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About missions and flavor events, you could say that it is never over. I can always add more for variety sake.
Society Powers wise, I'd say these 2 mods are done except one more for champions. Adding any more would just make them too strong compare to other societies
The hint thing won't be done, ain't as intuitive to make as I would have liked. Used them for the training mission of the chivalry mod.
I have plans to change some stuff about how warehouse work.

Stealing will pretty much be ported onto the thief societies, hiring them to do dirty work for you.
I didn't like making the "training power" for the chivalry mod, you could say that training traders is off.
I keep procrastinating that business focus mission.

"Temporarily follow a monk life" and "acquire a weapon" are missions and I'll add them, one day, for diversity.
"Organize a tournament" will be used in the influence overhaul I have planned for the chivalry society.
"Go on an adventure" will probably take a while to make if I ever do it, some sort of "long term" project if I get bored of the societies themselves.

So in resume, expect:
-An influence rework for chivalry.
-A warehouse rework for the trade league.
-Randomly adding events and missions here and there.
-Bug fixing and quality of life improvement as needed.
-DLC/holy fury compatibility (Hellenic get the myrmidon holy order, new combat rating system, new bloodlines, adapting the new holy order government...).
-A rule system for the trade league (to enable/disable stuff).
-Possibly a simple resources system for the trade league (gold mines, woodcutter camps...) that give goods to members and gold coins to non-members.
-Small tweaks to the Sufi Schools, like dancer trait for Mevlevi or claims for Safaviyya.

I will think about updating the lists later.
 
Very helpful response, I'm specially interested in the thieves society that you are building hope to try that one out and seeing how it differs from the Thieves Guild from Elder Kings mod. But also the influence rework since I saw a video play of the orders of chivalry where the player got to the challenge rank 4 for their position in a very short time.

I was wondering how HF would impact the combat system, not only do the orders use their own combat system, but so does CK2+ I guess it'll be a matter of balancing the personal combat scores reworked by traits. If you are doing a simple version for resources maybe LordPeter can help with that. A sort of preemptive compatibility/cohesion patch lol
 
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@Ruisuki
Some people been talking about the speed of ranking up. I could up the delay between issuing challenge to a year, but will it really matter? Unlike other societies, you can be forcefully ranked down, get challenged 3 times as often, getting wounded all the time, the only benefit is the extra sex appeal/1 martial/1combat/10 extra glory per month and the ability to rank up your tournaments to rank 3.

Unless you are Jerry with 60 combat skill, you won't really be able to stay champion and it will get annoying. Be a pretender and rank up if you need a rank 3 tournaments instead.

Users won't see the difference in my combat system. It calculate the difference between people, each 1 combat skill you have over you foe increase the chances by 25% up to like 5 combat differences. Once HF hit I'll scale it up, to probably 10 combat skill per 25% increase. So if you have 100 and you foe 0, it will be the same as if you had 5 and him 0 now. (actual numbers to be determined)

I plan to make my "resources" system VERY simple. Not even a tenth of Arko's or LordPeter's system. Like every playable rulers can start a "survey their demesne" quest chain that will make them spend gold/prestige/piety/assets to randomly find a logically found resource "goods" based on the terrain. Once found they can either pay a lot upfront to exploit it or do it for cheaper by hiring a member of the Trade League to help (if they aren't a member themselves). Non members will receive gold (less if they were helped) over a long period of time (with random maintenance events) while members of the leagues will receive the corresponding goods (they will receiv some goods too if they helped a non-member ruler in their exploitation). It will run out after some time.

The provinces' modifiers list is already so clustered, specially with both the thief and trade societies, I'll use a special mapmode to show the resources using my cartographer councilor.

@Truewhit
Perhaps, I play a lot of games on the side and sometime do not touch my mods for over a week! But I have a "creative high" right now so I am making the most of it. I'll get bored again in a few days as usual, I'll take my break there!

Edit: The "high" is a figure of speech, no substances were used.
 
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Hey, could you or someone provide me with a listof the traits that give society currency to each one? There is one list on the CK2 wiki for the monastic orders and another on Reddit for Lucifer's Own, but I do not think there is one for your societies? Thank you in advance
 
@Ruisuki
There is already a 6 months delay between challenges, I could add a 1 year dead times between when ranking up/down before you can challenge/be challenged again.

@Aishio
Well, my societies aren't really official to be in the wiki lol.

Code:
        has_trait = {
            value = 3
            trait = genius
        }
        has_trait = {
            value = 2
            trait = quick
        }
        has_trait = {
            value = 2
            trait = shrewd
        }
        has_trait = {
            value = 2
            trait = diligent
        }
        has_trait = {
            value = 2
            trait = greedy
        }
        has_trait = {
            value = 2
            trait = gregarious
        }
        has_trait = {
            value = 2
            trait = deceitful
        }
        has_trait = {
            value = 1
            trait = patient
        }
        has_trait = {
            value = 1
            trait = ambitious
        }
        has_trait = {
            value = -1
            trait = shy
        }
        has_trait = {
            value = -1
            trait = trusting
        }
        has_trait = {
            value = -1
            trait = content
        }
        has_trait = {
            value = -1
            trait = honest
        }
        has_trait = {
            value = -1
            trait = charitable
        }
        has_trait = {
            value = -1
            trait = kind
        }
        has_trait = {
            value = -1
            trait = wroth
        }
        has_trait = {
            value = -2
            trait = slow
        }
        has_trait = {
            value = -2
            trait = stutter
        }
        has_trait = {
            value = -2
            trait = lisp
        }
        has_trait = {
            value = -3
            trait = imbecile
        }
        society_rank = {
            rank = 4
            value = 5
        }

Code:
       has_trait = {#Education
           trait = misguided_warrior
           value = 1
       }
       has_trait = {
           trait = tough_soldier
           value = 2
       }
       has_trait = {
           trait = skilled_tactician
           value = 3
       }
       has_trait = {
           trait = brilliant_strategist
           value = 4
       }
       has_trait = {
           trait = detached_priest
           value = 1
       }
       has_trait = {
           trait = martial_cleric
           value = 2
       }
       has_trait = {
           trait = scholarly_theologian
           value = 3
       }
       has_trait = {
           trait = mastermind_theologian
           value = 4
       }
       
       has_trait = {#religion stuff
           trait = monk
           value = 5
       }
       has_trait = {
           trait = nun
           value = 5
       }
       has_trait = {
           trait = crusader
           value = 5
       }
       has_trait = {#lifestyle
           trait = duelist
           value = 3
       }
       has_trait = {
           trait = strategist
           value = 3
       }
       has_trait = {
           trait = scholar
           value = 3
       }
       has_trait = {
           trait = theologian
           value = 3
       }
       has_trait = {#key stuff
           trait = zealous
           value = 3
       }
       has_trait = {
           trait = brave
           value = 3
       }
       has_trait = {
           trait = celibate
           value = 3
       }
       has_trait = {
           trait = pilgrim
           value = 3
       }
       has_trait = {#virtue
           trait = chaste
           value = 2
       }
       has_trait = {
           trait = temperate
           value = 2
       }
       has_trait = {
           trait = charitable
           value = 2
       }
       has_trait = {
           trait = diligent
           value = 2
       }
       has_trait = {
           trait = patient
           value = 2
       }
       has_trait = {
           trait = kind
           value = 2
       }
       has_trait = {
           trait = humble
           value = 2
       }
       has_trait = { #others
           trait = honest
           value = 1
       }
       has_trait = {
           trait = erudite
           value = 1
       }
       has_trait = {
           trait = just
           value = 1
       }
       has_trait = {
           trait = trusting
           value = 1
       }
       has_trait = {
           trait = drunkard
           value = -1
       }
       has_trait = {
           trait = possessed
           value = -1
       }
       has_trait = {
           trait = deceitful
           value = -1
       }
       has_trait = {
           trait = arbitrary
           value = -1
       }
       has_trait = {
           trait = cruel
           value = -1
       }
       has_trait = {#sins
           trait = lustful
           value = -2
       }
       has_trait = {
           trait = gluttonous
           value = -2
       }
       has_trait = {
           trait = greedy
           value = -2
       }
       has_trait = {
           trait = slothful
           value = -2
       }
       has_trait = {
           trait = wroth
           value = -2
       }
       has_trait = {
           trait = envious
           value = -2
       }
       has_trait = {
           trait = proud
           value = -2
       }
       has_trait = {#key stuff
           trait = cynical
           value = -3
       }
       has_trait = {
           trait = craven
           value = -3
       }
       has_trait = {
           trait = hedonist
           value = -3
       }
       has_trait = {
           trait = excommunicated
           value = -10
       }

Code:
       has_trait = {#Education
           trait = misguided_warrior
           value = 1
       }
       has_trait = {
           trait = tough_soldier
           value = 2
       }
       has_trait = {
           trait = skilled_tactician
           value = 3
       }
       has_trait = {
           trait = brilliant_strategist
           value = 4
       }
       has_trait = {#lifestyle
           trait = duelist
           value = 3
       }
       has_trait = {
           trait = strategist
           value = 3
       }
       has_trait = {
           trait = hunter
           value = 3
       }
       has_trait = {#key stuff
           trait = strong
           value = 3
       }
       has_trait = {
           trait = robust
           value = 3
       }
       has_trait = {
           trait = genius
           value = 3
       }
       has_trait = {
           trait = brave
           value = 3
       }
       has_trait = {#medium stuff
           trait = quick
           value = 2
       }
       has_trait = {
           trait = shrewd
           value = 2
       }
       has_trait = {
           trait = wroth
           value = 2
       }
       has_trait = {
           trait = diligent
           value = 2
       }
       has_trait = {
           trait = patient
           value = 2
       }
       has_trait = {
           trait = ambitious
           value = 2
       }
       has_trait = { #small stuff
           trait = scarred
           value = 1
       }
       has_trait = {
           trait = proud
           value = 1
       }
       has_trait = {
           trait = deceitful
           value = 1
       }
       has_trait = {
           trait = arbitrary
           value = 1
       }
       has_trait = {
           trait = cruel
           value = 1
       }
       has_trait = {
           trait = erudite
           value = -1
       }
       has_trait = {
           trait = trusting
           value = -1
       }
       has_trait = {
           trait = shy
           value = -1
       }
       has_trait = {
           trait = kind
           value = -1
       }
       has_trait = {
           trait = greedy
           value = -1
       }
       has_trait = {
           trait = gluttonous
           value = -1
       }
       has_trait = {#medium stuff
           trait = wounded
           value = -2
       }
       has_trait = {
           trait = disfigured
           value = -2
       }
       has_trait = {
           trait = clubfooted
           value = -2
       }
       has_trait = {
           trait = dwarf
           value = -2
       }
       has_trait = {
           trait = slow
           value = -2
       }
       has_trait = {
           trait = dull
           value = -2
       }
       has_trait = {#key stuff
           trait = maimed
           value = -3
       }
       has_trait = {
           trait = craven
           value = -3
       }
       has_trait = {
           trait = mangled
           value = -3
       }
       has_trait = {
           trait = one_eyed
           value = -3
       }
       has_trait = {
           trait = one_handed
           value = -3
       }
       has_trait = {
           trait = one_legged
           value = -3
       }
       has_trait = {
           trait = imbecile
           value = -3
       }
       has_trait = {
           trait = inbred
           value = -3
       }
       has_trait = {
           trait = weak
           value = -3
       }
       has_trait = {
           trait = feeble
           value = -3
       }

Code:
       has_trait = {
           trait = mystic
           value = 5
       }
       has_trait = {
           trait = content
           value = 3
       }
       has_trait = {
           trait = erudite
           value = 3
       }
       has_trait = {
           trait = faqih
           value = 3
       }
       has_trait = {
           trait = theologian
           value = 3
       }
       has_trait = {
           trait = hafiz
           value = 3
       }
       has_trait = {
           trait = hajjaj
           value = 2
       }
       has_trait = {
           trait = diligent
           value = 1
       }
       has_trait = {
           trait = patient
           value = 1
       }
       has_trait = {
           trait = poet
           value = 1
       }
       has_trait = {
           trait = temperate
           value = 1
       }
       has_trait = {
           trait = charitable
           value = 1
       }
       has_trait = {
           trait = kind
           value = 1
       }
       has_trait = {
           trait = humble
           value = 1
       }
       has_trait = {
           trait = honest
           value = 1
       }
 
@theStormWeaver
People are free to make one if they want, but I would prefer to make my mods than spend my time writing on a wiki and managing it (I spend enough time second guessing my localization as it is).
_______

Before making anything related to the Great Trade League in the thief societies, I though it would be better to work on the league first and rework some things like the warehouse right now instead of later (which would require me to update the thieves again).

Warehouses are now buildings in your capital, raiders will no longer be able to steal them. The warehouse decorations like the golden armor are still artifacts and need a warehouse in your capital to work. Those can be stolen and sold. Guards are the "3rd" level of warehouse buildings and there is a decision to revert to the level 2 (guards maintenance isn't free).

And I couldn't stop myself from touching the resources system. It only include stone/steel/gem/silver/gold, grain/lumber/linen/incense/spices and meat/wool/hide/ivory/silk. Most of the rest of the artifacts can already be crafted by the artisans. I do not forbid some resources from spawning in weird place, but it should be really rare (ivory in Europe). I could segregate it by regions, but I am not sure it is worth it and if it would create issues in mods with no regions.

I could add new resources this way, but is it really worth it? The market is already random enough and some would be redundant. Like copper doesn't seem worth it, too similar to steel/gold, specially since bronze would require another even less relevant metal (I know steel ain't mined, that's why I named it steel furnace). Salt is important, but could count as spices and so on. Perhaps a "raw jade" resource that can be gifted to the emperor (other goods cannot be gifted)?
V7o5j2s.jpg

Anyways, it will be a simple system, a sort of long term investment that may not be worth it (work for years and find... stones!!) but it should be interesting. It could also make some provinces much more interesting targets, like I can see gold in southern Brittany in this screenshot (starting resources are randomized), that can be worth a lot.

I'll add a rule to disable this part of my mod for people who use mods like The Three Towers. The mods will stay separated, I won't begin to make patches for all of the trading mods so their resources spawn my goods, my system is just an extra.
 
Maal do you plan to add any events/missions for you to reclaim lost artifacts or trade goods in the upcoming thieving society? Something about vanilla and randomly losing artifacts upon succession never sat well with me. Or is that outside of the mods scope?
 
@Ruisuki
If it was up to me, I would force paradox to hard code artifacts losses upon succession so people doesn't remove it and add a limit to how many books/opus you can have equipped/active at the same time. The game is too easy to cheese and it sickens me.

For my mod:
A great thief will steal something without you even being notified.
For a worst thief you'll be told but not by whom, you can pay to TRY to find out.
A very bad one will receive the criminal opinion so you can try to arrest him if he's your vassal.
Only thieves of rival societies can try to steal it back if the thief is not imprisoned, you can attempt to hire a thief to try to do it for you, once, if you aren't one. Only once because thieves will attempt to fence (destroy) useless/redundant stolen artifacts for money, they may offer you to pay twice that value to get it back. I consider trade goods to be consumables. they are not important artifacts and will be fenced right away.

Warehouses, specially guarded, make it harder to steal goods. Hiring a "head of guard" (minor title) make it harder to steal non-trade goods, if the guard is from a fighters guilds, it will be even better. You ask a thief society for "protection", but it has its own downsides if you stop paying...

I know very well that this society won't be for everyone, it has a LOT of negatives for everybody and people do not like seeing their perfect realm hindered in any ways. There will be a few rules to forbid everyone (including the player) from certain options like artifacts stealing.
 
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Hey! Your mod is awesome, but here's a question. Where can i find list of actual modifiers for the goods, and, what more important, recipes for the artisans? I have literally no idea and there's no description for them, unless you have some items randomly.
 
@Deadfairness
Thanks!

By modifiers, you mean the bonuses they give when used on a province? I wrote in most tooltips, of events which let you buy one, the modifiers iirc (I've added more in my WIP build, like in the artisans events) and you can see them when trying to spend them in a province before confirming the decision.

I hadn't written the artisans recipes in-game as I wanted people to guess them. Been over a year now, I guess it is time to add them in a tooltip. It will probably be in the artisans' decision tooltip, assuming nothing stop me from making it long enough. I'll change some recipes too, now that Paradox added armors.

Meanwhile, the recipes are already available on the steam mod page:
https://steamcommunity.com/workshop/filedetails/discussion/920653668/1473095965286365737/

@mightnight
The mod won't be released to steam before months into next year, but I can already hear the crowd complaining!
 
@UrsusAtlanticus
Wasn't that... fixed? I probably broke it again while fixing the double/missing champion issue.

Adding it to the list, thanks for reporting it.
 
Another bunch of fixes for the Orders of Chivalry, including the previous 2 patch notes as I couldn't bother making a post for only 2 lines back then.

1.1.4
==Changes and Balances
- Added a tooltip to the Berserkers to better show their high-risk high-reward nature.

==Bugfixes and optimization
- Doges will now be able to join the holy orders societies.
- Bounties will be paid off even if the client is dead.

1.1.5
==Changes and Balances
- AIs will wait a month before challenging someone to rank up, to give the players a chance.
- Increased how many level of combat skill is calculated when skipping duels.

==Bugfixes and optimization
- Some events were not properly coded to see the amazons as a female society, and not a culture_group society.
- Replaced several "he" with the commande to get the proper gender.

1.1.6
==Changes and Balances
- You must hold your rank for an entire year before being able to challenge someone to rank up.

==Bugfixes and optimization
- Changed the decisions/rank up requirements so prisoners/unavailable characters cannot do them.
- The "pick the war focus" mission for fighters guilds members will properly end if you are the Champion.

The update on the Trade League is going smoothly, but localizing is such a chore to me that I keep procrastinating it and thus make no progress on the resource system! And there is a bunch of other things I want to fit into that update. (business focus mission, optimizing goods shipments for AIs, adding more crafting and the recipees in the tooltip, a rule system for various features...)

I did some overnight testing for the resource system, from Charly start to around 1250~. The resources density seem stable, could be tweaked up a bit.
(Everything has a tooltip telling what color is what)
keujtjs.png

x4yzkDJ.png
 
"- The "pick the war focus" mission for fighters guilds members will properly end if you are the Champion."

I'm still getting asked to select the "Pick the War Focus" mission even as champion, am I misunderstanding what the note is saying? I've been asked to pick it just after creating my mercenary band, if that may help.

EDIT: Also, it's a fresh game using the latest version downloaded from the forum and CK2+.
 
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