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CK2 Dev Diary #106 - New Succession Laws Extravaganza

Greetings, everyone.

Well then, this is going to be a long one...

The old elective succession system has been succeeded


So your cousin the Duke of Burgundy always seem to nominate the Steve ‘the drunkard’ as the next Emperor of the realm rather than your favorite quick and attractive son. This has been a common theme for a bunch of our playthroughs while having the elective succession laws active for our main titles. One of the biggest problems about this is that the other electors reasonings for their nomination decisions has been hidden away in an opaque box so you never know which electors can be influenced to see things more in your way.


This was one of the first problems we wanted to address when we decided to rework the elective succession system. So instead of just giving you a list of names in the tooltips for whom casted votes on a given candidate we made a specific interface to enable us to give you a more detailed view into the minds of the powerful electors of the realm.

Succession Laws0.PNG


After it was possible to get a better look at why the electors made their decisions we wanted to make it easier to further edit the underlying factors which governs the AI. Therefor we decided to replicate the old logic from hardcoded conditions to instead be based on a scripted system which decides various rules of how the elective succession works.

This not only enables modding of the elective succession law, we now also allow you to create any number of your own elective rules to fill the world with different electorates that play by their own criterias. Maybe you always wanted to create your own technocratic republic that is governed only by the most learned people of the realm. The party realm might only allow drunkards and hedonists to have a say in whom should be this years party host.

For the people that are more interested in exactly how this is modifiable there’s a brief rundown of the syntax used to define the elective rules here:

Code:
### Condensed syntax layout:

#<elective_law_type> = {

#    candidate_vote_score = {

#        <Weight Modifiers>

#    }

#    elector_selection = {

#        max_amount = <int>

#        <Weight Modifiers> - if max_amount is set it will pick the X amount of top scorers.

#                Negative scores are considered invalid electors - Ruler is always an elector

#    }

#    elector_vote_strength = {

#        <Weight Modifiers>

#    }

#    elector_stances = { - Intended for the elder council positions

#        <stance_name> = {

#            icon = <int>

#            <Weight Modifiers>

#        }

#    }

#    candidate_trigger = {

#        <trigger>

#    }

#}


# <Weight Modifiers> - denotes a field of an arbitrary amount of triggered value modifiers eg.

#    additive_modifier = {

#        value = -4

#        is_tribal = yes

#    }

#

# <trigger> - denotes a field of conditions that needs to be evaluate true for the trigger to be fulfilled

#

# The elector will vote for the candidate with the highest score given by candidate_vote_score

# The electors are selected from the pool of characters which get a non-negative elector_selection score until we reach the max_amount

# elector_vote_strength will determine how much weight the vote of a single elector carries

# The elector will use the elector_stance with the highest score if any are scripted

# The stances are thought to be some kind of common thought process or allegiance for a subgroup of the electors - This system is used to create the different states for how the Elders will behave in the Eldership succession law explained in detail below

In addition to these underlying code changes of the elective succession forms we also added another usage of the Conclave favors so that you now can force electors to vote in compliance with your vote for the succession of a title.

Revamped Elective Laws


The unhardcoding of Elective successions allowed us to completely rewrite the AI behavior for the existing Elective laws accessible through the base game (Feudal Elective, Elective Gavelkind, Tanistry). The various conditions to be eligible as a successor or elector under these laws have remained unchanged (although now they have been translated into moddable script), while the AI electoral behavior has been rewritten into a long list of nuanced modifiers. You can now expect Electors to take into account how much they like a candidate, how legitimate they think his claim his to the title, and how much they trust the ruler that is voting for said candidate. Age, titles, character traits, culture, religion, dynastic ties and much more are now all taken into consideration by the AI and visible to the player when using the new Electors’ Tab. The sum of all these modifiers will result in a voting score, and the potential candidate who has the highest voting score will be the one selected by the Elector in question (and since each Elector has a different personality/status/etc. different kinds of Electors will prefer different kinds of candidates).

Succession Laws1.jpg



The Electors Tab shows to the player the complete list of Electors casting their vote, who they are voting for, the reasons why they are voting for said characters as well as a comparison with the candidate score of the ruler’s preferred candidate and the reasons why they are not voting for him.

Succession Laws2.jpg


Eldership

Somewhat similar to Tanistry, Eldership prevents your title from ever falling outside a ruler’s family, restricting the choice of potential candidates to members of the ruler’s dynasty. Under Eldership, only the six oldest and most learned characters in the realm will be allowed to pick the ruler’s successor. Each Elder can hold one of three possible stances at any given time, depending on how he feels about the ruler: Displeased, Pleased, or Ecstatic.

Making sure that your Elders have a high opinion of you, giving them their preferred Council positions (Chancellor, Steward, Chaplain), or fulfilling the occasional request from them, will push them further to become Ecstatic.

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An Ecstatic Elder will almost always vote for the ruler’s chosen candidate, almost never make demands, and even give the occasional piece of advice to make you a better person.

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Pleased Elders will try to vote for what they consider to be good and capable candidates amongst the members of your dynasty, favoring older characters with high stewardship. They might occasionally make some demands, such as asking a ruler to give some land to a family member that they really like, but they will, for the most part, be reasonable people to deal with.

Displeased Elders on the other hand, will be much harder to deal with. Not only will they purposefully select bad candidates, they will occasionally grant claims on your title to people that they like, openly questioning their liege’s right to rule.

20180824080819_1.jpg


Holy Fury will allow the Baltic and African realms to start with Eldership as default succession law, rather than Elective Gavelkind. Additionally, other pagans can unlock this succession by picking the right Doctrine when they Reform their faith.

Princely Elective
This new variation on elective has been scripted to replace Feudal Elective for the Holy Roman Empire. This succession limits the electors to a maximum of seven (plus the ruling Emperor) and makes it so the historical titles held by the Prince-Electors are prioritized when determining the valid electors in the Empire, these titles being the Bishoprics of Mainz, Koln and Trier, and the Duchies of Bohemia, Franconia, Saxony, and Brandenburg. If an elector title does not exist or his held by the Emperor, another valid Duke will replace it (prioritizing dejure vassals of the same religion as the ruling Emperor).

20180824081547_1.jpg


Electors under Princely Elective are overall much less likely to pick candidates that are either impious or of a different religion, and Theocratic Catholic Electors have twice as much voter strength than secular Electors whenever the Empire is under Papal Investiture.

While rulers of the Holy Roman Empire can still change the realm’s succession law as usual, the faction for Elective has been made much more easily accessible and palatable for vassals of the HRE and requirements to switch away from this succession have been made more restrictive (the ruler must have Max Centralization and either Absolute Crown Authority or Abolished Council Power).

Imperial Elective
And finally, a completely new succession law has been scripted for the Byzantine (and Roman) Empire, to better represent the peculiar politics of this realm. This succession has been tied to the two titles and is now also the *only* succession law that they have available. There are several features that are unique to this succession law, so I will explain it in sections:

20180824081910_1.jpg


Successors: Potential candidates under Imperial Elective include the Emperor’s children and close family members (spouse included), any claimants to the title, the current Marshal, and any Commander under the Emperor, with mutilated characters being excluded. This is to represent the influence of the military over Byzantium and allow more historical instances of influential commanders becoming Emperors.

Imperial Court: The Emperor, all of his Councilors, and all of his Commanders are valid electors. As Byzantium was a centralized power, the Emperor will need to curry the favor of the most powerful members of his court to ensure that his dynasty continues to maintain the throne, rather than his vassals, like a Feudal ruler would.

Scaled Voting Power: And this is where things get really interesting. Imperial Elective uses to its full extent the new voter_power function of scripted elective, making sure that every elector has a different amount of influence, entirely dependent on his status in the court and his attributes. The Emperor’s vote starts out with a strength of 200 voting power, which can be further boosted by good diplomacy and martial scores, making it so that a powerful and influential Emperor will be able to push the candidate that he wants on the throne even if most of the Court is against it. Conversely, if the Emperor is not Born in the Purple, deformed or crippled, or if he has made a reputation of appointing sycophants in his court (more on that below), he will see his voting power plummet. The other Electors have their own variable voting power, tied to prestige, rank and attributes (a Steward with high stewardship is more influential than an incompetent one). As such, appointing competent people to be your councilors and commanders will not only mean that your favorite son will have to compete with more competent and palatable candidates, but also that the electors will have a greater influence over the succession. Finally, minor titles can also affect a character’s voting power, so you might want to think a bit more before giving out your Caesar and Sebastokrator spots.

20180824082114_1.jpg


Heroes and Sycophants: Is Belisarius too popular a Commander for your sons to compete with him? Well, you can always discharge him: take away his status as Commander and he will no longer be a potential candidate or an elector, problem solved. Except... when under Imperial Elective, removing a competent Commander or Councilor from his position reduces the Emperor’s voting power of an amount proportional to the competence of the character you are removing. The more competent people the Emperor pushes out of his court, the less his vote will be worth overall. Same applies whenever an Emperor appoints a commander with poor martial score while there are clearly superior choices available: the court will notice that you are appointing mediocre sycophants because you fear competition and you will see your voting power go down. Additionally, Imperial Elective prevents Emperors from appointing landless commanders for as long as potential vassals are available to take the spot. If you wish that high-martial courtier to lead your armies, you will need to give him a proper title first.

Prestige and Ageism: This is not Feudal Elective, the Empire does not care as much about family ties and character traits, it cares about placing a competent and prestigious leader upon the throne. For the Byzantine Empire, this translates to the electors tending to favor skilled high-Intrigue characters, whereas the Roman Empire electors are keener on good orators (high Diplomacy). In both Empires, the electors will always favor people that are competent at their job, that have high prestige and titles (both minor and landed). One of the most visible consequences of this is that hardly anyone under Imperial Elective will ever consider a child to be a valid successor to the throne. If you wish your son to take your place, you will have to groom him first, wait for him to become adult, then push his bid to your Empire, possibly giving him a few honorary and landed titles along the way. While he’s still a toddler, it might be more sensible for you to appoint your younger brother, or your old uncle as preferred heir, just in case something happens before the little Prince comes of age...

20180824082155_1.jpg


Strong Claim Duel
Somewhat related to all these new succession forms, we have also added a new type of duel designed to let players keep their realms together after an Elective Gavelkind succession. This Strong Claim Duel is available regardless of whether you have the War Focus active, or if you are a member of a Warrior Lodge (which is otherwise required for regular dueling). As a tribal character, with a Strong Claim on a title currently held by a tribal ruler, it will be possible to issue a challenge to the current title holder, with the requirement of your target ruler either being independent, or both of you being vassals under the same liege. Bear in mind that the stakes in these duels are high, and losing does not only mean you give up your claims - unless you have a particularly kind opponent, who loves you dearly, death is the common way out of this dispute. Winning, on the other hand, means that you take the title in question and any vassals that come with it, along with any other of their titles on which you have a Strong Claim.

If the target of your Claim Duel happens to be an AI character of your own Dynasty, losing will present players with a choice: accept your fate, or click the option to take over as the character who won the duel, and continue to play the game as the kinsman (or woman) who bested you.

Succession Laws3.jpg
 
My understanding would be that societies might not be all too suitable since membership is too fleeting and easily manipulated by the player unless you mod some way to enforce membership in certain societies for elective rulers?

Cached traits are probably cheap enough here since it's the traits that keep track of the characters (with some overhead cost on every addition of traits during other events for the amount of cached traits you cover). The succession updates mostly needs to cover all of the existing traits.
 
Again, not always.



Not true. Often they were selected as a "peace" candidate to heal divisions. Not only that, but many dynasties came to the throne because they had forged a claim i.e. Dál gCais in Munster or the McMahons in Oriel. I'm not going to debate historicity with someone whose sole source is Wikipedia.
My understanding would be that societies might not be all too suitable since membership is too fleeting and easily manipulated by the player unless you mod some way to enforce membership in certain societies for elective rulers?

Cached traits is probably cheap enough here since it's the traits that keep track of the characters (with some overhead cost on every addition of traits during other events for the amount of cached traits you cover) the succession updates mostly needs to cover all of the existing traits.
Hi, do you think in future patches you guys might polish up/add a few more societies? Just curious, because i feel they could be much more than they are now :)
 
It is not a simple on/off issue; they would need to be adapted considerably to work for other titles, since their features and the AI elector behavior that was scripted for them was done to try and represent the cultural context of the Empires that used them. For example, it would not make sense for another centralized Empire to reduce voting power of a ruler that is not Born in the Purple.

I understund the "born in purple" issue. But how many of these can there be? "Greek/Orthodox" is not THAT unique! Could not these I guess quite few exceptions be wrapped with a tag-check instead of the entire succession- law? :) I understund they becomes "lighter" and I don't ask you to create new other rules for other Empires :)

I mean, today(PRE HF) it frequently happens that ERE is ruled by a Sunni, Tengri, Catholic, Orthodox, Slavic or Norse rulers. They also flip cultures almost as frequent. This is nothing rare at all, starting in the early bookmarks. I assume all but a Sunni ruler would keep the new successionlaw?

HRE is rarely even created today starting in the early bookmarks. Even a successfull Charlemagne tend to create Francia instead. What should a "Faction for Feudal Elecive Monachy" implement here past HF?
 
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@Divine Now that we have your attention on the modding aspects of this, a few suggestions:

As I understand, electors will take weeks/months to change their votes based on changing circumstances, how about an effect to force-update the votes for a given elective title?

Extending "hold_election = yes" to all elective successions, not just merchant republics.

And finally, and probably least likely to happen, allowing the holder of a title to be candidate/heir to the title itself, to allow for re-election in case of an election held not at the death of a ruler.

Thanks for taking time answering all these questions!
 
With the current limitations of minor titles and council membership wouldn't they already be included by all-de-facto-vassals + all courtiers?

What about the religious titles or whatever they’re called such as cardinals? That’d be a good way to select who can be an elector in the case of a religion head election.
 
@Divine Now that we have your attention on the modding aspects of this, a few suggestions:

As I understand, electors will take weeks/months to change their votes based on changing circumstances, how about an effect to force-update the votes for a given elective title?

Extending "hold_election = yes" to all elective successions, not just merchant republics.

And finally, and probably least likely to happen, allowing the holder of a title to be candidate/heir to the title itself, to allow for re-election in case of an election held not at the death of a ruler.

Thanks for taking time answering all these questions!
One of pricier parts of the calculations are to figure out which candidate to nominate for the electors and it's also run as part of the AI so there needs to be some extra sanity checking to make sure we won't OOS and/or freeze for a couple of seconds by some instant forcing.

The part about electing the current ruler sounds interesting for term time limited successions. I'm just wondering a bit how it should handle the on death situation if half of the votes are cast on the current (now dead ruler) - even if we force new votes here it might miss out on ruler's nomination bias due to timing problems.
 
Hi, do you think in future patches you guys might polish up/add a few more societies? Just curious, because i feel they could be much more than they are now :)
I'm not holding it for impossible since societies allow a bunch of fun powers / character interaction across borders. However, they do require quite a lot of work to give them enough and proper content so it might happen that we will prioritize other features.
 
One of pricier parts of the calculations are to figure out which candidate to nominate for the electors and it's also run as part of the AI so there needs to be some extra sanity checking to make sure we won't OOS and/or freeze for a couple of seconds by some instant forcing.
Good point, I hadn't thought of that.

The part about electing the current ruler sounds interesting for term time limited successions. I'm just wondering a bit how it should handle the on death situation if half of the votes are cast on the current (now dead ruler) - even if we force new votes here it might miss out on ruler's nomination bias due to timing problems.
Disallow the ruler from nominating themselves, have the ruler's vote and bias go towards themselves during re-elections but to their nominee during on-death elections? (Or generally, elections where they aren't a valid candidate for whatever reason.)
 
Disallow the ruler from nominating themselves, have the ruler's vote and bias go towards themselves during re-elections but to their nominee during on-death elections? (Or generally, elections where they aren't a valid candidate for whatever reason.)
There are a bunch of special handling since it's almost two different kinds of elections and a bunch of things that needs to happen at once. A lot of moving parts are a bit trickier to catch. If I get some time over I'll try to look into the possibilities but I won't promise anything.
 
There are a bunch of special handling since it's almost two different kinds of elections and a bunch of things that needs to happen at once. A lot of moving parts are a bit trickier to catch. If I get some time over I'll try to look into the possibilities but I won't promise anything.
Thanks anyway!
 
We didn't want to consider every character in the game to be electors for every title because of performance reasons. The full list of currently considered electors before applying the scripted conditions are the following;
All living dynasty members of the current ruler,
All de jure below rulers,
All de facto below rulers,
The religious head of the current ruler,
The spouses of the current ruler,
The claimants of the title,
The courtiers of the current ruler.

If you have any good suggestions of smaller sub-set of characters that would be interesting to include then I would be happy to consider adding those for a future patch.
One I would like is to include also courtiers of vassals or vassals of vassals, so that we can mod some kind of Democracy where everyone in the realm has a vote.
 
One I would like is to include also courtiers of vassals or vassals of vassals, so that we can mod some kind of Democracy where everyone in the realm has a vote.
Vassals of vassals should be possible to mod. I'm hesitant to add all realm characters since that can amount to thousands of characters in the late game and will affect performance.
 
My understanding would be that societies might not be all too suitable since membership is too fleeting and easily manipulated by the player unless you mod some way to enforce membership in certain societies for elective rulers?

Cached traits are probably cheap enough here since it's the traits that keep track of the characters (with some overhead cost on every addition of traits during other events for the amount of cached traits you cover). The succession updates mostly needs to cover all of the existing traits.
That's very helpful. Cached traits would solve the problem of my main use case, where I want the electors to be all landed members of a certain polytheistic faith, everywhere, who worship a certain deity. Assigning a cached trait when they choose that deity would work.

Thank you!

nd
 
My understanding would be that societies might not be all too suitable since membership is too fleeting and easily manipulated by the player unless you mod some way to enforce membership in certain societies for elective rulers?

Cached traits are probably cheap enough here since it's the traits that keep track of the characters (with some overhead cost on every addition of traits during other events for the amount of cached traits you cover). The succession updates mostly needs to cover all of the existing traits.
Making all cached traits potential electors would certainly be the best option for modders, since it allows virtually anything using some maintenance events. Or you just dedicate one single cached trait "elector", that will be checked for any election (better for performance, in case some mods add a lot of cached traits).
In any case, that would be great!

As for re-elections: I think you can model them by abdicating to some placeholder character and then forcing a new election. That would need a hold election command, though.
 
sorry to derail the modding questions but I have two unanswered questions,

We know that religion does not override imperial elective but in the case of reformed Hellenism will heir designation have an effect on the election?

With the new government will there be an increased retinue cap and lower levies? for most of CK2's time-frame the Byzantines preferred a standing army over levied forces.
 
sorry to derail the modding questions but I have two unanswered questions,

We know that religion does not override imperial elective but in the case of reformed Hellenism will heir designation have an effect on the election

See:

Yes, only the Emperor uses the new government form, just like it happens with Merchant Republics. Its vassals will belong to any of the other regular governments.
Imperial Elective takes precedence, just like any elective succession does. In the case of Imperial Elective, one should consider that it is in some way a more complex version of heir designation already. The Emperor's preference bears a considerable value on who is going to be the successor to the throne, especially if the Emperor is competent and has good traits. If your voting power far outweighs that of your vassals, you are able to pick whoever you like, even if nobody else likes him. The system tries to emulate the historical reality that, although the Emperor was technically in charge, if enough influential people in the court were against his preferred heir, somebody else would end up getting the throne.
 
I think you misunderstand my second question I know that it doesn't change the governance below, I just want to know if they are leaving Byzantium effectively an ahistorical levy based military or not?
 
My understanding would be that societies might not be all too suitable since membership is too fleeting and easily manipulated by the player unless you mod some way to enforce membership in certain societies for elective rulers?

My suggestion would be only the leader of the society. So this could represent any powerful society in a realm. Especially for mods this could be possible, like for exemple make a 'Skull and Bones' society and give the leader some weighted votes for the new ruler. Or make a theocratic elective realm were only the leader of the Benedictine and Dominician leader can choose the new ruler. You get the idea. Not every member of the society, but only the leader. Or maybe there is some misunderstanding here.
 
so that we can mod some kind of Democracy where everyone in the realm has a vote.

"Common people" are not handled in CK. How is it democracy just because all landholders get a vote?

And IF we should have "every landholder can vote", I´d prefer it beeing completely dejure based and not "defacto" based.

I would like to see this "Feudal Elective Monarchy" where all dejure landholders has a vote. And using the new value for what a vote is worth would be cool. if a lord actually gets voting power from each dejure title held :)