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Some help is coming the fera way in the next update that should compensate these losses. I still think the barons not being gold pinata is a positive for the mod. If it impacts fera too much, we can send more help their way in other forms.
 
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Some help is coming the fera way in the next update that should compensate these losses. I still think the barons not being gold pinata is a positive for the mod. If it impacts fera too much, we can send more help their way in other forms.

I have used Bastet as example because I have been playing one recently. I'd argue, that what has really been nerfed isn't a specific splat, but counts in general. Playing low-rank ruler used to more viable (and for longer). Now you have to become a duke ASAP if you want any semblance of income.

As for fera, they have been borderline unplayable ever since the version when someone forgot about hybrids and half-splats and made all buildings disappear when giving them land.

A werewolf builds a werewolf-specific building, passes county to kinfolk — BOOM — all buildings are gone. A neteru builds a bunch of mummy buildings, passes barony to ordinary fera — BOOM — thanks for your patronage, have an empty barony.

Lowering county development as werewolf was already borderline impossible, now it is even worse. Each time inheritance happens, your vassals may give out some of their baronies to barons, who are usually kinfolk, thus demolishing all werewolf buildings (and most others too!). The funny part? — barons no longer have money to build anything, so why even bother with freeing the space!?
 
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The fact that fera and kinfolk have different buildings have been there since day one of those splats. Kinfolk buildings are clearly marked as "Kinfolk x" so if you want to invest in a county then pass it to a kinfolk then yes, you need to do kinfolk building. Kinfolk having a "Werewolf hunting party" in a county wouldn't make much sense.

Lowering dev for fera is tied to pack training, as it has always been.

For the barons and income issue, I'm listening but I will admit not being convinced right now. Our latest patch has been out for a while and you are literally the only one really concerned by this. Our discord had a ton of (including negative, players aren't shy) feedback but nothing regarding that. So I'm willing to reconsider my position if that becomes a more widespread feedback but it's not the case right now.
 
All children are Kinfolk until their first change (so for over decade). Randomly generated barons are elderly kinfolks. Sometimes a werewolf ruler has no werewolf children, usually because their sole werewolf descendant has died or they had none. When an NPC ruler goes over domain limit, they hand out excess baronies and counties to vassals.

NPCs do not have any kind of intelligence or foresight. They randomly build whatever goes and hand out excess property when over domain limit.

Passing a barony to kinfolk does not just disable incompatible buildings, it uses the "incompatible splat" script, that demolishes and replaces everything. This can be very destructive, because "everything" includes all buildings you, the player, previously spent your money and prestige on. Economy buildings and Werewolf Hunting Parties get replaced by levy buildings.

Lowering dev for fera is tied to pack training

Player's pack can have a grand total of 4 other people. Some of them have to be useful instead of acting as placeholders for development management purposes. NPC rulers don't seem to train with their packs or do journeys in general.

Suppose, that I am playing Wepauwet, whose starting duchy is surrounded by former vampire lands with ~60 development. Each pack training lowers development by 3 and takes ~5 years. If development is stagnant, lowering it down would take 100 years. But in practice it is constantly rising back up at rate of ~1.1 development per year. Grand tours, feasts and inspections also raise development when done by werewolves. How is "pack training" supposed to solve that?
 
You are not supposed to "solve" development. In 1230, the march of progress is already too far gone for werewolves to stop, it already has been since millennia. Only the most die hard Red Talon still dream of an Impergiurm where they can control humanity like sheep.
It would be like if you said "I'm playing a vampire in Siberia with 0 dev, how am I supposed to build my best buildings? I can't raise dev!" . Those limitations are there to represent that a vampire is much more powerful in a big city like Paris, while a werewolf is much more threatening in a remote area like Siberia.
Pack training is only there as a stopgap. If you can't play without very low development, you can move to those areas (like vampires can move to high dev counties)

Your other concern, the one related building, could be solved relatively easily by making the fera buildings useable but not buildable by kinfolk. I will make a note of it.
 
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Princes of Darkness, ModCon IV 2025: Blood, Silk & Fiefdoms
Princes of Darkness ModCon 2025 presentations

Blood and Silk Teaser Trailer for our East Asia expansion:


Fiefdoms Development Diary, highlighting our upcoming mechanics for a city map layer to game play:

 
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this is amazing, my dream for yonks has been a london only total conversion submod, but now that dream is irrelevant as we can have both eurasia and london!
 
We have set up a wiki pages with common questions and answers about them.

POD Wiki: Fiefdoms

Release when?​

Can't make any promises yet. As usual, we will first release the feature to the Patron build for testing.

Will my computer explode?​

Short answer, no.

Long answer: Performance is on the forefront of our minds and we're taking many steps to ensure the game only runs calculations when they're absolutely necessary. Some details to consider:

  • Full city maps are only generated when the player first opens the map of that particular city. Before that, they're in low-maintenance mode.
  • The vast majority of district holders aren't real characters. We only generate real characters if doing so would meaningfully enhance gameplay (and most of the time, it doesn't). Otherwise, district holders are implemented as interface flags, which show up as "Unaffiliated Nosferatu Coterie" and the like.
  • District holders that do exist as real characters have neutered AI. There are government flags we can set to prevent AI characters from considering decisions, marriage, and other performance-heavy features.
  • Most of the AI decisionmaking in Fiefdoms will be driven by hidden maintenance events, which are very light on performance. POD already runs some maintenance events on every living character (roughly 30,000 give or take) and it's only marginally slower than vanilla.

Will this work in multiplayer?​

Most likely not. At the very least, two players shouldn't be able to open the same Fiefdom window at the same time because they would otherwise mess up each other's interfaces.

Making Fiefdoms account for multiple players would've made the scripts 10 times more complicated, when it's already (with no false modesty) one of the most complicated systems ever done in a CK3 mod. So for example, exploration progress and fog of war are tracked globally, instead of per character.

A CK3 developer once confirmed that random numbers polled from GUI are the #1 cause of multiplayer desync and in order to generate a Fiefdom, the game has to generate about ~500 random numbers in a row.

In any case, there will be a game rule to turn off Fiefdoms altogether if they prove to be too disruptive in multiplayer.

Gameplay​

Note that Fiefdoms are still in development and all of this could be subject to change.

Which cities have Fiefdoms?​

Any duchy capital with at least 3 development.

Can all splats use Fiefdoms?​

Yes.

Will there be hunter districts in the Vampire bookmark? What about other splats?​

Yes and yes. You will be able to interact with district holders from splats that otherwise aren't present in your bookmark. This includes some as-of-yet unreleased splats! Though that doesn't necessarily mean they're going to spawn as real characters.

Overseers​

Note that Fiefdoms are still in development and all of this could be subject to change.

Will landless District rulers be playable?​

Yes, and they will get the new Overseer government type. Adventurers can't hold Districts since ruling over your turf is a full-time job, you can't just leave and expect to stay in control.

Full disclosure, this is going to be the part of Fiefdoms that'll take us the longest to complete, and we'll probably release the feature with AI-only overseers at first. Overseers will have the same issues that vanilla Adventurers have: fewer stakes and fewer threats and fewer sources of excitement than landed rulers. Excitement would have to come from contracts, and the vanilla contracts are kinda boring (and unusable for stationary characters, anyway), so we wouldn't want to release them unless we have a bunch of interesting contracts and other things to fill out their gameplay loop.
 
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I am having a weird issue. I got a pet unicorn from umbra expedition. It seemed to work fine till it died. Then I got the option to taxidermy it or not. However, afterwards I got several events to name my new unicorns but no unicorn pet modifier. These new unicorns die very quickly repeating the taxidermy option and spamming more pet naming events.

My save file has dozens of story_cycle=POD_story_pet_unicorn for my character id, so I am hoping that by deleting them I can fix this.

edit: Deleting those cycles solved the problem. Hopefully this new pegasus does not require save editing to fix.

edit2: Pegasus died without issue.
 
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When you're going on a Journey, when does this mod roll success chances? Because I'm trying to awaken a sleeping vampire to diablarize him, but no matter how many times I reload I keep getting the exact same results every time. I have an autosave from the beginning of the year right after the Journey began, and the trip itself is about 5 months. I keep getting different travel events each time, some from CK3's DLC and one from the mod itself, so I know those rolls aren't set in stone. But the outcome itself is the same each time, and the results I keep getting for the two steps of this journey have a 44% chance and a 58% chance. I've reloaded 5 times so far, so if these outcomes are being rolled after my save, I should have gotten at least one different result by now.
 
Its a CK3 thing. % chance random seed is run at the start of an event chain.
Though sometimes altering your attribute values midway can cause the random seed to get rerolled

Gotcha. Thanks.