Crusader Kings II

Crusader Kings II

Merchant Republic Overhaul
99 Comments
Uroboros 17 hours ago 
Wonderfull mod. Is there a way to direct download it without using the Workshop?
副现象蝙蝠 16 May @ 11:32am 
Hello, thx for your great mod. Yet it seems that I have met something weird. So, just like what you writes, as the player, if my governor's dynasty loses the election I would continue playing my current character in the capacity of patrician. However, I've observed that if the AI governor's dynasty loses the election, the governor would abdicate altogether and the heir would take the title of patrician. I'm not sure if this is your intentional design :)
Fine  [author] 24 Jan @ 9:05am 
not much I can do about that unfortunately; the game is very strict about letting you switch between the two government groups, and the way these decisions work is by essentially breaking/exploiting/abusing various game mechanics behind the scenes. so if another mod alters one of these mechanics, it's going to prevent these decisions from working correctly. that said, the "Found Merchant Republic" mod by tilmann799 lets you go from Feudal to Republic with a much more elegant method that should be compatible with other mods, so I recommend you try that one out. However, going from Republic to Feudal is quite tough to orchestrate in a mod and I don't know of any others that do this without directly modifying the governments themselves.
Victorx64 24 Jan @ 3:03am 
The switching to republic and feudal decisions don't work for most of the governments in the Geheimnisnacht mod. I assume this is also true for other custom governments.
Fine  [author] 5 Jan @ 9:47am 
prove to me that it causes CTDs in-game.
from my own testing, the validator is wrong in this case.
JamieStylez 4 Jan @ 2:20am 
There might be a critical bug in the code that causes CTD's. In the term limits txt file, it checks for traits, but the check is written incorrectly. it's supposed to be has_trait =, but it is instead trait =, so when the validation happens at the end of a specific term, it crashes.

but other than that, love the mod! extremely immersive.
G_PMDG 1 Jan @ 11:17pm 
Will you update the latest version in the Workshop?
LNSS 29 Dec, 2024 @ 11:10am 
Is this compatible with HIP?
georgiaboy4 14 Dec, 2024 @ 11:25pm 
Hi Fine: Thanks for the response...I am baffled as to the cause.
Fine  [author] 14 Dec, 2024 @ 11:10pm 
no idea. it's nothing to worry about, in any case.
georgiaboy4 14 Dec, 2024 @ 11:02pm 
@Fine: Running this mod as the only mod and get errors "Undefined modifier type! token:" in the file republic admin laws modifier.txt. Your syntax looks correct...any ideas on this? Thanks!
Rukas Bronte 27 Jun, 2024 @ 11:07pm 
I'm not sure if it's another mod on my list, but I've been trying to play the New York Republic in After The End, but my game crashes after a few years in-game. So is there an incompatibility with After The End?
КИРПИЧ 8 Feb, 2024 @ 11:46am 
I don't know why but for me this mod works only with ck2plus, without it this mod just doesn't work
Thar Ravkan 8 Jan, 2024 @ 12:35am 
can I revoke titles ?, haven't tested this mod yet, just asking since I can't seem to plan to revoke even when I got the "Ruthlessness Bloodline ". even in vanilla.
LNSS 3 Dec, 2023 @ 8:45pm 
Is this compatible with CleanSlate?
CrookedIcon 16 Nov, 2023 @ 5:42pm 
Awesome! Can't wait to play!
Fine  [author] 16 Nov, 2023 @ 2:03pm 
Also I just want to say that I'm very glad you enjoy my mods, CrookedIcon, I too mostly play CK2 for the Republics! Extra fun when you know how to convert to Feudalism down the line ;)
Fine  [author] 16 Nov, 2023 @ 1:46pm 
Guess what CrookedIcon and Captain Carrot, I figured it out :D using an if/else statement, the mod will run either my code or Captain Carrot's code depending on whether your dynasty is winning the election or not. If your dynasty wins you will play as your heir, but if your dynasty loses then you will continue playing as your current character, as patrician of your dynasty. Captian Carrot, do you want to be credited for your code contribution in the description of this mod?
CrookedIcon 16 Nov, 2023 @ 10:43am 
Also I want to say I love the OG MOD and all your republic mods. Your mods are the main reason I come back to CK2 because I love republic playthroughs and they add so much to the experience plus CK3 doesn't have playable republics yet.
CrookedIcon 16 Nov, 2023 @ 10:40am 
I think the idea is cool for RP because dynastic leaders didn't just disappear after being consul, Marius was consul seven times, Caesar went on to conquer Gaul as proconsul after he was consul then became a dictator. Also, it's a lot more fun than waiting as a kid for years if you play as a custom character and lose the election and you are forced to play as your five year old son because he becomes the head of your house. Adding a decision to retire as head of your house might help with actually being able to play as your heir when you want to. But as far as the election goes I can't think of a way to fix the issue other than using commands to temporarily nerf your house so your dynastic heir isn't elected next.
CrookedIcon 16 Nov, 2023 @ 10:16am 
Yeah, I figured it out through some research and it works. Definitely an issue if you can get your dynastic heir to win the next election.
Fine  [author] 16 Nov, 2023 @ 9:41am 
I can answer that but I won't. the problem with Captain Carrot's solution is it fundamentally breaks the balance of the mod by allowing essentially free re-elections, which makes most of this mod's features useless. I've been dragging my feet on finding a way to incorporate it reasonably, but I still intend to, and until I do the official current version of this mod is still the best one to use.
CrookedIcon 16 Nov, 2023 @ 8:49am 
I don't know how to code stuff. Just know you can edit save files with Notepad ++. How do we edit the mod to have what Captain Carrot added so the loser of the election stays head of the house? When I copy and paste Notepad ++ says it's wrong
Fine  [author] 4 Oct, 2023 @ 11:57am 
not sure what you mean by that
OP Cheater 1 Oct, 2023 @ 6:57am 
I cannot elect myself. It's big problem.
Fine  [author] 21 Sep, 2023 @ 8:29am 
Thank you Captain Carrot, this is very useful information, I'll see what I can do with it.
Captain Carrot  [author] 21 Sep, 2023 @ 5:10am 
Oh, and also also, the Audax Validator says that there are illegal closing brackets in "decisions\strip titles.txt" and "decisions\switch to feudal targetted.txt", as well as a lack of a closing bracket in "interface\election icon.gfx". I think they should work anyway (more certain about the former two than the latter), but just so you know.
Captain Carrot  [author] 21 Sep, 2023 @ 5:10am 
It's also possible to make the former doge retain claims on the new doge's titles that he had before the election by adding "location = { is_capital = yes }" to the limit of "any_title" (that's how the game decides what titles to transfer with the republic, right?), but I figured the current situation adds a nice incentive to go for your claims in the limited time window that you have at the head of the republic and makes centralising republics harder.

Also my code results in the re-election of the former doge if his dynastic heir would also inherit the republic. A possible solution to this would be to temporarily remove a huge sum of prestige from the dynastic heir (while giving him the Designated Heir minor title so he still inherits the house) and resolve the other effects one day later in a separate event, to give time for the succession to update.
Captain Carrot  [author] 21 Sep, 2023 @ 5:07am 
Hello, I managed to make it so the doge losing the election remains at the head of his house, no characters move to other courts or get claims on the titles lost in the election. Instead of your wealth and artifact transfer followed by abdication I put this (unfortunately Steam doesn't like multiple spaces):
player_heir = { save_event_target_as = new_temp_patrician }
if = {
limit = { NOT = { current_heir = { character = event_target:new_temp_patrician } } }
current_heir = { save_event_target_as = new_doge }
abdicate = yes
move_character = event_target:new_temp_patrician
event_target:new_temp_patrician = {
abdicate_to = ROOT
move_character = ROOT
}
any_title = {
limit = { holder = event_target:new_doge }
remove_claim = ROOT
}
clear_event_target = new_doge
}
clear_event_target = new_temp_patrician

Hope this helps!
Ndrju 31 Aug, 2023 @ 5:32am 
Does this mod works with Revolt Republics mod?
Fine  [author] 3 Aug, 2023 @ 10:19pm 
go for it
Mr. Bones 2 Aug, 2023 @ 2:12pm 
Hello, I'm one of the devs working on the Diadochi Kings mod. I would like to use aspects of your mod in what I'm currently working on. Please contact me and let me know what you think.
General Cartman Lee 4 Jul, 2023 @ 2:18pm 
Will this work with HIP?
Fine  [author] 20 Feb, 2023 @ 11:22am 
yes I've tried several variations of that already, it always either breaks the government type or breaks succession, usually resulting in a game over. if you find something that works then by all means let me know, but I've already thrown the book at it and this is the best solution I've been able to scrape together. "abdicate = yes" is not found anywhere in my mod, I don't know where you got that from, as the basic abdication command alone is inadequate for maintaining a semblance of continuity. I can assure you I've put a lot of thought into this.
LNSS 20 Feb, 2023 @ 11:06am 
For that, you could specifically transfer the title to the family winning the election rather than just use "abdicate = yes"
GO! 20 Feb, 2023 @ 7:25am 
Well, that's a pity
Fine  [author] 20 Feb, 2023 @ 6:51am 
it's not possible, this is just how abdication works in ck2.
GO! 20 Feb, 2023 @ 5:24am 
Hello, I think this is a very good MOD. It has increased my interest in this kind of government. But I have some doubts about this MOD: after the Governor abdicates, he will lose the title of family leader, which will lead to frequent changes in the role in the early stage (which makes me play my dementia brother compulsorily when I have no son:steamfacepalm:), which is very destructive to the game immersion. Therefore, I wonder if it is possible for the Governor to abdicate. The last Governor still retains the title of family leader and loses the top title, just like HRE.
versidue 10 Feb, 2023 @ 1:19am 
very cool mod, it definitely makes playing as a merchant republic more engaging and different!

I've noticed some weird effects with vassal merchant republics with this mod, however. Whenever a new ruler gets elected, the previous ruler comes to my court instead of back to their heir's court. Soon enough the whole family winds up in my court, and the house goes extinct, despite everyone still being alive...
八爪蜘蛛米海尔 8 Feb, 2023 @ 8:37am 
When the merchant republic national leader dead, the law becomes invalid.for example,the vassal war law for republic and vice royalty law for republic.Need to check the law again.I guess the original laws(vassal law and vice royalty law for feudal government ) interfered with the new laws.
GULAG EXPRESS 31 Jan, 2023 @ 2:08pm 
Weren't the Doge of Venice elected for life?
Fine  [author] 23 Jan, 2023 @ 8:07pm 
fixed tribal rulers being forced to either step down or become dictators immediately upon converting government type to republic. stay tuned for factions.
Fine  [author] 11 Jan, 2023 @ 8:55am 
I plan on adding factions but faction modding is very complex and may be a while before I get something worked out. coronations I have no plans for.
Knot 11 Jan, 2023 @ 5:33am 
Can the Doge get a coronation?
八爪蜘蛛米海尔 10 Jan, 2023 @ 10:53pm 
@Fine Can you add some factions about your new laws
PracticalIncarnation 10 Jan, 2023 @ 8:59pm 
Well obviously, it's your mod. Just want to see if you're open to more ideas, or discussing it. I might try modding it myself later if I have the time and play test some ideas or something. I'll post a discussion thread so that it's not a wall of text on here.
Fine  [author] 10 Jan, 2023 @ 5:09pm 
if you want to share your ideas that's up to you, and if I want to do anything with them is up to me.
PracticalIncarnation 10 Jan, 2023 @ 3:32pm 
This looks like a very cool mod, I'll certainly try it in a future game.
Would you take more ideas and suggestions for further MR overhauling? I have some ideas on how to improve MRs myself.
Fine  [author] 6 Jan, 2023 @ 8:05am 
no
L4C_Fantome 6 Jan, 2023 @ 7:55am 
do you have discord?