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I think it doesn't work at all. Contracts are completely "unclickable". I can't change anything, maybe other mods interfering.
I guess I have to go back to an older version of the base game
You should subscribe to only one of them, though I think both will work poorly on the newest versions, been almost a year since last time this mod was updated. (and even longer, I think, for the OG one)
I imagine some important stuff that uses/needs/declares either of those gets overwritten.
Its been close to a year since last time this mod was updated, but summer is around the corner. Ill see if i can't get the mod up to date doing summer break.
My problem was that clicking on any option changed nothing, couldn't select anything.
There will Rights option left that you won't be able click until you discover a specific Innovation - a tooltip will help you discover that. It could be changed by editing the special contracts file and probably adding is_shown = ... option but that's for those who want to spend a few minutes more on doing so.
I imagine it is after the past few updates to the game, especially the clan rework.
I don't know when I will update this mod, sorry!
( ofc you fine gents are welcome to do it yourselves :) )
But I might be able to squeeze out a quick update to make sure everything is, at the very least, working.
Thanks to you too for your patience, and I am really sorry for the slow delivery :/
Things are a bit slow on my as usual >.<
Anyhow, enjoy!
Turns out I already had, but it was set to friends only.
Anyhow, made sure it was up to date and compatible with the newest CK III version, and now anyone with a link can find it.
Here is a link to it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981210087
It was something that would hopefully be eventually done for all the minor sub-mods.
However, I haven't worked on this mod for a few months, as I haven't been playing CK3 and got busy with my new programming education.
But I will see if I can't at least get that sub-mod separated and uploaded in one of the next upcoming days. Probably won't be done before Thursday
FYI:
Anyone and everyone is free to 'steal' anything and use it/upload it if they would like from any of my mods.
I agree, which is why it was removed doing the last minor update :)
That reminds me, I should update compatibility here in the desc.
Let me know, as always, if there are any issues :)
Part 2
FYI, I haven't been working on this mod since June, not that I have given up on it, I have just been playing other games than CK 3 or doing stuff outside of gaming, but I can do some bugfixing or remove the change holding part entirely.
I also do have a rebalance update to the contracts (specifically feudal contracts for now (and therefore also clan contracts)) that is in progress, but as I said, haven't been touched since June.
P.S. I could have sworn there was some other comment before yours asking about the ability to create theocracies, and I could also have sworn that I replied. Oh well.
Part 1
I am not sure with the change-holding feature, I haven't really looked into that part of the original mod.
It is such a separate thing, that I have been contemplating removing it, and instead add a link to a different mod that adds the same feature
(through decisions and events, and is therefore always compatible with other mods)
(if the other mods don't completely change holdings into something else at least)
(Not my mod btw.)
I did some testing, turns out, the devs fucked up, not me :/
I have added the bug under the bugs sessions, but here it is for your viewing :)
- Republican Vassal Tax Multiplier does not work (vanilla bug) (Does not work if republics have changeable obligations
IE: a contract)
Looking into the other government-specific vassal tax/levies multipliers to see if they too are bugged
I will write to the devs of the game, asking them to fix it. Cross your fingers.
Thanks for the report, once again!
You are completely correct, I think I know what the bug is, I will work on fixing it, the fix will come along with the next update.
Thanks for the report!
I will be busy with birthdays and family until Monday.
So I won't be able to work on the mod in the mean time.
All the 'submods' will eventually get a gamerule, as well as a standalone version, for those who merely wants them.
Been working on reworking the balancing of feudal, also, I''ve come up with an overall idea for how I want the special contracts to be done. I will add the 'roadmap' to the modpage on monday probably.
But the basic Idea is this:
The first special contract is for development (privilege one)/building costs (privilege two)
The second special contract is for gold income for vassal(privilege one)/gold income for liege (privilege two)
The third special contract is for millitary might for vassal(privilege one)/millitary might for liege (privilege two)
The fourth special contract buffs the vassal in strong, yet weird ways, and they have to pay almost no taxes or levies, in return for quite the vassal opinion boost.
Ofc, I will also update and make it clear whether a privilege is a privilege or restriction ect.
They were moved to republic contracts (original mod)
I haven't touched on the original mod's balance of special contracts and privileges. (Yet)
So I don't have any deeper insights to the reasons for why it is balanced as it is.
I do plan on overhauling the balance in the future, but I want to get all the current stuff working perfectly with correct, useful and updated tooltips for everything the mod touches.
And it has been fixed, thanks for your report :)
Ahhh, in the notifications, yeah i can imagine i might have forgotten some government limitations there, will fix it within the hour and update the mod.
Thanks for the report!
Nope, nothing, and the code for the contract interaction has been changed so that is should only show for non-tribal governments.
Where exactly you do see the option for a tribal contract?
And do you have any other mods?
I will work mostly on bug fixing, localisation fixing and play testing the mod for now.
(Though I am gonna force myself to take a few days off modding, despite wanting to mod more, this is to prevent burnout and such.)
(I will still try to fix any bugs reported by or do quick requests made by you peeps :) )
Hmm, that is weird, I can't see vassal contracts in interaction or realm window, I will try to verify my files.