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Played MP for a few hours today with friends and got no crashes at all when they were happening every few minutes before. Great work, seems to have helped stability a ton. :D
 
@Sowili
I am both glad to hear that, and sad to now know that it was my mod's fault. I haven't receive too much balance / gameplay comments on how the martial society feel like, anything you feel like sharing?

And to follow the Trade League, another small update but for the Chivalry mod, more bugfixes and making the holy orders law changes into notifications instead of events pop-up.

0.3.2
==Changes and Balances
- The messages about the holy orders changing their requirements are now notifications.
- Changed the wordings of the mod's rules to say that HIP and CK2PLUS orders and cultures are supported.
- Added a tooltip when being hired as a mercenary to explain how payment work.

==Bugfixes and optimization
- Added a trigger to prevent events from trying to force people already in a society to join another one.
- Added some missing localisation.
- Added default pictures to events with several pictures triggers.
- Fixed some flags being wrongly set as modifiers.
- Skulls should be destructible now.
- Fixed the downgrading of the arenas modifiers.

The file is in the first post.

---

The next update should add the non-cultural fighters guilds for people on overhauls without the European cultures or who just want more flavor, they'll be disabled by default and will be enabled with a rule. I want a small variety for flavor but not that many, I am thinking of these 3 guilds:
-A large, generic one.
-A high risk, high reward one. With higher than average death chances and bigger quest rewards/society bonuses. It would be fairly small.
-A female only one, why not.
Any input or suggestions before I commit?

That update should also have the second half of the spellchecking done and get finally uploaded to steam.
 
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I admit that I was hoping for at least one comment!

Started coded the 3 fighters guilds I've mentioned, they'll mostly be for mods like After the Ends where my other fighters guilds won't work due to missing cultures.

Aside from that, finally made these windows. Shield+Templar seal for the holy orders (I may make 1 or 2 variants for other religions later, but not for all 50 of them!), crossed swords+dagger stabbing the letter for fighters guilds (can you guess which movie it is from?). Events windows will have that sword instead of coins like the Trade League.
bg0JK1M.jpg

(I kept the blur on the dagger's handle for perspective sake, should I remove it?)

Finally, I will not add more content to the Trade League and the Orders of Chivalry for a while after my coming release. I have been planning a third society mod for a while, one that will "link" all of my societies together, societies interacting with each others, hiring members of other societies to and etc. Still deciding its name, something akin to "The Bands of Thieves" or "The Dens of Outlaws".
 
I missed your previous update, so here's a belated comment! Great looking work as always, Maal; The community is blessed to have someone focused on quality society modding. It's nice to see the Orders of Chivalry really receiving some polish now.

I'm interested to see what will come of this third society. I also recall you mentioning previously taking an interest in perhaps crafting a few societies for some of the various CK2 setting overhaul mods such as Game of Thrones, would this be your focus after the release of this third society?
 
I admit that I was hoping for at least one comment!

Started coded the 3 fighters guilds I've mentioned, they'll mostly be for mods like After the Ends where my other fighters guilds won't work due to missing cultures.

Aside from that, finally made these windows. Shield+Templar seal for the holy orders (I may make 1 or 2 variants for other religions later, but not for all 50 of them!), crossed swords+dagger stabbing the letter for fighters guilds (can you guess which movie it is from?). Events windows will have that sword instead of coins like the Trade League.
bg0JK1M.jpg

(I kept the blur on the dagger's handle for perspective sake, should I remove it?)

Finally, I will not add more content to the Trade League and the Orders of Chivalry for a while after my coming release. I have been planning a third society mod for a while, one that will "link" all of my societies together, societies interacting with each others, hiring members of other societies to and etc. Still deciding its name, something akin to "The Bands of Thieves" or "The Dens of Outlaws".

Pretty cool! Very nice to see the new graphics. Regarding the dagger, it might be better if it is farther apart from the portrait, for the latter's "z-position" so to speak.
 
The graphics are great and the dagger looks perfect IMHO.
 
That dagger looks awesome, but for some reason I can't avoid thinking that it'd look good if it was "pointing" down rather than up. I mean seeing the blade "below" the grip instead of "above it" (from the viewpoint of where they are displayed on the screen. I don't know if I'm making much sense out of this though.).
 
Suddenly, many comments appeared! Either my broken hope or my picture worked!

@The Great Dictator
Many thanks.
I don't recall having an interest in making societies for overhauls, they would have a much more limited "player scope" and probably wouldn't be worth the time investment. I do however try my best to make my societies as "independent" as possible from the vanilla code so they can work with such overhauls (the 3 new fighters guilds am working with should work with GoT for example, because they will not require vanilla cultures.) My focus after the 3rd society mod will probably to add more missions, powers and events to all 3 mods, or perhaps a new art/bard college diplomacy society?

@Andrelvis
MMh, you mean "move it away so it doesn't look to be on the same level" I believe? I can only really move it to the right because of how these windows are coded.

@damanamana
This is where the 3 societies I spoke of here come into work. The "cultural" fighters guilds shouldn't be enabled at all in mods like After the End, and these 3 new societies should only be enabled, by default, if the map has no county named Paris. These have no cultural requirements and instead have small differences/flavor to make them stand out from reach other.

@Arko
Coming from the big UI overhaul guy, this mean a lot.

@ngppgn
I understand what you are saying, and it would indeed be better.
O7PL8mp.jpg
However, I cannot go beyond the "edge" of the square the paper/letter picture. I believe the event picture start at the top/left corner, so if I make the dagger high enough to be "out of the paper" so it can point down without hiding the text, the overall picture will be taller and the paper/letter will be lower, thus won't fit with the text/portraits anymore. I'll try something...
...
Probably the best I can do. It also fix what I believe Andrelvis said about the portrait. Also centered the swords (and the shield for Holy Order) better, the portrait in game is actually not centered on the circle that is hidden behind it on the paper.
E99NIZH.png

(don't mind the holy order text with the fighters guilds' window!)
 
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@Andrelvis
MMh, you mean "move it away so it doesn't look to be on the same level" I believe? I can only really move it to the right because of how these windows are coded.

Yup, that's exactly what I meant! IMO the new version looks quite a bit better.
 
@damanamana
This is where the 3 societies I spoke of here come into work. The "cultural" fighters guilds shouldn't be enabled at all in mods like After the End, and these 3 new societies should only be enabled, by default, if the map has no county named Paris. These have no cultural requirements and instead have small differences/flavor to make them stand out from reach other.
Neat. What about mods that only add a new culture to the vanilla map? I made a mod that adds a new Mizrahi culture to the Israelite culture group. Will Mizrahi characters be able to join the Israelite cultural Fighters' guild?
 
@damanamana
Each culture group is tied to one of the 4 societies (the only differences is their name/logo/cultures limitation), so a new culture added into an existing group (or any group created by HIP or CK2plus) will be able to join. The Israelite are in the same society as most of christian Europe, it was that or the Muslim/African pagan society.

---

And here are the 3 logos for the incoming culture-less fighters guilds.
G4WOl14.png

-The basic fighters guild inherited the color purple as I was starting to lack distinct colors for the fighters guilds! A sword engraved onto a shield. To avoid being mixed with the Elder Scrolls, i'll name it the Warriors Guilds.
-The "female" fighters guild will probably be named the Amazons. Greenish Yellow color. Most of the ancients statues and arts seem to have them use Pelta shields and spears/axes.
-The "high risk" fighters guilds will have a dark/black and bloodied banner. I'll probably make the logo a bit bigger. As for its name, the Blood Spillers? I can only think of edgy names for them, if anyone has any better idea.
 
@damanamana
Each culture group is tied to one of the 4 societies (the only differences is their name/logo/cultures limitation), so a new culture added into an existing group (or any group created by HIP or CK2plus) will be able to join. The Israelite are in the same society as most of christian Europe, it was that or the Muslim/African pagan society.
Neat, thanks. Why'd you add them to the Christian European society? I think it'd make much more sense to be in the Muslim / African one, given the history.
 
@Muroni
I was initially against that because it was too "norse culture" like. But now that I think about it, while the society can be used in the normal map, they are not meant for it and thus the "norse" issue is void. I will probably use it but keep the same picture.

@damanamana
Because I don't know much about the jews and could only think of the cliche old white man with the frilly hair, and their culture use byzantine portraits iirc. It'll take but a second to swap their culture code to the other society as you no doubt know more about it than me!
 
@damanamana
Because I don't know much about the jews and could only think of the cliche old white man with the frilly hair, and their culture use byzantine portraits iirc. It'll take but a second to swap their culture code to the other society as you no doubt know more about it than me!
Well, that's awesome! Thank you for switching it!
 
Now testing how things work out in total conversion mods with the new societies. Some issues arose.

First is that the society "active" bracket is much more limited than I've hoped. I don't think I'll be able to make them turn on/off automatically at the start based on the map without forcing them off or on after the start. And thus kicking everybody out of the wrong societies and waiting for the new one to fill over several years. Enabling them with the rules work, so people playing with total conversions might need to go into the rules and turn stuff on/off manually at the beginning.

Second issue, despite my mod being lower on the load order, some of my codes are not loading. I guess that these mods' "replace_path" replacing vanilla content replace mine too despite it being lower. The only fix is to use another ".mod" file with the compatibility tag for each mods and make people fetch it in the mod folder. If only most of them didn't add the freaking version number in its name! Now every time they update it I'll need to update the mod, only to change that one number in the extra ".mod". (the replace_path issue doesn't happen with HIP and CK2plus)

Aside from that, my mod seem to work fine with several overhauls, will add a folder in my mod files with all of the compatibility ".mod" I care about.

Side question. I just notice that I've never added "religion appropriate" names to the ranks of the non christian holy orders. Like Muslims still have Prior. I can pull stuff out of my behind for pagans due to their fantasyness, but if people know good names for rank 1-2-3 for Jews and Muslims of both genders, as these order are a bit more grounded in reality, feel free suggest something! (no need for rank 4/grand master, I use the name that the title give its owner)

For reference, the ranks for Christians are: 1-Sergent, 2-Knight, 3-Prior / 1-Adjutante, 2-Dame, 3-Prioress.
 
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Side question. I just notice that I've never added "religion appropriate" names to the ranks of the non christian holy orders. Like Muslims still have Prior. I can pull stuff out of my behind for pagans due to their fantasyness, but if people know good names for rank 1-2-3 for Jews and Muslims of both genders, as these order are a bit more grounded in reality, feel free suggest something! (no need for rank 4/grand master, I use the name that the title give its owner)
For reference, the ranks for Christians are: 1-Sergent, 2-Knight, 3-Prior / 1-Adjutante, 2-Dame, 3-Prioress.
So there was no single medieval Jewish organization comparable to the religious-military orders of Christiandom. So there isn't really a good set of names for this. While there were Jewish warriors and even whole tribal groups of warlike Jews (Iberia, north Africa, Yemen, Ethiopia, the Caucasus, Persia, central Asia etc.), there was no hierarchical knightly system or anything like that.
I can pull some names out of thin air for you. Do you want a mish-mash of terms from the disparate militarized Jewish societies of the medieval era? Or do you want the terms to be more pan-Jewish, drawn from Israelite antiquity and religious myth?
 
@damanamana
Pretty much what I've expected. I didn't express myself right and I meant it more like they have an actual written history, unlike the Aztec empire or Suomenusko lol.

The Jewish orders are the Zealots and the Guardians of the Temple (that one is from Ck2plus), both inspired by roman occupation revolts in Israel. I guess the second option would be better, but their rank 4 names taken from hirable holy order in game are fairly basic and in English (Grand Master for the zealots, Warrior Priest for the Guardians). So localizing them in English would probably be more logical than "pure Jewish word rank 1" "pure Jewish word rank 2" "pure Jewish word rank 3" "English word rank 4". Like I made the Aztecs rank 1 "Captor" and not "Tlamanih".

Edit: I've been writing some, and wanted to give an example.
The Knights of the Sun is a 100% fictional holy order with barely a religion to stand on. I made some very simple ranks and use them same for both gender.
Sun Guard (rank 1)
Sun Knight (2)
Sun Paladin (3)

While the Jewish orders are fictional, they have some historical back-up and their religion actually matter (sorry zunists). So a bit more work is required than just adding "sun" to soldier types!
 
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