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Are you able to make a mod to target just admin governments?
I will eventually.
@White Out
You don't need this as a base. Just make a mod that overrides 06_ep3_admin_decisions.txt with your own copy with modified AI rules. Alternatively, make a separate file with an identical AI-only decision and modified AI rules if you want to minimise mod conflicts. I don't know how to mod the AI behaviour itself yet though.
@Tora
That isn't tied to government, its tied to dynasties and cultures. If the founder of your starting house is from a culture with that tag, then your title name and CoA will always be that of your house. But you can disable dynasty named titles for the whole map in the game settings. You could also try starting a cadet branch with a ruler of a culture without that tag, but I don't know if that actually works.
It should not.
@Zireaellie
I have tried to add an interaction for this, based after the demand conversion and demand administrative interactions, but so far I haven't been able to get it to work. I'll keep trying but don't expect it any time soon.
Thanks you very much for the information.
You can however add the detail related to the DLC in the description
This one does work without the DLC, you just don't get the admin-related decisions. I put up the requirement so people without DLC wouldn't question why the admin decisions are missing, but since it seems to just raise confusion, I'll take it back down.
Mod updated. And no, don't worry, admin vassals won't take the decision.
Whoops, I misread your original comment. You mean admin to feudal/clan as a kingdom-tier or lower? I think I can technically do that but I will likely have to add the decisions instead of replacing them, since Paradox gave the default decisions the empire requirement (why??? idfk) and that means I can't replace them without potentially breaking compatibility with other mods. Let me look into it.
Already possible by default with Bureaucratic cultures.
That comes with the Roads to Power DLC by default. I'll add a note to the description.
Yeah, I've been paying attention to that mod, seems like it is indeed broken
Okay, then looking forward for it good luck mate!
This one is the only one I can find but the comments say it's broken. I might add that functionality to this mod later if I can figure out how to do it properly.
I probably will at some point.
@Daghan
I would rather not add switching to and from any types that haven't been refined yet. I'm not going to be able to compensate for all the bugs, balance issues, and mod incompatibilities that could arise. For now, that means no Republic, Theocracy, or Holy Order.
Done.
It shouldn't since I did not add anything like that but there might be indirect effects, stemming from government change impacting the default AI behaviour. I wouldn't know anything about it though.
Currently, only the player can use the decisions added by this mod. AI realms will stick to their default behaviour which is adopting the government type associated with their religion and changing to match the government type of a liege they have a positive opinion of.
In this current version, yes. Originally, this mod only changed the government of direct vassals, but there were complaints that those AI direct vassals would not convert the governments of their vassals, so I changed it to the current functionality.
Because like, I'm finding that require infuriating in the East.
There are already plenty of succession reworks and cheat menus throughout the Workshop, with this mod I'm deliberately trying not to break the vanilla balance too much.
That's... already part of the expansion?