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CaptinObvious

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Sep 28, 2017
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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:


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
 
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New version: V1.1

Added a new decision to shorten elections to one year, in case you felt like the number of Proconsuls was a bit limiting

Also added chart to help explain how the CH works

DeRePublicaChart.png
 
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I just tried it out and...

IT's GODDAYUM AMAZING.

Seriously, you can now cultivate a cadre of future politicians, consuls, and their command are amped up to the nth degree in importance...I'm salivating!

It really helps with roleplay too! As a double optimates gov, I make sure that my future upcoming optimates are being groomed...and a betrayal (like if they end up flipping to becoming a populist, REALLY REALLY stings!)

You sir, have outdone yourself and have, for me, made this a new game!

Ave Imperator CAPTINOBVIOUS, morituri te salutant
 
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View attachment 651971
[ ^ 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:


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

I wrote about my frustrations with republican politics in this game here: https://forum.paradoxplaza.com/foru...e-so-stressful-am-i-playing-it-wrong.1442152/

In that thread I explain that you can try to manage the elections in this game but it takes too much work because you have to keep track of all the employed characters and their popularity/prominence/loyalty etc So, in your mod, you still have elections but only the 8 government officials can stand plus the ex-rulers now employed as governors/generals? This is better in that it prevents researchers/unemployed party leaders from standing for election. But What's preventing the game then from making your next consul from a stupid idiot you'd appointed as censor just for his loyalty and PI generation?

I think the problem in the game comes from ticking up prominence/popularity for all gov jobs (it's crazy and unrealistic that a researcher in this game gets more prominence than most government officials, ancient researchers didn't as a rule become top republican politicians). I think your mod may be on the way to fixing it but not quite there. I think the way to fix it is to limit prominence growth to two officials (say, tribune of the plebs (finesse) and of the military (martial)) so that they will become almost certainly your next consul and co-consul unless one of your ex-rulers is eligible to stand again and maintained his popularity through successful military campaigns as proconsul).
 
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So, in your mod, you still have elections but only the 8 government officials can stand plus the ex-rulers now employed as governors/generals?
well, yes, all Propraetors and Procunsuls can stand for election (as their prominence/popularity isn't nuked)


What's preventing the game then from making your next consul from a stupid idiot you'd appointed as censor just for his loyalty and PI generation?

This mod not only enhances the Res Publica by (somewhat) giving it it's actual uniqueness, but by also allowing you to better control the election without gaming it

It's is in your hand whether or not that stupid idiot you'd appointed as censor just for his loyalty and PI generation gets appointed, the issue was no name 18-year-old randos becoming General one day, governor the second, and consul the third, there were many a Bibuli in the republic, so appoint wisely, since it has an actual effect on who can become ruler now

I think the problem in the game comes from ticking up prominence/popularity for all gov jobs (it's crazy and unrealistic that a researcher in this game gets more prominence than most government officials, ancient researchers didn't as a rule become top republican politicians). I think your mod may be on the way to fixing it but not quite there. I think the way to fix it is to limit prominence growth to two officials (say, tribune of the plebs (finesse) and of the military (martial)) so that they will become almost certainly your next consul and co-consul unless one of your ex-rulers is eligible to stand again and maintained his popularity through successful military campaigns as proconsul).

Yep, that's one of the goals, stop the no-name randos from gaining rulership for no reason nonsense; on the other hands, maybe removing monthly prominence and replacing it with static modifiers would be a good idea...
 
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well, yes, all Propraetors and Procunsuls can stand for election (as their prominence/popularity isn't nuked)




This mod not only enhances the Res Publica by (somewhat) giving it it's actual uniqueness, but by also allowing you to better control the election without gaming it

It's is in your hand whether or not that stupid idiot you'd appointed as censor just for his loyalty and PI generation gets appointed, the issue was no name 18-year-old randos becoming General one day, governor the second, and consul the third, there were many a Bibuli in the republic, so appoint wisely, since it has an actual effect on who can become ruler now



Yep, that's one of the goals, stop the no-name randos from gaining rulership for no reason nonsense; on the other hands, maybe removing monthly prominence and replacing it with static modifiers would be a good idea...

no name 18-year olds can't become "General one day, governor the second, and consul the third" in the base game already, generals have a 1-year cooldown on their assignment/dismissal, and consuls need to be 35 years old. Already in the base game if you want a talented no-name 18-year old become your consul you have to shepherd him through the system, give him important jobs so he gains prominence, make him a general so he can gain popularity by winning battles/sacking and so on.
 
Captin Obvious,

Quick suggestion, could you also rework the eligibility screen of the governors as you have with the generals? Is that possible (greying out those that can't get it)...
 
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Captin Obvious,

Quick suggestion, could you also rework the eligibility screen of the governors as you have with the generals? Is that possible (greying out those that can't get it)...
No, the greying out is a game feature, I did not add that

And internally, and for some reason, governors and researchers are the same job, so I can't block governor without also blocking researcher, so the most practical solution is to just fire them with a loyalty debuff

If you want to find who can be a governor quickly, then you can hover over the char's prominence score, it should display whether or not they're Proconsul
 
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no name 18-year olds can't become "General one day, governor the second, and consul the third" in the base game already, generals have a 1-year cooldown on their assignment/dismissal, and consuls need to be 35 years old. Already in the base game if you want a talented no-name 18-year old become your consul you have to shepherd him through the system, give him important jobs so he gains prominence, make him a general so he can gain popularity by winning battles/sacking and so on.
1) I meant that statement more in the abstracted sense, the farce of some no-name dude getting appointed as governor, winning a battle, then becoming a consul, not in the literal sense, the IRL-politics-to-interesting-in-game-mechanic thing about Rome is the CH

2) As you have stated in your post, it's too much of a hassle to keep track of it, and from my experience, the amount of characters renders it worthless, at least with this mod I have started to recognise chars more, this guy is a war hero, that one is a pain in the @$$, this one is a traitor, without the stress of knowing 100+ chars, like you have stated in your post, and so did I in my post sharing much of the same issues, though more on the balance front, man, that post lead me down some rabbit hole
 
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@CaptinObvious I managed to optimise the mod a fair bit and remove ineligible governors immediately- I commented on the workshop page about me updating it, if you like. Otherwise I'll host it separately.