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I do not know which mod you are making, but I'll flat out refuse if it is simply copying most my mod without the society part to add a trading system to yours. It is already compatible with close to everything, I don't see the point of copying it into another mod. If you want to use parts of my mod as a starting point or use most of the pictures since they are edited vanilla images that would be fine.

And about how hard it would be to remove the society, this won't be the main issue. It will be the massive flooding of events and decisions free from the society scope restrictions and the oversaturation of goods everywhere.

Thanks for your answer and for the permission for using the pictures and parts of the mod as starting point. Actually, after a bit of refining my concepts, I think I could use the artifacts definitions but little else, since I intended to do things differently (e.g. having different decisions to buy and sell to a special character designated to hold a sort of global market). And then, I've again hit the wall of how hard is to do any minimal arithmetic in this scripting language, so I don't know if I will be able to pull it off.

In any case, thanks again and I remain eager to see the further development of your mod!
 
having different decisions to buy and sell to a special character designated to hold a sort of global market).

I hope he is immortal and unlanded, because artifacts can be looted and the more you have the more chances to lose them on death!
If you have any issues with yours and it's something I've touched in ck2, just ask.
 
A much requested feature is coming, thanks to a neat idea from LordPeter, you can now see a fake mapmode that show which province have members in them!
MgwSzQE.jpg
 
A much requested feature is coming, thanks to a neat idea from LordPeter, you can now see a fake mapmode that show which province have members in them!
MgwSzQE.jpg

That, sir/lady, is an awesome and clever Idea. Do you experience any lag while setting up the province modifiers (I guess you're using them to manipulate the revolt risk)?
 
Barely if any at all, I wasn't noticing it. The decision scan for all provinces, all holdings, owner, is member or not of the society and add revolt risk modifiers.
 
Update is here!

The major points are the caravan/market being influenced by the provinces status, a lot of tweak to Trade Masters, build-a-city mission and a fake map mod to show you which provinces has a member or not.

Full change notes:
- Caravan and market event prices are now affected by the same values as the shipment one.
- New mission/quest to build a city.
- There is now a decision for all members that will transform the Revolt Risk mapmode into one that show which provinces host a member of the society.
- Added a second event_modifiers text file in common/event_modifiers to fix the graphical issue my mod have with CK2plus. Swap the ".bak" extension from "guilds_event_mod_ck2plus.txt" filename to "guilds_event_mod.txt" in common/event_modifiers.
- When selling goods with the "Go Shopping", the chances to get the opportunity to sell something you have doubled.
- When pulling supplies out of a province being sieged, you now have 33% chance of getting the artifact back instead of nothing at all.
- Guilds Master's portraits can now have the republic clothings. It is disabled by default to avoid issues for those without the DLC. To activate it, remove the ".bak" extension from "guilds_republic_portraits.gfx" in interface/portraits.
- Trade Master will now be disappointed to see their liege take their funds, and may even leave with their goods and money if pushed too far.
- Trade Master will now make slightly less profit when selling goods.
- Trade Master's stewardship now influence the success rate when selling and investmenting goods.
- Trade Master can now be hired by AI of king or emperor tier.
- Only AIs of duke tier can become a merchant republic via the Guild Master decision.
- Event in which you pay back your loans are now sent by members. It is only for immersion, it won't actually give them the money.
- The decision/quest to build a warehouse is will now appear at the top of the intrigue menu and trigger an alert.
- Gave a different modifier picture to linen shipments so it is not the same as wool.
- Some tweaks to some shipments modifiers.
- Added a tooltip when buying at the market that show what the good will do before you buy it.
- Made the Send a Caravan tooltip smaller.
- Improved the quests localisations.
- Small localisation fixes.
- Fixed the fact that some goods at the market were free.

I had some delay while making this one, so I may have forgotten to fix an issue or two that didn't appear in my last playtest, do tell if you find anything weird.

Get it on Steam of the Direct Download bellow.
 
More testing, more trial and errors, and sometimes, the result is neat.
cthzDG8.png

The coins still need some work, will improve their levels and shadows so they pop out better. Will add these to my other events windows.
And since it is in plain sight, added a choice in the next release to disable the Trade Master at the beginning as it was requested a few times.
 
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Interesting! How did you manage that coins-on-top-of-event-window thing?
 
Interesting! How did you manage that coins-on-top-of-event-window thing?

Events have "borders". Vanilla events have a red/purple/green/etc/ box surrounding the text (you can see it on the screenshot). So you can modify those textures so instead of full transparency around that box you can draw other things.

It's a really nice touch btw.

Do you plan to use the upcoming 2.8 features where selecting a job action can pain the provinces in different colors for custom maps, like you do now with the revolt risk map?
 
Do you plan to use the upcoming 2.8 features where selecting a job action can pain the provinces in different colors for custom maps, like you do now with the revolt risk map?
Does that work for other councilor jobs, too? I was under the impression it was only for the convert province action.
If indeed, than that would be a nice tool for faking mapmodes...
 
Does that work for other councilor jobs, too? I was under the impression it was only for the convert province action.
If indeed, than that would be a nice tool for faking mapmodes...

This system can also be used by modders to define any color scheme they want based on the target province and the ruler ordering the job action.

I read this as meaning you can do this for any job action, but it may well be that it's restricted only to proselytise. Well, let's hope it's the former, for mappainting's sake!
 
Good guess on ngppgn part
kKTDLE7.png

These are locked to the upper/left corner, so I could only extend the right/bottom sides.

About the new job action coloring, while interesting, I cannot really see how much I can do with it if it is locked to Councillor jobs. It seem clunky. Would I need to delete one of the jobs and replace it with the mapmod? Or can I simply add a 5th job to a councilor, locked to societies? Jobs have cooldowns so there is that issue too, so you click on the new job, the mapmod change, but cancel the job placement because it is not a real job and you want you steward to still collect taxes?

I'll need to test stuff once it is out, never tried to mod the council.
 
Good guess on ngppgn part
kKTDLE7.png

These are locked to the upper/left corner, so I could only extend the right/bottom sides.

About the new job action coloring, while interesting, I cannot really see how much I can do with it if it is locked to Councillor jobs. It seem clunky. Would I need to delete one of the jobs and replace it with the mapmod? Or can I simply add a 5th job to a councilor, locked to societies? Jobs have cooldowns so there is that issue too, so you click on the new job, the mapmod change, but cancel the job placement because it is not a real job and you want you steward to still collect taxes?

I'll need to test stuff once it is out, never tried to mod the council.

What I know is we can code as many extra councillors and as many extra job actions for any job title, whose pre-conditions can include anything, including being in a society. But you are right that if the players select a province, then the council would be stuck doing a "dummy" action for 6 months... so maybe not really worth the effort? I'll guess we'll have to wait and see.
 
A small updates will come in the following days, then another a few weeks later. After that I think that I'll take a break of actively developing this society. It is well furnished and adding more would just bloat it. I'll still balance/fix bugs and add details here and there, but I'll divert my attention to something else.

Like a martial society. I was thinking of a duelist guilds but I was short on ideas for flavor beside dueling/gladiator stuff... Then I had the idea to make a society for every holy order with whoever hold the holy order title as the leader of the society (you would only see the societies of the holy orders you can hire of course). They would be fairly copy pasted (maybe some more limited flavor for each one later) but I find more ideas for events and quests for that. Training someone, attack infidel, force theology/war focus, send gifts to people at war against infidels, grant title to the holy order, duels and so on... The issue is that these would of course not be compatibles with mods like Games of Thrones lol.

Any thought?
 
Good guess on ngppgn part
kKTDLE7.png

It looks really cool !
These are locked to the upper/left corner, so I could only extend the right/bottom sides.

About the new job action coloring, while interesting, I cannot really see how much I can do with it if it is locked to Councillor jobs. It seem clunky. Would I need to delete one of the jobs and replace it with the mapmod? Or can I simply add a 5th job to a councilor, locked to societies? Jobs have cooldowns so there is that issue too, so you click on the new job, the mapmod change, but cancel the job placement because it is not a real job and you want you steward to still collect taxes?

I'll need to test stuff once it is out, never tried to mod the council.
It looks nice, did you add custom borders or edited vanilla ones ?
 
It looks nice, did you add custom borders or edited vanilla ones ?
It was the vanilla ones (my mod only use the green ones), I simply expanded the canvas to the right, added the coins and tweaked the alpha map so the coins appear to have a small shadow on the paper scroll. Then I just changed the "border = XXXXXXXXXXX" in my event file, so the vanilla events will still use the regular border..
 
A small updates will come in the following days, then another a few weeks later. After that I think that I'll take a break of actively developing this society. It is well furnished and adding more would just bloat it. I'll still balance/fix bugs and add details here and there, but I'll divert my attention to something else.

Like a martial society. I was thinking of a duelist guilds but I was short on ideas for flavor beside dueling/gladiator stuff... Then I had the idea to make a society for every holy order with whoever hold the holy order title as the leader of the society (you would only see the societies of the holy orders you can hire of course). They would be fairly copy pasted (maybe some more limited flavor for each one later) but I find more ideas for events and quests for that. Training someone, attack infidel, force theology/war focus, send gifts to people at war against infidels, grant title to the holy order, duels and so on... The issue is that these would of course not be compatibles with mods like Games of Thrones lol.

Any thought?
Sounds interesting.
A way to simulate internal developments in Holy Orders, which in vanilla still kinda feel like glorified mercenaries imo. And they'd probably still be compatible (or compatch-able) with non-fantasy mods that keep Holy Orders, like CK2Plus - so sounds good to me ^^