Vanilla plotting is kind of boring. You say: "I want to murder this person" to all courtiers of that character. Some of them answer: "Well fine. Good idea. Have a nice day." until a few days / months / years / decades (even with a few hundret percent plot power) later, one of these heavily involved guys finally had the idea to buy some poison and you attempt the murder. That's not that interesting, because you as the player have no options at all...
This mod allows you to start a plot against a character by right clicking their portrait and choosing to 'Plan Murder'. This will start an event chain in which you first decide how you want to do it. You might for example choose to poison her/his food. So you require poison - which you will aquire some time later through an event. After you got the poison you can either choose to enact your plans immediately or if you are willing to wait for a good opportunity first.
The timing of this event chain is not MTTH based as in vanilla, but instead hard coded within a certain range of days. So you are guaranteed to have a result after some reasonable time. You also have the option to set the 'urgency' of the murder at the beginning of your plotting. You may choose to do it as soon as possible, drastically decreasing your chances of success and increasing your chances of discovery. So this only works if you are much more talented than your enemy and willing to accept that they might discover you. Or you take your time, the events take longer and you have much better chances of success.
Plot overview:
You can of course have as many plots as you might wish. To balance this a bit, they all cost some money, so keep that in mind.
Internal:
If you are interested in how the mod handles murder plots, here you go:
If you look at the code: The event code is written in the .ck2script files. I use a python script to allow me to write the localisation directly at the event definition and use macros with parameters. The .txt files are generated.
Please note:
The success chances of the murder plots are probably not very well balanced and might need some tweaking.
I am aware that other mods (like Dark Ages) have similar features. But DA for example focusses only on "stabbing with a dagger". (Edit: And poisoning. And hunting accidents. And throwing people. You see: No variety at all!^^) So this mod aims to offer more variety.
Also it is a completly stand alone plotting mod and is compatible with every other mod. So you can use it with other mods that already allow direct murder attempts for more variety.
The localisation of the balcony accident is weird. I didn't do it properly yet since I have no good idea for it.
If you want to use this or parts of it in your own mod, please feel free to do so.
This mod allows you to start a plot against a character by right clicking their portrait and choosing to 'Plan Murder'. This will start an event chain in which you first decide how you want to do it. You might for example choose to poison her/his food. So you require poison - which you will aquire some time later through an event. After you got the poison you can either choose to enact your plans immediately or if you are willing to wait for a good opportunity first.
The timing of this event chain is not MTTH based as in vanilla, but instead hard coded within a certain range of days. So you are guaranteed to have a result after some reasonable time. You also have the option to set the 'urgency' of the murder at the beginning of your plotting. You may choose to do it as soon as possible, drastically decreasing your chances of success and increasing your chances of discovery. So this only works if you are much more talented than your enemy and willing to accept that they might discover you. Or you take your time, the events take longer and you have much better chances of success.
Plot overview:
- Poison Food
- Poison Drink
- Thugs attack Victim
- Balcony Accident
- Hunting Accident
- Using a Dagger
- Using a Bow
- Bribe Guard
- Bribe Maid
You can of course have as many plots as you might wish. To balance this a bit, they all cost some money, so keep that in mind.
Internal:
If you are interested in how the mod handles murder plots, here you go:
- Start plot, set 'speed'
- Event tombola picks idea for murder plot (weighted based on your character)
- You accept -> next step, You decline -> Back to tombola
- Each plot has a certain set of requirements (poison, at_location, dagger, wild_animal, ...) stored as flags. A maintenance event translates this to the events in which you fulfill the requirements
- Requirement events. When all requirements are fulfilled -> next step
- Enact plan.
- The event chain for your plot takes over.
If you look at the code: The event code is written in the .ck2script files. I use a python script to allow me to write the localisation directly at the event definition and use macros with parameters. The .txt files are generated.
Please note:
The success chances of the murder plots are probably not very well balanced and might need some tweaking.
I am aware that other mods (like Dark Ages) have similar features. But DA for example focusses only on "stabbing with a dagger". (Edit: And poisoning. And hunting accidents. And throwing people. You see: No variety at all!^^) So this mod aims to offer more variety.
Also it is a completly stand alone plotting mod and is compatible with every other mod. So you can use it with other mods that already allow direct murder attempts for more variety.
The localisation of the balcony accident is weird. I didn't do it properly yet since I have no good idea for it.
If you want to use this or parts of it in your own mod, please feel free to do so.

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