Crusader Kings III

Crusader Kings III

Marches & Palatines
42 Comments
ACE  [author] 8 May @ 9:30am 
Fixed now
Harfagri 8 May @ 8:29am 
Landgraviate contract is missing. At first, I thought it's a compatibility issue, but when I disable other mods, it is not shown either.
ShroudedZeta 9 Apr @ 1:59pm 
Is this getting updated to 1.15? I assume not because it's been several months.
Jhaeson 15 Feb @ 12:46pm 
spanish please:(
florenciacosimo 24 Nov, 2024 @ 10:04am 
What languages are they compatible with?
Koivuka 28 Oct, 2024 @ 10:26am 
Can you add March law to duchy of Lombardia in 1066 because it was historically Margrave at that time.
florenciacosimo 3 Oct, 2024 @ 11:38pm 
They think that sometime it is possible with a contract to name principalities it would be interesting
(I love this mod)
Anti4iteR 28 Sep, 2024 @ 12:58pm 
@Bleinz
Tecnhically? Yes, it can be done.
But with backdoors with creating new unique election laws or special GUI mechanic (whic is worse)
Bleinz 28 Sep, 2024 @ 11:09am 
Does this mod also make marches and palatinates appointed by the liege / elective?
If not, is that something that can be done with modding?
finallyciv 14 Sep, 2024 @ 5:46am 
Could this have something to do with your mod: https://imgur.com/a/j2CTrKR
finallyciv 25 Aug, 2024 @ 8:54am 
German localization: https://pastebin.com/V2NE6da8
NotisMiCrempie 14 Aug, 2024 @ 2:32am 
Also every dead Jarl for some reason becomes Lord with only M&P enabled.
NotisMiCrempie 14 Aug, 2024 @ 2:08am 
Any chance for compatibility with More Provinces Expanded?
Title names are messy as hell with two mods enabled and it's kinda sad, would be cool to play both.
finallyciv 13 Aug, 2024 @ 1:40pm 
Could you pleas add German Localization?
ShroudedZeta 11 Aug, 2024 @ 10:42pm 
Will there be more Title Flavourisation in the future? Or will there only be the current ones (german, french, & arabic).
ACE  [author] 11 Aug, 2024 @ 4:31am 
@Rough Yes, as they don't change the same files
Rough 5 Aug, 2024 @ 1:42pm 
They would seem to go well with each other, thematically, so I thought I'd ask
Rough 5 Aug, 2024 @ 1:33pm 
Is this compatible with More Interactive Vassals?
Gabe Itch 30 Jul, 2024 @ 5:27am 
Commented on the wrong mod my bad :theskull:
ACE  [author] 30 Jul, 2024 @ 4:59am 
@Speltok This mod doesn't touch game rules
nicedud1 16 Jul, 2024 @ 6:25am 
Only in english?
tony_sm 27 Jun, 2024 @ 12:37pm 
Thank-You!!!! Great stuff!!!!
ACE  [author] 27 Jun, 2024 @ 12:34pm 
Update: The recent update contains a major refactor of the mod's script, removing the dependency on the new government types. Consequently, the mod should work much better compatibility wise. That said, I've yet to actually remove the new government types, as to not break saves. If you notice any government types being reverted to feudal (from march and palatine governments) then do not be alarmed, it's intentional.
ACE  [author] 27 Jun, 2024 @ 12:01pm 
Doesn't matter
NotisMiCrempie 27 Jun, 2024 @ 9:10am 
I have to load this mod before or after Imperial Immediacy? Or it doesn't matter?
cuomo860 27 Jun, 2024 @ 7:16am 
@ACE Would it be possible to include Perl's Warden Contract mod compatibility to this? Currently I'm doing it with the Super Compatch and it's just a few lines in the Special Contract file.
ACE  [author] 15 Jun, 2024 @ 12:34pm 
@Anti4iteR Less work than going through every culture with custom title localisation. Also gives the added benefit of being able to visualise it without any additional GUI work.
tricky 15 Jun, 2024 @ 10:29am 
is this ate compatible?
Anti4iteR 13 Jun, 2024 @ 10:15am 
Dude, do you create a two separate government types just for make a localization of marches/palatines?
ACE  [author] 12 Jun, 2024 @ 1:08pm 
@sithknight72 It's safe to add midgame. As for removing it midgame, I wouldn't recommend it, but it might work.
𝔞𝔫𝔰𝔤𝔞𝔯 11 Jun, 2024 @ 11:56pm 
@sithknight72 it wont launch on a save with another modset
sithknight72 11 Jun, 2024 @ 11:22am 
this looks awesome, but I'm curious, does this have any other requirements and is it safe to add if I'm already in the middle of a game?
Zaum-Zog 9 Jun, 2024 @ 4:06pm 
The Lords of Champagne were only called "Comte", even though they technically were "Comte Palatin". It feels so weird to read "Palatine" Thibault of Champagne; though I appreciate the idea of getting more accurate titles in the game.
PokeMageTech - ProNetNeutrality 8 Jun, 2024 @ 7:03am 
This seems really cool! I play with a shit ton of mods, so I'm just gonna hope this doesn't conflict.
Leprzilla 7 Jun, 2024 @ 8:29am 
@ACE oh no, I mean that pfalzgraves and marchers weren't given separate titles that set them apart from vassals with regular contracts or who weren't on the borders. It was a bit of a blow to RP, flavor and historicity, and I don't remembere anyone trying to fix it before you (unless making yourself a margrave or something via the custom title mod)
ACE  [author] 7 Jun, 2024 @ 7:53am 
Update on Unofficial Patch compatibility : I found the real issue, which is that government changes resets vassal contracts if the two governments don't have the exact same options. Unofficial patch adds Jiyza contract as an option, which vanilla feudal contracts don't have.

I've made a workaround which saves the vassal contract before the government change and then transfers the saved contract after the change. So everything should work now.
ACE  [author] 7 Jun, 2024 @ 5:15am 
Well you actually didn't have to wait, there was already Historical Marches, but since I'm an idiot I somehow didn't get it to work previously, yet I confirmed yesterday (after uploading this) that it in fact still works. That said, since there are some differences in implementation and scope I'll probably keep this one up anyway.
Leprzilla 7 Jun, 2024 @ 5:05am 
This is what I've been waiting for a long time. Great mod!
ACE  [author] 6 Jun, 2024 @ 8:45pm 
Apparently vassal contracts are reset at some point. It's annoying since obviously my script does execute (otherwise the displayed titles wouldn't be right), but is then basically undone right after. Even more annoying that having it execute once more, just slightly later, somehow fixes the problem.

I honestly can't fathom what could possible execute in between on_game_start and on_game_start_after_lobby that would lead to this behaviour. It's not really my problem, but at the same time I can't stand such a bug, especially considering it only happens when using the Unofficial Patch, but not when playing Vanilla. That said, this is an issue for future me to care about. Update should be up by now.
One Proud Brazilian 6 Jun, 2024 @ 7:28pm 
"Unofficial Patch" is the culprit. Its conflicting somehow.
ACE  [author] 6 Jun, 2024 @ 7:13pm 
@One Proud Brazilian Are you using any other mods?
One Proud Brazilian 6 Jun, 2024 @ 7:04pm 
Cool mod! :)

Looks like the script that should change the contracts to marshes and palatinate on game start is not working. After the game start, everyine revert to feudal government.

At least this is happening for me.