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@UrsusAtlanticus
It was something else. I had copied over the Holy Order's focus mission and tweaked it for the Fighters Guilds. But most of the Holy Orders missions are given and ended with the Grand Master (who cannot be a player usually), while the Fighters Guilds use random members. Here, the mission didn't work correctly as it trying to interact with the grand master (champion) who isn't supposed to be you, so it was impossible to finish if you were the champion.
 
At the pace I am going, I'll probably try to release the Great Trade League update alongside Holy Fury, to fix any issue it could create. This update is probably going to be the last non-tweaks/bugfixes one for that society. It is getting fairly full compared to other societies and I want to focus on polishing the chivalry and progressing on the thieves ones.

The major points so far:
Resource system - Done, just need a decision picture.
Cartographer - Job pictures missing Done
Rules - Done
Apprentice flavor events - Need localization Done
Warehouse overhaul into buildings - Done
Artisans - Need to add the recipes list and the book/pottery craft Done
Business focus mission - Not started Done
Send a caravan mission - Done
and plenty of balance/QoL stuff.
Edit: Most of the planned features are done. Will need plenty of tweaking and testing now.


So far, the rules allow to enable/disable Trade Master / Trade War / Resources. Anything else you guys would want?
And the cartographer can show resources and possible provinces to receive your caravans (removed the revolt decision faking it). Is there anything I could add here? LordPeter added prosperity/terrain to his example, but I do not see the usefulness for my society.

Edit: Here are the 3 cartographer job actions (used existing icons, I'm getting lazy):
Stand-by / Trade Goods / Resources
XumqohG.jpg

Stand-by is simply to remove the "councilor as no job" notification. It doesn't grant any bonus like all of the cartographer jobs. The Map mode seen is the Trade Goods one.
-Green mean it have goods shipments and can receive a caravan.
-Yellow mean that there is a caravan, so it cannot receive another one for now.
-Red mean that it have goods and thus can receive a caravan, but there is also highway men or a war so the failure chances are higher.
 
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The Great Trade League - Traders Fury update
2oczUdo.png
And here is the Great Trade League Holy Fury update, alongside the big update I've been working of for a while.

A little explanation of the resources system (which are seen with one of the cartographer council job).
Everybody count and above can search for resources. One per demesne provinces. It is a long and expensive quest chain with a random result (that can be rerolled if you do not like it, but you'll need to keep searching for a while). The terrain type, river/coast, nomads, silk/gold trade route... influence the end result, the rarest is of course the best.
After finishing the event chain, it make the province give its owner either money or a trade good (if member of the league) every ~2 years. Most of the times it will is just give its due, sometimes it require more spending from you if you want it, or prevent it from disappearing completely. Nomads can only receive the reward from their capital, but they can move a meat/wool/hide/ivory resource to their capital from an empty province.

So, will you take the bet and try to find a gold mine in your demesne... or attack your neighbor to steal his' province that has one?

1.6
==New features
- Holy Fury compatibility.
- The Cartographer -
-- A now Councillor position for your courtiers, doesn't grant any bonuses.
-- Can show the location the goods shipments/caravans, replacing the decision.
-- Can show the location of the natural resources.
- Resources system -
-- At start-up, several provinces will already have a resource in them.
-- The cartographer can show you the resource given to the owner by each provinces.
-- A new decision is available to every characters above baron rank to search for resources in their demesne provinces.
-- At the end of a long and expensive event chain, the province will receive a random resource based the terrain type/water access/trade route/nomadic. You can refuse it and keep searching for something else.
-- Members of the Great Trade League will receives goods, non-members will receive money, periodically.
-- Nomads will only receive the resource in their capital, those in empty provinces will be dormant. They can use a title decision on one empty province with meat/wool/hide/ivory to bring that resource to their capital.
- Rules -
-- Trade Masters are now enabled/disabled with a rule.
-- Trade Wars can now be enabled/disabled with a rule.
-- The Resources System can be enabled/disabled with a rule.
- Added a Bloodline, it require doing most of this mod's features on a single character.
- You can now attempt to buy goods from other characters. The chances of success depend on your offer, trader traits difference, Great Trade League rank difference and opinion.
- New mission to pick the business focus.
- New mission to send a caravan.

==Changes and Balances
- Apprentices now have some random flavor events that allow you to teach/remove their traits and the minor title is no longer limited to people with a stewardship education.
- Refusing to participate at the beginning of a Trade War will prevent you from getting the final event and the reward/penalty linked to it.
- Gave the society influence some "good" and "bad" years so it is less stable.
- Changed the cost of becoming a republic, but your liege may interfere. It may demand a bribe, declare you a traitor or give a claim to your republic's capital to some vassals.
- Added an option to the market events, that are not the buy/sell one, to ignore it and go to the regular buy or sell event.
- Lowered the chances of getting the the regular buy or sell event at the market first.
- Removed the 1-5 days delay between events when buying/selling.
- AIs will attempt to sell their goods more often if they have a lot of them.
- Lowered the society currency generation for Guild Masters.
- There won't be any kings/emperors in the society at the start.
- Capped the gold request from the Center of Trade.
- Added tax and trade value to the Center of Trade.
- Added an option to the center of trade maintenance event that appear if you do not have enough high quality goods to pay. It only tell you what goods are considered high quality, using it will do the same as not paying.
- Added a notification if the intruding thief steal your goods.
- Holo's artifacts are now equitable on the neck slot.
- Made Holo's rare one time per game event player only, as it should have been. Perhaps people will get to see it now.
- Sending caravans to province at war or with a Highways Robber Bands is riskier.
- Caravans now take longer to return the further away they are sent.
- Added goods descriptions on the crafting and investment events.
- Artisans Changes -
-- People with Jade Dragon can now craft weapons and royal jewelry with the artisans. (it was only for those with Monks and Mystics)
-- The artisans option to craft a weapon or ceremonial tool also give a Crate of Weapons and Armor, the option to create a Crate now give an armor artifact too.
-- A new event was added to the artisans crafting list, allowing to craft pottery and book. Making everything that isn't from the resource system craftable.
-- I have added all the recipes to the decision's tooltip.
- Warehouse Changes -
-- The warehouses are now buildings in your capital, no more dragons will swoop in and steal them, there is 3 levels:
--- Level 1 = The rented warehouse, with a negative income.
--- Level 2 = The regular warehouse warehouse, cancel the negative income.
--- Level 3 = The rented warehouse, small garrison bonus but a bigger negative income.
-- The higher the level, the more protection, as with the previous warehouse.
-- They can be destroyed by sieges, level 3 warehouse are less likely to be destroyed.
-- Added an intrigue decision to let you downgrade it from 3 to 2 if you want to save the taxes.
-- Added an intrigue and holding decision to destroy rented warehouses.
-- The max level warehouses that gave attribute points are now "decoration" for the warehouse, those can be still stolen and sold like before. Their attribute points are only active if your capital has a warehouse building.
-- As there were no stewardship dedicated warehouse artifact, a new warehouse decoration artifact now exist, which can be bought with assets.
-- The 4 non-stewardship decorations must be equipped to be active and only one may be active. The stewardship one require no equipping but you need to be a member of the society to activate it.

==Bugfixes and Optimization
- Your Trade Master won't give you their debt if they lose the title.
- Replaced the "doesn't have the trait incapable" or "is not a prisoner" with my own variant of "is_inaccessible_or_incapable_guilds_trigger = yes" to avoid issues with mods who doesn't have the default one.
- Gave the AI a single decision to spend trade goods, so it does not check all of their provinces every few months for every single goods.
- Referenced to the proper target for the localization when completing the "Get an apprentice" mission by appointing a courtier.
- Finally found where that "count" error was.
- Fixed the scaled caravan cost tooltip.
- More spellcheckings thanks to fco8.
- Found out why society influence was hell to balance. Paradox force extra influence with an on_action when a mission is cleared (despite influence already being added by the event itself) and I cannot really stop it. Added a modifier to that same on_action to counter it.

I'll update Cultural Bonuses next, I want to make all of these animal bonuses! Then it will be a checkup of the sufis. And I am keeping the big chivalry job for last.
 
Question: does this update work with 2.8.3? I'm keeping a separate copy of the game to keep running CK2+ until its eventual update.

EDIT: And a minor note, I think you've not updated The Orders of Chivalry to 1.1.7 in this forum.
 
@UrsusAtlanticus
The orders of chivalry is not updated yet, nor was the sufi school.

Sufi are next, then chivalry. Chivalry will probably take a day or two minimum due to paradox's changes.

All future update follow the latest patch, so no. If you want me to upload the previous version that worked with 2.8.3, I have a back up, but it won't have any of my new features.
 
The orders of chivalry is not updated yet, nor was the sufi school..
I'm not sure if I'm missing something, but I'm referring to a previous update, uploaded on Steam on 9 November, the first post here on Paradox forum says:
The Orders of Chivalry - v1.1.6 for Jade Dragon - 20 October 2018 release
while on Steam the changelog says
Update: 9 Nov @ 4:52am
1.1.7
==Bugfixes and optimization
- Created my own version of is_inaccessible_or_incapable_trigger, as not all mods that overwrite the vanilla triggers updated their list to include this new trigger.
All future update follow the latest patch, so no. If you want me to upload the previous version that worked with 2.8.3, I have a back up, but it won't have any of my new features.
Thanks for the kind offer but I'm fine, I keep the mods manually updated so I still have the previous version installed. It was probably silly from me to ask for backward compatibility, but it never hurts to ask, I suppose.
 
@UrsusAtlanticus
Oh, my bad, I guess it is getting quite late.
I've either totally forgotten it, or though it could wait until Holy Fury. Nobody here complained about this bug that only affected overhauls that didn't copy the newest (back then) triggers to their files. Ck2plus and HIP are fine, that update doesn't affect them so your game is not affected.

It never hurt to ask indeed, if I had finished before holy fury there could have been an older version but I was rushing to finish it in time so I could sync the release. But I've included bloodlines and new commands in my mod, so it would probably not work properly in older version.
 
@Ziegler
Sure, give me a minute.

Edit: Done.
 
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The Sufi Schools - Sufi Fury
The Sufi's School is updated, some events changes, but not much.

1.1
==New features
- Holy Fury Update
==Changes and Balances
- The influence bars of the societies are now hidden.
- Added the changes paradox made to their events, mostly about saints and books.
==Bugfixes and optimization
- Fixed the description for the "build a mosque" mission.

And now the big job, the Orders of Chivalry is not broken, but is still touched by a lot of small features. The warrior's lodge are a bit too close to comfort on some powers (like hire a commander with special command traits), but my mod should be safe from "remove X that is now too close to paid content" I hope. The lodges also seem to be able to challenge each others (entire lodge vs another lodge), I'll have to make sure that what I am planning for my Fighters' Guilds tournaments between each others isn't too similar.

But all of that can wait, I only focus on making these mods work well with Holy Fury. Extra content can wait for after I've played Holy Fury a bit myself! The chivalry mod should be ready on the 16th.

And here are the 2 logo for the new holy orders:
QqtMT4x.png

-The Myrmidons is based on the landed title picture.
-The Dralha's Children was... painful. I honestly spent 2 hours searching and reading about Bon/Dralha in both french and english with no good idea for the logo about Dralha. All I could find were descriptions of the characters/gods and indian style painting of flying armored godmen on horse. All indian orders were a pain to make, they seem to only make massively detailed paintings/statues of people, nothing small and simple. I ended up just making the religion logo as they have no Monastic order that use it.
(I feel like THE is wrong for "The Dralha's Children", but it would be the only society without it)
 
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And now the big job, the Orders of Chivalry is not broken, but is still touched by a lot of small features. The warrior's lodge are a bit too close to comfort on some powers (like hire a commander with special command traits), but my mod should be safe from "remove X that is now too close to paid content" I hope. The lodges also seem to be able to challenge each others (entire lodge vs another lodge), I'll have to make sure that what I am planning for my Fighters' Guilds tournaments between each others isn't too similar.

Well your mod could be an "extension" of the warrior lodges which extends them to not only pagans (even though we all know you came up with the idea in the first place <.<), but also Christians, etc. Just slapping the required DLC "Holy Fury" should allow you to get around that without any troubles with Paradox I believe.
 
And the patch is ready for the Orders of Chivalry

1.2
==New features
- Holy Fury Update
- The Myrmidons holy order has a society.
- The Children of Dralha holy order has a society.

==Changes and Balances
- The Livonian Order can now be joined by catholics. Catholic options are getting crowded...
- The Teutonic Order society work with its kingdom level title.
- Multiplied the combat rating by 10 times across events, traits and modifiers.
- I have increased the 4 fighter traits combat modifiers to 5-10-15-20 for now. Will match HIP's numbers when they release something.
- Added the duel experience modifier to my duel system, but due to how common they (my duels) are, I've set it increase much slower than the warrior's lodge for now.
- Changed my Holy Order governments to have Paradox's Order rules and borders/picture. Removed my pagan/muslim/indian order governments icons as they are now irrelevant.
- Changed my Mercenary government picture and some of its rules.
- Becoming a Holy Order turn all of your vassal into holy order government like vanilla does, I think. Will need further testing and balancing.
- Tweaked how the game distribute my governments.
- Made the "help in a war" missions look for wars that are not about to end.
- Added a two years cooldown to the powers to call armies.

==Bugfixes and optimization
- Changed the 3 scripted effect of 55 else_if each for 2 trigger switchs.

They should all be in working order now. Some possible features missing, but they'll be added later after I have played a bit with Holy Fury.
Future changes include: Rebalancing the duel experience given by my duels, adding a bloodline for champions who defend their title for a long time, looking at the moddable elective system for my holy orders/mercenaries governments, adding the new traits in my events and so on.

There is also the issue of the catholic holy orders, there is 6 of them now and they take a full page to list them in the menu if they all exist. It is a bit redundant. I was thinking of hiding some based on the characters' cultures, but then since some appears/disappears, you could end up with none at all. So I would need a dynamic system that hide/show them based on culture and which society is active.
Like for example:
The Hospitaller are activated in the first wave and never disappear. They would be the default one.
The Templar are activated next and can disappear in some bookmark. Latins characters would see this one instead of the Hospitaller if it exist.
The Teutonic are next. N/W Germans, Slaves, Fino and Balt would join this one instead of the Hospitaller if it exist.
The Livonian is not there for long, Fino and Balts would join this one instead of the Teuton if it exist.
Then we have Santiago/Calatrava, who both appear close, are both Iberian and never disappear... Not sure how to split them.

Or perhaps some kind of distance check to their capital. Only show the closest one?...

I'll think about it, menu clutter ain't that major, if someone have an idea on how to diversify all of them without making tons of flavors event for one society I am all hear.
 
@Maal
You might be able to find the triggers needed to declutter the Societies windows in the 02_scripted_triggers_warrior_lodges file. It seems the pagan ones function to only show to their specific religion no matter what, but non-religious members can see them too if neighboring or vassalizing one who meets the criteria.

Not seeing a reason why the Vassal/Neighbor relation wouldn't also work for Cultures like you said. Also this was a realy quick look but it seems there is also a trigger meant to track societies in need of members. Might be able to co-opt the idea as a way for Holy Orders to open recruitment to Non-culture potentials, that way you could have the specific cultural HO always available, and any in need of more showing.

Might also be able to hide them using the flag:
has_character_flag = society_join_block
since one can't join a society if you're in one. Downside to this is not seeing it at all in the window, but if one made a custom flag triggered by the the intrigue menu as a toggle to show them or not that might allow for the flexibilty to clutter/declutter at will.
 
Has Warriors Lodge's feature already been included in chivalric orders after Holy Fury update? If not, I would like to see them included and vice versa :)
 
You may find it difficult to have them show up based on distance, since most of them will be unlanded so their origin point will keep jumping to where they're currently hired.
Perhaps have them show up only if the player meets the requirements to join? And once the player joins one the others get hidden.
 
@rebal85
Well, they are all catholic holy orders, only visible to Catholics, like all of the holy orders are only visible to their own religion (there is nearly 60 societies in this mod, it would be hell otherwise!). The issue is that it flood the catholic society list! Hiding them all while you are a member help, but you'll be out more often than in, so it won't fix the issue.

Technically, the way me and Paradox did it, is that humans can always join the societies, even if it is full. Only the AI is limited by the set number of members. So hiding the full ones (they rarely fill that much to begin with I feel like) wouldn't be the best solution I believe.

The toggle in the intrigue menu is a simple idea, but it is sort of un-intuitive/out of the way, so I will save that as last resort.

Sorry if I misunderstood some of your points. English is not my first language and for some reason I had a hard time understanding your post in particular.

@Auirus
Unlanded holy orders have a "set capital" even if still unlanded, the Templar is in Orlean for example. I believe I could refer to that capital and not to the grand master.
About meeting the requirement to join. They have a LOT of requirements, hiding it would make finding what you are missing hard I think lol.

@famaouz
You mean like... merging them? That's heresy!
 
@rebal85
Well, they are all catholic holy orders, only visible to Catholics, like all of the holy orders are only visible to their own religion (there is nearly 60 societies in this mod, it would be hell otherwise!). The issue is that it flood the catholic society list! Hiding them all while you are a member help, but you'll be out more often than in, so it won't fix the issue.

No worries, I was thinking of using the same basic triggers that the societies have based on religion and switching it to cultures instead. Thus instead of the society showing based on being Christian, it showed based on being French/Frankish.

PDX Example Using religious triggers below:

OR = {
#You have neighbors, etc, of the correct religion...
any_vassal = { religion_openly_norse_or_reformed_trigger = yes }
any_liege = { religion_openly_norse_or_reformed_trigger = yes }
any_neighbor_independent_ruler = { religion_openly_norse_or_reformed_trigger = yes }
}

By replacing the *religion_openly_norse_or_referomed_trigger = yes* with something equivalent to *culture_suited_to_order*

Example here could be the *culture_suited_to_tuetonics* which could accept Catholics who are also of the Central_German, Baltic, North_Germanic culture_group. Thus Tuetonic order would only show for those AI and Players. That way a player in the West_German (IE the English) would not see the Tuetonic order as a group to join, unless the prior example for Neighbor/Vassal/Liege was also part of the Show.

This isn't even something that would need to be added to the can_join_society or potential, as the checks there are simply for religion and what it seems you want here is a simple filter of possibilities.


So just a basic mock up for what it might look like in chivarly_society:
show_society = {
has_holyorder_societies_religion_catholic = yes
OR = {
culture_suited_to_tuetonics = yes
any_vassal = { culture_suited_to_tuetonics = yes }
any_liege = { culture_suited_to_tuetonics = yes }
any_neighbor_independent_ruler = { culture_suited_to_tuetonics = yes }
}
}


Sorry if any of this is something you've already thought of, or isn't helpful.