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The Orders of Chivalry - Steam Release
Annnnd here it is. Finally.
I believe that it is ready enough for the steam release. That place is usually a warzone of uninformed or illiterate people. Let's see how bad or well it will go!

I consider the mod now "Out of Trial" and shouldn't change anything that could break saves (technically anyways).

The download link can be found in the first post, and on steam.

1.0
==New features
- Steam initial upload.
- Added 3 new fighters guilds, can be spawned using the rule system. They are mostly for total conversion mods.
-- The Warriors Guild is like the current fighters guilds, but without cultural requirement.
-- The Berserkers are high risk high reward fighters guilds.
-- The Amazons are a fighters guilds only for women.
- Added an assignable holy order society. Use a decision on the Grand Master of a society-less holy order to grant it.
- Added flavor to the event windows.
- Most holy order societies ranks have new names.

==Changes and Balances
- Changes in the rules. Now when using total conversion mods, use the "Non European Map" and the "No holy order" rules.
- Rank 3 of holy orders now have an extra martial.
- Rank 2 of fighters guilds have extra prestige and sex appeal
- Rank 3 of fighters guilds have move extra prestige and sex appeal
- Rank 4 of fighters guilds have even move extra prestige and sex appeal alongside +1 combat rating.
- Courtiers of mercenaries can join a fighters guild despite not being commanders.
- Characters of the israelite culture group will join the Sandpit instead of the Round Table fighters guild.
- Gave the Guardians of the Temple their own option when joining the order.
- AI Women, since they cannot be commander, have alternate joining requirements for Fighters Guilds.
- When a member of a fighters guild use the power to recruit a commander, there is 30% chance of it being a female, 100% if member of the Amazons.
- Made the blood on the side-banner of the fighters guilds' window red-er.
- Rebalanced the rewards for the missions and powers.
- Counts can now create a mercenary/holy order ducal title if they are independent or under a king/emperor liege.
- The further away your client is, the less harsh the penalty for refusing to be hired is. But the penalty can be worst than before if he's very close.
- Increased the gold rewards received while hired.
- The mission and power to train with fellow member has received a small quality of life improvement.
-- Trainers, if they are good enough, will receive tips on which options have the most success chances as colored borders for the options.
-- Trainees have a random chances based on their traits to notice the right option.
-- The AI can still be dumb and do everything it can to not learn.

==Bugfixes and optimization
- Optimized and made the event for the yearly/final payments of your mercenary band/holy order more accurate.
- Tweaked the mercenary band/holy order laws requirements to change.
- Holy orders will properly start in the "Rule of Faith" militarization law instead of neutral.
- Hired commanders will receive the proper opinion boost when replacing another commander.
- Traits descriptions now have the proper gender.
- AI will attempts to create arenas less often.
- More spellchecking done by Fco8.
- Swapped "do not have the incapable trait" for "is_incapable = no". To prevent some issues with other traits like bedridden rulers, dragons or ruins from joining a society.

I still have many ideas for both this and the Great Trade League, but I want to start the thieves societies so I can also work on my mods interactions with each others.
 
@Captured Joe
The Livonian Brotherhood already exist in HIP+SWMH, but it has very precise criteria to spawn. There has be to a catholic (or heresy that became the new catholic) king of Livonia BEFORE year 1236, then it can randomly spawn. My mod allow you to join the order's society like any other holy order.
 
Congrats on the official release!

I love everything about the fighters guild/holy orders with one exception. If I acquire a weapon I get absolutely spammed with offers to buy it multiple times every month. If I say the item is not for sale, the offers just keep coming. If I agree to sell it, nothing happens... they don't receive the item, I don't lose it, and worst of all the offers just keep coming. If we could get a decision to disable this feature entirely that would be a dream come true.

Barring that, is there a line I could edit in the mod files to keep this event from firing without breaking the mod?
 
@Zhongda
Well, that shouldn't be happening, but I think I know why it fail to sell. For some reason I commented parts of the code out but I don't know why I did as that part should be fixing this issue. I'll tweak the event and release an update for that in a few minutes. It will fix the reason why the spam continue (it doesn't check for flags everywhere it should) and I'll add a choice when deciding if you want to sell it or not to permanently stop all buying requests for that character.

Small update to fix that and something else, won't bother Threadmarking a hotfix.

1.0.1
==Changes and Balances
- Children shouldn't get bullied by hunters anymore, also reduced the rate at which bounties are sets.
- Modified the power to buy a weapon from another member to be less spammy and added an option to block all demands.
- Added a "Seven Kingdoms" compatibility .mod file.
 
Obvious bug is obvious.
chained challenger.png
 
@Zhongda
Well, that shouldn't be happening, but I think I know why it fail to sell. For some reason I commented parts of the code out but I don't know why I did as that part should be fixing this issue. I'll tweak the event and release an update for that in a few minutes. It will fix the reason why the spam continue (it doesn't check for flags everywhere it should) and I'll add a choice when deciding if you want to sell it or not to permanently stop all buying requests for that character.

Small update to fix that and something else, won't bother Threadmarking a hotfix.

1.0.1
==Changes and Balances
- Children shouldn't get bullied by hunters anymore, also reduced the rate at which bounties are sets.
- Modified the power to buy a weapon from another member to be less spammy and added an option to block all demands.
- Added a "Seven Kingdoms" compatibility .mod file.

Thanks for the quick fix, that definitely solved the problem for me. No more popup spam!
 
@E. Cephalopoda
You never fought someone behind iron bars? It add some extra challenge as you can't do horizontal swings!...

Just checked and there is a check for prisoners. So I guess he got jailed in the 10-30 days delay before a duel start? Removing the delay would fix this if it was the case. The delay has no real reason to exist but to simulate some travel/preparation time. Or perhaps add an auto-win / cancel it?

@Zhongda
Great!
____________________

Also, someone got me to do another small society work on the side. It will distract me from the thieves societies but it shouldn't be long, like a week, and I recall other people asking for the same thing. Lets hope this half-baked attempt will satisfy them.

A small hint:
"I ask of you to seclude yourself and recite the Dhikr to remember the will of Allah."
 
The Sufi Schools - Trial
t9HFf80.png

The Sufi Schools
This is a relatively smaller mod.

It is the monks/Indians monastic orders adapted for Islam. Same quests, same missions, same rewards. The traits and texts were changed of course, but in the end the experience will be pretty much the same as playing a regular monastic order. It use the Jain/Buddhist rank up system instead of the Hindu/Christian one.

There is 2 notable differences
:
- Reaching rank 4 will give you the option to earn the mystic trait if you have no lifestyle yet.
- Muslim rulers can force their decadent courtiers into a Sufi order for a small gold donation to the order, even if they aren't in an order themselves. The regular effect that purify the members will often remove decadent.

The 3 orders are:
The Mevlevi, for the Sunnis.
The Safaviyya, for the Shiites.
The Rifa`i, for the Ibadis.
Heretics should be able to join if they become the main religion, but the orders will most likely be in turmoil as members get kicked right and left for heresy.

I do not really have any plans to expand this unless Paradox expand the other ones. Perhaps randomly give a Strong claim on a Persian and/or Shiite Kingdom to a rank 4 member of the Safaviyya if their influence get really high? A dancer trait for Mevlevi?

Thanks to @Enriador for helping me along the way.

So, this is a "trial-release". Everything should be fine. But there might be a missing localization or flag here and there. Just tell me while I keep testing and I'll fix it for the "true release", but nothing should be game breaking right now. I it should also be safe to use on on-going saves but they'll take a few years to fill up.
 
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Sweet!
 
This is just awesome. Are those Sufi-schools compatible with CK2+ and HIP?

I've taken into account their extra heresies, but I haven't tested it and I don't know if they modified the Christians/Indians MOs at all.
 
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Thanks for creating this! Fabulous work as always.

Are those Sufi-schools compatible with CK2+ and HIP?

Just played the mod with HIP. It's perfectly compatible, works with all three religions.

Due to HIP's setup, the Shia and Ibadi societies may be quite easy to rank up - fewer people to challege you for the leadership. The Sunni order has more than half a hundred members though.
 
I have conflicting feelings lol
I'm happy to see another great mod, yet I'm sad that you beat me to the Sufi Orders :p.
The forcing decadent relatives into the order is a great idea, looking forward to what else you can cook up.
 
Are there plans to add any mystic elements to the Sufi societies to distinguish them from the other monastic orders, such as some of the mechanics from the Hermetic Society and the Assassins? Off the top of my head, the use hashish decision (or a similar one) could be interesting.
 
@Enriador
Monastic Orders can have several rank 4, so it is easier to reach the top baseline.

@Auirus
Thanks, slowly working on the next societies set, being slowed down by Monster Hunter that just got released on PC however.

@spendabuck
Not really, it was purely to give them the monastic orders as society option. They can join the assassins and the hermetic so I don't see the point of creating redundant events/powers, I'd rather spend my modding time on new stuff.
 
Monastic Orders can have several rank 4, so it is easier to reach the top baseline.

Oh I know that. I didn't mean reaching rank 4 itself, but reaching the Society leadership.

Some of HIP's bookmarks have far too few Shia/Ibadi characters around, so you rarely have to cross too many "steps" to become Society Leader. That's HIP's "fault".

On vanilla the societies work even more nicely. :)