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Would it be possible to implement CK2+'s dueling system?
 
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Speaking of reinforcement of existing religions,I suggested a few pages back a way to add flavor to the Santeria religion, and a decision/event idea to go along with it. Is the decision/event chain I suggested something that could realistically be implemented with few to no bugs? I don't know a thing about coding, so I was wondering if someone who does could evaluate my idea.

Your idea seems very doable. I'm not familiar with CK2 event coding, but I'll read up on it and see if I can give it a shot. Shouldn't be too hard, I think.

Edit: well, I'm getting somewhere.

dW4VROF.png
 
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Since we've been talking about adding flavor to existing religions, I have a few suggestions for Brethren. For starters, while I believe that someone earlier suggested this as well, I think that there could be a special government for Brethren characters (like how Muslims in vanilla are locked to Iqta). It could be called Pirate Cove. It would essentially be a merchant republic, with elections between five major houses. Instead of trade posts, there could be a different holding (not sure what it would be called, but it would be like raiding except it would be a holding in a province) that could be built, bringing gold (could be called loot) for each house. Also, I had the idea that there could be a 'Pirate' trait, essentially the Brethren version of having the 'Viking' trait, adding same faith opinion, etc. Additionally, Brethren characters could do things to heal certain modifiers. For example, if a character has the 'Maimed' trait, they could get a peg-leg, giving back some of the things lost from being maimed. For blinded characters, there could be a blindfold (an eyepatch would probably be more pirate-y, but would only cover one eye). Finally, the Caribbean Empire could have the decision to form a Brethren mercenary group called the Pirates of the Caribbean (essentially the Caribbean Empire's version of the Varangian Guard). If the Caribbean Empire falls, then the Pirates of the Caribbean would become a regular mercenary group.
Why would the carribean empire choose the brethren as their guards? In all my brethren games, the carribean empire is one of my most likely targets, next to the Yucatan. A brethren guard would make more sense farther away from the Carribean. Also, why would only pirates be able to use peg legs and eye patches, and how would that alleviate the effects? You have one eye, if you cover the hole with an eyepatch, you have one eye and an eyepatch.
 
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I had the idea that there could be a 'Pirate' trait, essentially the Brethren version of having the 'Viking' trait, adding same faith opinion, etc. Additionally, Brethren characters could do things to heal certain modifiers. For example, if a character has the 'Maimed' trait, they could get a peg-leg, giving back some of the things lost from being maimed. For blinded characters, there could be a blindfold (an eyepatch would probably be more pirate-y, but would only cover one eye).
Well, currently Brethren characters already get a flavorful eye patch if they are scarred or maimed. And from the maimed trait icon, it is already implied the maimed characters in general use things such as peg legs, hook hands etc. to get around which is supported by the fact that despite the modifiers maimed characters seem to be able to do nearly everything a non-maimed character can do (as opposed to incapable characters). As such, I am not sure why a 'Peg-Leg' trait would needed, especially since limbs are not represented at all in character portraits anyway.
 
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Why would the carribean empire choose the brethren as their guards? In all my brethren games, the carribean empire is one of my most likely targets, next to the Yucatan. A brethren guard would make more sense farther away from the Carribean. Also, why would only pirates be able to use peg legs and eye patches, and how would that alleviate the effects? You have one eye, if you cover the hole with an eyepatch, you have one eye and an eyepatch.
The idea with the Brethren 'Pirates of the Caribbean' is that the Caribbean Emperor/Empress made an agreement with a few pirate captains to stop raiding the Caribbean Empire; in return, the Caribbean Empire pays them with gold. As for peg legs/eyepatches, I figured it was pirate-y, so it could be unique to them. For the peg leg, if your character has the maimed trait, the peg leg trait would alleviate some of the traits; since maimed gives your character -2 martial, -2 health, -4 Personal Combat Skill and -15 sex opinion, the peg leg would give you +1 martial, +2 Personal Combat Skill and +5 sex opinion, alleviating some of the problems with being maimed. Now that I think about it, an eyepatch would probably not be the best idea; there could be a hook instead (also for maimed), giving +2 martial and +5 Personal Combat Skill, thus fully alleviating the maimed trait (save for sex appeal). For balance, it could cost more gold to get a hook than to get a peg leg.
 
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The idea with the Brethren 'Pirates of the Caribbean' is that the Caribbean Emperor/Empress made an agreement with a few pirate captains to stop raiding the Caribbean Empire; in return, the Caribbean Empire pays them with gold. As for peg legs/eyepatches, I figured it was pirate-y, so it could be unique to them. For the peg leg, if your character has the maimed trait, the peg leg trait would alleviate some of the traits; since maimed gives your character -2 martial, -2 health, -4 Personal Combat Skill and -15 sex opinion, the peg leg would give you +1 martial, +2 Personal Combat Skill and +5 sex opinion, alleviating some of the problems with being maimed. Now that I think about it, an eyepatch would probably not be the best idea; there could be a hook instead (also for maimed), giving +2 martial and +5 Personal Combat Skill, thus fully alleviating the maimed trait (save for sex appeal). For balance, it could cost more gold to get a hook than to get a peg leg.
But that still begs the question, why only the Brethern? Also, a man with a peg leg or a hook hand still has as much trouble in combat as a mab without. It is not a very advanced prosthetic. As for the pirate guards, there is already a mercenary company called te buccaneers that are all brethren, they are not exclusive to the empire, but they are virtually the same as you described. Also, why would the empress hire those who raid and pillage her dominion for a living, and why would those who raid and pillage the empire for a living start taking money from it to work as guards rather than extorting the money or raiding it which would probably be considered holy to them. I think we need a better idea for who the brethren are before major changes can be made. Just look at the evangelicals, someone used part of the description of the religion to create an event chain, which, in spite of my private opposition, I have become quite impressed with, about the Augsburg confession. I'd like more brethren backstory before seeing the religion change in a major way.
 
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I've finished my healing event chain for Santería characters. Right now, it works on health traits. It triggers quickly and is effective against common illnesses, slower/less successful against mental problems and more so for serious bodily diseases. Also, it cannot cure maimed, infirm, incapable and zombi. If anyone would like to try it, download the attached file and place it in \mod\after the End\events and copy this code into \mod\After the End\localisation\am_events:
Code:
EVTDESC_santeria_ill;Your current state of mind and body is far from perfect. So far you have been able pass the symptoms off as nothing dangerous, but this morning you had to admit something was seriously wrong. Perhaps the time has come to seak help from the santeros and their healing Lucumi?;;;;;;;;;;;;;x
EVTOPTA_santeria_ill;Here is some gold, send for a santero!;;;;;;;;;;;;;x
EVTOPTB_santeria_ill;I will be fine, I do not need help from those priests and their herbs!;;;;;;;;;;;;;x
EVTDESC_santeria_healing;The santero you sent for has arrived and you have allowed him into your chambers. After listening solemnly to your symptoms and asking several careful questions, he has prepared a mixture of herbs that will help you in seeking out the orichas. As you take the potion, you feel the flow of ache ever stronger.;;;;;;;;;;;;;x
EVTOPTA_santeria_healing;You feel your spirit transcend your body as you seek the help of Osain...;;;;;;;;;;;;;x
EVTDESC_santeria_healing_success;As your spirit returns to your body, you feel no trace of your former ills. The ritual worked!;;;;;;;;;;;;;x
EVTOPTA_santeria_healing_success;Bless Olodumare and the Orichas!;;;;;;;;;;;;;x
EVTOPTB_santeria_healing_success;I knew the santero's herbs could do it! See to it that he is rewarded.;;;;;;;;;;;;;x
EVTOPTC_santeria_healing_success;We'll have to see if I still feel better once the herbs wear off.;;;;;;;;;;;;;x
EVTDESC_santeria_healing_failure;Your time spent outside your body has left you feeling poorly. And what's worse, as you return, you feel all your previous ills again. Somehow, you feel worse than before the ceremony.;;;;;;;;;;;;;x
EVTOPTA_santeria_healing_failure;It is because I was not pious enough!;;;;;;;;;;;;;x
EVTOPTB_santeria_healing_failure;The santero has failed me!;;;;;;;;;;;;;x
EVTOPTC_santeria_healing_failure;I knew it wouldn't work, why did I try?;;;;;;;;;;;;;x

Feedback is welcome, I've never tried my hand at this before.
 

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I'll put this in our main code, and one of our main coders might play around with it/tweak it. Thank you for your contribution; We appreciate people making code for the mod.
 
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I dunno, the reason horned helmets were never used in battle was because they make for an easy handle to grab your head. Say you're fighting someone who's wearing such a helmet. All you need to do to kill him is grab a horn, pull down, and stab him in the back of the neck. They just aren't practical. That being said, I get where you're coming from with it.
 
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I dunno, the reason horned helmets were never used in battle was because they make for an easy handle to grab your head. Say you're fighting someone who's wearing such a helmet. All you need to do to kill him is grab a horn, pull down, and stab him in the back of the neck. They just aren't practical. That being said, I get where you're coming from with it.
True enough, it could probably be tagged to only appear when not in battle. Or just only priests wear them.
 
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True enough, it could probably be tagged to only appear when not in battle. Or just only priests wear them.

Or make them crowns for a certain level of Lord?

Personally, I'd like to see a Northlander crown for Kings be an old 'heirloom crown' -- a faded purple Vikings helmet.
 
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I'll put this in our main code, and one of our main coders might play around with it/tweak it. Thank you for your contribution; We appreciate people making code for the mod.
Thanks! I'm writing another version for epidemies (they're not health traits, for some reason, but I like the distinction), so you may want to hold off on adding them until you've seen that one.
 
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aruon

UwU?
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I have limited graphical modding ability; but it would be nice for [fake] Norse to get an [ahistorical] horned helmet?

Especially with the "Minnesota Vikings" probably leaving metric shit tons of swag around after the calamity.

I dunno, the reason horned helmets were never used in battle was because they make for an easy handle to grab your head. Say you're fighting someone who's wearing such a helmet. All you need to do to kill him is grab a horn, pull down, and stab him in the back of the neck. They just aren't practical. That being said, I get where you're coming from with it.

i've always found it ironic that how the horned viking helmet stereotype became popular when there actually was something of an era where norsemen actually used helmets with some kind of horns or other peripheral ornaments... in the 9th-7th centuries BCE.
 
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