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ishar21

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Dec 23, 2012
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MiniMod (based off a generator) that generates a decision (usable by AI; unlike my other generators) to vassalize any mercenary.

Updates:
  • Updated for 2.4.4. and sundry mods. No changes to script necessary.
  • Updated for 2.2.1 and sundry mods; some minor adjustments to script, bug fixes, etc.

Steam Link
Vanilla

Mod DB Download Links:
Vanilla 2.4
CK2+ 3.11
COTC
Diadochi Kings
HIP
The Winter King
Warhammer
WTWSMS

Vanilla 2.3
[HIP 2014-12-18] CK2 2.3
NMIH Alpha phase 0.0.7.x (CK2 2.3)
Diadochi Kings 0.2.3 for CKII v2.3
CK2Plus for CK2 2.3
VMM [HIP 2015-01-24]
VMM After the End 0.4
VMM Witcher Kings
AGOT 0.9.2
When The World Stopped Making Sense
Project Augustus

ck2 Vanilla 2.2.1
AGOT 0.9
Diadochi_Kings 0.2.2
HIP - CM - 2014-11-19
Lux Invicta v06k2
NMIH 0.0.6.x Alpha
Vanilla CK2 2.2

Note that you don't need to enable vanilla + the mod specific MiniMod.

Vassalization of a mercenary requires:
  • You have 2 or more duchy titles.
  • The mercenary is independent.
  • Either:
    • The mercenary either likes you a little (25 rep).
    • You control their "capital" (i.e. home) province.
  • You have 500 gold and 500 prestige.

The act of vassalization costs the gold and prestige (it is, after all, rather...common, to raise common mercenaries to the nobility.)

It grants the selected ducal title, any demesne provinces within it, and transfers any de-jure vassals of it to the mercenary, who then becomes your vassal.

Note that only ducal titles where you directly control one of their de jure counties are eligible for this; though the decision might be visible and takable; it will inform you that you have no eligible titles.

The duchy containing your capital is also not eligible for this.

Some Screenshots:
gllt3fp.png
The Intrigue menu with the options to vassalize mercs.
2tHAIbn.png
The event dialog to select which duchy to grant the mercenary. Note that the de facto provinces that will be granted to the mercenary are listed, not the duchy. This is an artifact of the fact that I flag the provinces, not their duchy. If there is a way to display the duchy name on this tooltip instead, let me know.
r4vInt3.png
The confirmation of the mercenary accepting vassalization. (Currently the mercenary never refuses, but I might add that in the future.)
cJAB9U7.png
The mercenaries menu, showing the mercenary is now 'Raisable" as a vassal.
6KoLohn.png
A mercenary that has been landed by an AI Kingdom.

As always, suggestions are welcome.
 

Attachments

  • generator_script_(advanced users only).zip
    133,6 KB · Views: 53
  • dist_vmm_11_23_14.rar
    127,1 KB · Views: 35
Last edited:
I am getting a "Path too long" error when trying to extract the HIP-compatible version. Strangely enough, only it.

Edit: seems to be due to length of file names. Same with the Sengoku one.
 
The vanilla one doesn't seem to work - I have it enabled, but nothing shows up.
 
They cost less to raise and keep raised, and can't be hired by anyone else.

They also can join factions in your kingdom/empire, like other vassals.
 
No HIP-compatible version? The one given says it's vanilla-compatible and mentions nothing regarding HIP.
 
Thanks a lot for the MOD, adds a new depth to the game.
WTWSMS Please.
I try to run the python script, but I do not find where to change the directories and it chrash at begining.
 
In the ck2 directory [it should be in the zip file with the script] there is a utilities.py file, in it is a line like:

CK2DIR = "H:\\Games\\steam\\steamapps\\common\\Crusader Kings II\\"
try:
MODSFOLDER = find_current_user_docs_dir() + "\\Paradox Interactive\\Crusader Kings II\\mod\\"
except:
print "Locating mods folder failed, please set MODSFOLDER manually."
MODSFOLDER = "..\\"

Change the CK2DIR to the directory where you installed CK2. Similarly, if its unable to find your mods folder, set it to whatever the mods folder is. That should let it run.

Somehow, WTWSMS didn't make it onto my radar. I'll rectify that.
 
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THanks for fast reply, work like a charm now.
One can play a nice game landing wtwsms legions.
 
Hi there :)

I use this mod for quite a while now, and I wonder if it is normal that the mercenaries don´t grow in strength over time. I am not 100% sure, maybe I am not playing long enough to see it, but after several hundred years I think there should be an increase (right?). I would really like to fix this, so any insights on this are welcome :D
 
I'm not sure why that would be happening Asteyr; they should increase as per normal. I didn't modify that part of things. If there's a bug, it's part of the underlying game.

Regarding an update, I've been taking a break from things, but I plan to dive back into things this weekend and update everything.
 
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