Kingdoms of Outremer (Allows Bordeleaux to gift settlements outside of Bretonnian lands to a vassal bretonnian AI)

If you liked this item, please rate it up on Steam Workshop page.

Author: Anyndel

Last revision: 12 Dec, 2019 at 20:19 UTC

File size: 872.45 KB

On Steam Workshop

Description:

This mod allows the Bordeleaux player to gift non-Bretonnia regions to a vassal AI named Kingdoms of Outremer, who will act as an unbreakable vassal and protect its lands, and build armies of its own to help the player defend or expand. Any land it takes will be under its control but if it takes any lands in Bretonnia, it will concede it to the player by next turn.

This is an attempt at making the player stick to the bounds of Bretonnia for the lands he owns directly, and to own the rest of the world as he conquers it through an indirect vassal that is Kingdoms of Outremer. The player still has the option to occupy any land outside Bretonnia he wishes as normal, but this also gives him the option of not having to own it directly.

This introduces a new faction with its own flags, banners and colours, but does not edit startpos, since it makes use of an NPC faction of Bretonnia that normally only shows up in a mission battle and renames it and introduces it to the campaign map as soon as the player first takes a non-Bretonnian settlement and chooses to gift it to them, so the mod should be compatible with most things.

As a minor flavour effect, depending on the ammount of regions Kingdoms of Outremer own, Bordeleaux will receive a small ammount of chivalry per turn, with diminishing returns, capping at +10 chivalry per turn when The Errantries own 100 or more regions. It wont change balance much and its not something to bank on but its a nice loreful effect, the good deeds of The Kingdoms of Outremer reflect well on Bordeleaux.

Savegame compatible.
Should be SFO compatible, but I havent tested it on it fully.

-NOT COMPATIBLE WITH THE ERRANTRIES MOD-

FAQ
-Can you make a single mod out of these?
Due to the way they work, by using a faction that usually only shows up on a quest battle for another faction, having all the vassal mods activated or in a single mod would only increase the odds of something going wrong. For example, one of the factions is used exclusively in a single battle in the Sartosa campaign. Since the AI doesnt really do the quest battles, as long as the faction used for the vassal AI is used for the player while it plays a non-Sartosa faction, there is no risk of things going wrong. Meanwhile, if all vassal mods are active and the player is playing Sartosa, and he somehow ends up an ally of the vassal faction and he wants to do the quest battle that will make him face them, problems might arise. Also, I dont think the AI can use the vassal mechanics correctly since it wasnt originally programmed for it, it would only end up gimping itself. For now I prefer to keep things modular and not assembling them in a single mod to avoid such problems.

-Can the AI use this?
The AI can, but likely wont make use of the gift to another faction feature due to the fact their priorities for gifting are set really low by default. Raising them is possible, but in my testing the AI isnt great at handling the vassal mechanics. Only the "Tides of Chaos" Chaos AI has the chance of gifting regions to its vassal AI greatly increased.
I have made an optional submod that raises the gifting priority for all AI factions, but it might upset balance in other unseen ways, but if you really want the AI to be able to gift to its vassal more often, you can use it: https://steamcommunity.com/sharedfiles/filedetails/?id=1903090497

-Can I make a suggestion?
Please do, I like listening to ideas to improve the mods and make new ones.

-Is this compatible with x?
As a general rule of thumb I try to make things in a way that they’re compatible with most things, if you find something they arent compatible with, do let me know.