Crusader Kings III

Crusader Kings III

More Game Rules
2,540 Comments
Kalief 16 Jul @ 2:51am 
@Zook the Duke for Shattered world to work - you have to set the rules on the "select starting year" screen, and THEN go create your ruler.
iamfullofsalt 16 Jul @ 1:47am 
Have been having the same problem as @The One Above All, Master of All
I used the game rule to expand domain limit to the extreme (player only) setting, but then in the tooltip/pop up when u hover over the domain limit in top right, there's a -900 or however much it needs to lock the domain limit to only 15.
Zook the Duke 11 Jul @ 5:53pm 
The shattered worlds option is not working for me. This a common issue?
Edwelric427 11 Jul @ 6:29am 
Same problem as @Gikov and @hanluo1030 ... holy sites required for pagan reform to 0, says you need 5.
Gikov 8 Jul @ 11:57am 
I'm seeing the bug that @hanluo1030 mentioned - set holy sites required for pagan reform to 0, says you need 5.
vidz99 1 Jul @ 2:21pm 
There is this error:

[jomini_script_argument.cpp:27]: Missing closing bracket in common/scripted_effects/mgr_ep3_decision_effects.txt starting at line 1
Shift 1 Jul @ 2:20pm 
is AGOT comp?
hanluo1030 21 Jun @ 11:23am 
I found a bug, when I set the holy site needed to reform faith to none,
in game when I want to reform faith the holy sites needed become 5.
cuomo860 19 Jun @ 7:45pm 
@RúbenParanormal This can be done with a local mod where you have a file in the defines folder that changes

"DEFAULT_MAX_TRADITIONS = 5 #How many traditions can a culture have by default?" to a higher number.

My compatch has it set as 6.
Kelryth 19 Jun @ 7:21pm 
@Lord WoffingShire use No Duchy Limit mod linked above. Place it after MGR in your load order. Then you can use the duchy limit toggle in the game settings.
RúbenParanormal 19 Jun @ 4:17am 
can we please get an option to raise the max limit of traditions? THATS ALL I WANT.
Lord WoffingShire 13 Jun @ 10:39am 
@The One Above All, Master of All If it's saying you're over domain limit whenever you have more than 2 domain, regardless what the rules are set to, it's a known problem with Foundational Framework, which hasn't been updated for the new update.

If you don't use foundational framework then who knows?
Need help with the annoying above maximum for domain limit. Somehow, although I increase the Domain Limit by More Game Rules, the game have this 'above maximum' penalty for domain limit. Any help would be greatly appreciated.
Bright moon 7 Jun @ 5:51pm 
I don't know if it's a feature of the mod or a bug that made the silver mines in Sardinia disappear, which took me almost an hour to figure out in my mod collection. I'm sure it does the same when running alone.
Anchovy 6 Jun @ 9:05pm 
Would like the ability to disable vassal's ability to declare war.
Finarfin 6 Jun @ 4:51pm 
I don't know if this has been mentioned, but if you have this mod enabled and select Character of the Week, or whatever the main screen option is, it doesn't load the scenario. It gives you the world map with no character selected. If you disable this mod and select that option it loads correctly into the start of the game.
Lord WoffingShire 6 Jun @ 9:55am 
Heck yeah, being able to limit title man at arms amounts would be a godsend.
I use this mod to lower man at arms amounts but because title man at arms aren't affected it means admin realms are over-powered. More than vanilla even.
gwjqaq 6 Jun @ 8:42am 
Currently, this mod cause the attractiveness effects of artifacts to be disabled.
Gabe Itch 6 Jun @ 7:18am 
Is it possible to add a setting requiring more land to be held to create a title? The Danelaw is rarely created because Wessex can basically form England on game start, when they should need most of England to form it.
starry 5 Jun @ 6:15pm 
为什么在其它剧本里增加直辖就有用,一到蒙古剧本里直辖领地增加就不起作用
Rhetor 4 Jun @ 3:54pm 
External Vassal Wars don't work.
RúbenParanormal 2 Jun @ 11:43am 
hi just wanted to ask but i can raise the number of max traditions on this mod right?
Neutrino  [author] 1 Jun @ 9:10am 
@Paradox: It was supposed to be an extra game rule - "Difficulty - AI" but it got scrapped to match Paradox's own changes to difficulty. I'll revisit it for the next patch.

@ism1994: Sure, though I might make that it's own setting.
ism1994 1 Jun @ 4:15am 
When setting the limits and caps for Man-at-Arms, is it possible to also enable the title Man-at-Arms?

example)
maa_cap_extreme = {
#hide_effects = yes
men_at_arms_cap = 100
men_at_arms_title_cap = 100
}
maa_limit_extreme = {
#hide_effects = yes
men_at_arms_limit = 100
men_at_arms_title_limit = 100
}
Paradox 1 Jun @ 3:50am 
"Split vanilla difficulty options into player and AI"
How is this work on practice? Couldn't manage to find this options by myself
Neutrino  [author] 31 May @ 7:52pm 
@SparkLightBulb: I'm going to probably redo that feature from scratch. While it does stop schemes, it looks like some vanilla events and specially tournaments, feasts, etc. don't check to see if someone should even be seduce-able before allowing it.
SparkLightBulb 31 May @ 7:48pm 
I have AI Seduction Schemes set from the start to only players and my wife (who has loyal, 100 relations, soulmate, best friend, and no lust trait) is still getting constant lovers. The mod is at the bottom of the list.
Nightingale 31 May @ 2:37pm 
That's smart, I was just trying to fiddle with forcing them to become vassals first so it cancels the tributary status. Didn't know you could prevent the tributary relations from forming in the first place. Hope I managed to help somehow :)

Unfortunately it still crashes when used with Rajas of Asia, but I'll probably take a look tomorrow
Beanz 31 May @ 1:31pm 
it work with AGOT?
Neutrino  [author] 31 May @ 12:43pm 
Updated
- Fixed crash when starting a shattered realms game with the rule set to "Duchies" or higher.
- Herder governments that receive duchies or higher-tier titles as part of the shattering process (which happens if a duchy only has herders) will become Nomads.
- Herders will become tributaries of their local duke-or-higher tier nomad to preserve the vanilla setup.
- "All Nomadic" setting for the "AW - Governments" game rule will now preserve pre-existing herder governments.
Neutrino  [author] 31 May @ 11:23am 
@Nightingale: Thank you! I've come up with a fix - simply don't create the initial tributaries at all when playing shattered realms. I'll put out the fix in a few minutes.

The hackier way of forcing tributaries to dissolve day 0 is to declare a war and immediately resolve.
Nightingale 30 May @ 11:03pm 
OH MY GOD. I FIGURED IT OUT.
Shattered duchies (and higher) was crashing because of the new tributary system. Apparently if a ruler receives a vassal that is a tributary of another ruler, or if a ruler receives a vassal while being a tributary themselves, the game crashes. (Some of it could also be due to herder realms being given a duchy title or a vassal, I'm not sure but I've added code to prevent that just in case)

The problem is, Nomad realms have a LOT of tributaries in the vanilla game starts, and shattering the titles doesn't actually remove the tributary relations. You can remove them with end_tributary, but annoyingly, that only kicks in after 1 day after the game starts. I'll see if I can't script an event to de jure vassalize any remaining titles after 1 day, but for now, just leaving the affected realms alone solves the issue everywhere else.

@Neutrino if you'd like, if you have this mod on github or something I could shoot you a pull request with these changes?
Neutrino  [author] 30 May @ 6:35pm 
@Ogno: Thanks, that was an oversight, fixed for the next update.
Ogno 30 May @ 6:15pm 
Not too sure if anyone else is having this problem, but 'easy' mode disables achievements when I start up a new game with this mod. Any other option (Very Hard, Hard, Medium, Very Easy) works just fine.
Sensate 30 May @ 10:39am 
@Neutrino Okay, thanks again !
Neutrino  [author] 30 May @ 10:37am 
@Sensate: It's not a new rule. Paradox added an extra option to the event where you reform the Roman Empire to adopt Hellenism without hard mode, thus making my old game rule obsolete.
Neutrino  [author] 30 May @ 10:36am 
Updated
- Updated to latest patch (1.16.2.2)
- Family titles and administrative governments are now always dismantled when using duchy or county shattered realms rules regardless of other settings.
- Added new "Nomadic" setting for the AW - Governments game rule.
- Fixed intimidation focus being available to AI if playing with game rules that restrict it.
- Temporarily removed language speed learning game rule.

The crashing issue with shattered realms (Except county) is still there. It's related to creation of a certain duchy title, though the logs do not tell me which one. Trying to come up with a good workaround...
Sensate 30 May @ 12:42am 
@Neutrino

Hello!


First, thank you so much for the mod !


Second - sorry for intruding ! Can you please elaborate about new rule with Roman Empire and Hellenism ? What's it called ?

Sorry, i can't get my modlist to load ATM. Must be some conflict. So i've no way to check the game rules myself for now.
Neutrino  [author] 29 May @ 11:45am 
@Identity: The external wars rule is the only rule that may cause this to happen. I'll take a closer look, maybe it's not working as intended.

@Quarin: Paradox added a new option for going Hellenic without hard mode when reforming the Roman Empire.
Quarin 29 May @ 11:35am 
hellenism plague removal rule removed? was it broken or pdx changed it?
Kelryth 26 May @ 9:34pm 
County shatter still works
identity 26 May @ 5:00pm 
This mod appears to be blocking counts from declaring any wars other than independence from their liege, king or duke. I looked through the settings and didn't see anything that stood out, maybe it's part of something else that people already know, but it kind of sucks finding this out after so many failed games.
Kelryth 26 May @ 3:45pm 
yes this mod still works if you disable the shattered realms option
hikihut 26 May @ 1:42pm 
Is this mod still working correct(Paradox changed few settings), or better wait for an update?
Montavious 25 May @ 6:39pm 
Cant get my game to shatter into counties after selecting that option. Im missing something?
Nightingale 25 May @ 9:59am 
Do you mean it's specific duchy titles that are causing the crash? Maybe excluding them from the title merging process would be a reasonable workaround in the meantime
Neutrino  [author] 24 May @ 8:40pm 
@Nightingale: Unfortunately, this is another case in which the crash reports don't tell the full story. I've isolated to crash to being related to the creation of what should be landed duchy titles, which is odd to say to the least...
Nightingale 24 May @ 10:15am 
Have you figured out a fix for shattered realms yet? I dug through the code and crash reports, and it seems like the crashes come from the game trying to make noble family titles for invalid rulers, when vassals get moved around during shattering. But the base game code says it'll only try to make a noble family title if an Administrative duchy becomes the direct vassal of an independent liege, which shouldn't be happening during shattering... I'd try to fix it myself, but I'm kind of stumped here (not a very experienced modder)
Neutrino  [author] 22 May @ 4:15pm 
@Paradox: Absolutely. I'll make a note of this request.
Paradox 22 May @ 10:28am 
With the newest patch and new difficulty settings, I wonder, will it be possible to split this new AI buffs and player nerfs into different game rules through this mod? I mean, so that you can change what (de)buffs player and AI will gain in game rules window?