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Sounds great :)

Will we have specific mechanics for this as well? Will Common Assemblies also have claims to allow them to conquer land?
High Allemanics can pillage. CB's for Common Assemblies I'm thinking about having kind of a "Liberation" CB for Common Assemblies if the target is not a republic or a ca, but I don't want to overpower the ca's too much.

At the moment it is very difficult for common assemblies to expand much because if they get a new title on the same level the voting for leadership might divide the united realm. That kind of nervs them a bit because they have to time their expansion carefully.

Another mechanic that will be in the initial release is the Guardianship Government of a Vogt. It will be basically a tributary, where you can give the primary title to a character of your choosing and your tributary basically is a semi-independent vassal those will probably be a very common way of expansion without overstretching anything.
 
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High Allemanics can pillage. CB's for Common Assemblies I'm thinking about having kind of a "Liberation" CB for Common Assemblies if the target is not a republic or a ca, but I don't want to overpower the ca's too much.

At the moment it is very difficult for common assemblies to expand much because if they get a new title on the same level the voting for leadership might divide the united realm. That kind of nervs them a bit because they have to time their expansion carefully.

Another mechanic that will be in the initial release is the Guardianship Government of a Vogt. It will be basically a tributary, where you can give the primary title to a character of your choosing and your tributary basically is a semi-independent vassal those will probably be a very common way of expansion without overstretching anything.


Sounds great :) And Rudolph, the German King/Emperor, will he be in as an offmap power?

Regarding other cultures(Upper Burgundian, Savoyian, Middle Alamannic and Raetoromanisch) will they have special abilities or the ability to form assemblies defence alliances?
 
Sounds great :) And Rudolph, the German King/Emperor, will he be in as an offmap power?

Regarding other cultures(Upper Burgundian, Savoyian, Middle Alamannic and Raetoromanisch) will they have special abilities or the ability to form assemblies defence alliances?

The HRE will not be present as an offmap power for now. I did some finagling with it but I Was not happy with it. The Offmap power needs to be a huge influence and I’m not quite sure yet how to transfer that into the given mechanics.

Sworn Alliances will be possible for any form of elective governments (Republics and Common Assembly)every Sworn Alliance (more defensive nature) can be transformed into a confederacy (Can operate more aggressively)
 
First Playable
Happy Swiss National Day!

I crunched myself hard and the Mod is still very much Work in Progress but I wanted to get you some insight on how things stand and from my opinion it is already playable enough.
I'm currently super tight time wise (going to some family celebration).
Happy for any Feedback for this very scruffy first version :D

screenshots_bio_habsburgs_out.png

 
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Love the release! Can't wait for the additions :)
One question though, would it make sense to have Bern and Fribourg as guild governments as well as the other city states?

In the case of Berne I'm not really sure. It is generally thought of as a Patriciat Rule, which would more align with the generic merchant republics. Maybe this needs to be it's own republic government form as well.
 
Dev Update 14.09.2020
Dev Update 14.09

Heritage Traits and the Guildrepublic

First of all I'll like to thank you all here and the people on Steam very much. The echo was great. Now to get down to business, because the next update will be all about it...

I plan to get into the next update not only the guild republic but to just pack it in with the monastery. So this way I can get out all the new governments.
This update will also overhaul some things about the mod that are currently a bit off: For example you are currently taken as seriously as any other noble even though you might be a dirty commoner. For this the next update will add:

Heritage Traits
The traits work a bit like the caste in vanilla but are not set as such. They are patrilineal traits that always be inherited by your offspring. Every character in the game has a heritage trait. These are:
commoner.jpg

General negative to diplomacy plus you will not be liked by the nobles. This trait is the deciding factor for the Common Assembly Government. A noble will never be elected. Sadly marriage will currently not be affected by this trait (Need to figure that thing out)

low_noble.jpg

Just your garden variety of the nobles. If you rule as a feudal lord you are a Low Noble. You won't be liked by the commoners though.

high_noble.jpg

These are the Imperial Noble types... Very important people. Huge bonus to prestige and diplomacy, but there are just 3-4 Dynasties that even have this heritage.

All Heritage Traits will be updated (specifically the nobles) if you ascend in your rank for example if you become the King of Alemania.
I will work with Traits in the new governments as well so to give the monasteries and guildrepublics something to do.

The Guildrepublic
guildrepublic.jpg

Now the thing most people asked about. How will the guildrepublics work?


Well... I was long torn about using the standard merchant republic as a template but I decided against it. So the guildrepublic will use the election system similar to the common assembly. In a GR the influential families exchange the rank of mayor between them. They own a unlanded county title and are building trade-missions, a bit like the regular republics.

Important this is now just the description of the GR how I'm currently developing them some aspects might change due to not being feasible in the modding system CK2 provides.

Guilds
The guilds will work with the society system, so it will be possible for every character to ascend the ladder from craftsmen to guildmaster. The societies represent each a skill set so every character might find a way to get something out of them.
  • Guild of the Tailors
    For Characters with a focus on diplomacy
  • Guild of the Smiths
    For Bonuses to weapons, troops and general combat
  • Guild of Saffron
    Merchants and Administrators welcome
  • Guild of the Innkeepers
    A Guild for characters with a focus on feasting / intrigue
  • Guild of the Constaffel
    A Guild for very educated characters
The guilds run roughly along the line of the historical guilds, but I'll take some liberty in naming them.

Succession by Guild Council
The mayor of a guildrepublic will be elected by a council of all the guildmasters in the realm. Their vote will be based around the characters guild-currency and rank. So you might want to help your local guildmaster to an early retirement.

the_guildsmen@3x.png

Some might catch that joke ;)

To get elected you need to be a guildsman, so you will need to join a guild.
There will be some abilities available to you as you ascent the guild ladders, as a guild republic family you can establish trade-posts where ever you want. The profit of the trade post will depend like the earlier TP on the provinces value. As an experienced guilds man you'll be able to boost that significantly thereby helping you and the owner of the province.

Abbey Lordship
Chloisters@3x.png


The playable abbeys will work a bit like tribes with elder council selection. The problem was always that there is no way for them to keep up dynastic succession. This will be an easy thing to change: Every Member of an Abbeys Court will be changed to a new Dynasty unique to the abbey.
As the Abbot you'll be able to groom an heir but the eldest members of the Abbey will elect the new abbot upon your death. Monasteries will not be able to muster a huge army by themselves but can freely ally with any noble granting them piety by being the protector of an abbey.



(I renamed that from the Monastic Clausura as this term didn't make any real sense)




Crusader Kings III
As it is pretty much unmissable CK3 is also out now. This is twofold for this mod. I kind of like all the new modding features and the much easier access to some stuff I'm currently struggling with in CK2 but on the other hand some very core features of the game I need to make the GR's work are missing.

I also like the new Map and how it is divided up with the baronies now on the map. I'm currently a bit torn I know some of you would like me to continue this project in CK2 but some things I want to achieve are just that bit more difficult to do in CK2 than 3. Much of the work can be reused in CK3 anyways, so I keep an eye on CK3 and will continue to work in CK2.

For the timeframe: I'll push the trait update soon to the Mod... For the Guildrepublic this will take some time. There will be hopefully a playable version later in Q4
 
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