Crusader Kings III

Crusader Kings III

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No Marriage Alliances (With Options)
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3 Nov, 2022 @ 11:16am
25 Aug, 2023 @ 9:56am
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No Marriage Alliances (With Options)

In 1 collection by Rute_Of_All_Evil
Rute's Mods
7 items
Description
Has this ever happened to you?

So you have 12 hell-spawn beautiful children running around, and you're out here trying to be a good parent and get them all suitable spouses...but soon enough you're getting calls to war left and right, and it looks like your youngest kids will have to die alone (or worse - marry someone of lower stature!) because all their prospective partners or their families are whining about you having too many alliances!

Well, no longer! With this mod you forgo the million alliances you get from marrying off your close relatives, getting a sensible (or not so sensible, see below) truce instead or nothing at all.

Details
This mod disables automatic alliances from marriage, with options to gain a truce instead (of varying length, depending on the game rule you set), and a small (+5) opinion modifier from that truce.
To clarify: you can still create an alliance with your in-laws, because the game already has a system to do that - this just makes it so it's not automatic.

There are other mods that do this, but specifically those that replace alliance with a truce have an issue where if you married courtiers completely unrelated to you you still get a truce, which...doesn't make much sense.
So I decided to post this, being my fix to that issue, along with some extra functionalities: Namely, everything except disabling the automatic alliances can be controlled with game rules. I'm not here to tell you any if this is more or less balanced, I just leave it up to you how you balance your own game. :)


Game Rules:
  • Length of Marriage Truce:
    No Truce, 5 year truce, 10 year, 15, 20, 40, or 80 years (what I like to call the "til death do them part" option :P)

  • Betrothal Alliances:
    Vanilla "Negotiate Alliance" only allows you to make alliances with relatives of someone married, not while they're betrothed. The interaction was changed to allow this, also under control of game rules.
    You can allow it for the matchmakers - the ones that arranged the betrothal (this is the default), make it work like vanilla does with marriage, or turn it off altogether.

  • Truce Breaking Notifications:
    You'll get a small notification if a truce breaks before it's time is up due to death, divorce or breaking a betrothal (this is the default), but you have the option to disable it through this game rule.

This mod is now also compatible with Gamerules Gadget by Stik'! It is not a requirement, but if you want change the mod's rules midgame for whatever reason you can use Gamerules Gadget to do so. :)

Other Notes:
As mentioned, truces will break upon divorce, breaking of a betrothal, or death of one of the characters that were married/betrothed. However, the mod checks to make sure there are no other marriage relations, so in case there was more than one marriage/bethrothal between families, the truce will not be broken.
This is also the reason I decided not to remove the truce when you make an alliance - if you have more than one couple between families, if the one the alliance hinges on dies or such the alliance ends, but since there are still others the truce remains.

About AI alliances:
After much testing I can assure you the AI does make alliances, but whether the ones they make or don't make always make sense or not is another matter. x_x; Some are sensible, a number are not, and for some reason some big rulers are extremely reluctant to make any whatsoever.
So you know where the mod is at on that front: Making the AI make better alliances has been difficult - they make decisions that code-wise shouldn't even be possible, so...while it's something I wish to make better, it is an ongoing process, and I can't make any promises.

Compatibility
This mod changes:
common/defines - NMarriage (MAX_ALLIANCE_FAMILY_DISTANCE_SUM) common/scripted_effects (marriage_interaction_on_accept_effect) common/character_interactions - negotiate_alliance_interaction (only that interaction, does not override 00_alliance file itself) events - chancellor_task_events (to stop chancellors from breaking marriage truces)
Any mod that touches those will be incompatible. I am happy to make patches, as long as you let me know what mods are breaking. :p

Current Patches



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Popular Discussions View All (2)
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12 Nov, 2023 @ 1:24am
Crash
Psijic
0
6 Nov, 2023 @ 11:11am
Mod design
Psijic
94 Comments
Valaddar 6 Apr @ 9:06pm 
I've recently released a new mod called "Hard Mode: Marriages & Alliances Reborn" that restores this functionality.
radwilly1 17 Mar @ 6:23pm 
@Rute_Of_All_Evil unfortunately this mod doesn't really work anymore. There's now a negative opinion modifier "reluctant to agree to marraige unless it results in an alliance." Since this mod makes most marraiges unable to make alliances, that means you can't really marry off children easily anymore.
El Goonty ☯ 18 Oct, 2024 @ 3:48pm 
:steamhappy: Thanks to this mod the game is getting closer to the difficulty of CK2. Thx ;)
radwilly1 10 Oct, 2024 @ 12:14pm 
@Rute_Of_All_Evil I can say I think this is one of the best mods for the game. Currently seems to be working just fine with 1.13. I'd love to see it updated :)
逆天者习近平 3 May, 2024 @ 2:28pm 
this mod not effect to ai? only player?
van Rijn 29 Apr, 2024 @ 10:24pm 
Found error in localization. "setting_no_truce_break_notifications_ truce ", "setting_no_truce_break_notifications_truce_desc". Second "truce" is redundant.
Gliese581 21 Apr, 2024 @ 12:57pm 
I would love an update to this mod.
Evilcake911 9 Mar, 2024 @ 12:45pm 
This is a really awesome mod, thank you for this. I would like to report a (probably) unintended interaction where a truce gained from a marriage counts as "recently waged war" negative score to offer vassalage decision.

I wonder if there's a way to fix that so that it actually checks whether a war took place instead of just looking at truces
TheLoneWanderer 19 Dec, 2023 @ 2:19pm 
@Rute_Of_All_Evil - can this mod be added or removed to an existing game? Thx
crapoport1 30 Nov, 2023 @ 10:58am 
Any chance of a compact with MB+?