V: 3.2.1 Republics Fixed (and no scale wealth/income based costs)

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Author: knogleknuser

Last revision: 2 Aug, 2019 at 10:48 UTC (1)

File size: 2.27 MB

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Description:

For: CK 2 V: 3.2.1

This is actually just a mod i made for private use and for my friends.

But I felt like I would share.

Features :

1) No trade post limit

2) You and the AI can always plot to take over trade posts inside ones own realm.

3) Republics can now build the Jewish only tradepost building .

4) Republics can start and participate in more plots, if they are part of a feudal realm.

5) Republics can use their unique CBs against fellow vassels if they share the same liege.

6) Generally more CBs can be used as a vassel. Update*: Prob Broken currently

7) Increased the penalty of "distance to nearest owned province" by about 5* times. SO building distant tradeposts wayyy outside your influence is more expensive. (Maybe I should increase it….)

8) Increased the share of income the patrician recieves before giving money to male adult family members to 80 %
(was 50 %) (Each male adult family member in court now recieves 1% (was 5%)*

9) Higher base demense size for patricians. (Now 5 was 1)

10) Added fort buildings:
Fort buildings stolen and tweaked from another mod. Faiterial’s buildings mod Credit goes to the modmaker(s) behind this mod. I will change the buildings further from the original, so at somepoint it will be merely inspired.
WARNING: If your fort is succesfully besieged by enemy forces they WILL still destroy it, including any buildings you have built
Forts are no longer destroyed by building new holdings.
WARNING: Everything else that used to destroy forts still does.

11) Every decision and event that has a cost based upon your yearly income now has a maximum cost. (I changed every single thing manually, plz kill me, there are more than a hundred things it took forever)

This means no more 5000 ducats holding slots or 100 ducats nobels.

For stuff that had a minimum cost: The max cost is now double that.

For stuff that had a scale only:

Max cost is equal to the scale times 100.

So say something would cost 3 times your yearly income before.

Now it costs at most 300 (its still based on your yearly income if you make less than 100 ducats a year)

Sending a gift to China now always costs 500. China doesn’t care how much money you make, just how much you send.

For a few sepecific event I used my own sence of balance, instead of following the above rules.

*UPDATE: Events works as I intented again.
** UPDATE: Also works for CBs now, only the declaration part, which is currently only county and ducal county conquest. Losing a war still costs the same as vanilla.

12) Added millitary universities to castles, called officer trainning grounds. For some reason no millitary tech buildings exists in vanilla. (They are baisicly reskinned city universities with millitary tech instead)
Requires castle tech instead of city tech (duh)

13) Some other stuff i cant remember.
Truly the greatest feature on this list.

14) Made it so one can hire a smith even if you have a armor/weapon/jewelry thingy.
*UPDATE: You can now bypass rank requirements for smithing with prestige.
4000 prestige for the most expensive option or emperor rank
2000 prestige for the second most expensive option or emperor/king rank

15) A decision version of every prosperity event, so you can choose when you want it instead of relying on RNG. Costs are double the event version and may require certain traits. Still testing and balancing, will add a cooldown soon.
(Right-click on the title of one of your counties.)

16) *DEPRICATED* Made muslim decadence uprisings shatter their realm, unsure if it actually works as I intended, will test further. *DEPRICATED*
This feature of the mod never worked and has since been made a part of vanilla CK II

17) Also comes with an updated version of 2 mods I enjoy.
Founder of the monarchy by meowtainspring https://steamcommunity.com/sharedfiles/filedetails/?id=945423123
Founder of the republic any rank by yclept https://steamcommunity.com/sharedfiles/filedetails/?id=260741427
Should either update their mods or complain, then the mod in question will be removed from here.
I might upload them as seperate updated mods in the future and therefor remove them from this mod.

18) All Magnus Opiums no longer require a library slot to be active

19) Republics can now change the capital of a holding,
so if you want your own castles to be sieged before your own cities, you can do that.

Still working on figuring out how to mod the "change capital" (of your realm), not that I will make the AI use it, but sometimes when say losing a rebel war, your capital can get ♥♥♥♥♥♥ up with no way of getting it back to its proper place.

Pipe Dreams:
1) When a patrician family dies, one of your city? vassals will rise to to power in their stead, including their family.

2) Re-introduce the tradepost limit, but linearly increase trade post cost for each trade post over the limit.

3) Somehow make the other families relevant without making them annoying. This will hopefully also make republics more balanced and different.

4) Add an option to buy holdings and counties from other realms. It would be VERY expensive unless they are at war and really needs money. or if they are bankrupt. Still expensive though. There are far more modifiers to this, but i won’t list them all, since I still have to learn how to do it in the first place.

5) Inland Tradeposts. If i can balance it/make it not lag the game with even more tradeposts

6) A unique government for the Restored Roman Empire that is better or on par with Chinese Imperialism.
*Update: Most likely no longer needed due to paradox giving them a proper unique government.

7) A bonus instead of a penalty for putting your dynasty on The Chinese Empire’s Throne instead of a penalty when you have Chinese Imperialism (Currently, your government is forcefully reduced to feudal)

8) 8) Add a special government type for city/feudal vassals of the byzantine empire, so that both the emperor and his vassals can hold cities this is due to the fact that the emperor position is liable to change its dynasty rather often, which leads to the emperor never using cities or being extremely harshly punished for using them should he ever lose his emperor title.

Known Bugs/quirks:

-If you choose to have an item smithed you already own, it will be destroyed upon completion as you are not allowed to have more than one of thoese items, this can be worked around by choosing a different name for the item. This essentially allows for 3 copies of each smithing item (As there is always 3 names to choose from).

-Once you have A LOT of tradeposts (For it is around 100 or more) your game will have FPS problems WHEN and ONLY WHEN you have the tab that allows you to build forts/tradeposts/hospitals open, and the selected province is part of your tradepost network.

The FPS drop also happens when you open the "republic" tab.

I am fairly certain I cannot do anything about this, this is most likely due to very poor vanilla optimisation with regards to drawing some tradezone lines as the mass amount of tradeposts doesn’t effect performance in any noticable way except for these two aforementioned cases.

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Revisions:

Old revisions of this mod are available below. Click the link to download.