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I shouldn't upload versions in posts, it get confusing and I forget them. The first post of the thread have the latest version and I've deleted the one you downloaded.
 
The Orders of Chivalry - Armies and Castles Update
Fairly big update for the Orders of Chivalry. So many bugs here and there, missing flags, wrong localizations, made worst by a bug introduced in the last update...

Two new features however:
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.

Spawnable armies. Both societies can now spawn armies at rank 2 with some small restrictions and a hefty cost in society currency. These will disband on peace and you can spawn bigger armies with the Fighters Guilds tournaments modifiers and the new Holy Orders castles in your provinces.

1.1
==New features
- New power : Granting land to Holy Orders
-- Similar to how they sometime ask to build a castle, rank 3 members of holy order societies can give an empty holding to the Grand Master of the society who will build a castle.
-- This require Sons of Abraham, if Reaper's Due is also enabled, then it will create a new holding site if prosperity is high enough and there isn't any empty holding.
-- As long as you do not steal that castle from them somehow, the capital holding of that province will have a special modifier giving extra garrison, fort, piety and tax income.
- New power : Hirable Armies
-- Members of rank 2+ of both holy orders and fighters societies can now hire armies with their society's currency.
-- Fighters Guilds offer a small and simple blend of light infantry and archers, but extra armies will spawn for each tournament modifiers in your demesne which will offer its corresponding troops.
-- Holy Orders offer an army of better quality, and can give more troops if your demesne have castle who belong to them. It can only be used while at war with infidels and is cheaper if you are on the defensive.
-- (I am not sure about the costs and sizes balance. They may become tied to their societies' influence later, which hasn't been touched yet.)
- Added a show/hide decision for the decisions of the society.

==Changes and Balances
- To avoid more issues with fighters hunting babies, bounties cannot be placed on children anymore.
- Sightly increase the negative opinion requirement for AI when they place a bounty.
- Close relatives and spouses of the dead bounty will have a negative opinion toward the hunter unless they didn't like the target.
- Wounded AIs will not try to duel people to rank up anymore, which should lower the lethality of the societies,
- Made the pilgrimage and training decisions unavailable if busy.
- While on warrior pilgrimage, if you have the trait brave, you may now lose it if you run away from a duel.
- Lowered the chances of dying while looting the old shack in the pilgrimage.
- Prevented characters who are at war when starting a new game to be members of the societies, to avoid their premature deaths.
- Improved the notification event code that tell you your trainer/trainee died.

==Bugfixes and optimization
- From 1.0.3: "AIs will challenges humans less often, for real this time, I hope." wasn't working! Fixed for real now.
- Fixed an issue that could cause a member of a holy order society to not join his mission target's war.
- The Teutonic and Livonian orders powers didn't appear on the rank's 2 and 3 tooltips.
- Simplified the fighter traits upgrade in the training event to avoid issues.
- Fixed the problem where the champions rank would disappear and not be replaced.
- Made the old teacher from the pilgrimage old again.
- Disabled the creation of a "custom" holy order society for the Hashshashin.
- The AIs members of fighters guilds are now unable to set tournaments as players do. They have a single normal decisions that will do it for them every year in what I hope is more efficient than them checking 18 decisions for each of their demesne holdings per years.
- Made it so you cannot directly pay off new bounties after the first one without being dueled once.
- The correct message will appear to the liege of courtiers with bounties on their head who die at the hands of a hunter.
- The correct message will appear to the hunter when their bounty yields, and to the knights when the heretic yields.
- The correct notification will be shown if you hit with some attacks in a duel.
- The correct text will be used when refusing to support a law change in a holy order.
- Corrected more typos.
 
Fairly big update for the Orders of Chivalry. So many bugs here and there, missing flags, wrong localizations, made worst by a bug introduced in the last update...

Two new features however:
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.

Spawnable armies. Both societies can now spawn armies at rank 2 with some small restrictions and a hefty cost in society currency. These will disband on peace and you can spawn bigger armies with the Fighters Guilds tournaments modifiers and the new Holy Orders castles in your provinces.

1.1
==New features
- New power : Granting land to Holy Orders
-- Similar to how they sometime ask to build a castle, rank 3 members of holy order societies can give an empty holding to the Grand Master of the society who will build a castle.
-- This require Sons of Abraham, if Reaper's Due is also enabled, then it will create a new holding site if prosperity is high enough and there isn't any empty holding.
-- As long as you do not steal that castle from them somehow, the capital holding of that province will have a special modifier giving extra garrison, fort, piety and tax income.
- New power : Hirable Armies
-- Members of rank 2+ of both holy orders and fighters societies can now hire armies with their society's currency.
-- Fighters Guilds offer a small and simple blend of light infantry and archers, but extra armies will spawn for each tournament modifiers in your demesne which will offer its corresponding troops.
-- Holy Orders offer an army of better quality, and can give more troops if your demesne have castle who belong to them. It can only be used while at war with infidels and is cheaper if you are on the defensive.
-- (I am not sure about the costs and sizes balance. They may become tied to their societies' influence later, which hasn't been touched yet.)
- Added a show/hide decision for the decisions of the society.

==Changes and Balances
- To avoid more issues with fighters hunting babies, bounties cannot be placed on children anymore.
- Sightly increase the negative opinion requirement for AI when they place a bounty.
- Close relatives and spouses of the dead bounty will have a negative opinion toward the hunter unless they didn't like the target.
- Wounded AIs will not try to duel people to rank up anymore, which should lower the lethality of the societies,
- Made the pilgrimage and training decisions unavailable if busy.
- While on warrior pilgrimage, if you have the trait brave, you may now lose it if you run away from a duel.
- Lowered the chances of dying while looting the old shack in the pilgrimage.
- Prevented characters who are at war when starting a new game to be members of the societies, to avoid their premature deaths.
- Improved the notification event code that tell you your trainer/trainee died.

==Bugfixes and optimization
- From 1.0.3: "AIs will challenges humans less often, for real this time, I hope." wasn't working! Fixed for real now.
- Fixed an issue that could cause a member of a holy order society to not join his mission target's war.
- The Teutonic and Livonian orders powers didn't appear on the rank's 2 and 3 tooltips.
- Simplified the fighter traits upgrade in the training event to avoid issues.
- Fixed the problem where the champions rank would disappear and not be replaced.
- Made the old teacher from the pilgrimage old again.
- Disabled the creation of a "custom" holy order society for the Hashshashin.
- The AIs members of fighters guilds are now unable to set tournaments as players do. They have a single normal decisions that will do it for them every year in what I hope is more efficient than them checking 18 decisions for each of their demesne holdings per years.
- Made it so you cannot directly pay off new bounties after the first one without being dueled once.
- The correct message will appear to the liege of courtiers with bounties on their head who die at the hands of a hunter.
- The correct message will appear to the hunter when their bounty yields, and to the knights when the heretic yields.
- The correct notification will be shown if you hit with some attacks in a duel.
- The correct text will be used when refusing to support a law change in a holy order.
- Corrected more typos.
Download link for those of us not using Steam Workshop?
 
Good thing you hadn't found the link before I removed it. There was an fairly major error so I removed it as soon as I noticed.

It should be up now.

Edit:
...
...
And I am getting random crashes. I hope it is only my "test save" that is broken. Or else I've spent the last few hours trying to fix something to break another.

Editedit:

All good! I had just disabled another mod. Can it just work fine without scaring me like this every 5 minutes? It is getting late and I want to sleep!

Editeditedit:

Taking the update down for a minute, Some things do not work as well as I had hoped now that the system actually work. Removing them and re-uploading.

Editediteditedit:

Ok, should be safe now. And if it ain't, it'll wait till tomorrow!
 
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Fairly big update for the Orders of Chivalry. So many bugs here and there, missing flags, wrong localizations, made worst by a bug introduced in the last update...

Two new features however:
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.
Any chance you can make it so we can give owned barony castle (by using targetted settlement decisions) to the holy order instead?
 
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.
Any chance you can make it so we can give owned barony castle (by using targetted settlement decisions) to the holy order instead?
I managed to do just that, I change these files so I can specify exactly where the society can build their castle and I also made a choice for the player so they can give them their own (non-capital) castle holding if they wish (e.g. the province is full but the player own a castle holding). Replace these files in their respective folders (no localisation), so far it works. Please test these @Maal, if there is no problem, include it to the zip files for the next update.

Edit: there is no localisation for the new decision and event; also, you spelt 'societies' wrong in the file name :p
 

Attachments

  • chivalry_socities_events.txt
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  • chivalry_socities_decisions.txt
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Yeah I spelt several files names wrong before I decided on a specific nomenclature and became too lazy to fix some of them (I kept them open all the time so renaming was annoying). Adding "correcting the files' names" to the to-do list.

I have an idea on how to do it, I will look at your file, see how it goes compared to my idea and add whichever work best in the next update. But I am not sure when that will be however, I really want to work on the thieves societies but I keep working on the 3 other mods instead. Thanks for the suggestions and the code, the fact that there is only 3 choices to the castle event is convenient. I had foreseen it all.
 
Another small update for the Orders of Chivalry, which include famaouz's idea.

1.1.3
==Changes and Balances
- You can now give a non-capital castle you own to the holy orders by using a settlement decision on the province's capital, thanks to famaouz.
- At the beginning of some duels, you may choose to skip the dueling events. However, it won't be as optimal as doing it manually.
- Reworked the code for the religious requirements of the holy orders. Instead of adding every single religions and heresies (including those from other mods which make the game search for nonexistent religions), I have made an all-purpose code that check if you have the same religion as the Grand Master (who will always have the right religion) or if you are an heretic of his religion and he has the "heretic allowed" modifier.

And for those who hadn't noticed, the Sufi Schools is now on steam.
 
I do not specially like to triple post without something more substantial, but I wanted to show this:
5t7BMBk.jpg

I think that I will be adding a new councilor job (no vote tho) that will be all about showing extra information for my societies like where caravans and goods are, where are the silver mines/quarries/farms (if I ever add these to the trade league, to save room on the modifier tab) or like in the screenshot, where are the thieve turfs (I need to find out how to not tag wastelands). I'll need to find more ideas "map" ideas.

These are the randomized initial spots for the turf (yellow = fellowship, red = 9fingers, blue = masquerade, green = was recently purged of thieves) and I'll make it much cheaper to set-up new turfs near one of the same society so they will expand more organically.

I want a totally new councilor over using one of the existing 5 because of the cooldown on job selections. That one has no realm attribute for the liege, no modifier/event, can only be given to non-ruler so it won't satisfy powerful vassals. The first job is does nothing at all and is off map so you can leave him jobless without the "councilor has no job" warning, the other jobs will only be visible to rulers who meet the requirements (not everybody should know where all of the hidden thieves turf are).

The banner glitch a bit, the color of the banners do not follow the councilor, it is a fixed background. I could try to fix it, but it would require me to change the UI and it would cause issues with mods like AGOT or that bigger UI mod. It is minor, I'll ignore it for now.
 
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The banner glitch a bit, the color of the banners do not follow the councilor, it is a fixed background. I could try to fix it, but it would require me to change the UI and it would cause issues with mods like AGOT or that bigger UI mod. It is minor, I'll ignore it for now.
AGOT uses dynamic banners there (i did it for them ;) )
 
I do not specially like to triple post without something more substantial, but I wanted to show this:
5t7BMBk.jpg

I think that I will be adding a new councilor job (no vote tho) that will be all about showing extra information for my societies like where caravans and goods are, where are the silver mines/quarries/farms (if I ever add these to the trade league, to save room on the modifier tab) or like in the screenshot, where are the thieve turfs (I need to find out how to not tag wastelands). I'll need to find more ideas "map" ideas.

These are the randomized initial spots for the turf (yellow = fellowship, red = 9fingers, blue = masquerade, green = was recently purged of thieves) and I'll make it much cheaper to set-up new turfs near one of the same society so they will expand more organically.

I want a totally new councilor over using one of the existing 5 because of the cooldown on job selections. That one has no realm attribute for the liege, no modifier/event, can only be given to non-ruler so it won't satisfy powerful vassals. The first job is does nothing at all and is off map so you can leave him jobless without the "councilor has no job" warning, the other jobs will only be visible to rulers who meet the requirements (not everybody should know where all of the hidden thieves turf are).

The banner glitch a bit, the color of the banners do not follow the councilor, it is a fixed background. I could try to fix it, but it would require me to change the UI and it would cause issues with mods like AGOT or that bigger UI mod. It is minor, I'll ignore it for now.
Hehe excellent!
Finally someone making (actual) use of the idea to display information on the map using councillors. I approve :D

For not tagging wastelands, try this:
Code:
trigger = {
        owner = {
            always = yes    # Means that province is not wasteland
        }
    }
As a trigger for the job action. This tells the game that the councillor cannot perform the action on a wasteland, which causes the engine to not evaluate colours on wastelands.

As a side note, you might want to know that you can also display tooltips - so if you want to give the player some more info on e.g. why this colour is there, you can do so.
 
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Hehe excellent!
Finally someone making (actual) use of the idea to display information on the map using councillors. I approve :D

For not tagging wastelands, try this:
Code:
trigger = {
        owner = {
            always = yes    # Means that province is not wasteland
        }
    }
As a trigger for the job action. This tells the game that the councillor cannot perform the action on a wasteland, which causes the engine to not evaluate colours on wastelands.

As a side note, you might want to know that you can also display tooltips - so if you want to give the player some more info on e.g. why this colour is there, you can do so.

IIRC, you cn instead us the shorthand trigger = { has_owner = yes }
 
How can you direct download the Great Trade Leagues mod? I did it, but in the file it appeared another zip file and a normal one, the former being a copy of the originial or something... Can anyone help?
 
@Arko
I looked at AHOT files but didn't really understand how it was, that micro-mod will help. But perhaps it won't work as I do not want any attribute linked to the councilor.

@LordPeter
I noticed to tooltip, but I copied the power to convert counties so the tooltips are all wrong at the moment!

@ngppgn
This look cleaner.

@Aishio
Somehow, in over 100 downloads, nobody noticed that...? That zip file is the steam version... sigh...
I'll fix it in a few minutes.

Fixed, alongside a small update:

1.5.2
==Changes and Balances
- Cannot join the society if the Trade War is active.
- Can tell the Trade Masters to stop asking your for funds, but without funds they won't do much. (A new character decision also act as toggle )

==Bugfixes and Optimization
- Building a warehouse won't complete any other quest you might have.
- Attempt at slowing down the Trade War.
 
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So I am slowly working on the system for the thieves societies.
The main "crime/thief" removal system is done, the provincial level crimes and territories is done, the joining event for one society is done and I've spent the last few days localizing all of that. (localization is the most boring part in my opinion, beside testing)

Time for finally make a picture!
For the criminals that get caught, many grim futures await them. For those lucky enough to avoid gallows and oubliettes, their may end up branded, with red-hot iron.
gWsYdoa.png


Being branded is fairly negative, alongside negative health / diplomacy / intrigue, it will force you out of any thief society and prevent future joining. Nobody want to be seen close to someone with such a massive "I got caught" flag on them. There are ways to remove the brand, but it will require a surgeon saw... As long as you are branded, you won't be bothered by the thief catching system as you cannot join the societies and are considered "punished", so keeping it for a few years while your infamy drop can be a good idea.

But how are we going to catch criminals, to start your own branding business, to begin with? The main system rely on that underused councilor job:
RZNDDn9.jpg

Similar to the court chaplain's job to find heretics/cultists, the suppress revolts job of the marshal will look for criminals in "your" entire realm (not your liege or liegeliege) alongside trying to remove criminal modifiers and territories at his location and neighboring provinces. Since I doubt AIs will use it the councilor properly, it will also work with the train levy job for AIs rulers, but at a reduced effectiveness.

There are 5 tiers of criminals:
Suspicious, like vanilla it is only visible to you, it is hard to catch this criminal.
Highly Suspicious, visible to everybody, easier to catch than suspicious.
Known Criminal, visible to everybody, easiest to catch.
Notorious Criminal, visible to everybody, hardest to catch.
Innocent, has no suspicious level at all, caught by bad marshals.

So even if the chances to catch a criminal is stated to be 100%, he may get nothing if the criminals are only suspicious when the event pop. Known Criminal are easily caught however, they should go in hiding to lower the catch rate and increase the ticking down of their suspiciousness level. Notorious ones are like robin hoods, everybody known them, but they elude everybody.
 
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wondering how much of the mod you have completed. For example the front pages todo list. How much has been incorporated versus your plans to add it? Or is the mod nearly complete in its current state and the first post is just outdated?

Possible Future Content:

-More trade related events.
-More Quests.
-Add hints toward good choices in events.
-Add apprentice flavor.
-Add warehouse flavor.

Quests/missions ideas:
-Stealing from another member.
-Help an unskilled member.
-Pick the business focus.

Same question for the Orders

Current Mission and Plans:
-Train a fellow member. An event chain to help a member who requested training.
-Help someone in a war. Get involved in a third party war, by either giving money, troops or joining directly.
-Duel a target. HO will hunt demon worshipers and cultists while HG will hunt bounties.
-Pick the right focus. Up to the society condition you can be asked to pick a specific focus.
-(Plan) Temporarily follow a monk life. HO only, will receive negative modifier for a while when accepted.
-(Plan) Acquire a weapon artifact. Get any weapon.