IN DEVELOPMENT
The idea for this mod is to add more jobs for the council members. The core of the mod is change to the UI that makes room for every council member to have 4 jobs. Below a screenshot of the council screen. All of the council members have 4 jobs, most using a placeholder graphic.
Here is a stand-along version of the UI mod, with "blank" new jobs for the councilors and placeholder graphics/localizations for all of them: View attachment More Council Jobs.zip It is compatible with v1.04. Feel free to use it in other mods. Be aware, however, that the AI will not use the new jobs.
I'd also like to work up some versions of the mod with defined new jobs. Any suggestions you have, no matter how half-baked would be great. Since I'm a fan of avee's better rebels mod, I'm planning on making at least one version of this mod that is compatible with it, and so I'm thinking that some of the jobs will tie-in to the rebel system. So far, we've got these ideas:
Chancellor: negotiate with rebels (tied in to the better rebels)
Marshal: organize supply (raise supply limits)
Steward: quarantine province (raises disease defense) -need to test how this works
Spymaster: protect against assassins (lowers assassination chance) lower plot discovery -need to test how this works
Lord Spiritual: prosecute heresy, assist culture change
The idea for this mod is to add more jobs for the council members. The core of the mod is change to the UI that makes room for every council member to have 4 jobs. Below a screenshot of the council screen. All of the council members have 4 jobs, most using a placeholder graphic.
Here is a stand-along version of the UI mod, with "blank" new jobs for the councilors and placeholder graphics/localizations for all of them: View attachment More Council Jobs.zip It is compatible with v1.04. Feel free to use it in other mods. Be aware, however, that the AI will not use the new jobs.
I'd also like to work up some versions of the mod with defined new jobs. Any suggestions you have, no matter how half-baked would be great. Since I'm a fan of avee's better rebels mod, I'm planning on making at least one version of this mod that is compatible with it, and so I'm thinking that some of the jobs will tie-in to the rebel system. So far, we've got these ideas:
Chancellor: negotiate with rebels (tied in to the better rebels)
Marshal: organize supply (raise supply limits)
Steward: quarantine province (raises disease defense) -need to test how this works
Spymaster: protect against assassins (lowers assassination chance) lower plot discovery -need to test how this works
Lord Spiritual: prosecute heresy, assist culture change
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