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I am running the golden dominion, bags to riches, more playable governments, playable republic submod, real freedom mod & manor domicile (feudal/clan) mod.
This combination of mods would create the perfect medieval world simulator, if manor domicile did not conflict with more playable governments & playable land republics.
It somehow erases feudal estates from the manor domicile mod. I would definitely think you should give this combination of mods a go & seeing if you can get it to work with manor domicile.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3307222438
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3344161778&searchtext=
One mods target the maritime republics, the other republic and theocracies in general. So im reworking the whole mod a bit. Will also end up, that republics will no longer use the administration government. Both republic mods are using a own system.
I will update it soon. I also hope to make city baronies feudal, if they are given away, so republics just can show up after decisions.
By the way, be sure to add the updated holy order and mercenary succession laws from my mod
Here's the paste [pastebin.com]
Looking at the files it seems to have your succession laws and the republic events
You should create a seperate events file, with a different namespace like namespace = rpb_rtr
And then create events rpb_rtr.0001, rpb_rtr.0002 and so on
I'm talking about the rtr_republics file
After the maritime republic mod is out, i will focus on landed republics - i try to make the mod compatible with rags to riches & dominion
The update changed the following: Cities are listed as "Communal" governments, but with the succession suffix "Bailiff Appointment". This means that the titles are moved back to the feudal lord as soon as the bailiff dies. Feudal lords should never be able to hold cities.
If you play a "Communal" government and grant a Barony, it should also become Communal if it is a city. Otherwise it is a bug and I will have to look into it.
Muslim Clans cant hold cities, like the feudal ones.
+ all baronies with communal cities starting with "bailiff appointment" - The appointed noble is just in charge until he die or his liege revoke his fief.
Most republics established after the 12th century. In italy are the most republics.
+ added the decision to get "Town Privileges" - the town privileges sucession allows elections inside the town - every person in the court of the city can be elected.
+ HRE cities with town privileges can become "imperial town" - imperial towns are safe from liege's revoke title interaction, because they are under direct imperial rule.
+ the appointed mayors need influence and money to get town privileges. Its hard to achieve that in lifetime, but possible, if skilled enough + luck. Greek cities get it faster, because urbanization.
There is also a chance to get an appointment by liege - if you stay in the court and the city-holding goes back to the liege, he maybe give it to you.
Create a new file with your own event namespace, like anything.0001, anything.0002 and so on
- Landstadt is added: Its a communal barony but under feudal rule. The Magister is just appointed and after he passed away the title goes back to liege to appoint a new one.
Title can be revoked anytime without reasons!
- Ratsstadt will be added: Its the first step inside the HRE to get own rights - like sucession.
The liege can revoke the barony under same cond's like other feudal vassals.
- Reichsstadt will be added: The Reichsstadt is just under the rule of the emperor. Technically you are linked to your county, but the local liege cant revoke your title and its planned that you only pay taxes direct to the emperor!
That means, all city-baronies will stay under communal-government technically, but they get the same sucession law like the Landstadt above - the feudal ruler just appoint a Dude as Vogt, Sheriff, Bailiff whatever for time - always revokeable.
Because you are free to revoke and free to appoint a Dude to govern it, its a feudal holding.
Cities have to grow and get "rights" over time - under a very strong or skilled holder. A bit the same way as the HRE system. But for HRE: The Emperor will maybe push to get more imperial cities. Normally, the local rulers will hate this, for sure :)
Its planned to allow the AI to push cities forward.
Excluded are: admin govs & already republics or communals - baronies there start with communal rights.
The "Landstadt" is an commune based gov. but without any election. The Liege appoint a new adult "Vogt" after the old one passed away as steward of the settlement.
Landstadt was an small city (100-300 burgher) without self-ruling rights. They had sometimes a minimum of self-governing, but always under the rule of an noble.
But they were the first step to an "Reichsstadt" - City with self-governing rights under the direct rule of the emperor.
Planned:
- Add possibilities for the player to be appointed as "Vogt" if he is noble.
- Add possibilities to gain more and more independence and self government - like add elections
- Add possibilities to turn the Landstadt into an Reichsstadt and sneak away from the local ruler
----- you can get an Reichstadt as barony- or as county-tier one. As barony one the local ruler cant reclaim the city - because its imperial!
...
Or maybe we find another way around later. But Im happy that counties now can use the election.
call it something like "rtr_influence_candidacy"
Inside the file copy over only the influence candidacy interaction, and change tier >= tier_duchy to tier >= tier_county
Afterwards, make a trigger file in scripted_triggers, and paste this in there
any_valid_title_to_grant_trigger = {
$CANDIDATE$ ?= {
save_temporary_scope_as = candidate_temp
custom_tooltip = {
text = support_candidacy_can_appoint_for_title_tt
$TOP_LIEGE$.primary_title = {
any_in_de_jure_hierarchy = {
continue = {
tier >= tier_barony
}
save_temporary_scope_as = title_temp
scope:candidate_temp = {
OR = {
scope:title_temp.tier < tier_duchy
can_appoint_for_title = scope:title_temp
}
}
}
}
}
}
}
Hicher tiers included duchies can pass the "Council Election" law.
- Candidates: all councillors (highest score) all chars with an court-position (lowest score)
- Score: Council members get the most, court-position holders the lowest. Skills are important, regional opinion if landed, landed gives score boni. So a landed, skilled council member get the highest score.
Lowborns get the same small malus like with "Regional Election"
Planned: add some mali parameters - because a lot chars dont like that, for sure!
I think on_action is the way how Paradox generate characters for things like this in the beggining of the game
In courtier_guest_managemnt_triggers file
Modify courtier_allowed_leave_trigger to block courtiers from leaving
Inside NOR = { you can add something like has_character_flag = republic_courtier and it would block them from leaving the court
All you have to do after is make a way for characters you want to get this flag
If you can find the files, iI will check them with the main modder to check the comp.
To better simulate the population oppinion of candidates in single cities & citystates, I dont added a classic "feudal style election" system. So its not possible to get strong votes from other chars in the spec. tier holdings. That makes it more important to be skilled and liked by the local peoples.
And makes it harder to be elected as mayor - because you cant over-influence your voting, because its "citizens opinion" based. Also harder to keep the city in your family.
Do you want that or you want a more election-interactive system?
Problems with that: The admin. influence system does not work really good with county & barony tier holdings.
Also a "feudal style" election is not very good working, because a barony city is not very attractive for courtiers, so there are not many voters and makes voting very boring anyway.
pls let me know :)
For example, since you changed "city_succession_law" in succession_order_laws, all you have to do is keep the updated succession_order_laws in its entirety with your updated city law, you don't have to overwrite gender laws and so on
For this to be possible you just have to rename your modded file (take 00_succession_laws.txt) into something like "00_btgm_succession_laws.txt", that way it won't overwrite the entire original file