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I'd say the second one, yes.
On the left one I can't really tell what it's supposed to show, as these icons really are very tiny. So I'd say keep it simple and similar to vanilla.


Still better than my mod's decisions though - they just don't have any icons for now ^^
 
I also support keeping the vanilla artstyle (though I can't quite figure what the right image represents, but then again my sight is garbage for tiny images).

Speaking of the society power to become a republic, (which is great, BTW), the explanation has left me unclear as to how the patrician are created. Are they always vassals, and if possible members of the society, or are they all members of the society, and if possible landed? I guess I'd do it so that you need to have at least four other members of the society in your realm, and then pick the four most powerful members of the society in your realm be the patrician, be it that they were landed or just courtiers.
 

Supposed to be a coin on a table, I've tweaked it after posting:
XkUhwzS.png
Street with shop signs
QwACQUy.png
Coin on a table
mPbqlXr.png
Office
YkulWRF.png
Caravans

It will take your landed vassals that meet the requirement and make them join the society, if they are not already in it and if not in another one, then create random patricians if no vassal are found (not sure how to force these to join the society, it's a vanilla event). I have not found a way to prioritize people who already are members without excluding everybody else (and then creating even more random patricians not part of the society). There is not THAT many society members in the game, on top of my head the cap is 300 (I could up that numbers), the chances that you have 4 direct vassal that are members is fairly low unless you are massive.

I could create a custom government copied from republics that force its member to be part of the society, but I'm not sure it is worth it, look like a lot of work.
 
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Yeah these icons look good.
Frankly I still have to squint my eyes to see what they're supposed to show, but this is also true for many of the vanilla decision icons. 24x20 is just tiny, and you've made the best out of it imo.
 
Made the sabotage events (society rank 3), spend a good amount of gold and society currency to severely impact a rival/heretic/at war enemy. Will need some more testing as some modifier work when positive, but don't seem to work in negative... (global supplies for example).

Also made the events for selling Trade League goods / Hermetic ingredients if you are not part of them.

And as a side note... while it doesn't follow the other society menus style... I'm working on something to replace my previous society sheet.
JTcfTKn.png

Pretty much everything that is part of the "background" like the wood planks, the abacus, those lines next to the society name (old screenshots) and next to No Active Mission... will be replaced by a rendered 3D table.
 
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Made the sabotage events (society rank 3), spend a good amount of gold and society currency to severely impact a rival/heretic/at war enemy. Will need some more testing as some modifier work when positive, but don't seem to work in negative... (global supplies for example).

Also made the events for selling Trade League goods / Hermetic ingredients if you are not part of them.

And as a side note... while it doesn't follow the other society menus style... I'm working on something to replace my previous society sheet.
JTcfTKn.png

Pretty much everything that is part of the "background" like the wood planks, the abacus, those lines next to the society name (old screenshots) and next to No Active Mission... will be replaced by a rendered 3D table.

I like the concept of if, but not so much that it'd be a 3d -but that's my personal taste- good work! Can't wait to try the mod in action.

Edit: how reliant is the mod going to be in vanilla tags (i.e. references to specific cultures, provinces, etc.). I feel like this'd be a great complement to playing AGOT as a free city patrician.
 
I like the concept of if, but not so much that it'd be a 3d -but that's my personal taste- good work! Can't wait to try the mod in action.

Edit: how reliant is the mod going to be in vanilla tags (i.e. references to specific cultures, provinces, etc.). I feel like this'd be a great complement to playing AGOT as a free city patrician.

Once it is done, the 3D shouldn't jump in the face that much, but I'm just messing around and could just end up not using it.

I'm doing my best to never reference anything like this.
 
Cant wait until this mod is released more ways to make money is always fun :D When you release this mod will you make more societies?
More societies? Probably not unfortunately, it take so much events that I doubt I could start over from zero while still being motivated and inspired. Most of my free time was spent on this since I've started, and I don't have much free time this week. Even right now I cannot start procrastinating this, or else I'll never stop pushing it back till I drop it. I do permit myself some gaming time here and there. (Battle Brothers is nice)

It is not like I don't have a general idea for more society: a tournament/gladiator/fightclub society with a duel/martial focus, or a masquerade society with a diplomacy/intrigue focus... I simply don't want to stretch myself too thin.

However, once I release this, I'll start working on version 2.0. Maybe it'll make the society "bloated" and OP compared to vanilla's, but I have more plans for this outside of the trading part. It is a TRADE league after all, made from several Guilds like blacksmiths, stonemasons... What if your ruler decided to join one of them (while not creating extra societies) specifically and do some stuff for them as a hobby (Kind-of stretching what a King would do)?

And on another side note, I'll shelve the new background picture for now, gameplay should take priority over graphics.
 
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Finally got this one to work.

Sun shine, everything is going great, your provinces are flooded with several years worth of goods modifiers giving you nice bonuses!... until the shadow of war fell upon them. Now, whenever a holding in a province with goods modifiers fall, the attacker have 50% chance to remove each modifiers and gain the goods for himself. If you have a capital with several holdings, it give them a lot of chances to steal. While the artifact does nothing for them if they are not in the society, they'll receive events that let them sell (destroy) them.

There is no real way to flat out prevent the losses, rank 3 received a new "sabotage" decision close to a scorched earth. Unlike the other sabotages, this one doesn't cost money (only society currency), only work in one province instead of the whole demesne and only on YOUR provinces. It will destroys all of the goods modifier in that province and severely reduce the supply limit while raising attrition. The province will have a negative tax modifier some years afterward. It won't save you, but if the province is to be fully sieged it is better to make it as painful as possible.

The society have a lot of good bonuses, but very few bad things can happen outside of unprofitable trade transaction. I'll work on these for now and leave the remaining decisions for later (I'd like one more for rank 2 and 4 ).
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Ninja edit: There is now 2 extra 100% negative events. They can trigger when you have the vanilla highway_robber_band and thieves_guild modifiers due to debt/bad stewardship (and an extra very small chances whenever you go shopping). The robber band will force you to stop sending caravans, pay to send them or send them with extra failure chances. The thieves will force you to lower your max levy to contain it, pay the League for assistance or risk getting nothing when you spend goods in a province. I will most likely also do one for the smuggler's ring.
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Second ninja edit: Smuggler's ring have their thing, it can create a lot of useless goods modifier in the provinces that will prevent real goods modifiers from being used.
 
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More multi-post bumps.

So I have an issue. The AI will not, under any circumstances, target holdings outside of the realm they are part of. They refuse to use any settlement_decisions that have "ai_target_filter = all" (I know that "all" is bad, but the potential are heavily restricted and holdings are limited compared to characters). So this mean that my caravans and sabotages decisions will only ever target people inside the same realm. This is an issue for very small country with only one member part of the society as they'll never send a caravan or receive one not from the player. And for the sabotages it mean they won't be able to use them against invaders from the outside.

The player can do both just fine tho, giving them a big advantage. I have a solution, but it will be heavier on the system so it may not be worth it. It would be to make a hidden AI only targeted_decisions that has "ai_target_filter = all" they'll use instead. Using the pre-triggers "only_rulers = yes" and "is_in_society = yes" would reduce the work load but I believe the "potential" will still check every courtiers (these will only reduce the amount of peopThis will be on hold for now.

On a less dramatic note. There is now a "build a warehouse" quest that will let you build a warehouse for your goods (just flavor, they are not there). It is a simple modifier not an actual building, there is several levels and the last one can be recustomized for various bonus at will if you have the goods. When I make some extra events, which warehouse you have will have impacts. If you are Renting a Warehouse for example, which actually have a negative modifier, you may find hidden rooms with free goods forgotten by the previous renter. Or the previous renter knew of a secret passage and stole something from you... The warehouses are inheritable and can be sold/disposed if not needed.....Edit: Perhaps I could turn them into artifacts later instead of modifiers...

And since the society decisions are beginning to pile up, I made a switch to turn them on and off in the intrigue menu.
Mt2oe6R.png
 
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Still and always more multi posting.

-The goods delivery quest/mission is done, you'll be asked to deliver a random goods artifacts via decisions for money and society currency.
-People can attempt to steal from your warehouse, you may lose goods or you may catch them for a reward.
-Found a work around for the AI sabotaging people from other realms, the AI will receive events triggered by on_actions when they start a war and if they meet the sabotage requirement (Rank 3 Trade League member at war with not a member) they will randomly use one of them and the event will come back several months later and they may use more until the war end. It should be even lighter than the realm only decisions.

My Event folder is getting close to 10 000 lines, I was planning to release a test version when it would. So probably at the end of this week or the start of the next, once I've finished adding place-holder localizations/pictures/loose ends, I'll upload one here so people can try it and give feedback. I'll mostly be looking if modifiers are balanced, if I've missed some localizations, if non-placeholder stuff is correctly written, if there is too many bankrupt members and if there are flags that should but never leave.

And here some more pictures of various modifiers:
SMwdyDU.jpg

And of a sabotage:
mZdp0UJ.jpg
 
Alright guys, this will (should) be my last multi posting. A beta release is here!

Somehow compatible with on-going games, there wont be a society but a random AI seem to create it after a while, but removing the mod will most likely crash games on load if removed.

This is a test version, while it have a lot of content and can be played as is, plenty of issues and mistake are to be expected. DO report things that you believe are mistakes like:
-Missing localization like "EVTDESC_SNW_252".
-If you want help with spell checking, don't waste time with what is obvious place holders.
-If there is any unclear texts/options.
-Anything related to balance/modifiers.
-Flags/modifiers that should logically have been removed.
-A lot of bankrupts AIs.
-I've tested it with HIP and it work, it "should" be compatible with mostly everything, so do not hesitate to try it with big overhauls.(I haven't tested most of them, in theory they should work unless they radically change stuff like removing holding types or aren't on the 2.7+ patch)
 
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Can you put the mod on a miror site where we don't need to sign up to download?
For example mediafire, dropbox ...

Is a light version of the mod without the society planned?
Because society needs the M&M DLC.
 
MEGA require sign up?... I just unsigned from MEGA and can download it, did you use/see the "download through your browser" (use that one) or did you use the flashy red "download with megasync"? (I'm serious, you are the first person to ask me about that, my other mods never had that issue so I've assumed that it worked)

And by society needing the DLC, did you mean my society or societies in general? You only need the M&M free patch, not the DLC. The DLC is only required for the monks/hermetic/devils/assassin societies. Like in this screenshot, I've uninstalled the M&M DLC and now only see my own society.
vrWzE79.jpg
 
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In fact when I use your link, I am redirected on the home page : https://mega.nz/
That's why I was thinking we need to be connected to access to your link.

Thanks for the precision about society, I thought that a society in general needs the DLC.
 
I can't get the society to show up for some reason. My character is Manden West African with 9 stewardship.
Is it a new game or an on-going on? For on-going ones wait a few months for the AI to create it as it start out empty if it wasn't there from the very beginning.