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[ ^ basically ^ ]
As many of you know, I've always complained about the state of IR's republics, and on three separate occasions, I've tried to do something with modding, today, it's done
I have made a mod that somewhat and haphazardly adds a Cursus Honorum to player-led aristocratic republics (1,2,3)
So without further ado:
Steam Workshop::De Re Publica: A basic Cursus Honorum
So how did I do it?
[Pain]
Essentially, there is only one practical way of limiting what character can occupy what slot without reprogramming and redesigning republics from the ground up, and that's with a series of traits and checks via hidden events
now luckily, there already is a trait in-game that can stop characters from having jobs
Code:
foreign_citizen = {
disallow_job = yes
disallow_office = yes
disallow_command = yes
}
with this code, and with 4 traits (4,5), and some magic, we can simulate a basic CH
So how does it work?
basically like this:
A char starts as a civilian, only being capable of promoting to a researcher, obtaining the trait Quaestor (6)
then, you can promote said char to an officer, becoming a Propraetor
Propraetors can then run for Rulership, becoming Proconsul
Only Procunsuls can command armies and become governors (7), now I know that this also applied to IRL Propraetors, but that would allow you to game the system too hard
Further, to compensate for this, a new modifier has been added, Imperator (roll credits), it gives +3 to martial and fitness to governors and sitting consuls, to simulate the cadre of assistants one might have
You may have noticed these question like numbers...this is because of how PDX has chosen to structure their files, how events and traits need be programmed, and one very stupid thing
this has lead to many compromises and oddities that need to be explained, so:
1) Yes, only player-led aristocratic republics, I don't know how the AI will play this, and there are a few other reasons
2) Yes, I have accounted for you switching republic types, and to monarchies
3) The main event file is over 161 lines long, thanks to how PDX made things work, and calls the every_character function 10 times a month (!!!), and 16 in total, it consists of 3 events, the first is an initialiser event, that also handles changing to aristocratic republics, the second fires monthly, and calls the every_character function 10 times, it handles the month to month changes in a republic, and the last handles switching from aristocratic republics, I simply have no idea how it might impact performance, at least on the monthly bases late game (bruh I have r5 1600, it will always run poorly for me)
4)
Code:
Civilian = {
disallow_command = yes
disallow_office = yes
prominence = -10000000
monthly_character_popularity = -100
}
Quaestor = {
prominence = -10000000
monthly_character_popularity = -100
disallow_command = yes
}
Propraetor = {
monthly_character_prominence = 0.15
disallow_command = yes
}
Proconsul = {
monthly_character_prominence = 0.20
}
Imperator = {
martial = 3
finesse = 3
}
5) So why are popularity and prominence nuked? because that's the only way I know to stop people I don't want from running for rulership from running from rulership
6 & 7) Due to said stupid thing, you technically can't stop a char from both promoting to governor and researcher, so it's handled by firing non Proconsular governors, and to stop gaming it, it also gives a loyalty penalty, I originally wanted to use the kill command, but if the issue was gaming it then..... this is also why it's player-led aristocratic republics
Compatibility:
This mod only changes the decisions/conversions file, the rest is custom made files that should not interfere with anything
Special thanks to:
II_Paulus_II#1097 for teaching me how to make mod files and events, as well as helping with the making of the original version of the mod
Ya'qub A.Yousef AlMansur Almohad#3323 [changes name all the time]
Sobisonator#5390
Agamidae [LGS]#1120
ün ün ün #3717
rest of the Imperator Mod COOP discord server https://discord.gg/56c4dYYf
Last edited:
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