Crusader Kings III

Crusader Kings III

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Confederations & Leagues
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6 月 10 日 下午 9:55
9 月 17 日 下午 1:06
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Confederations & Leagues

描述
Updated up to CK3 version 1.17.1

This mod expands the base game's confederation system to allow non-Nomadic/Tribal realms to create Defensive Leagues.

Originally intended to be a part of the ImperatorToCK3 converter [github.com], I decided to make this a separate mod so that anyone not using the converter could also enjoy this mod.

What does this mod do?
In addition to the Confederations that Nomads and Tribes can form, Defensive Leagues can now be created by Feudal, Clan, Republic, and Theocratic rulers (subject to change; might make Republics and Theocracies be based around a game rule).
- Currently Defensive Leagues and Confederations function the same, but that might be expanded upon in the future.

The base game only allows confederations to only be named after a Culture (if the first two characters in it have the same culture) or a Duchy (as fallback). I have expanded this to now also allow Faiths to be used in naming Confederations and Defensive Leagues (under certain conditions), as well as some historical, albeit anachronistic, Confederations or Defensive Leagues.
- If a Confederation/League named after a Faith is elevated, the Confederation Elective succession law will consider whether a candidate has the "Confederation Faith", instead of "Confederation Culture", like in base game.
- When elevating a historical Confederation/League, some may have your culture diverge to create a new culture based around the historical Confederation/League (currently, this is only done for the historical Berber confederations, mainly in preparation for CK3ToEU5).
- Historical Confederations/Leagues include:
  • Delian League
  • Peloponnesian League
  • Aetolian League
  • Zenata Confederacy
  • Kabyle Confederacy
  • Masmuda Confederacy
  • Sanhaja Confederacy
  • Chaoui Confederacy
  • Mozabite Confederacy

Custom game rules to customize how you play:
- Decide whether to allow certain historical Confederation/League names as being possible.
- Decide whether to allow ALL kingdoms into Confederations/Leagues, only smaller kingdoms, or no kingdoms at all. When elevating a Confederation/League, if a kingdom-tier member is present, the title that gets created will instead be an empire-tier title, and the conditions to take the decision are a little harder (subject to change).
- Decide whether to have the Lombard League form at game start in the 1178 bookmarks. (NOTE: There is currently no other content related to this at this time other than simply having the League form at game start.)

When playing with the ImperatorToCK3 converter, this will allow ALL Imperator Defensive Leagues to properly converted over, not just the ones with Tribes/Nomads (as long as the members meet the title tier requirements you choose as game rules).


Translations
For Chinese players, 無壹 has informed me that they have translated this mod into Chinese, available here .


Compatibility
This should be save game compatible. I haven't done a lot of thorough testing with a variety of different save games, but the main issue I got while testing was a localization issue with the "Offer Confederation/Defensive League" character interaction name, but the other localization seemed fine.

I haven't done much testing yet in regards to total conversion mods, so some might not be fully compatible yet depending on how they setup their custom governments. If they use the base game governments it SHOULD be compatible, but if there are any issues, please let me know in the "COMPATIBILITY ISSUES" discussion below.

The following base game files are overwritten by this mod:
  • common\on_action\title_on_actions.txt
  • common\on_action\dlc\mpo\mpo_on_actions_2.txt
  • common\succession_election\09_confederation_elective.txt
  • events\decisions_events\mpo_greatest_of_khans_events.txt
  • events\dlc\mpo\mpo_decisions_events.txt
  • events\dlc\mpo\mpo_interactions_events.txt

The following content from their associated files are overwritten by this mod (meaning the entire file isn't overwritten, just the specified part of the file):
- common\scripted_triggers\mpo_scripted_triggers.txt
  • valid_confederation_member_trigger

- common\scripted_modifiers\00_elective_successions_scripted_modifiers.txt
  • elector_voting_pattern_confederation_modifier

- common\scripted_effects\09_dlc_mpo_scripted_effects.txt
  • offer_confederation_accepter_effect

- common\laws\00_realm_laws.txt
  • crown_authority

- common\decisions\dlc_decisions\mpo\mpo_decisions.txt
  • call_for_confederation_decision
  • leave_confederation_decision
  • confederation_kingdom_decision

- common\character_interactions\09_mpo_interactions.txt
  • offer_confederation_interaction
  • join_confederation_interaction





If at any point it seems like development of this mod has stopped, feel free to revive/edit/update this mod.

If using/editing my mod for your own works, please at least credit.

As this is my first bigger mod, there are likely some issues here or there, so please give any feedback, including possible historical Confederations/Leagues.
热门讨论 查看全部(2)
1
6 月 17 日 上午 12:32
置顶: Historical Confederation/Defensive League Suggestions
atbgames
0
9 月 22 日 上午 10:32
置顶: COMPATIBILITY ISSUES
atbgames
33 条留言
tabel'noe 10 月 1 日 下午 3:49 
@atbgames I believe this is what im talking about, you are correct. Thank you so much! Just love seeing world fragmented. I mean Jesus, in every previous playthrough Italian cities were swallowed up by their larger neighbors, but not now, what a goated mod.
atbgames  [作者] 10 月 1 日 下午 2:48 
@tabel'noe Just to double check, you are referring to the decision that lets you turn your Confederation into a custom kingdom title, correct? If so, that'd be easy to do.
tabel'noe 10 月 1 日 上午 10:21 
@atbgames Awsome mod! Now small independent states can stand up for themselves and exist without being conquered or vassalized. I got one concern though, is it possible to make a game rule to prevent kingdom formation out of confederation?
Mr.Molly 9 月 30 日 上午 9:48 
ok thank you for the help
atbgames  [作者] 9 月 28 日 下午 5:57 
@Mr.Molly Sorry for the delay. Just looked at some of the files for the Warcraft mod. I haven't done a deep dive into every little thing, but I think I figured out.
- For the confederation character interaction, the Warcraft mod made their own edits to the interaction that allows everyone to form confederations. So, even if you just use that mod by itself, you WILL still see it since that's how they setup their mod. So that is normal.
- For the tributary casus belli, the Warcraft mod edits the casus belli so that it isn't possible to use it if either the attacker or defender have the "Surrendered" character modifier. Aside from that, everything else seems to be the same as the base game, so just make sure you and the character you are trying to attack don't have that modifier.

@BOYZANTIUM Thanks for this. Questioned a couple times when doing this if I was going overboard. But figured it'd be useful in the future for any CK3 updates or mod compatches. Glad it helped.
BOYZANTIUM 9 月 28 日 上午 12:21 
this is a small and trivial kudos, but i've just spent the last two days WinMerge-ing together a personal modpack, and i thank you from the bottom of my heart for having coded yours so cleanly/with ample comments/pretty sensibly in general. it's a massive breath of fresh air lol, good work
Mr.Molly 9 月 22 日 下午 2:35 
Warcraft guardians of Azeroth works I just really need the tributary system to work for role play reasons
Mr.Molly 9 月 22 日 下午 2:32 
so basically ive unsubbed from your mod but every time I launch the warcraft guardians of azeroth mod by its self I still see the offer confederation option as a feudal king emperor or really any character and tributaries caucus belli doesn't show up i've reset my pc wiped my files un-synced onedrive nothing fixes it but the base game and other mods are fine so its really confusing and i only play ck3 for the warcraft mod but thank you for your help.
atbgames  [作者] 9 月 22 日 上午 10:27 
@Mr.Molly What mod is the issue? Since its a total conversion mod, I know you might at least have some issues with what governments can be in confederations/leagues since I set it up based off the base game governments, so some custom governments might not be compatible depending on how they are setup. But, I didn't edit anything that should affect tributaries, so the total conversion mod may have changed something as well, and both mods combined caused the issue.
Mr.Molly 9 月 21 日 下午 6:29 
hey so this mod has completely disabled tributaries for one specific mod even after deleting all of the game files save files and user data after a full reset and i just download the one main mod i use which is a total conversion but even with out your mod installed its still breaking my game ive trying to figure it out for hours so thought id reach out if you have any input