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valvegas1

Diendebrudern
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Sep 1, 2012
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  • Crusader Kings II: Legacy of Rome
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playable_holy_order_mod.jpg


Updated for compatibility with patch 3.3.3

Features;

1) All Holy Orders are created via decisions upon meeting specific requirements

2) Added trade routes throughout the entire map to line up with where many historical trade posts/centers where located ( Haven't tested fully but I think this does make creating an inland republic possible )

3) All Rulers now use the "Call to Arms" feature ( from the tribal government ) to get vassals and allies to join wars. If their opinion is too low they will decline.

4) Mercenary company armies are reworked to start out much smaller and forced to use there own money to recruit and build bigger and stronger.

5) All Characters are allowed to travel via major rivers. ( I never understood why it was only Vikings. Tons of people had the knowledge and ability in this time frame. )

6) Obligation laws were tweaked slightly to add more balance between different levels.

7) Tweaked some minor titles, added new voter titles for some and fixed a few minor errors in some.

8) Holy Orders and Mercenaries (once landed) can now create custom (higher tier ) titles just the same as everyone else. Tired of open elective? then turn your holy order into a monastic state as the Teutonic order did in Prussia and change to a feudal elective system.

9) Suez canal is open for travel into the red sea making India accessible via ship travel.

10) Added Livonian Brothers of the Sword to the game.

11) Tons of other features that have been sporadically added over the course of the last 2 years that I can't seem to remember. (have fun discovering them)


Version 0.6 Changelog
  • Holy orders are now playable from the start menu and still created by a decision taken when specific conditions are met.
  • As a Grand Master of a holy order, you will not "game over" on succession. You will simply take over as the next Grand Master that is elected.
  • Holy Orders no longer have access to their massive "holy order" army that can be raised instantly. You still have the normal levies that can be raised but also now you have a decision you can take to send out letters to all the rulers of your faith to request soldiers to fight the infidels. This will spawn an army that will slowly build into full strength over time. The final army size is dependent on some of your Grand Masters skills and traits. ( These troops do require maintenance, will gain attrition and will reinforce )
  • Vassals and Courtiers will no longer immediately switch to the Catholic holy order cultures. They will within a few months of becoming part of your order but not until they take the triple monastic vows. After which they will be granted Knighthood ( for males ) or Sisterhood ( for females ).
  • Trade Routes have been updated to match new province structures in reworked areas of the map. ( Saharan gold route uses vanilla routes ) ( Silk road has been slightly modified )
  • Updated Mod files to maintain all the new features of Holy Fury.
  • As stated before I tend to add little things here and there and forget to write them down so there is likely a few features I've missed over time.

Important notes:
Holy Orders will now act very much like all other titles with special features designed for them. It will be hard to succeed at first but with diligence and time, you can build them to be very powerful. But just like the Templars learned if you piss off the wrong rulers then there are certain dooms that can be faced.

Also, what I meant by Catholic holy orders cultures is that some of the more well known Catholic Holy Orders operated much like modern militaries where it was like a culture all of there own. Thus, I made the decision to make then there very own cultures to represent this in the game. These cultures are used for a large number of feature I have added so console switching away from these are a very bad idea unless you wish to lose access to all the perks of being a Holy Orders Grand Master.

This Mod Does have DLC recommended for full experience = Sons of Abraham, Charlemagne, Way of Life, Conclave and Holy Fury


Please Report any bugs found and I'll get them taken care of asap.



This mod is NOT likely to be compatible with any other major mod. In time I will work on adapting it to be compatible with some of the more popular ones. Anything that makes changes to the landed_titles file is def not going to work in conjunction.



Created and maintained solely by Val_Vegas_1


Installation

1. Download files
2. Extract files to Documents\Paradox Interactive\Crusader Kings II\mod Folder
3. Play Game
 

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This looks quite promising. I requested access to the file.
 
?
 

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Thanks :) I look forward to further developments.
 
Will need to check it out when I can...
Some questions:
-Can you are grandmaster ask for recruits/castles to feudal lords as a diplomatic action?
-Is there (implemented or planned) any representation of the proto-banking activity of the templars (and possibly other orders?)
Is it not already the case that you can play non-dynastic heirs when you have open elective succesion anyway?
 
Will need to check it out when I can...
Some questions:
-Can you are grandmaster ask for recruits/castles to feudal lords as a diplomatic action?
-Is there (implemented or planned) any representation of the proto-banking activity of the templars (and possibly other orders?)
Is it not already the case that you can play non-dynastic heirs when you have open elective succession anyway?

1.) I have yet to make diplo actions to ask for castles/recruits for the holy orders. Currently the way it's set up is there are a bunch of events that can/will fire that will mimic the grand masters asking for holdings to defend against heathens. As far as recruits for your military, I have it set up to where when you play as a grand master of the BIG 3 (as i like to call them) you have a decision you can take called "Organize your military" that creates a Grand Commander and an army hire-able to only you and other Catholics in the holy order tab. these armies start fairly small BUT it is designed to allow them (any mercenary company or holy order) to use there income to increase there numbers. Mercenary units that get hired a lot or remain employed for a long time will grow fairly fast, and for the holy orders it's best to take the decision to create your grand commander then land him as soon as you get and extra castle/county so they can make money to spend on recruits and grow in size.

2.) The only "banking" type system set up currently is the borrow money and repay loan decisions with the Templars. I'm currently considering ways and open to ideas about how to implement a better banking system for the Templars. historically the templars were the most active "bankers" and since the teutons mostly dealt with the german pilgrims in the holy lands and didn't get into trade until the 1240's in the baltics I don't really see much need for a system with them. I'm not entirely sure how involved in banking the hospitalers were either. Like i said though I'm open to ideas/suggestions.

3.)since the horse lords patch it was made so that no matter what succession you have if you don't have dynastic heir then it's game over (one of the big complications for Game of thrones mod). so as a work around to this you will either need to use the seduction option to make babies or use the infinity mod as described in the OP. Currently (due to removing holy order tag to make them playable) you are allowed to marry, It's up to you whether you want to play historically and not marry or say screw it and make your selected holy order dynastic. In the next update I'll have it set to where they aren't allowed to marry again and still be playable.
 
Interesting mod!

I have some question as I'm trying to accomplish something slightly similar (playable landless Count level characters de facto a replacement for Patricians) but I'm having problems:
  1. The "Senators" cannot marry I suppose the problem is they have no land. They are flagged as nomads (so they use their dynasty COA as their title COA) so I don't understand well what the problem is... nomad's clan chief could be landless and marry!
  2. They cannot create routine the game give me a clear error here: I have not holding so I cannot create them. Do the Holy Orders in your mod can create routines when landless? I yes how you have accomplished this?
  3. What do you mean whit "These armies can only be raised by them so if you want there help in wars form an alliance with them and invite them to your war." They are seen by the game as mercenaries? I should marry the Gran Master bastard daughter / son to get them as allies? Mmh not a lot historical ;)
 
Interesting mod!

I have some question as I'm trying to accomplish something slightly similar (playable landless Count level characters de facto a replacement for Patricians) but I'm having problems:
  1. The "Senators" cannot marry I suppose the problem is they have no land. They are flagged as nomads (so they use their dynasty COA as their title COA) so I don't understand well what the problem is... nomad's clan chief could be landless and marry!
  2. They cannot create routine the game give me a clear error here: I have not holding so I cannot create them. Do the Holy Orders in your mod can create routines when landless? I yes how you have accomplished this?
  3. What do you mean whit "These armies can only be raised by them so if you want there help in wars form an alliance with them and invite them to your war." They are seen by the game as mercenaries? I should marry the Gran Master bastard daughter / son to get them as allies? Mmh not a lot historical ;)
Well as far as your first question...I wouldn't really know for sure because I am still a fairly fresh modder...I am learning while on the go and still have a long way to go...You'd be better served asking in the modding quick question thread

As for question 2...If you are referring to retinues then most likely the reason you can't make them is because it's directly tied to the amount of land you own and the tech level of that land...If you have no land then you have no tech and the two things needed to calculate your max retinue size doesn't exist so neither does a retinue

As for Question 3...Basically what i did was change the way vassalizing them works and made it harder to do so...Also Since I removed the holy order tag from the original titles to make them select-able at start I had to create a separate title to house there military (is also home to there Grand Commander) and made it so that as soon as they are created they are locked out to everyone else...EXAMPLE - I start in 1192 as Heinrich von Bassenheim at the day the teutonic order is formed, currently I have one holding (castle) and very few people in my court, A decision becomes available to transform from a hospitaler type order into a military order, once this decision is taken a Grand commander is created and has a small standing army (recruit-able to only the teutonic order) in the holy order tab, Now since the templars, hospitalers and teutonic order are no longer easily made vassal by the king of jerusalem he (and every other ruler) will need to form an alliance with them (mostly by friendship) in order for them to help in there wars, they typically will always join crusades and will always help other christian rulers around the holy land and always help defend against jihads, they also get events from other rulers around europe granting them holdings.

Currently I am working on removing marriage ability and some new diplo actions for them to ask for holdings and base the resulting answers on opinions so that the player has a little more freedom of choice as to where to establish holdings to help other christians...And several new mechanics that will add to the realism of playing as a GrandMaster/Hochmeister
 
A new update (version 0.3) is ready for trial and downloadable in the original post. To add back this little bit of realism I REMOVED the ability for characters within catholic holy orders to marry and use seduction. If they are full fledged knights and adopted the holy orders culture then they will be forbidden from marrying and having kids.
 
I would consider readding aeduction, albeot woth a loe chance of the ai picking it, and increasing the penalties of your affairs being discovered
The next patch will have seduction reinstated but if your scandal is made public you will suffer the same consequences as a priest would...seems fair to me that you have the choice to break your vows but if you get discovered it will displease a lot of folks...
 
The next patch will have seduction reinstated but if your scandal is made public you will suffer the same consequences as a priest would...seems fair to me that you have the choice to break your vows but if you get discovered it will displease a lot of folks...

Seems perfectly fair to mee too. Looking forward to it!
 
Updated for Conclave and patch 2.5.1....I also reinstated the ability to use seduction focus...I will add in consequences for getting discovered in the future...wanna do some testing on some things before making anymore additions/changes to the mod
 
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Been getting requests on Steam for compatible version with CK2+ so I wanted to mention on here as well that I will work on making this compatible with several major mods as soon as they are updated to work with Conclave and patch 2.5.1.1 or 2.5.2 whichever it is at the time
 
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