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toonpc

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Aug 9, 2009
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Is there is a plan to implement charlemagne's feature of Centralization law and its Grant viceroyalty option into Lux Invicta? I think it's fit with Roman character or Hellenistic one.
 
The feature is very fit to LI. It could be implemented as is, or it could to be "digested" and used in another creative way. I will leave this area to others, as I do not have a clear opinion other than it should be imported in some way, and I shall be quite busy already with my little area of our informal division of labour... ;)
 
personally, I feel like all realms should get access to them (especially since viceroyalties are only for empires anyway), though it'd be nice if localisation could be made realm-dependent
as for centralization, I'm thinking of probably not directly importing it as is but tweaking it a bit to fit the setting more. can't say for certain right now though, since my hands are full IRL
 
personally, I feel like all realms should get access to them (especially since viceroyalties are only for empires anyway), though it'd be nice if localisation could be made realm-dependent
as for centralization, I'm thinking of probably not directly importing it as is but tweaking it a bit to fit the setting more. can't say for certain right now though, since my hands are full IRL

Modding can enable viceroyalties for kingdoms at least (in bold in "vice_royalty_1" code, below). Viceroyalties could be great for muslim realms (governors instead of feudal rulers).

Code:
vice_royalty_1 = {
		group = vice_royalty
		
		potential = {
			[I][B]higher_tier_than = king[/B][/I]
			holder_scope = {
				independent = yes
				is_feudal = yes
			}
			has_dlc = "Charlemagne"
		}
		revoke_allowed = {
			always = no
		}			
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				AND = {
					has_law = vice_royalty_2
					over_vassal_limit = 1
				}
			}
			modifier = {
				factor = 0
				AND = {
					has_law = vice_royalty_0
					over_vassal_limit = -5
				}
			}
		}
		ai_will_revoke = {
			factor = 0
		}
		effect = {
			hidden_tooltip = {
				revoke_law = vice_royalty_0
				revoke_law = vice_royalty_1
				revoke_law = vice_royalty_2
			}
			set_allow_vice_royalties = king
		}
		
		vassal_limit = -5
	}
 
@ Riknap: Well I think the realm duress can be phased out by using well both vassal limit and demesne limit, which now constitue more elegant anti-blobbing mechanisms.

Note: both of those were present in Vanilla Crusader Kings 1 and were very good at anti-blobbing... I am a bit surprised PI took so long to "re-discover" vassal limit
 
@ Riknap: Well I think the realm duress can be phased out by using well both vassal limit and demesne limit, which now constitue more elegant anti-blobbing mechanisms.

Note: both of those were present in Vanilla Crusader Kings 1 and were very good at anti-blobbing... I am a bit surprised PI took so long to "re-discover" vassal limit
aye, I did develop that system to simulate this more or less, but it was also partially intended to simulate difficulties in logistics, something vassal limits still doesn't manage to fully capture (A 500-holding empire with theoretically a handful of viceroyalties should still have some more difficulty wielding its full manpower than a 200-holding kingdom due to sheer size alone).
of course, it goes without saying I'll highly rebalancing them to take the new features into consideration. Maybe I could even redesign it a bit so that a realm with high "centralization" would trigger weaker realm duress modifiers while realms with low "centralization" have stronger maluses due to their decentralization? (assuming I could get triggered modifiers to work that way anyway)
but yeah, I'll look into them once I could play Charlemagne.
 
aye, I did develop that system to simulate this more or less, but it was also partially intended to simulate difficulties in logistics, something vassal limits still doesn't manage to fully capture (A 500-holding empire with theoretically a handful of viceroyalties should still have some more difficulty wielding its full manpower than a 200-holding kingdom due to sheer size alone).
of course, it goes without saying I'll highly rebalancing them to take the new features into consideration. Maybe I could even redesign it a bit so that a realm with high "centralization" would trigger weaker realm duress modifiers while realms with low "centralization" have stronger maluses due to their decentralization? (assuming I could get triggered modifiers to work that way anyway)
but yeah, I'll look into them once I could play Charlemagne.

I almost feel like it should be the opposite -- a highly centralized realm puts more weight on the administration, while a decentralized realm allows local governors and authorities to handle problems.

Low centralization should increase RR though, and make ambitious vassals more likely to seek independence.
 
I almost feel like it should be the opposite -- a highly centralized realm puts more weight on the administration, while a decentralized realm allows local governors and authorities to handle problems.

Low centralization should increase RR though, and make ambitious vassals more likely to seek independence.

to be fair, I'm not so sure myself. what you posted was actually my original thought on the matter, but I did an about face before posting since Realm Duress is essentially a modifier that represents the logistical difficulty in getting taxes and levies to the top.
Thus, my current thought is that a highly centralized realm should have a stronger bureaucracy that has fewer "losses" to inefficiency, but instead pisses the vassals off (hence increases revolt risk). Kind of like the tooltip description of vanilla crown authority.
Of course, my previous paradigm, ie. what you just suggested as well, is also one way to look at it. A highly centralized realm can also be considered to be more "inefficient" since the central bureaucracy may not be as effective in getting the vassal's tributes to be transmitted properly.
 
to be fair, I'm not so sure myself. what you posted was actually my original thought on the matter, but I did an about face before posting since Realm Duress is essentially a modifier that represents the logistical difficulty in getting taxes and levies to the top.
Thus, my current thought is that a highly centralized realm should have a stronger bureaucracy that has fewer "losses" to inefficiency, but instead pisses the vassals off (hence increases revolt risk). Kind of like the tooltip description of vanilla crown authority.
Of course, my previous paradigm, ie. what you just suggested as well, is also one way to look at it. A highly centralized realm can also be considered to be more "inefficient" since the central bureaucracy may not be as effective in getting the vassal's tributes to be transmitted properly.

I wonder about having a sliding scale of realm duress, where anything below or above medium centralization gives different bonuses and penalties...
 
I wonder about having a sliding scale of realm duress, where anything below or above medium centralization gives different bonuses and penalties...
aye, that's what I was hoping to try as well, namely, a non-crown law centralization slider that affects which subset of realm duress modifiers you will get.
right now, my thoughts are something like this:

Centralization-esque slider (for all/any realms):
very low = even more tax/levy malus per realm holding increase, more personal demesne Revolt Risk reduction, more vassal opinion bonus
low = more tax/levy malus per realm holding increase, personal demesne Revolt Risk reduction, vassal opinion bonus
regular = default position, only moderate (ie. less than current) tax/levy malus per realm holding increase
high = less tax/levy malus per realm holding increase, personal Revolt Risk increase, vassal opinion malus
very high = even less malus per realm holding increase, more personal Revolt Risk increase, more vassal opinion malus

in short, there would be five sets of Realm Duress modifiers, and what set of modifiers you get depend on the centralization law.
... of course, this depends if triggered modifiers supports this (I'll need to experiment with it first)
 
Note that all triggered modifiers are suffering of a crippling bug right now (also reported by Meneth); basically, instead of triggering if their requirements are met, they loop, triggering again, and again. They have been disabled for the moment in LI until Paradox fixes them (it hasn't been fixed in the beta patch).
 
... well, we can always wait til the next DLC when they manage to fix it (and break something else in the process :rofl: )

but yeah, I guess we'll have to tentatively disable that system then for the moment.

out of curiosity though, has the game been running any faster without any triggered modifiers?
 
What about changing one of the technologies to make centralized bureaucracy more efficient?
This is also one thing I'm looking into. While it goes without saying our Legalism tech will need to be tweaked a bit, I'll need to play a CM campaign first to get a feel of how exactly the new mechanics work anyway so that I'll know for sure how best to "ingest" them for LI application