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The Great Trade League - Wise Wolf update
  • An update for the Great Trade League is finally here! Several small changes and tweaks alongside one long and rare quest chain!
    hCOUOtV.png
    1.4
    ==New features
    - Added a rare event chain to the "Go Shopping" decision about a certain female novel/anime character.
    - Added sound effects to decisions that show/hide my decisions.

    ==Changes and Balances
    - People with 20 stewardship or more can join regardless of their education.
    - There is now more rank 2 than rank 1 when the game start.
    - Rank 1 (peddlers) AI will rank to up faster to avoid a shortage or shipments in provinces.
    - Reduced the duration of the modifiers about your levy guarding a caravan and the tax bonus it give to its destination.
    - When receiving goods from caravans, the potential bonuses of the goods will be shown on the events' tooltips.
    - When going to sell in the market, if an option would do nothing it is now hidden.
    - Can only gift trade goods to members of the Great Trade League.
    - You can now build the warehouse even if you do not have the mission, however it will cost some assets.
    - The decision to build a warehouse is no longer High Priority.
    - The ai will no longer try to build a warehouse only to not build one.
    - The Center of Trade creation now have a minimum and maximum cost.
    - The Center of Trade's tooltip was changed to tell that it is giving goods and shipments.
    - The membership map now have a minimum and maximum cost.
    - The membership map is now named Trade Routes map, and will show provinces with shipments instead of members.
    - Most decisions cannot be taken if in Hiding, in Seclusion, or out traveling.
    - Increased the Trade Master title opinion bonus, making them like you more and less likely to leave.
    - Apprentices cannot be Trade Masters.
    - Councillors can now be Trade Masters.

    ==Bugfixes and optimization
    - Sending a caravan while your levy is away guarding it will not refresh the negative levy modifier duration.
    - AIs will use a custom decision for their caravans so they doesn't check every counties in the world every year.
    - Increased the ai_check_interval for all goods investments into provinces. Will do a custom decision like the caravan for AI later.
    - Owning both Gold and Silver will properly let you contact artisans.
    - Cannot have 2 warehouses artifact of the same type anymore, if extra warehouse artifacts are looted, the worst one will instantly be sold.
    - The ai will no longer try to build a warehouse only to not build one.
    - In case the AI really want 2 bad warehouses, an extra event at the load/start of a game will destroy one.
    - Apprentices will lose their apprenticeship when their master dies.
    - AI will no longer set a trade master if you disabled the minor title.
    - An event will now clear the old flags of the delivery mission if it was cancelled.


    1.4.1
    ==Bugfixes and optimization
    - Corrected to path to the society's ranks pictures.
    - Crafting a weapon of tier 1 or 2 should now work, paradox had renamed them.
    - The warehouse looting event during a siege is now actually being called.
    - Corrected my portrait's LUA.
    - The extra warehouse cleaning event will trigger only if the AI has a warehouse.
    - Removed an old unused scripted trigger.

    Upload is both on steam and in the first post.
     
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    The Great Trade League - Trade War update
  • The new update, featuring some graphical updates and changes to the influence system, is out!

    Updating the mod mid-game will most likely trigger a trade war very early, as the influence will be way way too high and won't balance itself to the new system before 10+ years. Good chance to try it out I guess!

    1.5
    ==New features
    - Reworked the Influence system of the society, it now has a purpose.
    -- It will try to balance itself around 50-60%.
    -- It affect the cost of several decisions, the higher the cheaper.
    -- AIs are more likely to join the society if it is high.
    -- If it stay high for too long, a world wide event may happen where society members and outsiders will fight a trade war to lower it.
    - New power for rank 3 and above. They can now clear their debts (to the great trade league) and set their wealth to 0 from negative once per lifetime, but it'll lower the society's influence.
    - New background picture and portrait circle for the society.
    - Added a targeted decisions to give all of your trade goods to your trade master.
    - Targeted decisions for the trade master now have littles coins stacks in their names to make them easier to see.
    - Reduced the duration of the opinion penalty for demanding money from your trade master.

    ==Changes and Balances
    - The decision to buy stalls and caravans can be used to also sell them at half price.
    - Added wealth caps to the events that let you improve a caravan.
    - Sending Caravans, Taking Loans, Going to Shop, Setting Stalls costs are now affected by the society's influence.
    - Any children can now become an apprentice, not just yours.

    ==Bugfixes and optimization
    - Corrected some typos.
    - Added some safeguards to prevents the delivery decision from locking itself.
    - Selling the warehouse won't give the gold from both an upgraded and normal warehouse.
    - You won't inherit your own goods and lose all of your money when you die and become your trade master heir.
    [/spoilers]
     
    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.
     
    The Great Trade League # Latest Patch Notes
  • On the muslim side, I assume content mean sitting on your ass going nothing productive.
    Sufist are tranquil people on a religious quest, content suit them in my book and it is also a devotion gain for the indian monastic orders. I'll take a look at the decadence code later, but there won't be any simple solution lol. It will be to either ignore it (the sufi societies do remove decadence over time) or remove the content trait from the society.

    Being quite lazy myself these days, I haven't updated the Great Trade League on the forum yet. I should get to that. The steam version is updated with what I hope will fix these councilors issues.

    Edit: And it is updated.
    1.6.5
    ==Changes and Balances
    - Nerfed the trade goods' modifiers to building cost and speed.

    ==Bugfixes and Optimization
    - Fixed some missing brackets which broke some events.
    - More attempts at fixing the cartographer.
    -- It is back at using no attribute at all to avoid it doing random jobs of the other councilors or use their title name.
    -- Added an event that forces AI to pick councilors every year, as they barely ever did with the cartographer enabled.
     
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    The Orders Of Chivalry - The beginning
  • As I tweak around the holy orders, I'm starting to think that my mod will need 2 types of societies.

    Those that appear at the same time as each holy orders, with a duel/war/religion focus.
    and
    Some that are broader and simpler, not linked to a holy order and thus without the religious events and flavor.

    Most religions have no holy order at the start, if ever. Which would limit who have access to their society. So I'm thinking of making a few (4 or 5) societies available to anyone in a given religious group (maybe give Zoros and Jews access to one of the other group society, they are so few). These would have small requirement to joins, but much less flavor as they won't have access to the religious stuff.

    Any cool or historical names ideas for these non holy order societies?
    The Round Table for christian
    The Ring of Honor for pagan
    The Sons of the Sand for muslim
    Drawing a blank here for india, most of the idea I get are mostly about Hindu, leaving the Buddhist and Jain out.
     
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    The Orders of Chivalry - Steam Release
  • Annnnd here it is. Finally.
    I believe that it is ready enough for the steam release. That place is usually a warzone of uninformed or illiterate people. Let's see how bad or well it will go!

    I consider the mod now "Out of Trial" and shouldn't change anything that could break saves (technically anyways).

    The download link can be found in the first post, and on steam.

    1.0
    ==New features
    - Steam initial upload.
    - Added 3 new fighters guilds, can be spawned using the rule system. They are mostly for total conversion mods.
    -- The Warriors Guild is like the current fighters guilds, but without cultural requirement.
    -- The Berserkers are high risk high reward fighters guilds.
    -- The Amazons are a fighters guilds only for women.
    - Added an assignable holy order society. Use a decision on the Grand Master of a society-less holy order to grant it.
    - Added flavor to the event windows.
    - Most holy order societies ranks have new names.

    ==Changes and Balances
    - Changes in the rules. Now when using total conversion mods, use the "Non European Map" and the "No holy order" rules.
    - Rank 3 of holy orders now have an extra martial.
    - Rank 2 of fighters guilds have extra prestige and sex appeal
    - Rank 3 of fighters guilds have move extra prestige and sex appeal
    - Rank 4 of fighters guilds have even move extra prestige and sex appeal alongside +1 combat rating.
    - Courtiers of mercenaries can join a fighters guild despite not being commanders.
    - Characters of the israelite culture group will join the Sandpit instead of the Round Table fighters guild.
    - Gave the Guardians of the Temple their own option when joining the order.
    - AI Women, since they cannot be commander, have alternate joining requirements for Fighters Guilds.
    - When a member of a fighters guild use the power to recruit a commander, there is 30% chance of it being a female, 100% if member of the Amazons.
    - Made the blood on the side-banner of the fighters guilds' window red-er.
    - Rebalanced the rewards for the missions and powers.
    - Counts can now create a mercenary/holy order ducal title if they are independent or under a king/emperor liege.
    - The further away your client is, the less harsh the penalty for refusing to be hired is. But the penalty can be worst than before if he's very close.
    - Increased the gold rewards received while hired.
    - The mission and power to train with fellow member has received a small quality of life improvement.
    -- Trainers, if they are good enough, will receive tips on which options have the most success chances as colored borders for the options.
    -- Trainees have a random chances based on their traits to notice the right option.
    -- The AI can still be dumb and do everything it can to not learn.

    ==Bugfixes and optimization
    - Optimized and made the event for the yearly/final payments of your mercenary band/holy order more accurate.
    - Tweaked the mercenary band/holy order laws requirements to change.
    - Holy orders will properly start in the "Rule of Faith" militarization law instead of neutral.
    - Hired commanders will receive the proper opinion boost when replacing another commander.
    - Traits descriptions now have the proper gender.
    - AI will attempts to create arenas less often.
    - More spellchecking done by Fco8.
    - Swapped "do not have the incapable trait" for "is_incapable = no". To prevent some issues with other traits like bedridden rulers, dragons or ruins from joining a society.

    I still have many ideas for both this and the Great Trade League, but I want to start the thieves societies so I can also work on my mods interactions with each others.
     
    The Orders of Chivalry - Bounty Hunting Update
  • Another small update for the Orders of Chivalry, I was hoping that my spellchecker would have finished the Great Trade League's update before this, but oh well.

    Mostly small fixes, the biggest changes is a overhaul of the "mercenary/holyorder" payment system and a bounty board for Fighters to manually pick bounties.

    1.0.2
    ==New features
    - Bounty Board, a new decision for Fighters Guilds members. It will offer possible bounty targets to hunt, if any are available in the realm.

    ==Changes and Balances
    - Added a flag for Elder Kings to ignore the education traits for my Fighters Guilds.
    - AIs will challenges humans less often and never while they are leading a flank in battle. AI commanders wont get dueled while leading troops.
    - When being hired as mercenary, you can trade half of the initial payment for a temporary fleet.
    - Changed the mercenary pay system, you will now receive a set amount of gold at the end of each battles/sieges instead of yearly event.
    - The gold you will receive is now written on the mobilization laws description.
    - The tax penalty from the mobilization law is now smaller as -90% tax is not a good trade for +90% levy.
    - Removed the delay on rank-up duels to avoid weirdness in these few days.
    - Killing a relative while bounty hunting will give you a kinslayer trait.
    - The Emperor of China won't accept skulls and broken weapons as gift.

    ==Bugfixes and optimization
    - Removed flag that made the training mission too common.
    - More spellchecking.
     
    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.
     
    The Orders of Chivalry - Knights Fury Update
  • zy3wthi.png

    And here is the bigger, more in-debt update to the Orders of Chivalry. A lot of traits/tweak to society currency, changes to the duel system, a bloodline and strong-arming holy orders members into crusades.

    1.2.1
    ==New features
    - Localized Wounds
    -- All duels now have wounds on specific parts of the body. The head, torso, dominant hand, non-dominant hand and the legs.
    -- All attack options will show your foe's overall physical condition and all defense option yours.
    -- All attacks will more easily target certain body parts, all hits will give minor wounds (bruises).
    -- If a body part get too many bruises, it will turn into a more serious wound and you'll receive the wounded trait.
    -- Any body parts with a serious wound can be maimed. A maimed dominant hand (one-handed trait) for a lefthanded character will remove lefthanded. Black eye into one-eyed into blinded. Etc.
    -- Pregnancy can become more difficult if hit in the torso while pregnant.
    - Get into Shape
    -- New rank 1 power for both Holy Orders and Fighters' Guilds.
    -- Will balance your fat/malnourished traits, will most likely require several uses to lose them.
    -- If you keep using it despite not being fat/malnourished, you'll get a positive temporary modifier eventually. Keep on training to refresh it while avoiding growing close to fat/malnourished.
    - Grand Champion bloodline
    -- Champions who protect their title successfully 10 times in a row will get a bloodline. It give prestige, combat rating, sex appeal and allow people to by-pass some of the Fighters' Guilds' requirements.
    - Holy Duty
    -- Members of a holy order society or those who became a holy order will receive calls to join/pledge to crusade involving their faith if they haven't yet.
    -- It support both the old and new crusade system, you'll either pledge to join the offence/defence (you cannot unpledge), or directly join the war for the old system.
    -- Refusing will kick you out of the society, if you are not part of a holy order society but are a holy order, it will be transformed into a mercenary title.
    -- This system doesn't include the northern crusades or the reconquistas yet.

    ==Changes and Balances
    - Holy Order societies now only require 10 martial if you are xealous, instead of 15.
    - Banned AI religious head from joining the societies.
    - Banned the new animals cultures from Holy Order societies, unless a lunatic pass the law. Using the animal kingdoms alternate start will allow animal everywhere.
    - Gave the Bon Holy Order, the Children of Dralha, monthly Fervor for the Kailash Guardian trait, their crusader-like trait.
    - Pagan Holy Orders who have the bloodthirsty reformation and the Aztecs Orders will gain Fervor for the bloodthirsty traits.
    - Holy Orders who received Fervor for the christian Crusader trait will also receive Fervor for the Crusader King and Queen traits.
    - Added the new scarred, sturdy and giant traits to the Fighters' Guilds Glory gain. Lowered the penalty of maimed traits.
    - Being being fat/malnourished give a Glory/Fervor penalty. Being in perfect shape give a bonus.
    - The War Focus now give Glory/Fervor if you do not have a martial education and the Theology Focus will give Fervor if you do not have a learning education. This is for helping people who join the societies despite not meeting the education requirement.
    - Champion now gain 5 glory per month instead of 10.
    - Lowered the over time penalties for resting/recovering champions. The values now also appear in the Glory tooltip on the society screen.
    - Lowered the penalty and gain of prestige and Glory/Fervor for duels.
    - Added prestige to the Berserkers' bonus.
    - When starting a new game, your selected character won't be in one of this mod's society anymore.
    - Added a tooltip_info_custom for when you are guessing the right option while being trained.
    - Gave my new holy orders goverment 6 extra commanders and reducing the mercenaries' commanders to 6. 10 extras just felt too many.
    - Heretics are now valid targets for the Holy Order hunting mission.
    - Thanks to the new preferred_limit, the game will try to avoid giving you duel against already wounded characters.
    - Most of the dueling events picture were changed. They are also modular, based on duel type, tribal, feudal and so on.
    - Added the *Skip the Duel Engine* option to bounties and warrior pilgrimages duels.
    - Made sure that the rewards of the bounties were based on the target's tier, and not the hunter's.
    - Imported more of the vanilla's duel experience and renown system into my duels. They might become timed at a later time if I find that they stack too high too easily.
    - When your fighter trait is rank 4, further increases will instead improve your "Duel Experience" instead of adding 1 martial.
    - AIs are less likely to surrender if they are sick.
    - In order to make dodge/counter/parry choice more interesting than simply the weight your traits have, they now affect the hit-chances of the attacks:
    -- Dodging increase the normal miss chances while decreasing the critical miss chances.
    -- Countering increase the critical miss chances while decreasing the normal miss chances.
    -- Parrying is the balanced option.

    ==Bugfixes and optimization
    - The chivalry_army_timer modifier is now hidden.
    - The holding decisions to set up tournaments are no longer hidden if incapable or prisoner.
    - Improved the "Place a Bounty" conditions tooltip.
    - The Herculeans' (ck2plus) description is no longer hidden in the french localization.
    - Reworked all of the events that make you join a war pick the specified war instead of any.

    Now to fix some more issues from the Great Trade League, like how cartographer hunt heretics despite not having that job available at all.

    @ChaoYang
    I do not think that this enter the scope of my mods. If you meant creating creatable warriors lodge for Catholics and such, there are issues with the missions/system that make it work only with pagans/tribals.
     
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    The Orders Of Chivalry - Jordarkelf's AGOT patch.
  • I really like this mod. Been working on adapting the Orders of Chivalry to the AGOT mod, and I want to share my progress. @Maal if you like it, you may put it in the main mod.

    The two pseudo-Holy Orders of the AGOT mod, the Warrior's Sons and the Poor Fellows, are added as societies so that members of it can do the same stuff e.g. the Templars can.

    The societies are created if the Faith Militant is restored in the mod (if the Iron Throne increases religious authority to medium) or it starts out existing (before Jahaerys or starting with King Tommen).
    If the societies exist but the orders do not, the current grandmasters of the societies will take the order titles. If there is no existing grandmaster a new order leader will be created who will also become the grandmaster.

    The Warrior's Sons functions close to a normal holy order with similar prerequisites as any other order, with a few AGOT specific exceptions.
    The Poor Fellows functions closer to a fighter's guild in that it does NOT allow knights or rulers, and can also include women to join. Priests (Septons) are also encouraged to join as per AGOT canon.

    I've also made some changes to the main mod, to make sure the AGOT orders work correctly. On top of that I've disabled the four fighting skill traits since AGOT already includes those and it would cause duplicates, and made some bugfixes where I spotted typos or other errors.

    To use this:
    -Download the Game of Thrones mod, The Orders of Chivalry (Workshop or Forum), and this mod "AGOT Orders of Chivalry"
    -Extract Chivalry_Steam_Game_of_Throne.mod or Chivalry_Forum_Game_of_Throne.mod from the OOC compatibility folder, depending on if you use the Workshop (Steam) or Forum version
    -Select all three mods in the launcher:
    *A Game of Thrones
    *The Orders of Chivalry GoT
    *AGOT Orders of Chivalry

    Required OOC game rules for AGOT:
    Fighters Guilds: Non European Map
    Holy Orders: None

    This mod is set with both AGOT and OOC as dependencies so it should overwrite both mods' files, making sure it's compatible.

    I've been using it for a couple of games now and I think it's bug-free. I'll be glad to hear any feedback, but of course feedback about the main mod mechanics should go to Maal.

    (Stealth edit: you can no longer get Valyrian Steel swords with this mod's combat, it was resulting in all canon swords being lost. The game rules now also default to AGOT compatible options.)
     

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    The Orders of Chivalry # Latest Patch Notes
  • And here is a small update to the Orders of Chivalry. Mostly quality of life stuff and some compatibility with Ancient Religions Reborn.
    1.2.2
    ==Changes and Balances
    - Modified the Fighter Traits to have HIP's new values.
    - Added a decision to cancel your request for military training.
    - Some of the Livonian Order ranks were renamed: Rank1 into Dienende Schwester/Brüder, Rank2 into Ritterschwester/Ritterbrüder, rank3 into Komtur.
    - Enabled the decision to destroy your merc/holy title (normaly only used with the true holy order rule) if you are somehow a king/emperor, so you can return to feudal.
    - The decision to Stop Resting is now not limited to members of the societies.
    - Incapable characters will be kicked from the Fighters Guilds.
    - Added a tooltip/power to the Holy Order societies rank 4 stating that only AI can/should be rank 4, to clear confusion.
    - The following holy order societies will be enabled when playing with Ancient Religions Reborn
    -- The Fianna
    -- The Red Dragon Knights
    -- The Anubis Guard
    -- The Horusian Guard
    -- The Sacred Band
    - Added flags so the special courtiers related to the demon spawn won't be witch hunted by Holy Orders as often.

    ==Bugfixes and optimization
    - Unused Lady-in-waiting trait is now hidden to avoid confusion.
    - Added a safeguard to stop bounty hunter from hunting you after you've cleared your bounty if you cleared it while they were on the way already.
    - Some localization changes to the societies requirements.
    - Unpluralized advice.
    - Updated Nova Monumenta Iaponiae Historica and Elder Kings compatibility files.
    I'll tweak the Sufi Schools next, mostly some safeguards for the Shia and Ibadi societies to prevent their extinction and something about that celibate trait.

    And since I've mentioned Ancient Religion Reborn, I've been doing some arts for him:
    WOFISji.png
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    fUAe3Pm.png
    Mostly for his new Warriors Lodges and Devil Cults societies. There is a few more to make.

    If there is any interest, I could also add to my mod the few Holy Order that ARR has over CK2plus (Knights of Saint Boudicca, Legio Hellenica, Men of Steel, Sickles, The Burning Blades)
     
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    The Sufi Schools - Trial
  • t9HFf80.png

    The Sufi Schools
    This is a relatively smaller mod.

    It is the monks/Indians monastic orders adapted for Islam. Same quests, same missions, same rewards. The traits and texts were changed of course, but in the end the experience will be pretty much the same as playing a regular monastic order. It use the Jain/Buddhist rank up system instead of the Hindu/Christian one.

    There is 2 notable differences
    :
    - Reaching rank 4 will give you the option to earn the mystic trait if you have no lifestyle yet.
    - Muslim rulers can force their decadent courtiers into a Sufi order for a small gold donation to the order, even if they aren't in an order themselves. The regular effect that purify the members will often remove decadent.

    The 3 orders are:
    The Mevlevi, for the Sunnis.
    The Safaviyya, for the Shiites.
    The Rifa`i, for the Ibadis.
    Heretics should be able to join if they become the main religion, but the orders will most likely be in turmoil as members get kicked right and left for heresy.

    I do not really have any plans to expand this unless Paradox expand the other ones. Perhaps randomly give a Strong claim on a Persian and/or Shiite Kingdom to a rank 4 member of the Safaviyya if their influence get really high? A dancer trait for Mevlevi?

    Thanks to @Enriador for helping me along the way.

    So, this is a "trial-release". Everything should be fine. But there might be a missing localization or flag here and there. Just tell me while I keep testing and I'll fix it for the "true release", but nothing should be game breaking right now. I it should also be safe to use on on-going saves but they'll take a few years to fill up.
     
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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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    The Sufi Schools # Latest Patch Notes
  • And now the small update for the Sufi Schools is uploaded here, but not on the Steam Workshop. This update add a trait and it could mess up people's saves with the automatic update of steam. I'll upload it there when Paradox's "wonders" update is released if it ain't too far, else I'll just do it in a few weeks.
    1.2
    ==Changes and Balances
    - Increased the odds of Ibadi and Shiite characters joining their societies.
    - Added an AI only decision for Rank 4 Ibadi and Shiite that will create random members for the society if it is too small.
    - Each society now has a decision that pious counts and above can use to "recreate" empty societies anhd fill them with members.
    - The decision to add/remove the Celibate trait was changed to a Zahid trait. Compared to Celibate:
    -- It only has a -30% fertility modifier instead of -1000%, but it also has a -10% national tax modifier.
    -- It trade the +5 christian church opinion for +5 toward all muslims. The +1 monthly piety is untouched.
    -- The decision to remove the new trait is available to all characters with the trait, but to receive it you need to be in the societies.
    -- All references/instances to the celibate trait in events are replaced with the new Zahid trait.
    ==Bugfixes and optimization
    - The "build a mosque" mission should properly complete itself.

    Next I'll do a check-up/bugfix on the Great Trade League.