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My time is mostly spent playing another game right now, haven't really worked on this for the past week or two. Might as well complete the Ck2plus release and upload it.

Features:
- CK2plus societies have their logos.
- Muslim/Indian/Pagan have their own holy order government icon.
- Gave Mercenaries their own government type.
- Fighters Guilds Pretenders of duke level can become mercenaries (player only).
- Mercenaries have a decision to improve their liege's opinion of them for 5 years, in exchange of a favor from you and maximizing your opinion of your liege, giving them as many of your troops as possible. This exist to make it less likely that your liege will try to revoke your merc title.
- Added Militarization (demesne/vassal size, revolt risk, threat and Mobilization (+levy -tax) laws for the mercenaries and holy orders.
- Depending on which Militarization law you have, holy orders can become mercenaries and vice versa.
- You can be hired to help someone in a war if you are a mercenary or a holy order, not a war and have a mobilization higher than passive.
-- Initial payment is based on your mobilization law, yearly payment is based on your contribution this year.
-- Contribution include: Winning a battle, it being a major battle and/or you a leader is better. Sieging provinces, if you personally lead the siege it is better.
-- You have to start the battle/siege, joining the AI battles/sieges won't increase your contribution.
- New mission, win a battle between 2 armies while leading one.

Balance:
- Custom Mercenaries/Holy Orders decisions can only be taken if not at war.
- Tweaked the holy order cost and removed the prestige/piety reward for creating one, only those with EMF will have a reward, if succession change, to make up for the -500 prestige cost.
- While not a member of a fighters guilds, your holding's tournaments modifiers will slowly downgrade in level, and those level 1 will be removed.

Fixes:
- Added a piety cost to creating a holy order, like the tooltip said it should have.
- Added a button to destroy "true" custom holy orders so you are not forever stuck as one.
- Wrote the localization for the Holy Order government in the inheritance window.
- Can no longer create my mercenaries/holy orders simply by owning Orléans.
- Massive fixes to the localization by fc08 from Reddit.
+
- Fixed joining the Army of Lucifer.

Some things of note again:
-It is a trial version, it works, but unexpected things may happen like too many people getting butchered by bounty hunters or killed trying to rank up in a Fighter Guilds.
-If you enable it on an existing save that didn't have the mod it'll take a while before the society fill up to a decent pool of challengers.
-You cannot remove it from an on-going save. I suggest making a back-up before installing.
-Future updates to the trial version may break saves. I suggest making a back-up before updating the mod.
-It is not designed yet to work properly with any overhauls outside of HIP and CK2PLUS.
-Spell checking is in the works.

Mostly interested in feedback for the Mercenary/Holy Order hiring "engine". It feel fine to me, but I am probably the worst judge for that because I know the code.

And to end, all of the extra logos for the PLUS version (alongside those exclusive to HIP from last release)
SVjnbdI.jpg
 
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how do i become grandmaster of a holy order? im the current successor to the order but if the grandmaster dies another random guy takes his place instead of me. I dont understand the tooltip that says: "Has the Holy Order Title."
 
@Esrt

Holy Orders were not meant to be playable by Paradox, there is a lot of in-game issues with playing one, if I could hide that "successor" picture I would. The only way to be the Grand-Master of a Holy Order society is to personally own the Holy Order title (by abusing some bugs). I could have made it so whoever reach grand master in the society receive the title, but again, playable holy orders are not supported by paradox. This is why the Grand Master position in my holy societies have no powers and reaching rank 3 take longer. Rank 3 is the real "end" of the society.

You can create "special" playable holy orders as a rank 3 member of the societies if you are a duke, but these have no societies (otherwise you would be forever stuck as a member of that society).
 
hi there. great mod but i think i found a minor problem. i am playing as a han messalian queen in the duchy of armenia minor and i found the army of lucifer. now when i try and press the button to join in the society i get the message where i can join or decline, but pressing the option to join does nothing. thank you in advance.(with the wheel of life and death i dont have this problem for example)
 
hi there. great mod but i think i found a minor problem. i am playing as a han messalian queen in the duchy of armenia minor and i found the army of lucifer. now when i try and press the button to join in the society i get the message where i can join or decline, but pressing the option to join does nothing. thank you in advance.(with the wheel of life and death i dont have this problem for example)

Thanks,
Was that with HIP or PLUS ?
 
@aleyan
Found the issue, it try to make you join the society "society_army_lucelse_ifer" instead of "society_army_lucifer"...

I'll update the file in a minute (in the same post as the current download), or you can manually join using the console:
join_society society_army_lucifer
 
In my playthrough with ck2plus playing a mercanaryband my govermentform always reverts back to feudal after 1 or 2 years.

Noted, I will have to look into this. The governments types is a finicky thing, it like to change by itself to whatever it think it should be regardless of players input and with other mods like ck2plus adding their own governments it make things more complicated.
 
Could you release your duel engine? Or, at least, point me to where it is? If not the engine for the mod (which is great btw) then the traits at least. Also, yeah. Great mods dude.
 
This mod is excellent. I played it in CK2+ as the Taoist Han Count who spawns all the way to the right of the map. I managed to climb ranks in the Wheel of Life and Death until I could make a mercenary band, did so, and got hired.

And...didn't get paid. I didn't see any additional income (in fact, I saw a drain on my resources) and I didn't see any money when we won the war. You might want to look into that!

Otherwise, really cool. Really glad for the CK2+ compatibility.
 
@Lukepop
Thanks! I'll release the duel engine eventually, it is hidden in my event file is linked to other events all around it, would be quite a mess to "remove" without knowing the code I believe. About the traits, I didn't make 4 of them, I would need to know which one you want so I don't give one I have no rights to.

@SwordHunterGil
A lot of issues seem to appear from the merc system. If you have a save from when you are employed it would be great. Otherwise, when the war ended, did you get an event from your employer? As a side note, I cannot make players into real mercenaries with their payment system, it is a game over. Your pay after the initial one is in form of yearly payment (and one at the end of the war) from your employer via a letter. The amount is based on how many battles/sieges you won with your army as the leading one. Did you get any such event?
 
Oh, I didn't realize it was specifically based on battles won/sieges sieged. No, I guess that's why I got nothing, I didn't manage to win any sieges or battles. Somebody in India called me from Tibet, I raised my (weirdly tiny) army to go march down there, and the war ended, and then I got paid nothing and lost prestige.

Can you at least make being hired count as a holy war so your vassals don't get pissed at you?
 
@SwordHunterGil
I should probably add a tooltip about the combat/siege to the button to accept being hired. You have one year before any yearly check-up can happen to get at least one siege or battle won, killing your enemy's vassal's retinues (who are small and do nothing) or unsieging provinces of your employer work too, these are the easy ways to gain "points", the points reset at every pay so you have to keep fighting. I had to add something like this otherwise people would just either sit at home or not seriously contribute (send 1 small levy to a single province just to beat the "did an hostile action" condition.

Your army will be smaller than usual if you have a liege and used the decision to submit/sweat to him, as it give "you" a big opinion of your liege (thus giving a lot of levy) but your liege won't hate your guts for being a dirty mercenary and try to revoke your merc title.

I cannot make being hired count as holy war, that would require making every casus belly in the game holy wars. The new government types should already remove the opinion penalty for having raised levy while at war. I'll need to check.
 
So, random code streamlining suggestion:

Since I'm building my own trade mod, I'm going through similarly-themed mods, seeing what I like from each one, where I can learn tricks and where I want and dont want my mod to go. Reading through your files I came up with an idea.

So you have one settlement decision per trade good to deploy that trade good in a settlement. You could reduce a lot of code there if you wanted by doing the following:
-add a artifact slot definition (call it "selected trade good" or something). Make all trade good items use that slot. Then, "equipping" a trade good in that slot would be a proxy for selecting it.
-Now you can have a single settlement decision that deploys the equipped trade good. This way a lot of code can be simplified and probably some cpu cycles saved too (the ai reasoning would probably be handled with more control via en event chain anyway).
 
It would be great if you can put both mods download link in the first post and along with the version numbering and date of release for us to keep track with the mod ^^
 
...(the ai reasoning would probably be handled with more control via en event chain anyway).

Considering that I often receive what I consider very basic questions about how to use my mod (like how to send a caravan) despite me adding screenshots and tooltips explaining it, I doubt that adding another "un-intuitive" step to spending Artifacts Goods be a good idea. But thanks for the suggestion, I may use it for something one day.

About AI computing, you are right. But I do not care enough (about my mods and CK2 in general) to optimize any of this at the moment.

@EmoPro
I'll do that.
 
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Quite enjoying Orders of Chivalry. Minor suggestion: is there a way to reduce the popups for various orders changing the rules on who can get in? It happens a lot and frequently is irrelevant to my character, so maybe it needs to be a lower priority message rather than a full blown pause the game event. Ideally, an event that pops up only if it allows your character to join a new order (Knights Templar is accepting spys, and you have an intrigue education) but thats probably a lot of work for an icing on the cake feature. Really, just having all of those recruitment changes show up as messages in the top right without being a popup window would be an improvement imo.