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Auirus

First Lieutenant
80 Badges
Dec 10, 2016
217
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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:
  • 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
Generic courts work a bit differently, they have to be established via a decision by an empire that doesn't have an unique court attached. Each generic court type has 3 "slots", so in theory yet extremely unlikely case you could have 12 generic courts active at once. Generic courts are classified as the following:
  • Christian and Jewish Courts
  • Muslim and Zoroastrian Courts
  • Pagan Courts
  • Eastern Courts
A generic court's type cannot be changed unless it is completely dismantled then re-established by a character of a different religion.

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:
  1. 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.
  2. 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.
  3. 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.
  4. 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.
5. An Imperial Capital will be designated when the society is formed. This holding will be used in various events and has access to 6 unique buildings. The current emperor will always be able to usurp it from a vassal, and it can only moved by a player decision.

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.
Administrator:
  • 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.
Emperor/Regent:
  • 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:
  1. Undermine High Official: Given randomly by a rank 3 member targeting another rank 3 member they hate.
  • Seneschal:
  1. Improve Imperial Capital: The only way to build the special capital buildings.
  2. Build Imperial Road: Builds an Imperial Road in a province increasing movement speed, supply, and trade.
  • Marshal:
  1. 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.
  2. Organize Military Drill: Improves all attending characters' abilities.
  3. Distribute Levy Recompense: Lowers the raised levy opinion penalty for the emperor's vassals.
  • Lawkeeper:
  1. Convert to Emperor's Culture: Pretty self explanatory.
  2. Organize Festival: Reduces revolt risk in the festival's location and surrounding provinces.
  • Spymaster:
  1. Investigate Secret Religions: Reveals characters' secret religions and devil worshippers.
  2. Infiltrate Court: Spawns a courtier in a foreign realm that is highly loyal to the Imperial Court.
Compatibility and DLC:
  • 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
  • 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
Bugfixes
  • 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"
Bugfixes
  • 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
  • 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
  • Added special decision for Restoring the Byzantine Empire
Changes and Balancing
  • 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
  • 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
Bugfixes
  • 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
  • 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
  • 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
assigned office.jpg
buildings view.jpg
mission assignment.jpg
rank 3 powers.jpg
society quest window.jpg
society window.jpg
imperial regent.jpg
 

Attachments

  • Imperial Courts V1.4.4.7z
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Future Plans:

  • Bugfixing
  • More Missions
  • More ways to lower society influence
  • More events related to society influence
  • 1 more emperor specific power
  • A bloodline
 
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Well, I can put the idea of doing something similar aside, it was nearly identical outside of it not being tied to empires. I have enough societies planned anyways.

I personally wouldn't use non-english names everywhere, it get confusing fast, but that's a design choice I guess. You could always have 2 localization files, the english one without extension, so people can enable it and disable the other if they wish, but that's more work for you.

I would also tweak the societies backgrounds picture a bit, the text can be hard to read.
 
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Well, I can put the idea of doing something similar aside, it was nearly identical outside of it not being tied to empires. I have enough societies planned anyways.

I personally wouldn't use non-english names everywhere, it get confusing fast, but that's a design choice I guess. You could always have 2 localization files, the english one without extension, so people can enable it and disable the other if they wish, but that's more work for you.

I would also tweak the societies backgrounds picture a bit, the text can be hard to read.

Yea i can see the problem with the background, the text in the member list is white so it's hard to see with the bright background.
As for the names, I would find it more intrusive if you suddenly have 5 english minor titles in the byzantine minor titles, which are mostly greek. The generic societies' names are much easier.

Roman spymaster could be Speculator
Thanks, that actually led me to one that fits more.
 
I suggest Hofmeister for the HRE regent. It literally means "master of the court".
https://en.wikipedia.org/wiki/Hofmeister_(office)

Cool mod idea, by the way!

So how does the assignment of the generic "three societies for the Muslims" work? Once I am an empire, can I just create one of them by decision, assigning it to me automatically, including localisation? What if my empire breaks apart? Will the AI do it too?
 
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I suggest Hofmeister for the HRE regent. It literally means "master of the court".
https://en.wikipedia.org/wiki/Hofmeister_(office)

Cool mod idea, by the way!

So how does the assignment of the generic "three societies for the Muslims" work? Once I am an empire, can I just create one of them by decision, assigning it to me automatically, including localisation? What if my empire breaks apart? Will the AI do it too?

That works perfectly, thank you!

There's a single decision for all the empires that don't have access to a unique society. Once you click it, it dynamically assigns you one of 4 different types of Imperial Court. So if you are a Muslim, Zoroastrian, or Iranian culture, it will set your empire as a "Muslim" Imperial Court, giving you that version of society UI and localisation.

If the empire completely falls apart, as in the title doesnt exist anymore, a cleanup event will disable that specific society and free up the "slot" for another empire. If it was an empire with a unique court, there will be a decision to recreate the unique court if the empire is restored.

Yes the AI has access to everything in the mod, except for a few quality of life features meant for the player.

There can be a maximum of 3 Imperial Courts per type (excluding unique ones), so in theory yet highly unlikely a game can have a maximum of 12 empires with generic courts.
 
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This is a great idea. I've wanted to do a Byzantine society for a while that allows characters to progress through the hierarchy of offices, but I was never able to find the time for it.
 
While I'm thinking about it, have you taken any steps to prevent nomads and rebels from making a society? Nomads aren't really empires but are empire tier while empire rebels are empire level too.
 
While I'm thinking about it, have you taken any steps to prevent nomads and rebels from making a society? Nomads aren't really empires but are empire tier while empire rebels are empire level too.
The decision is only available to feudal non-rebels, so yes.
If nomads or tribals get the empire through conquest or inheritance the society gets dismantled.
 
By feudal only, I guess it won't have some sort of Republic society, with the Doge as rank 4 and the 4 patricians as rank 3? (with a minor title for the 5 of them to let someone manage it while you join another society)

Could be an idea for a "expansion" mod for you, would just need to rewrite the localization texts and some conditions so it match the republic style. Since the AI pretty much never make empire republic, you could make a random fit-all one. Or what about a tribal one, with a sort of elder council limited to old character... Okay, I'll stop lol. Ideas are easy to give, but the time required to make societies is the issue, I know that too well.
 
By feudal only, I guess it won't have some sort of Republic society, with the Doge as rank 4 and the 4 patricians as rank 3? (with a minor title for the 5 of them to let someone manage it while you join another society)

Could be an idea for a "expansion" mod for you, would just need to rewrite the localization texts and some conditions so it match the republic style. Since the AI pretty much never make empire republic, you could make a random fit-all one. Or what about a tribal one, with a sort of elder council limited to old character... Okay, I'll stop lol. Ideas are easy to give, but the time required to make societies is the issue, I know that too well.

Well Merchant Republics and their patricians can join the society, with only the Doge able to ascend to rank 3 and potentially the Imperial Regent. But I don't think I would make a seperate court for an Empire tier Merchant Republic, mostly because that never happens unless it's the player doing it, and most of the event text will feel off. As of this moment the word count for only half of the planned events is about 8,500 words, I really don't want to look over this again lol.
As for tribal, most people try to rush changing the government to feudal or MR, so I don't feel its worthwhile to do either.

Still, thanks for the feedback :).
 
As for tribal, most people try to rush changing the government to feudal or MR, so I don't feel its worthwhile to do either.
I think that post-HF, a lot of people will enjoy playing tribal in perpetuity :) We'll see, and I'm fine not having tribals in the initial version (like with MRs, it would be a very different scenario and a lot of different texts) but it could help to keep that i mind :)
 
I think that post-HF, a lot of people will enjoy playing tribal in perpetuity :) We'll see, and I'm fine not having tribals in the initial version (like with MRs, it would be a very different scenario and a lot of different texts) but it could help to keep that i mind :)
I will, i have stuff already planned for updates I'll just sneak these in somewhere.

On another note, new patch notes are very interesting. But I nearly had a heart attack from "- Removed society influence."
Then i saw "-Added "society_influence = no" parameter for societies, which turns off the display of society influence"
Hopefully this means everything is still the same, and i wont have to make workarounds for most of the stuff i did.
 
I will, i have stuff already planned for updates I'll just sneak these in somewhere.

On another note, new patch notes are very interesting. But I nearly had a heart attack from "- Removed society influence."
Then i saw "-Added "society_influence = no" parameter for societies, which turns off the display of society influence"
Hopefully this means everything is still the same, and i wont have to make workarounds for most of the stuff i did.
Ah ah ah! Me too.

I can understand why they are removing it. Last time I checked the only time it was ever used was as a trigger to artificially buff itself (influence) if it was too low.
 
This looks pretty impressive. More complex mechanics and societies are always welcome in my book.

And more people making them as well! Cant have poor Maal be forced to make all the good society mods :p
 
Was finally able to get all the maintenance events working today. Moving the society from one empire to another was especially tricky, now even if you're playing as the Horse cultured, openly Orthodox but secretly Reformed Slavic Emperor of France and somehow have the Sunni Caliphate as well, stuff shouldn't break lol.

I've also added a very special emperor only society power, which is probably going to be the most used feature for most people.
 
I've also added a very special emperor only society power, which is probably going to be the most used feature for most people.

Execute order 66?
 
Roman Empire Society Window
There have been strong thunderstorms here over the past couple of days, so it felt necessary to sacrifice the heathens to Perun.
Now that I've finished updating my other mods, and replaced some stuff here with new modding tools, I'm back to adding the rest of the features.
Thank you paradox for the awesome expansion, and all the new toys you gave modders, I managed to remove around 600 lines of code using them!

Heres the Roman Empire's society window, I'm still looking for a name for both the HRE spymaster office and HRE's rank 3 name if anyone has any ideas.

roman_society.jpg