VASSAL CONTRACTS +

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Author: Nostos

Last revision: 2 Jun, 2021 at 12:03 UTC (1)

File size: 364.54 KB

On Steam Workshop

Description:
VASSAL CONTRACTS +

Vassal Contracts + is a mod designed to enrich the playing experience in a flexible and versatile way. When the game came out I started other small and unfinished mods but then I noticed that there was a part of it with a lot of potential that practically nobody paid attention to.

DETALIED INFORMATION

12 SPECIAL CONTRACTS

Feudal Sp. Contract
Clergy Sp. Contract
Republican Sp. Contract

Manor Estates
Glebe Lands
Communal Tenure

Scutage
Monastery
Borough

March
Holy Sanctuary
Cultural Bastion

Palatinate
Bishop’s Palace
Grand Serjeanty

32 UNIQUE CONTRACTS (8 UNIQUE GVT CONTRACTS +24 UNIQUE SPECIAL CONTRACTS
8 UNIQUE GOVERNMENT CONTRACTS

Feudal Contract
Clergy Contract
Republican Contract
All 3 Contracts

Knight Rights
Religious Rights
Cultural Rights
Council Rights

Succession Rights
Tithe Rights
Coinage Rights
Title Revocation Rights

24 UNIQUE SPECIAL CONTRACTS (8 FEUDAL + 8 CLERGY + 8 REPUBLICAN)
8 UNIQUE SPECIAL FEUDAL CONTRACTS

Manor States
Scutage
March
Palatinate

Fortification Rights
Corvée
Town Chart
High Spheres

War Declaration Rights
Peace Tax
Mob Razzias
Glory Leeway

8 UNIQUE SPECIAL CLERGY CONTRACTS

Glebe Land
Monastery
Holy Sanctuary
Bishops Palace

Solemn Broterhood
Divine Will
Wrath of Heaven
Eden Gardens

Ora et Labora
Godhouse
Conscripted Souls
Vatican Embassy

8 UNIQUE SPECIAL REPUBLICAN CONTRACTS

Communal Tenure
Borough
Cultural Bastion
Grand Serjeanty

Kind Tax
Commercial Fairs
Spread Local Tales
Property Survey

Capitulare de Villis
Artisan Guilds
Patronize the 7 arts
Missi Dominici

MOD RULES

TIME – RANK – INNOVATION
In order to play and understand this mod completely you must take into account a series of concrete "conditions" that I only expose here below:

To begin with, you must know that if you modify the special contract of a vassal, the two unique contracts linked to the previous one are cancelled and two new ones are unblocked. Also that these new single contracts that appear will not be negotiable until one of the parties dies, as indicated in the general vassal contract. So we must plan for the long term and take into account the offspring of those who sign it, since the general contract is inherited on the same terms. Do not be in a hurry to manage all your vassals at once and be careful when changing a special contract since not all the benefits will be immediate!

On the one hand there are the ranks and on the other the innovations. The ranks needed to unlock special contracts are always in the same order. Thus, the first special contract, the default one, has no requirement other than to be a count, the second the same, the third but requires the category of a duke and the last one too. The necessary innovations are several but they follow the same pattern; the first special contract does not require any innovation, the second requires a high period innovation, the third an early period innovation and the last a high period innovation again. With all these series and variations I have four options of different calibre; on the one hand the first option is always available, the second is unlocked later but is aimed at small vassals as well. The third and fourth options are aimed at larger and more important vassals but are also separated by an era in between. Also single contracts are linked to innovations, exactly one out of two linked single contracts requires an innovation. These are varied from early to late innovations, some are logical like coinage rights or guilds and others not so much.

SUBMOD Flexible Holding Types
I’ve integrated a mod I saw at the workshop because it fit very well into the gameplay of my mod. I want to thank you in advance for your indirect participation and link your Steam page at the end so you can check it out.
This mod allows you to change the nature of a holding company for a realistic price and a temporary malus added. If the player wants to play a real game and give play to the different classes of government to better exploit the potential of the contracts they can take advantage of it. I also ended up integrating and coding myself the code that governs the character’s freedom to play with any government, as can be seen in the images on the menu. I do this because I think it gives more dynamism to the game and to the player’s own game.

OTHER INFORMATION

FLEXIBLE COMPATIBILITY
Regarding the compatibility of the mod I can say that I have made my best effort so that it does not invade many lines of code of others. Certain actions linked to the contracts, such as enabling raids or preventing the change of culture, touch functions of the royal council. If any mod touches these specific lines, I suppose it will generate incompatibility. Any other mod that alters the basic governments or archives related to vassal contracts is not possible, as well as if it alters the functions of the sub-mod or values and rules. Despite all this, there are not many mods that I think are incompatible.

POSSIBLE GOALS?
The potential of vassal contracts is amazing, not only can you add mods but you can link interesting functions like royal council tasks and others to them.

  • I would like to limit the contract raids to the neighbouring territory only
  • I would like to link by force in the palatinate contract to a certain succession
  • I would like to make this mod available in all languages in-game

STEAM FEEDBACK:

NEW IDEAS, KNOWN BUGS / VALUE ADJUSTMENTS? HELP!

JOIN ME & MOD COMMUNITY!

LINKS
https://discord.gg/apEvxDZ
https://steamcommunity.com/sharedfiles/filedetails/?id=2391731922&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=2236798591
https://steamcommunity.com/sharedfiles/filedetails/?id=2233093704&searchtext=all+playable

Download
Revisions:

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