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Seems really cool. Glad you're fleshing out lunatic. Will definitely he downloading this soon. I only play w. HIP so great to hear it's compatible. Do I need to start a new playthru?
 
I did a bit a bit of research, so far, except for Jeanne d'Arc Event (event Soa.5350, which creates Jeanne d'Arc for the French culture group and randomly named lady warrior for other christians) I've found a few historical characters that should fit.[..]

Ok, thank you for the info.

The problem here is if I want to tread the path of editing vanilla files. It adds a tail of support when Paradox patches the game and turns Dark Ages potentially less compatible with other mods.

I confess I don't like the idea of certain females in History not having a military education but I am not sold to the idea of modifying vanilla files. As for introducing more females with the military eductation trait I am all for it and I take cases 1, 2 and 3 could be introduced in the game, inside the mod.


[..]So all in all I'm pretty much satisfied with it as it gives a fair bit of challenge.

Ok, thx. If you have any sugestion just tell me.
 
The stability events are lovely, but they feel a bit random. I had a Stewardship 22 Midas Touched ruler, yet still provinces decreased in stability for reasons "outside my control". It feels like stewardship doesn't really matter.

Thanks for the input Keizer Harm.

The point is not some stability drops taken singly. The question that should be asked is if on the whole, your demesne with a 22 Midas Touched ruler is on better stability on average than with a 8 stewardship ruler.

I'm also at a loss what to do about it? I'm a vassal duke, I haven't got a crown focus. It feels like I'm just waiting for the decision to remove it to come up again, for the most part. The random councillor getting killed also feels quite harsh.

If you say that, you didn't experience everything that is in store. ;)
The point is if it happens frequently or not. If it is frequent to get courtiers killed due to rebellious provinces, by all means the event should be made rarer.

Furthermore, I'd love to be able to find out who exactly is funding rebels in my realm. As well as how I could do that to my enemies :)

Actually, in my private version of the mod that I use to play the game you can fund the rebels with your chancellor. But that would make the game less compatible with other mods. To play it with HIP one would need to edit an HIP file for instance. And so I decided to take it out of the release version.
But you gave me an idea about discovering who is fueling the revolts in your provinces... :)


I like the tomboy event I got when my duchess grew up. Hope there's more like that, so there's some repercussions from being a woman warrior in a Christian nation :) I trust that one takes into account religion? An equal or matriarchal pagan creed should obviously not have that - perhaps instead a gender-reversed one for the boys.

Actually its not taking religion into account. But yes, it is a good idea.

I got the tutor trait, but did not notice anything new afterwards? I don't think I've gotten any new events with my wards while I had it?

The Tutor trait generates an event for the wards that increase their base scores.
 
Seems really cool. Glad you're fleshing out lunatic. Will definitely he downloading this soon. I only play w. HIP so great to hear it's compatible. Do I need to start a new playthru?

No, you can just select the mod and continue playing with your current save.
 
Furthermore, I'd love to be able to find out who exactly is funding rebels in my realm. As well as how I could do that to my enemies :)

As of next version you can. ;)
 
The point is not some stability drops taken singly. The question that should be asked is if on the whole, your demesne with a 22 Midas Touched ruler is on better stability on average than with a 8 stewardship ruler.
Well, if it doesn't matter for the realm, then what does it matter? Isn't Stewardship a measure of how well you manage things?
If you say that, you didn't experience everything that is in store. ;)
Well, please enlighten me what to do about it? :) A couple events reference the Crown Focus. But as I said, I do not have access to the Crown Focus because I am a duke and not independent. So if the fix for rebellious provinces requires the Crown Focus, you should disable or at least make more rare those events.
But that would make the game less compatible with other mods. To play it with HIP one would need to edit an HIP file for instance. And so I decided to take it out of the release version.
Ah, you're another person who does that. :O
While I like the idea of going for maximum compatibility with other mods, at some point I prefer one well-functioning mod over three incomplete ones alongside each other. And I know my scripts, so any deficiencies or collisions I can fix myself.

With that in mind, would you mind releasing a version without that restriction, so people like me can enjoy your mod more fully? :)
 
Well, if it doesn't matter for the realm, then what does it matter? Isn't Stewardship a measure of how well you manage things?

I probably failed to explain myself. What I mean is if you have on average better stability with stewardship 22 than with stewardship 8 and that is apparent in the game averything is ok. Note however that many different things are at play in the stability system. If you have negative traits that can certainly counterbalance your stewardship.

Well, please enlighten me what to do about it? :) A couple events reference the Crown Focus. But as I said, I do not have access to the Crown Focus because I am a duke and not independent. So if the fix for rebellious provinces requires the Crown Focus, you should disable or at least make more rare those events.

Again a miscommunication. I was referring to the part that you complained about the courtiers being killed in the rebellious province. What I mean was that even the ruler can end up dead in rebellious provinces.

As for fixing rebellious provinces and bewsides focusing on stewardship that gives you an indirect bonus, you can appoint an overseer to improve your chances of moving up the stability on any province and you can raise one step your stability in the province you want every x years (that again depend on your stewardship).

Ah, you're another person who does that. :O
While I like the idea of going for maximum compatibility with other mods, at some point I prefer one well-functioning mod over three incomplete ones alongside each other. And I know my scripts, so any deficiencies or collisions I can fix myself.

With that in mind, would you mind releasing a version without that restriction, so people like me can enjoy your mod more fully? :)

Good, if you know your scripts its pretty easy for you to add this new action by the chancellor.

First you need to edit the file common\job_actions\00_job_actions.txt
Then you need to find inside that file "action_sow_dissent"
in the line of the file that is:

events = { 916 917 }

It must be this:

events = { 916 917 darkages.1972056 }

You already have the events inside your events folder. I just take out the entire job_actions folder from the common folder in the mod.
 
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I probably failed to explain myself. What I mean is if you have on average better stability with stewardship 22 than with stewardship 8 and that is apparent in the game averything is ok. Note however that many different things are at play in the stability system. If you have negative traits that can certainly counterbalance your stewardship.

Again a miscommunication. I was referring to the part that you complained about the courtiers being killed in the rebellious province. What I mean was that even the ruler can end up dead in rebellious provinces.

As for fixing rebellious provinces and bewsides focusing on stewardship that gives you an indirect bonus, you can appoint an overseer to improve your chances of moving up the stability on any province and you can raise one step your stability in the province you want every x years (that again depend on your stewardship).
Right, so I think I understand you better now. So my feedback would be to make it slightly less random :) As a player, you want agency in these things - or to at least understand why things happen the way they do.

In my opinion, unexplained, random stability decay should only be a thing for when you have terrible Stewardship. That's when I can imagine that minor mistakes would start piling up and result in disorderly peasants all over the realm.

But when you are a brilliant steward, then the stability decay events that do happen should have a clear reason. For example, you could have a great famine that sweeps through a couple of neighbouring provinces, and the negative effects can be ameliorated by investing some gold (which grants the player some agency).

I would also like a non-random, targeted way of stabilising a rebellious province. The ones you mention are all passive and non-targeted. Because sometimes I just want to ride out to that stupid province and slay enough peasants that they know my iron fist again :) Or hold a big banquet if I'm a kind ruler. Etc.

So, giving the player more agency is my feedback. :)
Good, if you know your scripts its pretty easy for you to add this new action by the chancellor.
Alright, that's a lot better than I expected! :D Thanks for keeping that event in!
You could do this in the future whenever you feel the need to edit a vanilla file (but don't want to because compatibility): paste the file to your mod folder, make your edit, and then change the extension (e.g. 00_job_actions.txt to 00_job_actions.txt.abc). This results in a file that CKII cannot read, so it will be ignored - but for people who want to enjoy your mod to the fullest, they can remove the .abc part and have the edited file at their disposal :)
 
So, giving the player more agency is my feedback. :)

Unfortunately there are not province decisions in CK2, but I'll try to make up for it by coding a decision that picks one of the provinces that are Rebellious to possibly up its level.

paste the file to your mod folder, make your edit, and then change the extension (e.g. 00_job_actions.txt to 00_job_actions.txt.abc). This results in a file that CKII cannot read, so it will be ignored - but for people who want to enjoy your mod to the fullest, they can remove the .abc part and have the edited file at their disposal :)

Good idea. Will take note of this.
 
Unfortunately there are not province decisions in CK2, but I'll try to make up for it by coding a decision that picks one of the provinces that are Rebellious to possibly up its level.
You do have title decisions that work on counties. Such as "plot to revoke". That can be used for that.

Also, the Marshal job "suppress rebellion" could work with this system. I'm not sure if it already does?
 
You do have title decisions that work on counties. Such as "plot to revoke". That can be used for that.

Also, the Marshal job "suppress rebellion" could work with this system. I'm not sure if it already does?

Already coded it after reading your message:)
I used the location of the marshal... great minds think alike! ;)
 
Version 1.0.10 - DOWNLOAD HERE

Fixes & Tweaks:

- Fixed event A Wily Proposal that ran its course independently of the answer given
- A character Resting now will keep the ambition and focus, while the regency still applies.
- For role playing purposes, the player now has the chance of discovering who is causing unrest in his provinces
- There is a new decision, to Contest Rebels, in which you order your Marshal to improve a Rebellious province to Restless.

New Content:

- The chance of discovering who is causing unrest on the player's provinces increases with the realm intrigue
- Your Marshal can only improve the Stability of a province if he is performing the Suppress Rebels job and is assigned to a Rebellious Province. The window of time when he can perform the mission is given by the realm martial
 
Version 1.0.12 - DOWNLOAD HERE

Fixes & Tweaks:

- Fixed an overflow in random lists that resulted in negative probabilities
- Adjusted bonuses and penalties for realm_[stat] modifiers
- Split events in various self-explanatory files

New Content:

- Implemented the Policy Debates in the Council. There is a new decision "Promote Debate" that can be implemented to force a debate or the event can also happen by itself. There is a cooldown period that depends on the realm diplomacy when you cannot enact the decision.

All compatible with any previous save you have!
 
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How was the overflow in random lists produced? I explit them aboundantly and so would like to be aware of that problem in advance, if you don't mind sharing the info.

Certainly I don't mind.

When you give bigger numbers to the probabilities, if then you modified them with your modifiers and these are big or/and many, the overflow will happen.

So, instead of having:

Code:
random_list = {
33 = {...}
34 = {...}
33 = {...}
}

you must write

Code:
random_list = {
1 = {...}
1 = {...}
1 = {...}
}

or

Code:
random_list = {
3 = {...}
3 = {...}
3 = {...}
}


instead of having:

Code:
random_list = {
20 = {...}
40 = {...}
20 = {...}
20 = {...}
}

you should have:

Code:
random_list = {
1 = {...}
2 = {...}
1 = {...}
1 = {...}
}
 
Certainly I don't mind.

When you give bigger numbers to the probabilities, if then you modified them with your modifiers and these are big or/and many, the overflow will happen.

So, instead of having:

Code:
random_list = {
33 = {...}
34 = {...}
33 = {...}
}

you must write

Code:
random_list = {
1 = {...}
1 = {...}
1 = {...}
}

or

Code:
random_list = {
3 = {...}
3 = {...}
3 = {...}
}


instead of having:

Code:
random_list = {
20 = {...}
40 = {...}
20 = {...}
20 = {...}
}

you should have:

Code:
random_list = {
1 = {...}
2 = {...}
1 = {...}
1 = {...}
}
Is that legit? Vanilla uses it as multiples of ten, all the time!
 
Is that legit? Vanilla uses it as multiples of ten, all the time!

I can only state my observations. With the political debates event I had random lists whose sum of the blocks was 100. It generated negative values after I introduced modifiers and these got applied. Then I had this idea concerning an overflow of sorts and keeping the same proportions I reduced each block in the random list to less than 10. The same example of councillors and precise event (thus, the same modifiers being applied) were then sound.

I also have another development for the mod in the backburner that had the same problem and now, with the numbers reviewed, everything is working ok.