This mod is a set of nearly identical societies aimed at making empires more flavorful and interesting. When established the society can only be seen and joined by members of that empire, but they impact the entire realm regardless of any vassal's membership.
The Societies:
There are a total of 8 different types, split into 4 generic courts, and 4 unique courts.
Unique courts are either available on game start (can be configured with separate game rules) or created via decision later, they are:
Important note:
There are special decisions for forming certain empires if you are already an emperor and have a Imperial Court active. You MUST use these instead of the vanilla decisions, otherwise things will not behave correctly. The decisions will only appear if they are supposed to, so if nothing is there then you're fine.
General Info:
Ranks:
Imperial Courtier:
High Official:
Missions:
Probably the thing I worked on the most. Missions aren't just generic "build this" or "pay this", they all have quite a few events attached to them and their results vary with the assigned character's abilities and choices. I have more planned, but those will be for future updates.
Compatibility and DLC:
Credits:
Hart: Society artwork and sound editing for new society music.
Additional music credits can be found in the mod files.
Special thanks to Farabi for all his help with fixing and improving the localisation files.
Misc:
There will probably be bugs in the first couple of versions, please report them below and I'll have a look. Suggestions are always welcome.
Steam Workshop Link
The Societies:
There are a total of 8 different types, split into 4 generic courts, and 4 unique courts.
Unique courts are either available on game start (can be configured with separate game rules) or created via decision later, they are:
- Imperial Court of the Byzantine Empire
- Imperial Court of the Holy Roman Empire
- Imperial Court of the Arabian Empire
- Imperial Court of the Roman Empire
- Christian and Jewish Courts
- Muslim and Zoroastrian Courts
- Pagan Courts
- Eastern Courts
Important note:
There are special decisions for forming certain empires if you are already an emperor and have a Imperial Court active. You MUST use these instead of the vanilla decisions, otherwise things will not behave correctly. The decisions will only appear if they are supposed to, so if nothing is there then you're fine.
General Info:
- Society Influence pays a very big role here. Alongside other effects, an Imperial Court with dangerously high influence may decide to replace the current emperor with one of their own.
- Monthly society currency gains are tied directly to the current Emperor and what he approves/disapproves of. It can also be increased by other relevant conditions, such as being purple born in the Byzantine Empire, or baptised for Christians.
- The Emperor starts as the leader of the society, with the complete power to approve of promotions to rank 3 and mission assignment. Assigning missions will cost society currency and since that is the limiting factor, the emperor can assign Imperial Offices to rank 3 members to spread the administrative load.
- Imperial Offices can be assigned by giving the appropriate honorary titles. There are a total of 5 offices, each in charge of a different part of missions. Office names vary with the society's type.
- Imperial Regent: This is a very special office, the holder will lead the Imperial Court in place of the emperor. Granting him most of the society leader's powers. This can be used in order to join another society, or by AI emperors that decide to use it.
- Imperial Seneschal: Assigns Stewardship related missions.
- Imperial Marshal: Assigns Martial related missions and declares Imperial Conquests.
- Imperial Lawkeeper: Assigns Diplomacy and Learning related missions.
- Imperial Spymaster: Assigns Intrigue based missions.
Ranks:
Imperial Courtier:
- The lowest rank, holds very little power.
- Power: Can donate money in exchange for society currency, the effect becomes weaker the higher your rank.
- Power: Can visit the Imperial Capital which leads to various events and outcomes depending on the unique buildings in the capital.
- Dynamic name based on society type.
- Power: Can introduce their children to the Imperial Court, allowing them to join the society and bypass some requirements.
- Power: If the society's influence is high enough, can change a vice-royalty into a regular hereditary duchy.
High Official:
- Dynamic name based on society type.
- Cannot be assigned missions.
- Power: Can force a lower ranking member to owe them a favor.
- Power: Can choose one of three special lifestyle traits.
- Ability: Able to hold Imperial Offices, granting a unique power depending on office and the ability to assign relevant missions.
- Dynamic name based on society type.
- Powers can only be used by the actual Emperor, a regent cannot use them.
- Power: Can make a vassal relinquish all non-dejure titles, be it via vassals or personally held. The vassal cannot refuse if society influence is low. (tldr: fixes bordergore)
- Ability: Assigns all Imperial Offices
- Ability: Can initially assign all missions
Missions:
Probably the thing I worked on the most. Missions aren't just generic "build this" or "pay this", they all have quite a few events attached to them and their results vary with the assigned character's abilities and choices. I have more planned, but those will be for future updates.
- Generic:
- Undermine High Official: Given randomly by a rank 3 member targeting another rank 3 member they hate.
- Seneschal:
- Improve Imperial Capital: The only way to build the special capital buildings.
- Build Imperial Road: Builds an Imperial Road in a province increasing movement speed, supply, and trade.
- Marshal:
- Imperial Conquest: Declares an Imperial Conquest on a foreign duchy, assigning a member to lead an army provided by the Imperial Court(alongside the member's own army) to conquer the duchy.
- Organize Military Drill: Improves all attending characters' abilities.
- Distribute Levy Recompense: Lowers the raised levy opinion penalty for the emperor's vassals.
- Lawkeeper:
- Convert to Emperor's Culture: Pretty self explanatory.
- Organize Festival: Reduces revolt risk in the festival's location and surrounding provinces.
- Spymaster:
- Investigate Secret Religions: Reveals characters' secret religions and devil worshippers.
- Infiltrate Court: Spawns a courtier in a foreign realm that is highly loyal to the Imperial Court.
- Conclave is required. This is the only DLC you absolutely need, everything else just adds extras.
- You would need the relevant DLC to play as different religions.
- Legacy of Rome is needed for the Roman Court.
- Charlemagne is needed for Vice-Royalty power.
- Monks and Mystics is needed for Devil Worshippers to appear for a mission.
- Holy Fury unlocks some duel events.
- Vanilla Version: V3.1
- NOT savegame compatible
- NOT achievement compatible
- CK2+: Once it is out of Beta and provides a changelog
- HIP: HIP Release - Hotfix - 2019-04-23 (Furry6)
- Any mod that adds custom sounds will conflict with this mod. Depending on how the mods load, either society music will be disabled or the conflicting mod's sounds will be disabled.
Credits:
Hart: Society artwork and sound editing for new society music.
Additional music credits can be found in the mod files.
Special thanks to Farabi for all his help with fixing and improving the localisation files.
Misc:
There will probably be bugs in the first couple of versions, please report them below and I'll have a look. Suggestions are always welcome.
Steam Workshop Link
- Updated to HIP Furry6
- Updated to Vanilla V3.1 (mostly fixes missing sound effects)
HIP Compatibility
New Features
Changes and Balancing
- Updated to Furry3
- Fixed restoring byzantium with court decision showing up when you are not an emperor/have no court
New Features
- The new Empire of Russia now has a special formation decision if you already have an Imperial Court
Changes and Balancing
- Huge improvements made to all in game text courtesy of Farabi from the PDX forums.(seriously this guy rocks)
- Distribute Recompense mission can now fail more easily if you steal or get robbed
- The "Show/Hide Assignable Missions" decisions now have the little mission icon on them
- Imperial roads cost less to maintain
- Vassals of the Byzantine Empire or Roman Empire are more likely to maintain the roads built in provinces they own
- Distribute Recompense mission will only have you "out traveling" for a maximum of 6 months
HIP Compatibility
- Fixed establishing court decisions checking for removed vanilla laws
- Updated to HIP version "Furry2"
- Fixed gaining another Imperial Capital when Forming the HRE while you already have an Imperial Court active
HIP Compatibility
- Added missing compatibility for forming the roman empire decision when you already have an Imperial Court
HIP Compatibility
Now compatible with HIP. If any strange behavior occurs please report it and mention that you are using HIP as well. This requires a new game to work.
Changes and Balancing
Bugfixes
Now compatible with HIP. If any strange behavior occurs please report it and mention that you are using HIP as well. This requires a new game to work.
Changes and Balancing
- Replaced Imperial Aristrocrat trait icon
- Improved Imperial Administrator and Commander trait icons
- Christian emperors can gain monthly currency for being crowned by the Pope/Patriach or by themselves
- Members of Muslim courts lose monthly currency depending on their dynasty's decadence
Bugfixes
- Fixed dismantling the court sometimes failing to kick the emperor out
- Should an Imperial Conquest end because the opposing realm shattered, the AI will redeclare the war again on the new target.
- Dismantling Imperial Court decision should properly check that you've been emperor for 5 years
New Features
- Members may ask the emperor to increase council power
- 2 new random flavor events for emperors
- Added special decisions for forming the following empires if you already have an Imperial Court (these still use generic courts):
- Adopt Chinese Imperialism
- The Slavic Union
- Empire of the Outremer
- Adopt Chinese Imperialism
- Added special decision for Restoring the Byzantine Empire
- Generic, Seneschal and Marshal missions and their events have had their text reviewed
- Slightly reduced the chance of the "Undermine Member" mission from appearing
- Removed "The Imperial Court can be moved..." from the influence modifier for unique courts. This was false info as only generic courts could have been moved.
- Added more info in court influence modifiers
- Some changes to the names of ranks/titles of the Arabian Court (credits to Farabi on the PDX forums):
- Rank 1 male: Imperial Courtier -> Mawla
- Rank 3 female: Vizieress -> Qahramana
- Rank 1 male: Imperial Courtier -> Mawla
- Changed the Imperial Tribute event to give one of 3 tributes when offered treasure
- Emperors should be less stingy about assigning missions when influence is low
- AI characters will now use the Imperial Conquest cb shortly after being assigned the mission
- Various localization fixes
- Fixed Imperial Conquests not always saving the target correctly causing weird localizations
- If a character dies while building an Imperial Road the province should get reset properly
- Fixed AI emperors not being able to assign certain missions
- Imperial Conquests should no longer divide the spoils to members of the court if influence is below 60, it will go to the emperor as originally intended
- Added more maintenance for Emperors that are somehow in the society but not the leader
- Fixed false tooltips showing up for imperial conquests
- Fixed other societies sometimes getting missions from this mod
New Features
Changes and Balancing
Bugfixes
- A neighboring independent Duke, King, or Nomad may attempt to send a tribute to an emperor with an Imperial Court in order to secure a non-aggression pact.
- New Artifact: Tribute Chest, sometimes obtained by the tribute event
Changes and Balancing
- Almost all non-mission event descriptions are now in 1st person
- The emperor will gain monthly society currency depending on society influence
- Establishing a court now requires a realm size of atleast 80, this is to prevent dying empires from making one
- Imperial Conquests cannot be called on those that have a non-aggression pact with either the Imperial Regent/Marshal or Emperor
- Tweaked AI office assigning logic, they are more likely to give them out while influence is still low
- Tweaked AI willingness to assign missions
- Tweaked AI joining and ranking up logic, should be less unlanded nobodys
- Increased maximum amounts of members per rank
Bugfixes
- Various localization fixes
- Infiltrate Court mission should no longer show up on foreign vassals
- Fixed Imperial Conquests not properly checking if the duchy is bordering the empire
- Reminded the AI that there is a society member limit for a reason, there should no longer be 400+ Imperial Courtiers
- Fixed members not sending requests to rank up to rank 3
- Fixed some members getting ranked up to rank 3 automatically (curse you vanilla events)
- Made sure courts can't be established if using random religions in shattered/random world
- Fixed major bug with imperial offices not getting cleared properly when they are a vassal of a revolt. This should clear up most issues that seem to happening related to offices. Should fix itself when you load your save games.
- Rank 3 members that are no longer direct vassals should get demoted to rank 2
For some reason I was under the impression that most ck2 event descriptions were written in 3rd person, and the options were in 1st person. They are actually both written in 1st person, so I will slowly be rewriting the events to all be in 1st person.
Changes and Balancing
Bugfixes
Changes and Balancing
- Moving the Imperial Capital now costs 2000 prestige
- Cleared up the tooltip for moving the imperial capital
- Imperial Regents will only gain +5 monthly currency instead of the +10 that emperors get
- All Imperial Offices are no longer marked as "important" in the honorary titles window
- You will now be notified if a character dies while carrying out a mission that you assigned
- Ranking up tooltip will only show the additional requirements to advance to rank 3 if you're currently rank 2 (basically less to read if you're rank 1)
- Hereditary viceroyalty power can now only be used once per character
- Investigate Secret Religions mission renamed to Investigate Secret Cults
- Added additional info to the court influence modifiers
- Made it more clear that as emperor you use a special decision to make your children join the court
- Added icon to emperor only introduce to court decision
- Did some heavy cleanup on the joining requirements tooltip, requirements are still the same but should be much easier to read
Bugfixes
- Fixed not being able to join the HRE court
- Building progress percentage should show up properly in the mission complete notification for the imperial capital mission
- Emperors should no longer gain monthly currency by loving themselves...
- Investigate Secret Cults mission is disabled if you have both secret religious cults and devil worshippers set to off
- Introduce to the Imperial Court power should work properly if you are the Imperial Regent
- Fixed establishing unique courts not setting the emperor as the leader (if you've run into this, a decision should pop up to fix it}
- Fixed the not being blinded/castrated requirement checking the wrong character in a decision
- Fixed society heir not being shown in the list of candidates for the inheritance event







Attachments
Last edited:
- 1