. This allows realms to change over time rather than beginning with one universal social structure. The supernatural world includes rare vampires and werewolves, with future development planned for angels, demons, monster hunting, quests, artifacts, and optional fantasy races. These systems are intended to support the human world rather than overwhelm it. Future societies, shops, craftsmen, clothing, equipment, religious artifacts, adventuring, and submods will build upon the same shared core. The long-term goal is for Carnal Realms to feel like its own version of Crusader Kings II rather than an adult event pack placed on top of vanilla CK2. Characters will still marry, inherit titles, fight wars, pursue religion, build wealth, establish dynasties, and destroy everything through terrible decisions. Adult content becomes another part of those stories. That world is Carnal Realms. Feedback and Bug Reports Public testing is intended to uncover problems that cannot easily be found during private development. Reports are welcome for crashes, broken event routing, unavailable choices, incorrect traits or effects, balance problems, AI behavior, interface issues, artwork problems, missing localization, and compatibility errors. Feedback is also useful when a feature technically works but is confusing or difficult to navigate. Please test suspected bugs without unrelated mods whenever possible. Carnal Realms replaces and modifies many core files, so another mod may create conflicts even when both mods work correctly by themselves. When reporting a bug, include the following information: Carnal Realms version CK2 version and checksum Enabled DLC Other enabled mods Standard or Shattered Realms campaign Start date and ruler Character sex, culture, religion, and government Whether Ruler Designer was used Relevant character-builder choices Event, decision, law, society, or system involved What should have happened What actually happened Steps needed to reproduce the problem Whether it happens in a fresh game Screenshot or relevant section of error.log Bug Report Template Carnal Realms Version: CK2 Version and Checksum: Enabled DLC: Other Mods: Campaign Type: Standard/Shattered Realms Start Date: Character: Sex: Culture: Religion: Government: Ruler Designer: Yes/No System or Event: Expected Result: Actual Result: Steps to Reproduce: Does It Happen in a Fresh Game?: Screenshot or Error Log: Reports do not need to be written perfectly. They only need to provide enough information to identify and reproduce the problem. The purpose of this public beta is to make Carnal Realms more stable, understandable, and complete through actual player experience. Update: I redid the weather system since it was generating too many calls to AI rulers. The new system is much simpler and avoids the entire snowball from AI rulers. It is save compatible. Fixed the mount merchant to where you actually have to have stables built. Fixed a the pilgrim events to lock out unlanded characters from taking it. Fixed the punishment calling up all barons when it should be counts or higher. CR Ruler Designer Unlocked.rar Carnal Realms.rar Edited Saturday at 07:32 AM by SamIAmHam 2
SamIAmHam Posted September 7 Author Posted September 7 I've implemented a new law system that adds to the current vanilla laws. They cover Justice, Finance, Military, Public Exhibitionism, Female Authority, Ordination Gender, Councilor Gender, Commerce & Guilds, Adventuring Charter, and Arcane Law. Female Authority determines what succession laws you can actually have in regards to agnatic, agnatic-cognatic, absolute cognatic, enatic-agnatic, and enatic. Ordination and Councilor Gender sets what gender you can recruit from. At default 0 it's 100% men then it progresses 75% male/25% female, 50%/50% male and female, 25% male/75 %female, and 100% female. Commerce and Guilds provides extra income and opinion modifiers. Adventuring Charter provides extra opinion, levy, and income. It will also hook into the fantasy submod and the grand inn. Arcane Law is commented out and is the hook needed for the fantasy submod in the works. The fantasy submod will have wizards as a unit for battle and the ability to build towers in your demesne. The rest you'll find out when CR core is released. Next up is that I reworked the entire education system because I never cared for Paradox's implementation of it. Now it is a dual track system where the child has a focus determine their actual personality traits like an adult. The track has events for 6-12 years of age and 12-16 years of age. Now the difference is that each of the focuses do exactly what they say. Struggle/Pride = Martial Education Humility/Etiquette = Diplomacy Duty = Intrigue Thrift = Stewardship Faith = Learning Since there are two tracks that you can send your child to 10 years of one track or you can send them 6 years on one track then 4 years on a second track. Upon graduating as an adult determines their education traits and the levels. Single track allows the education trait to go up to level 4. Dual track education gives two education traits, but they cap at level 2. The educator really does make a difference here. Their attribute level, education trait, and their other traits impact their charge directly. This means that if you want a good rounded heir you need to choose wisely and if you want a single or dual education trait result. I added a weather system since it was requested from EMF. My version is a bit different. I have the weather patterns defined by the topographical area which then narrows it to the local kingdoms and duchies. At the beginning of the game and every year it rolls for the overall weather pattern. That determines the modifiers that your realm will get. Depending upon the weather determines if the bonuses are positive or negative. Yes, it will impact combat. Finally, I took the idea from EMF for combat tactics and made it my own. Now tactics are defined by actual medieval warfare formations and your technology shows the allowed tactics in the battle. Terrain is still important. The addition of sex specific tactics is included. 1
SamIAmHam Posted September 8 Author Posted September 8 (edited) Using Ruler Designer as a base, I created a character background generator. It's a custom trait that will launch a character event that will start you on a journey to create your character's background. You start by choosing if you are low born or noble. Education uses the attribute scores you gave when you designed your ruler. Higher the score the better the education will be. You can select single education for a trait that can be level 1-4. If you choose dual education you can pick two education traits that can be up to level 2. Once you have your education you are presented with the options for your classes. The classes grant you one lifestyle trait that you start play with. Also, your character's age is advanced to 20 years old if under 20. If your character is over 20 they remain that age. You can choose if your character's parents are alive or dead before the campaign starts. The goal of the background generator is to make it easy for you to develop a custom background that fits with the story you have in mind. I didn't dictate it like another mod does. Part of the education replacement is that if you have a single education trait character you can go back to school as an adult to learn a second education trait. The second trait will start at level 1. I am working on redoing the entire Focus events since vanilla sucks. Rulership will actually do something that is beneficial instead of being Depression Simulator 2012. This is a complete overhaul of the events using the existing WoL files. The Pilgrimage event chain is completely revamped with a very different system. Instead of it being presented as an event chain where your ruler stays in one place, it spawns an event troop as a religious retinue that is 100 knights and 1 ship. Your ruler must be a commander of that troop to physically travel from his capital to the pilgrimage site then return. Events will fire as you travel giving you opportunities to interact with the world. Pilgrimages are no longer once per character. You can go on a pilgrimage every so often to one of the twelve holy sites. By completely the pilgrimage you earn a trait for that site. It replaces the old Pilgrim trait. I have to collect them all which is my reasoning for allowing multiple pilgrimages. EDIT: I forgot to mention that I'm working on redoing how combat actually works. These are completely new tactics that rely upon unit type and technology. The changes also mean that balanced forces are what you need. Edited September 8 by SamIAmHam 1
Drax70 Posted September 8 Posted September 8 (edited) Here are some of the traits, so to get a taste of what I mean....! And some of the Narative Event Windows from DWR (if you choose to use them, don't forget proper credit to @dewguru )! Drax70_Tit_traits.rar interface.rar Edited September 8 by Drax70
SamIAmHam Posted September 8 Author Posted September 8 4 minutes ago, Drax70 said: Here are some of the traits, so to get a taste of what I mean....! Drax70_Tit_traits.rar 3.62 kB · 0 downloads They are nice and you did a good job on them. These are the ones I have created that fits with the visual style of the TC. The second icons are for the whore traits, exhibitionist, nymphomaniac, and others.
Drax70 Posted Tuesday at 05:42 PM Posted Tuesday at 05:42 PM (edited) Um, are these Trait icons? They are beautiful, but you will have a lot of trouble distinguishing them when you make them 24x24 resolution...! You will live them Square shaped as well or you will cut them into Circle shape as in vanilla?? As an example: And the first one: But, if you choose to keep the Square Style of the Traits for CR I could remake the Traits, I sent you, in that Style as well! I love the Frame in the First ones!!! Could you make a Narative Window with this Style to fit 472x472 images?! That would be Awesome!!! Edited Tuesday at 06:08 PM by Drax70
SamIAmHam Posted Tuesday at 05:52 PM Author Posted Tuesday at 05:52 PM (edited) I haven't tested them in game yet. If they are a problem I'll change them. I like the square shape personally. LOL EDIT: I had the icons redone to be on a brighter background. They're not the same graphic either. Edited Tuesday at 06:11 PM by SamIAmHam
SamIAmHam Posted Wednesday at 09:11 PM Author Posted Wednesday at 09:11 PM (edited) One of the things I wanted to change in Carnal Realms was how warfare actually works once an army takes the field. CK2 has a surprisingly detailed combat system underneath the interface, but much of it still comes down to tactic selection that the player has very little reason to understand beyond finding troop combinations that exploit the existing system. I wanted the tactics themselves to reflect what an army could reasonably do based upon its composition, commander, military development, terrain, and equipment. Once weather and mounts were added to Carnal Realms, those systems could then be tied directly into the same model rather than existing as unrelated flavor mechanics. The combat tactics have therefore been rebuilt around a simple rule. Troop composition determines what an army can physically do, military technology determines what it has learned how to do, Martial determines whether the commander can execute it, commander traits influence what he is inclined to attempt, terrain determines whether the maneuver is practical, and the current battle phase determines what can happen at that moment. This means a commander does not receive an advanced tactic merely because he belongs to the correct culture or because a random roll happened to select it. He needs the troops, knowledge, ability, and circumstances required to perform it. This also allowed most of the old cultural restrictions on tactics to be removed. There is no reason that a French, German, English, or Italian commander should be incapable of understanding a particular formation after his realm has developed the doctrine necessary to use it. If the army contains enough pikemen, the realm possesses the required infantry and melee technology, and the commander has sufficient Martial ability, then he can use advanced pike formations. The same principle applies to archery, cavalry, horse archers, defensive formations, pursuit, and other battlefield maneuvers. Culture can still matter elsewhere in the game, but it no longer acts as an arbitrary wall around basic military knowledge. The result also discourages the extreme one-unit army compositions that can dominate vanilla without simply forbidding them. A specialized army can still be very powerful, and I want that to remain possible. A cavalry army built around heavy shock troops should be terrifying when it gets the battle it was designed to fight, while a pike-heavy formation should be extremely difficult to break under the right conditions. The cost of specialization is that fewer tactics are available when conditions change. A more balanced force may not reach the same peak performance in one area, but it has more options available when the terrain, enemy, or battle phase does not favor its preferred method of fighting. Terrain therefore matters much more than it did before. Heavy cavalry cannot simply perform its best charge formations everywhere. Forests, mountains, marshes, jungles, and other difficult terrain can prevent some mounted maneuvers entirely. Horse archers and light cavalry need room to maneuver, while infantry and pike formations become more useful in conditions where cavalry cannot fully exploit its mobility. Ambush tactics are more likely where an ambush makes sense. The player is still free to build whatever army he wants, but the map now has a greater say in whether that army can fight the way he intended. Commanders also matter beyond simply having a high Martial score. Martial ability unlocks increasingly sophisticated tactics, while leadership and personality traits alter their weighting. An aggressive commander is more likely to attempt aggressive tactics, while a defensive commander favors a different approach. Poor commanders can issue confused orders, launch bad charges, hesitate, or otherwise fail to make proper use of the army placed under them. A good commander does not automatically choose the perfect tactic, but his ability gives him a better collection of choices and improves the odds that he will make good use of them. Carnal Realms also adds its own tactics, although the names are obviously written to fit the mod. Hard and Fast represents a rapid shock attack, Deep Penetration is a committed breakthrough, Take Them From Behind is a flank or rear attack, Spread Them Wide represents envelopment, Hold Them Down is a pinning action, and Open Invitation is battlefield bait. The names may be ridiculous, but the mechanics underneath them represent actual battlefield actions rather than random sexual jokes pasted onto combat bonuses. The mount system now connects directly to this combat model. Horses are not simply artifacts that provide increasingly ridiculous movement bonuses. They are divided by battlefield role, with general-purpose horses, coursers, charge mounts, desert horses, steppe horses, mountain horses, and regional breeds performing differently. A courser emphasizes speed and pursuit, a charger supports shock combat, a Mongol horse is suited to skirmishing and pursuit, while mountain breeds are better suited to commanders operating in difficult country. The mount's role can then alter the weighting of tactics appropriate to that type of horse. I deliberately kept the direct bonuses from mounts relatively small. The best ordinary Carnal Realms horses provide around an eight percent movement bonus rather than the twenty, thirty, or even higher values found in some mount mods. The horse should matter, but it should not make several thousand infantrymen march across Europe as though somebody issued them motorcycles. Much of the real value of a good mount comes from how it interacts with the commander's battlefield role rather than simply adding a huge number to army movement. The tack system follows the same philosophy. Saddles, bridles, barding, horseshoes, caparisons, saddlebags, and battle standards occupy separate equipment slots and provide different command benefits. Some of that equipment is also read by the tactic system. Barding is useful to a commander relying upon heavy shock action, horseshoes help mobility and pursuit, and other equipment influences morale, retreat, or command performance. The purpose is to make the equipment part of warfare rather than filling another artifact page with bonuses that never interact with anything else. Mount acquisition has also been moved into the realm's infrastructure. If you want access to military horses, you build stables. I never liked the idea of relying upon a special stable master or a separate horse market where mounts effectively appeared as merchandise from a menu. Stables now provide the infrastructure through which the system operates, which makes the building itself more meaningful and connects access to better mounts with the development of the realm. AI commanders now participate in this system as well. An appointed commander receives one opportunity per year to purchase equipment and always acquires a horse before beginning to build out his tack and other military gear. Mount tiers cost AI commanders five, ten, fifteen, or twenty percent of their current wealth, while basic tack costs two and one-half percent and more advanced equipment costs five percent. Better purchases are controlled by Martial ability, prestige, rank, wealth, and leadership traits, so an inexperienced commander does not simply buy the best horse available because he happened to inherit some money. This is intentionally separate from the player's normal market prices because vanilla commanders earn very little income. The purpose is not to give AI commanders free equipment, but to let them participate in a system that would otherwise remain almost entirely player-facing. Over the course of a career, a commander can now acquire a basic horse, replace it with something better, add a saddle, barding, bridle, horseshoes, a battle standard, and eventually other equipment. A veteran commander should therefore look and perform differently from somebody who was appointed to a flank last year. Weather then sits over the entire campaign system. Weather is generated regionally rather than independently for every province because I had no interest in rolling approximately thirteen hundred separate weather results every season. De jure kingdoms serve as the basic weather regions, and the system uses the territorial kingdom whether or not that title has actually been created. This prevents situations such as Denmark falling back to generic temperate weather simply because nobody has formed the Kingdom of Denmark yet. Each region receives an annual weather pattern appropriate to its climate, with seasonal results applied quarterly. This keeps the system relatively light while also making weather coherent across a region. A kingdom can experience a wet year, a cold year, a windy year, a favorable year, a weak monsoon, a drought, or another pattern appropriate to its climate rather than every neighboring province rolling unrelated conditions. The weather modifiers were designed to affect the things that weather would actually influence. Supply can rise or fall. Movement can improve or become substantially slower. Attrition can increase. Levy size and reinforcement can be affected. Tax income can rise during favorable agricultural conditions or fall during drought, severe cold, storms, and other destructive conditions. Weather therefore matters before the battle ever begins because it changes how easily an army can move through a region and, more importantly, how many men the land can support. That supply effect is probably one of the most important parts of the system. A province that could support a large army during favorable conditions may no longer be able to support it during a drought, severe winter, or other bad season. The player may need to split the army, delay the campaign, choose another route, or simply accept the attrition. A favorable season can produce the opposite result by allowing larger forces to operate in an area without immediately eating through their supplies. When the three systems are combined, the campaign becomes much more dependent upon preparation. An expensive heavy cavalry army with good chargers and experienced commanders can be devastating on open ground under favorable conditions. The same army may perform very differently after marching through a region suffering poor weather, losing supply, moving slowly, and finally being forced into terrain where its preferred cavalry tactics cannot be used. A balanced army may not produce the same spectacular result under ideal conditions, but it is more likely to have useful tactical options when the campaign stops cooperating with the player's plans. The same thing applies to steppe warfare, mountain warfare, archery, pike formations, and pursuit. A good mount supports the commander who knows how to use it. Military technology gives him the doctrine required to perform more advanced maneuvers. His Martial ability determines whether he can execute them. His troops determine whether the maneuver is possible. Terrain decides whether there is room to perform it, while weather may decide whether half the army arrives hungry and exhausted before the battle even begins. That is the direction I wanted for Carnal Realms warfare. I removed the old rock-paper-scissors emphasis because I did not want army building to revolve around discovering which tactic group counters another tactic group. Specialized armies remain dangerous, but they are dangerous because they are genuinely good at a particular form of warfare. Balanced armies remain useful because they can adapt to more situations. Neither one is automatically correct. The player can still build an absurdly powerful army. He just has to make the damned thing work once it leaves home. Edited Wednesday at 11:59 PM by SamIAmHam
SamIAmHam Posted Thursday at 09:53 AM Author Posted Thursday at 09:53 AM (edited) Carnal Realms Ruler Designer Unlocked and Background Builder This is a quick guide to show off the CRRDU and Background Builder. When you select the country that you want to play go ahead and enter the Ruler Designer to set up your character. Pick the looks and the coat of arms then head to the final page to pick traits. You want to be sure to pick the Build a Character Background trait at the top of the trait list. This will activate the builder events. Do not assign an education here, but you can assign other traits you want. Since I have RDU built in all of the traits and attributes are free. If you want to be older there are traits that increase and decrease the age of your character. I've designed this character and the age of her is still 16. I gave her homosexual, lustful, attractive, genius, strong, erudite, shrewd, and groomed. Once you finish you'll be greeted with the game rules screen. If you want to use the Negotiate Marriage targeted decision you want to ensure that you have Interfaith Marriages allowed. If you want to use the new weather system you ensure that the rule for is enabled. It is by default, but you can disable it. The weather system grants bonuses and penalties for a quarter based on the yearly weather that is rolled. The world is divided into climate zones and kingdoms are assigned to one. Once you get into the campaign with your ruler you will be presented with the standard start up information and the Background Builder event. You can close out the start up screen to get it out of the way. The first page you see in the builder is your social status. Select your choice then it will take you to the next page. The next screen you'll be taken to is your education. You can choose to have a single education or a dual education. Single allows you to have up to a level 4 education trait while dual limits you to level 2 for both. Your attributes and traits that you selected in the Ruler Designer determines the education trait level. If you choose single education I wouldn't worry about it because you can actually continue your education during the campaign to earn your second education trait. For my character here I chose the dual education option. I selected Diplomacy and Intrigue. After you've selected your education you are presented with the list of classes you can have. The classes are limited to your education. You can only select one. For this character I picked Courtesan since it's an option for Diplomacy and Intrigue characters. If you go Martial on your education this where your social status plays a role. For low born you can take Soldier and for noble born it's Officer. They're the same thing as you get a random leadership trait. The next screen is your body traits. If you chose Hermaphrodite in the Ruler Designer you can pick both tits and a dick. If not then you only get boobs or a dick based on your character's sex. Since my character here is a female she'll only get boobs. Notice that there are no cup sizes or dick measurement. I used the medieval terminology here. I never liked the entire modifier inflation of prior mods or the opinion modifiers. I don't have them, but your character will get an opinion on what they prefer in the way of size. The next screen determines if your parents are alive or dead or if one is alive. I chose to have my character's parents be both alive. The next screen is the end of the character background builder. Once you click the button your 16 year old character is aged to 20. This is to represent that you are experienced in your class. If your character is older than 20 his age remains unchanged. If you noticed that unlike A Sensible New Family I didn't tell you what your character's background actually is. I helped define the character's education, social status, and class. The rest is decided by you. It's your character. I want to be clear here in that Carnal Realms is not like other mods. It is what happens when you have a 45 year veteran of tabletop RPGs as a player and GM decides to take a game engine like CK2 to build with it. This is why I decided to use "story decks" where you have your intro event then based off of your character's attributes and traits will determine the success and failure of the chain. The chain uses a pool of scenes that a randomly rolled. For most events a flag will be placed on your character and will never be able to take that event chain again. In the next post I'll show you the new Negotiate Marriage that is a targeted decision used on another ruler. It bypasses the vanilla marriage system. Edited Thursday at 10:14 AM by SamIAmHam
SamIAmHam Posted Thursday at 11:04 AM Author Posted Thursday at 11:04 AM Negotiate Marriage We've all been there in CK2. You found the perfect spouse, but CK2's default coding makes it impossible to marry for some arbitrary reason. It's frustrating since you want to be able to marry that someone special. I decided to fix that with a complete narrative event that takes into account attributes, traits, fertility, titles, and other things. In this example I'm going to continue with Queen Elisabet. She fancies King Karl aka Charlemagne. She wants to marry his desperately, so she right clicks on his portrait to get the targeted decision Negotiate Marriage. You click the decision and it fires up the first event in the chain. It merely describes what negotiate marriage does. It tells you the process. You can continue to the next screen to begin formal negotiations or you can back out. We're going to continue because Karl makes Elisabet weak in the knees. The first choice you make is if it's a patrilineal marriage or a matrilineal marriage. In vanilla CK2 if you're playing a female ruler it's impossible to marry an AI king. The system prohibits you. Not in Negotiate Marriage as the logic is that the children will still have the bloodline of their father. Elisabet isn't a fool so she decides to choose matrilineal. Otherwise, she'll get a game over. The next set of screens sets if you want your character to convert to the spouses or have the spouse convert to your character's religion. Elisabet has her eye on being a sister in the Order of the Sacred Magdalene, so she picks she'll and her realm will convert to Karl's religion. However, she has the option to keep hers and inform Karl that he needs to convert either alone or with his realm. After the religious stuff is finished you move on to political status. The choices are rather obvious, but Elisabet wants to be part of King Karl's realm. She chooses to join it. You can review the offer before sending it off or you can send it. Now at this point the proposal goes to the future spouse for review. He may ask for changes to the marriage proposal and you can agree or not. You can actually have the marriage proposal break down due to differences. In this case Karl is more than happy to marry Elisabet on her terms. Oh look Karl is happy with this arrangement and you are given the consummation screen. Right now this is placeholder text, but it will be very explicit on what happens here. And look at that. Elizsabet gets the vanilla marriage screen and the choice. Since she is now the vassal of King Karl you can fully see his realm. I absolutely love this decision and the events because it improves the game drastically. By using the targeted decision you get an actual choice on marriage. The vanilla marriage system is still in place if you wish to use it.
Drax70 Posted Thursday at 01:45 PM Posted Thursday at 01:45 PM (edited) Great Stuff!!! You are completely remaking the entire system mechanics of the game, instead of just making a small Modification! Overhaul Conversion Mods usually come with a "burn-out" and abandoned... as others before you! I hope you won't! Please, as an advice, concentrate on one thing at a time, instead of radical changes that need fixing all the time and make you break your motivation to continue! You REALLY need to rework the Narative Window!!! You have created so Beautiful images but the small, native resolution doesn't let them to pop-out and as a consequense the window remains "empty". I hope that you will continue the development and if you need any help PM me! Edited Thursday at 01:45 PM by Drax70
SamIAmHam Posted Thursday at 01:57 PM Author Posted Thursday at 01:57 PM I'm glad you like it. Right now I've got the general events, Catholicism, Way of Life focuses, Education, Muslims, weather, new combat, cultural clothing, mounts, and more. I didn't realize you could change the size of the images. I'll have to look into doing my own bigger windows then. LOL The images are the standard 450x150.
SamIAmHam Posted Thursday at 10:04 PM Author Posted Thursday at 10:04 PM Carnal Realms Combat, Weather, and Terrain I've completely redone the combat tactics for Carnal Realms, but before getting into them you need to understand how weather and terrain work with combat. They are three different systems that interact with each other rather than three different modifiers being dumped directly into the battle calculation. Weather affects the campaign before and around the battle, terrain determines the battlefield itself, and once the armies actually start fighting the Carnal Realms tactic system determines what each flank can do. The easiest way to think about it is that weather helps determine what condition your army is in when it reaches the battlefield, terrain helps determine what happens when it gets there, and your troops, technology, commander, and available tactics determine how well you actually fight. The Carnal Realms Weather System Carnal Realms Weather is controlled by a game rule and is enabled by default, although you can turn it off before beginning a campaign if you don't want to use it. Once the map has initialized, the system creates a yearly weather plan for each de jure kingdom and divides that year into Winter, Spring, Summer, and Autumn. It doesn't sit there rolling weather independently for every county on the map. Every province belonging to the same de jure kingdom receives that kingdom's current seasonal weather, with Iceland handled separately because it is a duchy rather than a kingdom. Weather follows the de jure kingdom rather than political borders, so if Denmark conquers a county in another de jure kingdom, that county doesn't suddenly get Danish weather because the King of Denmark owns it. The province remains part of its normal climate region, which allows political borders to change throughout the campaign without the climate map changing along with them. The actual weather modifier is placed on the province and you can see all of its effects in the county tooltip. Independent rulers also receive a weather icon on their character sheet, but that icon is only there to tell you what the weather is like at the ruler's capital. It does not give the ruler another copy of the weather effects. If you're an emperor ruling several kingdoms, your character sheet still only tells you about the weather at your capital, so if your army is somewhere else you need to look at the province where the army actually is. Weather can change supply limit, maximum attrition, levy size, levy reinforcement, local taxes, movement speed, and disease defense. Depending upon the climate and season, supply can move by as much as two points, levy size and reinforcement can drop by 18 percent or improve by 10 percent, and local movement can be reduced by as much as 30 percent. That means a bad winter isn't just a pretty icon. It can reduce the troops available for a war, slow replacements, make an army take longer to reach you, and make it harder to keep a large force supplied. What weather does not currently do is directly change unit offense, unit defense, morale, combat width, tactics, or siege speed. I did that deliberately because a storm doesn't magically make an archer do 20 percent less damage because the battle window opened. Instead, the storm can slow the army, hurt its supply situation, increase attrition, or prevent reinforcements from reaching the battlefield in time. By the time combat starts, weather may have already helped determine who arrived first and how many troops actually arrived in fighting condition. Once the battle itself begins, the permanent terrain becomes the environmental factor that directly affects how the troops perform. How Combat Actually Works CK2 divides an army into as many as three flanks: left, center, and right. Each flank can have its own commander and fights separately until it defeats the opposing flank or breaks. Combat normally begins in Skirmish, moves into Melee, and ends with Pursuit once somebody starts running. Archers and other missile troops are important during Skirmish, close-combat troops become more important during Melee, and the winning army tries to destroy the retreating force during Pursuit. Carnal Realms completely replaces the vanilla field-combat tactics, so when a flank needs a tactic the game looks at the troops you actually have, the permanent terrain, your military technology, the commander's Martial ability and traits, and the current phase of the battle. Military technology represents what your realm actually knows how to do, while Martial represents whether your commander can execute it. Troop composition determines whether your army physically has the soldiers necessary to perform the maneuver, and terrain determines whether that maneuver is practical where you're fighting. This is one of the biggest differences between vanilla CK2 combat and Carnal Realms because I removed the idea that somebody magically knows a military tactic because he happens to belong to the right culture. If your army has the correct troops, your realm has developed the necessary military doctrine, your commander has the ability to use it, and the terrain permits it, then the tactic can become available. If you don't meet those requirements, you don't get the tactic. This also means military technology matters a lot more than just giving you another percentage bonus. A tribal army at technology 0 simply doesn't know how to perform many of the advanced maneuvers available to a developed feudal army. The tribal army still fights and still has basic tactics, but its tactical vocabulary is much smaller. As your realm develops, your commanders literally gain battlefield options that weren't available to their predecessors. The basic tactic counters work like rock-paper-scissors, with Volley defeating Harass, Harass defeating Swarm, and Swarm defeating Volley during Skirmish, while Advance defeats Stand Fast, Stand Fast defeats Charge, and Charge defeats Advance during Melee. Special maneuvers can have their own counters, so having more troops does not automatically mean that you have the better army. Composition, doctrine, command, terrain, and the tactic being used all matter. I also shortened the amount of time that tactics last. Vanilla has a lot of combat tactics that remain active for eighteen days at a time, which is one reason CK2 battles can turn into these ridiculous engagements that seem to go on forever. Most Carnal Realms tactics last only a few days before the flank evaluates the situation again. This makes battles move much faster and lets you actually watch tactics change during the engagement instead of watching somebody apparently order "Volley!" for the next three weeks. It also means that reinforcement timing matters more because a battle can be decided before another army that is several days away has time to arrive. Terrain is Not Just Decoration Permanent terrain already has a major effect on CK2 warfare, and I kept those official terrain mechanics as part of Carnal Realms. Terrain changes movement time, supply, attrition, and the chance of creating a battlefield bottleneck. Hills, for example, have a movement cost of 1.3, add 2.5 percent to maximum attrition, contribute three points of supply, and have a bottleneck value of 25. Mountains are even more severe, with a movement cost of 1.5, 10 percent of additional maximum attrition, only two points of supply, and a bottleneck value of 50. That bottleneck matters because rough terrain can allow an outnumbered defender to restrict how much of a larger enemy army can effectively fight during Melee, which is why throwing a huge army into mountains isn't necessarily the brilliant idea that the troop number makes it look like. Mountains provide the strongest natural bottleneck, followed by marshes and jungles. Terrain can also directly improve particular troop types for the defender. In hills, archers receive 20 percent additional offense and 50 percent additional defense, while light infantry receives 30 percent additional defense and pikemen, heavy infantry, light cavalry, and horse archers receive smaller advantages. Mountains are even nastier because archers receive 50 percent additional offense and 100 percent additional defense, while light infantry receives 100 percent additional offense and 100 percent additional defense. A tribal force containing lots of archers and light infantry can therefore be a very different opponent when you attack it in rough country. Forests favor infantry, jungles strongly favor light infantry while hurting horse archers, and deserts favor mounted desert troops. Light cavalry and horse archers receive bonuses in desert, while camel cavalry receives a 50 percent bonus to both offense and defense. Other terrain types don't necessarily give direct unit bonuses, but they still matter through movement, attrition, supply, bottlenecks, and which Carnal Realms tactics can actually be used. Rivers and Amphibious Attacks You also need to pay attention to how you're entering the battlefield because river crossings, major river crossings, straits, and amphibious landings penalize the attacking army. These penalties are applied on top of whatever advantages the defender is already receiving from the terrain, so attacking a good defensive position across a major crossing can turn into a very bad day. A normal river crossing is unpleasant, but a major river crossing can be brutal for heavy troops. Pikemen, heavy infantry, and knights can take 30 percent penalties to both offense and defense when attacking across a major river, and a strait crossing hits those same troops just as hard. This means you really should look at the map before throwing your expensive heavy army across a major crossing into somebody already sitting in favorable terrain because the numbers on the army counter don't tell the whole story. Terrain Also Changes Your Tactics This is where the Carnal Realms combat system adds another layer because terrain doesn't just give you static bonuses. It also determines whether certain tactics are physically practical. Open-ground cavalry tactics generally cannot be used in forests, woods, mountains, impassable mountains, jungles, or marshes, so you don't get to perform your beautiful heavy cavalry charge through a swamp because your commander happens to have the right trait. Rough terrain instead opens other possibilities. Clever Ambush can be used in forests, woods, hills, mountains, and jungles, Mountain Ambush can be used in hills or mountains, and Desert Ambush requires desert terrain. Terrain therefore affects a battle twice because CK2 first applies the normal terrain bonuses and penalties, then the Carnal Realms tactic system looks at that terrain again when deciding what your army is actually capable of doing. How Weather and Terrain Work Together The easiest way to understand the complete system is to follow an army into battle. Permanent terrain is always there first and determines how difficult the province is to cross, how much supply it contributes, how much attrition it can cause, and whether the terrain can create a bottleneck. Seasonal weather is then added to those conditions and can further change movement, supply, attrition, available levies, reinforcement, taxes, and disease conditions. Those two systems help determine when your army arrives and how many troops arrive with it. Once battle begins, the defender receives any direct terrain advantages, while an attacker that crossed a river, major river, strait, or made an amphibious landing receives the appropriate penalties. Each flank then selects its Carnal Realms tactics according to troop composition, terrain, military technology, Martial ability, commander traits, and the current phase. Weather has therefore influenced the battle without ever needing a "+10 percent rain damage" modifier. Maybe your reinforcements were six days away and a storm slowed them enough that the battle was over before they arrived. Maybe poor supply and attrition reduced your army before contact, or maybe favorable weather allowed you to concentrate a larger army in a province that normally couldn't support it. Once swords are actually swinging, however, permanent terrain becomes the environmental combat modifier. Weather affects the campaign that gets you to the battlefield, while terrain affects the battlefield itself. A Winter in Denmark Here's a good example. Denmark belongs to the Northern Maritime climate zone, so suppose you're fighting in a hills province during Northern Maritime Cold. The hills already have a movement cost of 1.3, add 2.5 percent to maximum attrition, contribute three points of supply, and have a bottleneck value of 25. If you're attacking an army containing archers and light infantry, those troops are also receiving the hills defender bonuses, including 50 percent additional archer defense and 30 percent additional light-infantry defense. Northern Maritime Cold then reduces supply by one, adds another three percent to maximum attrition, reduces levy size and reinforcement by eight percent, reduces local taxes by five percent, and slows movement by 15 percent. Before all the other province, ruler, building, and character effects are considered, the terrain and weather together are contributing two points of supply and 5.5 percent to maximum attrition. You're already moving through slow terrain and now the weather is making movement another 15 percent slower. If you also attack that position across a river, your army gets the crossing penalties while the defender keeps the hills bonuses. Depending upon the commander's technology, Martial ability, and army composition, the defender may also have access to Clever Ambush or Mountain Ambush because hills permit both maneuvers. The cold weather isn't sitting inside the battle giving archers a magical penalty because it already did its job by helping determine when everybody arrived, how well supplied they were, and how many soldiers were available when the battle started. What This Means When You’re Actually Playing Pay attention to both the weather icon and terrain because they tell you different things. The weather icon tells you about the current seasonal conditions, while the terrain tells you about the permanent battlefield. Good weather does not make a mountain disappear, and horrible weather doesn't erase the advantages of occupying good defensive terrain. You also need to watch arrival dates because this matters more in Carnal Realms now that combat tactics cycle much faster than vanilla tactics. If another army is a week away, don't automatically assume it will arrive in time to save you because a battle between two armies can be decided before those reinforcements reach the province, particularly if one side gets an early advantage and starts breaking enemy flanks. Supply matters for the same reason, so throwing every soldier you own into one giant stack can become expensive when rough terrain and bad weather are both working against you. You should also think carefully before attacking across major rivers or straits with armies built around heavy infantry, pikemen, and knights. Sometimes the political situation will force you to do it, but at least know what you're asking those troops to do. Infantry and ambush commanders are useful in rough country, while cavalry becomes much more dangerous when it has terrain that permits its maneuver and charge tactics. Technology determines what your realm knows how to do, Martial determines whether your commander can actually pull it off, and your troop composition determines whether he has the soldiers necessary to do it. This also means that a large tribal army isn't automatically equivalent to a smaller developed feudal army. A technology-0 tribal army may have plenty of light infantry and archers, but it has a limited tactical vocabulary, while a developed feudal army can have better troop composition and access to formations and maneuvers that the tribal army simply doesn't know yet. That doesn't mean the tribal army automatically loses because numbers, terrain, crossings, commanders, and the tactical matchup can still overcome technological superiority. It does mean that marching a primitive levy host into a developed army on favorable ground can get you wrecked, which is intentional because Carnal Realms doesn't give a tribal army an arbitrary penalty simply because the government screen says "Tribal." Its disadvantages come from what that army actually consists of and what its military technology actually allows it to do. As the realm develops, its armies develop with it, so tactics that were impossible at the beginning of the campaign become available because your realm has learned how to fight differently. The entire system comes down to a fairly simple idea: weather determines the conditions under which your army reaches the battlefield, terrain determines how the battlefield changes the fight, and Carnal Realms combat tactics determine what your army knows how to do once it gets there. Sometimes that means the smartest military decision isn't finding a better bonus or another thousand troops. Sometimes it really is just deciding not to attack those assholes in the mountains.
bodiefrank Posted Friday at 01:56 AM Posted Friday at 01:56 AM From what I understand (which is not much) you are recoding large parts of the game which I fully support. My question is how much farther do you intend to go?
SamIAmHam Posted Friday at 05:18 AM Author Posted Friday at 05:18 AM My goal is to rewrite all of the vanilla events so they fit within the setting I have in mind for Carnal Realms. What I'm actually doing is taking the vanilla event starts to rewrite and hijack the entire chain while commenting out every event downstream. I then substitute with my own events. Instead of doing the old method of event start>event middle>event end I'm doing event start>choice of 1 out of 40 events middle>event end then write a character flag that makes sure you never get that even chain again with that character. I'm also replacing the trait icons, vanilla art, and pretty much everything I can through scripting. For example, I used Christianity Mod's Catholic idea as a base then extended it out to a full doctrine for the world. Orthodox was given their own treatment and the pentarch has more power than before. Muslims are inverted where their mechanics are no longer centered around decadence, instead it's Paucity. If they don't have enough sex or party enough they gain Paucity. In order to remove it they can go on a Hajj to Mecca the city of a thousand orgies. All three have a pilgrimage system that functions identically. You take the decision to go on a pilgrimage (Hajj) and a 100 man heavy cavalry troop spawns at your capital. A ship will spawn at the closest sea title for you to use. Your ruler must be at the head of the military unit and physically travel to the destination. They will have events pop up that they can earn traits and what not. Once they get to their holy site they go through a series of events there. You then have to move your unit back to your capital to end the pilgrimage. Failure to actually complete the pilgrimage can present..... punishments. All of the pagan faiths are pre-reformed and on par with Catholicism, Orthodox, and Islam. They'll get their own submod treatment. Fantasy races and magic was requested so that will go into a submod of its own. The way I'm doing this is that Carnal Realms is the core. Everything else is using a submod. The submods don't have their own core files like 00_religions.txt, so you're not having to write a compatibility patch if something changes. The beauty of this is that people can build their own submods and if they need something in the core they just ask me to put what they need in the core to hook into. For example, I already have in the CR laws file Arcane Law commented out. It's ready though for the fantasy submod. Adventuring Charter is also there in the laws and does something now. In the fantasy submod it would be the base for sending your children out into the world for adventuring at 5 year stretches. They can earn the Adventurers trait that has four levels to it if they survive. They'll also earn money and items. It's not all sunshine and roses though as they can die on their adventuring career.
SamIAmHam Posted Friday at 06:59 AM Author Posted Friday at 06:59 AM What are "Story Decks"? Most people who have played CK2 are familiar with the way Paradox wrote events. Either through a decision or RNG the event starter fires, you make a choice, and the event may have one or two branches before reaching the resolution. There is nothing necessarily wrong with that system if you just want events constantly firing, but after playing the game long enough the chains become predictable. You see the opening event and already know what is going to happen because you have been through the same chain several times before. It gives the character something to do, but I find a lot of it rather shallow and forgettable. Story Decks are a different way of using the CK2 event engine. They still have an event starter because something has to begin the chain, but the starter does not necessarily send you to one predetermined second event. Instead, your choice sends the chain to a pool containing ten or more possible events and the game randomly selects one of them. When you make your choice in that event, the chain can move to another pool and randomly select the next event. This continues until you eventually reach the ending of the story. The easiest way to describe the system is that it turns CK2 event chains into a Choose Your Own Adventure structure. The player is not simply sitting there watching a sequence of random scenes happen. Every event presents a choice, and that choice determines which direction the story takes next. The game then randomly selects the next scene from the pool attached to that branch. The player decides the direction while the Story Deck determines which particular event is encountered along that path. That distinction is important because a Story Deck is not just a random event pool. If all I did was throw thirty events into a bag and draw one after another, the player would have very little control over the story. The Choose Your Own Adventure basis gives the player control over the route. One option can send the character toward one branch, while another choice sends the character somewhere else. Each branch can then have its own pool of events, and those events can branch again before the story eventually reaches its resolution. My normal structure is event start > event 1 > event 2 > event 3 > event end. The difference is that event 1 is not necessarily one particular event. It can be a random selection from a pool of events. Event 2 can be another random selection from another pool, and event 3 can do the same thing again. The choices made at each stage determine which pool becomes available next, so the overall structure stays controlled while the actual path through the story can change every time the system is used. You can already see an early version of Story Decks working in the Order of the Sacred Magdalene feasts and summer fairs. Those use a much smaller pool because they were the prototype for the system. The feast begins with an opening event, then randomly selects the first scene. That scene leads to another random selection before the feast eventually reaches its finale. The structure is still opening, middle, middle, ending, but the middle changes depending upon what gets drawn from the deck. That prototype is considerably smaller than what I intend to use throughout Carnal Realms. A Story Deck can have ten, twenty, thirty, or forty events available at a particular stage. If I have thirty possible events in the first pool, thirty in the second, and another thirty in the third, I do not need to write a separate fixed event chain for every possible combination. The game assembles the middle of the story while you are playing by drawing from the available pools. The choices made during the individual events are what give the system its Choose Your Own Adventure character. A choice does not have to send every player into the same next pool. One option can move the chain toward one group of scenes while another can send it toward a completely different group. The next event in that branch can then give the player another choice and open another pool. By the time the story reaches the final event, the player has helped shape the route while the random draws have kept the exact journey unpredictable. That is much closer to the type of structure I am used to from tabletop RPGs and old Choose Your Own Adventure books. The story has a defined beginning and eventually reaches an ending, but the player makes decisions along the way that determine where it goes. The difference is that instead of turning to page 84 after making a choice, CK2 is drawing the next event from a pool of possible scenes. Character flags are another important part of how I intend to use Story Decks. Once a character has experienced a particular event or completed a particular chain, I can flag that character so the same material does not keep firing over and over again. The purpose is not to make every future event reference everything that character has ever done. The purpose is much simpler. If the character has already experienced that event, there is no reason to keep wasting future event rolls on the same thing. That becomes increasingly important as the event pools get larger. If I write thirty events for a particular pool but do nothing to prevent repetition, RNG can decide that it really likes three or four of them and keep showing those while most of the deck sits unused. By flagging events that have already been experienced, I can remove those events from that character's future draws. A long-lived character therefore has a much better chance of continuing to see different material instead of repeatedly drawing the same card. This also means that adding more events actually gives a character more unique content. If a Story Deck begins with twenty possible events and I later add another twenty, I have doubled the amount of material available to that part of the chain. I do not have to rewrite the starter or rebuild the entire system. I am simply adding more cards to the deck. That makes the system especially useful for Carnal Realms because the same framework can support a very large amount of content without turning the core into a giant mess of fixed event chains. I can write a Story Deck for hunting, pets, court life, pilgrimage, sex, religion, warfare, or anything else that works through CK2's event engine. The opening establishes what the character is doing, the choices determine which branches are taken, the pools determine which scenes appear, and the ending resolves what happened. The pet system I am planning is a simple example. Instead of a random event suddenly deciding that your character gets a pet, the chain begins because the character decides that he or she wants one. That starts a Story Deck containing perhaps twenty or thirty different events that determine where the possible pet is encountered. The character may find one in one situation during one campaign and encounter a completely different situation during another. The event plays out, the player makes choices, and the chain eventually ends with the character either getting the pet or not getting one. The same structure can be used for much larger stories. A pilgrimage can begin with the decision to leave, move through several randomly selected travel events, reach the holy site, and then continue through another group of events on the return trip. A hunting chain can begin with the hunt itself, branch through different encounters, then end according to the path taken. A court event can begin with a problem being brought before the ruler, move through several scenes depending upon the player's responses, and eventually reach a conclusion. The story remains structured without being fixed. Story Decks also make Carnal Realms much easier for other people to expand. Someone does not necessarily need to touch the CR core to create more stories for the setting. They can write their own event pack using the same general structure and add their own decks. A pack could concentrate on court events, hunting, pets, travel, warfare, religion, sex, relationships, or practically anything else that can be handled through CK2's event system. This is especially useful for an adult total conversion because I have no intention of personally writing every fetish somebody wants included in Carnal Realms. I can establish the setting, the core systems, and the framework while somebody else writes an optional event pack for whatever particular content interests them. They do not need me to put fifty highly specialized events into CR core if they can make their own Story Deck and let the people who want that material install it. The same applies to content that has nothing to do with sex. Someone might want to write another thirty hunting events, fifty court events, twenty pilgrimage encounters, or an entire collection of merchant stories. The Story Deck structure gives them a way to do that without requiring them to redesign Carnal Realms. The more compatible event packs people create, the larger the amount of unique content available to a character becomes. That is really what I mean when I use the term Story Deck. It is not a new CK2 command or some magical replacement for the event engine. It is a different way of arranging the tools that CK2 already gives us. The event starter establishes what is happening, the player's choices determine the direction, the game draws events from the appropriate pools to build the middle of the story, and eventually the chain reaches its ending. Instead of writing event start > fixed middle > fixed ending, I am using event start > player choice > random event from that branch > player choice > random event from the next branch > ending. The structure stays controlled, but the route changes. The player gets the Choose Your Own Adventure part while the random pools keep the story from becoming predictable. That is the entire idea behind Story Decks. I am not trying to create more event spam. I am trying to make the events that do fire into actual stories that the player helps shape and that the character lived through.
SamIAmHam Posted Friday at 11:45 AM Author Posted Friday at 11:45 AM At @Drax70's insistence on updating the event window I present the new one for Carnal Realms. I'm using Black Chancery for the heading and body font. The art is still 3:1 but at 768 x 256. Original CK2 is 450 x 150.
SamIAmHam Posted Friday at 12:52 PM Author Posted Friday at 12:52 PM (edited) Due to the release of Carnal Realms beta here is a tutorial for the Character Background Builder with its options. Carnal Realms Character Background Builder Player Guide The Character Background Builder gives a new Ruler Designer character a family origin, formal education, adult profession, anatomy, and parents. It replaces existing education and lifestyle traits before creating the new history. The builder is intended for a ruler without recorded parents, and a younger ruler is advanced to the builder's adult starting age. 1. Choose Your Birth Your first choice is between lowborn and noble birth. This determines the family history created around your ruler, not how the ruler obtained the present throne. Neither choice creates titled parents or grants inherited claims. · Lowborn: Your parents have no dynasty. A Martial education can later unlock the Soldier profession. · Noble: Your parents belong to your dynasty. A Martial education can later unlock the Captain profession. Soldier and Captain are equal in mechanical power. The different names reflect the ruler's origin, and either profession grants one randomly selected leadership trait. 2. Choose Your Education You may choose one specialized education or two broad fields. The builder measures the relevant attributes before granting any professional trait. Your education determines which adult professions will appear later. Single Education A single education represents concentrated study in Diplomacy, Martial, Stewardship, Intrigue, or Learning. Its degree is based upon the ruler's current score in the chosen attribute. Attribute score Degree Education level 5 or less First Level 1 6 to 10 Second Level 2 11 to 15 Third Level 3 16 or greater Fourth Level 4 Dual Education A dual education combines two different fields. Each field is judged independently, but divided study prevents either from rising above the second degree. A score of 10 or less grants the first degree in that field, while 11 or greater grants the second degree. The two fields combine their profession lists. For example, Martial and Intrigue make every Martial profession and every Intrigue profession available. The first field does not outrank the second when determining professions. 3. Choose Your Adult Profession Every profession grants exactly one defining trait. It does not secretly add attributes, virtues, prestige, or piety. Only professions supported by at least one selected education appear as choices. Profession Required education Trait granted Administrator Diplomacy or Stewardship Administrator Architect Stewardship or Learning Architect Courtesan Diplomacy or Intrigue Exclusive Whore Duelist Martial Duelist Master of Games Diplomacy or Martial Gamer Gardener Stewardship Gardener Reveler Diplomacy or Intrigue Hedonist Hunter Martial Hunter Torturer Intrigue Impaler Spy Intrigue Schemer Seducer Diplomacy or Intrigue; male ruler Seducer Seductress Diplomacy or Intrigue; female ruler Seductress Mystic Learning Mystic Scholar Learning Scholar Socializer Diplomacy Socializer Strategist Martial Strategist Theologian Learning Theologian Adventurer Diplomacy, Martial, or Intrigue Adventurer Soldier Martial and lowborn One random leadership trait Captain Martial and noble-born One random leadership trait Browsing the Profession Pages The professions are divided among six pages. Selecting View More advances to the next group, and the final page routes back to the first. Browsing does not remove any earlier profession from consideration. 1. Administrator, Architect, and Courtesan 2. Duelist, Master of Games, and Gardener 3. Reveler, Hunter, and Torturer 4. Spy, Seducer or Seductress, and Mystic 5. Scholar, Socializer, and Strategist 6. Theologian, Adventurer, and Military Service 7. Return to Administrator, Architect, and Courtesan Only eligible professions are displayed on each page. Thus, a Martial and Intrigue character will find Courtesan on the first page, but must complete the page loop to return to it after browsing the later choices. 4. Choose Your Anatomy The builder next records the appropriate visible anatomy traits and synchronizes them with Carnal Realms' hidden inheritance values. Characters eligible for breast traits may choose Small, Moderate, Full, Ample, or Very Large. Characters eligible for dick traits may choose Small, Average, Large, or Exceptional. A hermaphroditic character completes both selections. Other characters receive only the selection appropriate to their established body. 5. Record Your Parents The builder creates both parents as genuine characters sharing your culture and religion. Noble-born parents join your dynasty, while lowborn parents remain without a dynasty. Their ages are generated so that neither parent conceived the ruler before the age of sixteen. You decide whether both parents remain alive, only the mother remains alive, only the father remains alive, or both parents have died. Dead parents remain recorded in the ruler's genealogy. No parent receives a title, claim, or invented history as a former ruler. 6. Review Your History The final page assembles the selected birth, education, profession, and parental history into one account. Closing the summary removes the temporary builder flags and the Ruler Designer builder trait. The resulting background explains the ruler's life before taking the throne, while leaving the actual rise to power for the player to imagine. Edited Friday at 12:55 PM by SamIAmHam
Drax70 Posted Friday at 04:55 PM Posted Friday at 04:55 PM 4 hours ago, SamIAmHam said: At @Drax70's insistence on updating the event window I present the new one for Carnal Realms. I'm using Black Chancery for the heading and body font. The art is still 3:1 but at 768 x 256. Original CK2 is 450 x 150. Excellent for the Character Events, but what about the larger Narative Events??? You will need something different than that, to fit the larger Narative Script Event with the larger Square Image next to it, unless you intend to keep all the events as this one, which would be rather "boring" to the eye...! Anyway, your Mod your Choice...!
SamIAmHam Posted Friday at 08:57 PM Author Posted Friday at 08:57 PM (edited) The new window is 20% larger than what EBTB and everyone else did. Character events are narrative events. I'm getting tired of being told not good enough after you suggesting I change something. I made a new event window and look at your reply. EDIT: The backgrounds you posted are 1052×672 while the new one I did is 1152×736. Mine is 20% larger in total area than what you gave me. Putting in a two page design wastes space when you use a square image since it devours space used by text. Right now my narrative text runs about 220-230 words. With your solution that would cut the word count in half. Edited Friday at 09:29 PM by SamIAmHam 1
SamIAmHam Posted Saturday at 12:00 AM Author Posted Saturday at 12:00 AM I fixed a crash that could occur during monthly autosaves. The weather system was unnecessarily serializing a daily event chain, which could accumulate after reloads and crash the game when the month changed. Weather processing now uses a single monthly check that runs safely after autosaving.
SamIAmHam Posted Saturday at 01:54 AM Author Posted Saturday at 01:54 AM I fixed a crash that is the result of using adult = yes. I switched the clothing artifacts to is_adult = yes.
SamIAmHam Posted Saturday at 02:22 AM Author Posted Saturday at 02:22 AM (edited) I’m currently investigating crashes affecting Shattered World starts. Because Shattered World generates characters, religions, cultures, titles, and realms outside the normal historical setup, some of these combinations may conflict with Carnal Realms systems. For now, I recommend using a historical start. If compatibility cannot be made reliable, Shattered World will be marked as unsupported. Edited Saturday at 02:23 AM by SamIAmHam
bodiefrank Posted Saturday at 05:33 PM Posted Saturday at 05:33 PM I love what I'm seeing so far. I'm hoping you have the stamina and gumption to carry this through to the end.
SamIAmHam Posted Saturday at 09:29 PM Author Posted Saturday at 09:29 PM 3 hours ago, bodiefrank said: I love what I'm seeing so far. I'm hoping you have the stamina and gumption to carry this through to the end. Thank you, if you find any bugs please let me know. I appreciate it. Is there anything you would like to add to the mod?
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