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speeder

Second Lieutenant
2 Badges
Jun 8, 2013
112
20
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
The mod I am working on is very heavy on politics.

The mod is also old, so it has a hodgepodge of stuff from before and after conclave.


I am wondering if the mod can be made to work without conclave at all, while still allowing cool politics.

So assuming conclave DLC is disabled.

1. can you create more voter titles?
2. can you control what they will choose when voting?
3. conclave patch added any free political features?
 
1. There's no council voting without Conclave. Instead, votes on laws involve de jure or de facto (depending on the specific law) vassals of the title in question, so any voter titles wouldn't be voting on anything. You could create new councillor positions even so (not that they'd vote...), but from what I can remember the AI isn't great at handling custom councillor actions.
2. Not to my knowledge. As best I can remember, it was handled behind the scenes and essentially just about opinion.
3. Check the patch notes (both 2.5.0 and 2.5.1) for anything relevant. I think the main changes concerning internal politics were the alliance changes (which changed even more later non) and NAPs (which can block faction membership without the relevant game rule set to disable that). Regarding foreign politics, defensive pacts were added (or the first version of them, at least). Other than that, I don't think there were any major mechanical changes (though there might have been CBs, adjustments to old stuff, etc., that could be relevant).


As for making something that'd work without Conclave, you could probably implement something similar to a number of Conclave features in script, but to e.g. get voting on imprisonment you'd need to tear out the hardcoded interaction for that and recreate it from scratch, which would be inefficient from a performance standpoint and would require tons of guesswork about how the AI thinks. I'd not recommend attempting it.