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Tilarium

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Apr 26, 2007
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Well, I haven't played the game in a while but like anything, a new DLC makes me want to play again. I'm a long time HIP player but HIP is currently undergoing updates. I'm going to give the mod a shot and see how it goes. First though, I had a question about compatibility with other smaller mods. If it matters, I have all DLCs except the music ones.

In particular..
Founder of the Republic
Republic Overhaul: Mansion and Tradeposts
Destroy and Convert Settlement
Charlemagne: Form a New Duchy
[VS] Unique titular Titles
[VS] 16 New Titular Duchies
Army Leader Dynamic Trait
Abdication

In general..
Portrait change mods (I may have missed it if CK+ already had portrait changing)
I remember a mod to add more cardinals (and I think a trait too)
Something like the EMP feature to make Republics before the first unpause
Anything else to make the game more fun/interesting
 
Well, I haven't played the game in a while but like anything, a new DLC makes me want to play again. I'm a long time HIP player but HIP is currently undergoing updates. I'm going to give the mod a shot and see how it goes. First though, I had a question about compatibility with other smaller mods. If it matters, I have all DLCs except the music ones.
In general, many mods are by default NOT compatible with CK2Plus. That's because of it's sheer size, and because it already covers many areas other mods change.
I'll try to answer as good as I can, though :)
In particular..
Founder of the Republic
I don't know what this does, but I guess it lets you switch to a republic?
Since you can do that via console as well and it works fine (at least for me), I'd say potentially, but it isn't tested.
Conflicts may arise if it does add more things to other areas, as things could overlap.
Republic Overhaul: Mansion and Tradeposts
Likely not, because CK2+ already changes buildings, and the team is currently examining what to do with tradepost buildings.
Destroy and Convert Settlement
Potentially, as to my knowledge it does nothing but what the title says.
The things that could go wrong might be the same as in vanilla, as I'm not sure if the game engine can cope with changing holdings that well. these are just my concerns, though, and not exclusive to the mod.
Charlemagne: Form a New Duchy
Not needed.
CK2+ has a HUGE number of titular titles, so I bet there's some duchy in there for everyone.
Otherwise, I don't know if it would work, and I'd be cautious.
[VS] Unique titular Titles
Included.
[VS] 16 New Titular Duchies
As above, the mod has many titular duchies/kingdoms/empires.
Army Leader Dynamic Trait
I don't know what this does. Sounds like probably not, I'd say.
Abdication
Included.
Oh and you can also disinherit your heir under some circumstances (lunatic etc.).
In general..
Portrait change mods (I may have missed it if CK+ already had portrait changing)
BLG has a compatible version.
I myself am doing a submod with CPRplus (you know it from HIP :)), and am just waiting on the next HIP version to release the patch.
I remember a mod to add more cardinals (and I think a trait too)
Likely not. But I'm not sure.
Something like the EMP feature to make Republics before the first unpause
Nothing exists, but you can always easily do it via console.
Anything else to make the game more fun/interesting
The mod itself.
Not joking, but there is a lot of flavour in it, from additional plots, traits and events to overhault factions, heresy flavour etc.

And there's also VIET+, a sumbod/patch of the mod which you should also know from HIP. I couldn't reach the author (OrdepNM) yet, though, and haven't got permission to publish it yet sadly.
But potentially, VIET for CK2Plus :)
 
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Thanks for the reply, going to fire the game up later tonight/tomorrow morning after I get home from work for the first time in age. How do you do the change to republic via the console? All I ever use it for is pollinating when my courtiers don't want to make babies on their own.
 
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Thanks for the reply, going to fire the game up later tonight/tomorrow morning after I get home from work for the first time in age. How do you do the change to republic via the console? All I ever use it for is pollinating when my courtiers don't want to make babies on their own.
Haha soo true, one of the main reason to use the console XD

Anyway, it is
Code:
set_government merchant_republic_government
taken from here: http://www.ckiiwiki.com/Console_commands
Also works with nomadic_government etc, I tested it to play a Frankish Feminist Horde ^^ (since you can't ruler design your government, pity)
 
I've found that you can easily tell if something conflicts by opening the mod folders and checking to see if they have the same or similar files in them. If so, then they are incompatible. If not then most likely they will work. Some things can be manually modified. I have for example opened a couple files in this mod and REMOVED attrition from the game. (although for some unexplainable reason there is occasionally sea and mountain attrition even though I accounted for both and raised supply limits by x500)
 
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