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[MOD] Les Trois Tours / The three Towers : an economical and medieval flavour mod

[MOD] Les Trois Tours / The three Towers : an economical and medieval flavour mod

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    Releasing September 1st 2020
Introduction post

Arko

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Les Trois Tours / The three Towers

logo_L3T_forum.PNG


WHAT IS IT ?

This mod aims to flesh out some economical mechanics for the game and bringing some more medieval flavour and immersion for players.
This is achieved through various new gameplay mechanics combined with flavour stuff, more details below.


THE NAME ?

The 3 towers are respectively the symbols of power of the main actors in CK2 : the dungeon for nobles, the steeple for clergy, the belfry for burghers.
Since this mod deals about those holding types and those important actors of medieval age, i found this name a good name. The original name is in French since i didn't really intended to share it here at first.


MAIN FEATURES

Gameplay :
  • Unique trade system with dynamic trade routes
  • Resources and economic system
  • Settlement specializations
  • Building great cathedrals through a unique and flavourful system
  • Natural population growth

Flavour :
  • forest themed (donation, buy/sell/forest charters, specializations...)
  • economic themed (prosperity, crops, climate related event, tradepost overhaul...)
  • chronicles entries
  • new increase skills ambition event chains (fabrics' sellings, the cadastre, the legendary sword)
  • title renamer (for all titles, even not yours)
  • new artefacts (books you can acquire and study in your library for example)

Various :
  • new graphics associated with the new features (a lot modifiers icons, event pictures etc. )
  • The mod is fully localized for English and French

Our page on the official CK2 wiki :

WHAT COMES NEXT ?
  • Keep up to date with our DevDiaries and previews (see post #3 here for full list)
  • completion of specialisation system (most vanilla buildings will be removed/rethinked/replaced)
  • always more flavour ! the return of bandits, mushroom hunt, new laws, religious minorities...

DOWNLOAD ZONE :

MODS COMPATIBILITY & RECOMMENDATION

The mod is designed to work on both Vanilla map and SWMH map.
I'd recommend playing with my mod Arkopack Interface which permits to display more modifiers on provinces and holdings because L3T uses more of them than vanilla.
NOT COMPATIBLE WITH FULL H.I.P.


TEAM CONTRIBUTIONS & CREDITS


-Arko design, code and graphics
-Mouchi design and code + modding tools (Translate helper, Province identifier, Building code generator)
-Ivan37 texts, help and support
-Caocao English translations
Thankings to Strategium forum for feedback, testing and contributions.

Want to join the team, contribute or beta test ? Just send me a private message^^


If you want to support my modding projects :
tipeee-tip-btn150.png
 
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Download&Changelogs

Arko

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LOGO seal2.png

DOWNLOAD (click the version LOGO to start downloading)


RELEASE 1.10 SEAL2 (26th of July 2020) for CK2 v3.3.3

SAVE-COMPATIBLE with previous version
Some new features will only show on a freshly started game


CHANGELOG

MAJOR

  • iqta rulers can hold cities
  • governments that allow holding cities can confiscate freely up to 3 cities (iqta, Roman and Chinese imperial, Confucian bureaucracy)
  • iqta rulers get a bonus to retinue cap
  • introducing Muslim religious holdings specializations (waqf, zaouia)
  • reviewed jizya only affecting Dhimmis, affecting retinues (bonus), and levies (malus)
MINOR and VARIOUS
  • Muslim under iqta no more can hold temples
  • Muslim temple holders are theocracies instead of iqta
  • iqta rulers pay less for retinues reinforcement
  • tribals can't access to centralization laws, but have some of its effects in tribal organization laws
  • some new Muslim event pictures
  • population growth events now mention the name of the holding in their description
  • various localisation changes or improvements
  • "Imperial" government is renamed to "Roman imperial" as it only applies to Restored Roman empire or Byzantine empire
  • "Impérialisme chinois" in French loc is renamed to "Impérial chinois" for consistency sake and more accuracy
  • new options when a Romanesque cathedral burnt (for Prince-bishops and higher, for non Catholics)
  • holding specialization happen faster
BALANCE
  • directly held cities by non-republic bring a reduced amount of income, unless it is in capital county (confusician bureaucracy get confiscate cities but don't get any malus)
  • iqta rulers pay less for retinues reinforcement
  • wrong religion_group and culture_group provinces significantly bring less levies and slower reinforce rate
  • monastic rules are named dynamically (bloats less the building list)
  • AI will try to confiscate cities in the way players can
  • capital bonus is slightly better (more tax and better protection against revolts)
  • Roman imperial government get a bonus to demesne size
  • iqta rulers get some free retinue at start, from their rank, from jizya holdings, from correct culture province (limited to their retinue cap)
  • some new Arabic retinues
  • muslim feudal holding specializations now give a levy malus and a retinue bonus
  • lowered priority for Reconquista CB (lesser than Crusades now)
  • revised feudal opinion for administration laws (bonus for "feudal", malus for "late", further malus for "imperial")
  • revised vassal limit for administration laws (bonus for "feudal", malus for "imperial")
  • administration laws now also influences demesne size (late gives +1, imperial gives +3)
BUGFIX
  • decision to start to build a cathedral should no more cause a CTD
  • fixed duplicate naming for fishing ressources
  • fixing all land provinces being wrongly coastal provinces with SWMH
  • fixed the Opus francigenum never happening with "Free" rule if not starting as a catholic character
  • the mod won't try to write chronicles entries for AI
  • fixed "evil events" (smugglers ring etc.) being off
  • remaining building cathedral speed modifiers after cathedral is finished are now cleaned properly
  • prevented that the benefits of finishing a cathedral end up in wrong faith hands

RELEASE 1.00 SEAL1 (14th of June 2020) for CK2 v3.3.3

INSTALLATION WILL REQUIRE A FULL DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE-COMPATIBLE WITH PREVIOUS VERSIONS

CHANGELOG

MAJOR
  • revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
  • new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
  • new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
  • changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
  • brand new loading screens based on "Codex Manesse" graphics
  • made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
  • Romanesque cathedrals are now wonders and so showed on map with a 3D model
MINOR and VARIOUS
  • new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
  • proselytize job map highlights now feature a distinct colour for heresies
  • debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
  • new steward flavour (delegation)
  • AI with no tribal vassals won't enact tribal related laws
  • tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
  • some renovated and new events pics
  • updated and added some icons (modifiers and target decisions)
  • Muslim school building "Madrasah" gets an additional level
  • cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
  • some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
  • adapting some vanilla buildings to holdings specializations (capped by specialization)
  • new chains of buildings (perception and belfry)
  • new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
  • fortification buildings for cities and temples holdings (merely same as castles ones)
  • chancellor's "perform statecraft" job now can protect against claim fabrication
  • spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
  • new option to arrest and banish a chancellor fabricating a claim
  • added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
  • Romanesque cathedral burning may bring in pilgrims
  • addition of a Pilgrim inn/road house you can build in a province with a province relic
  • a province relic in itself don't bring taxes any-more (it didn't differed among religions)
  • addition of a "Mufti" council position for Muslim
  • new horse armours artefacts given as prize in Furusiyyas
  • some event optimisation and file clean-up
  • better event computation, code and files clean-up
  • filling missing texts and better texts
  • improved some English translations
BALANCE
  • realm capitals are now assigned on startup
  • AI may sometimes not attend to tournaments and furusiyyas
  • can't add a new holding slot in a province any-more
  • religious tolerance technology now worsen inter-religion opinion instead of improving it
  • put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
  • building costs won't decrease overtime due to technology
  • improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
  • "cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
  • tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
  • ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
  • weaken chances a bit for "increase council power" faction
  • dynamic trade routes helps with troops reinforcement and technology spread
  • prosperous industry modifier is more worthy
  • general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
  • the population buildings progression are a bit faster on first levels
  • trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
  • general income and taxes changes
  • various changes to specialization buildings, tribal holdings
  • tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
  • you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
  • improved starting population levels for various areas and eras
  • changed some starting technologies for various areas and eras
BUGFIX
  • fixed relic not being consumed properly when starting the cathedral
  • fixed buying relic not always transferring the relic properly
  • non Christian capitals properly get a "Feudal city" (or equivalent) on startup
  • fixed some vanilla bugs
  • fixed my own bugs by the way
  • population bonus from specializations now apply correctly
  • addition of a start bonus for population for starting dates between year 900 and 1000
  • population increase bonus from properirty and being province/realm capital can be be stacked
  • republic IA may forget less to build in tradepost instead of palaces
  • piety and prestige gain from technology are moved from "Majesty" to church and noble customs techs

BUGFIX:
  • non catholic can no more make a gift fot cathedrals
  • various corrections and improvments for english localisation
Older changelogs can be found in the mod's files.
 

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DEVELOPEMENT DIARIES index

Arko

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DEVELOPEMENT DIARIES & PREVIEW


Here are listed our DevDiaries [DD] and previews of the mod :
 
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Jokolytic

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Interesting! If you can, make sure it has as much compatibility as possible with other mods .
 

Arko

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Interesting! If you can, make sure it has as much compatibility as possible with other mods .
main black point, as for most mods, is that i need to modify defines.lua and static_modifiers that are still not split to help inter-mods compatibility.
 
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Arko

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Quite a great surprise! I found that french version some time in midsummer but the developement seemed stagnant... and I never realised you were the author!

Well, looking forwards to it!

Has there been any adance in the inland republics fromt?
admitidly latest french beta version i published was probably last summer or such. patching path of Pi is quite hard to follow with a lot of mods under devs at the same time. i was pretty busy for some monthes, then i work on Arkopack modules, lately on interface that is over-time-consuming. Then i came back to this one (and another one, a map one), cleaning it a lot.

Inland republics : the only main question ATM is how to spawn them ingame properly + which republics to implement at first -at least for testing purpose-. Main hypothesis is Italian cities, spawned by event to avoid having SWMH to change anything in its setup. It is not really the priority atm though ;) I know it will work when the time will be up to add it (maybe as a sub-mod).
 

frankatank109

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I'm really happy about this, the economic section of the game hasn't changed much since The Republic, so this fixes that problem, and of course I'm always in favor of more flavor (especially with holdings, they really need it). Just a quick question, are you going to be giving character their historical wealth. For example the Mansas of Mali were the richest people in all of the CK2 map, they should start with more than 60, and I know that they're not the only ones.
 

Aasmul

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Yay! return of the trees and big shiney stuff :happy:
 

Arko

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Yay! return of the trees and big shiney stuff :happy:
yay ;)^^

I'm really happy about this, the economic section of the game hasn't changed much since The Republic, so this fixes that problem, and of course I'm always in favor of more flavor (especially with holdings, they really need it). Just a quick question, are you going to be giving character their historical wealth. For example the Mansas of Mali were the richest people in all of the CK2 map, they should start with more than 60, and I know that they're not the only ones.
It could be an idea, if it is possible to code of course (wealth entry in character file ?). The main focus is western Europe at first but there is definetly something nice to do in Africa, especially with Swmh map.
Don't mind bringing ideas/suggestions guyz ;)
 

Arko

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Time for a new DD !





First, you need an authentified Relic, certified by the catholic church in Rome. A lot of false relics are spread over the world. But only 25 are real and officially authentified as such.

Where they can be found ? The majority can be found in catholic world of course, some in lands occupied by muslims or Byzantine's lands, none in pagans lands that where never christianzed at any point before.
How you find it ? Well, it just pops up almost randomly (the event firing it is a nice headache alchemy :p ). I previously made a version where you were informed a potential relic was found and the the authentification report came but i lighten a bit the process and you are now only prompted when an actual relic is found.
All relics are from real historical saints sanctified before the game period (pre-1000).






Then, if you are count leveled or above you can start investing in the cathedral construction.





The cathedral is a 12 steps building chains, costs thousands of gold, and decades of years to achieve.


You may still see offered a loan to help a bit. You can negociate the amount, rate and duration depending on your skills in stewardship and diplomacy...
Then you'll have to refund your loan every year to your local usurer ;)


During the building phases, you'll follow the course of the building site through some flavour events related. They will affect generaly your treasure and building time.
[URL=http://s789.photobucket.com/user/ArKoG/media/CK2%20-%20Les%20%20Trois%20Tours/REC02_zps70c11e05.png.html][/URL]
Seems like our stone convoy has been intercepted and ransomed argh ! Let's pay the ransom or just abandon the the cargaison inducing it will slow the cathedral...


For what benefits you may ask ?
Apart from the challenge, the achievement of each level brings some nice bonus, mostly piety related as you can guess.


That's all for today :p


edit : one can probably see the origin of the latest event picture ;)
 
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CrackdToothGrin

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This idea and current implementation is dope as hell. I can't wait to see this finished. If you're in need of some light graphics work, feel free to shoot me some requests. :)
 

Arko

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This idea and current implementation is dope as hell. I can't wait to see this finished. If you're in need of some light graphics work, feel free to shoot me some requests. :)
Thank you^^
Thank you also for the gfx proposition. Some modifiers icons would be probably benefits your talents if it inspires you when you'll have see them ingame (yes, some are quite ugly ATM)
I do have some plans for some traits but it will come later, and i actually never drawn a trait icon yet ;)
 

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Is that event picture the Holy Grail from the monty python film? Also, how are you going to trick the game into thinking inland republics are playable, or is that a secret? After ROI I figured it would be possible by adding a load of 'dummy' sea provinces connected to ever inland province (or group of provinces) and technically making them not inland, but I imagine that would cause numerous other problems. I remember hearing that inland provinces could get tradeposts via event, but due to the missing trade post screen it still wasn't a great solution. Would be interesting to sea how it was done.
 

Arko

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Is that event picture the Holy Grail from the monty python film?
yes it is !

Also, how are you going to trick the game into thinking inland republics are playable, or is that a secret? After ROI I figured it would be possible by adding a load of 'dummy' sea provinces connected to ever inland province (or group of provinces) and technically making them not inland, but I imagine that would cause numerous other problems. I remember hearing that inland provinces could get tradeposts via event, but due to the missing trade post screen it still wasn't a great solution. Would be interesting to sea how it was done.
Yes, it is this system. The different issues are the tradeposts 3D sprite, the tradepost holding picture, disallowing ship construction and movements inland, republic tab with the ship stained glass. I can say they are all solved ;)
So in the end the Republics will work the exact same way regular ones do (with probably some enhancements on my side).
 

erwi8891

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Well I didn't get tot show off and say the pic was from MP Quest for the Holy Grail (what is a roguedemon doing in a thread about cathedrals anyway? ;)) but I'd like to say I'm very pleased to see this as I remember trying to use the XYLO last year or if it was even before that. Always happy to see more flavour and especially considering just how important the cathedrals were at the time, the enormous resources that were invested in them is still bloody impressive, so a big thank you to Arko! Hipp hipp hurra! :)
 

Arko

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Well I didn't get tot show off and say the pic was from MP Quest for the Holy Grail (what is a roguedemon doing in a thread about cathedrals anyway? ;)) but I'd like to say I'm very pleased to see this as I remember trying to use the XYLO last year or if it was even before that. Always happy to see more flavour and especially considering just how important the cathedrals were at the time, the enormous resources that were invested in them is still bloody impressive, so a big thank you to Arko! Hipp hipp hurra! :)
thank you. I'll post a beta tomorrow. Localization files are already available in post#2 for translators.
 

Jokolytic

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Very interesting! What is that font/interface mod you are using, or is that included?
 

Arko

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Very interesting! What is that font/interface mod you are using, or is that included?
It is a reworked version of an old mapfont minimod called "Pulchra Calligraphy" i adapted to use for as regular text but only province name in province window and holding name in buildview as it is not really readable for text walls ;)
 

sir Eyeball

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Will this be posted on Steam Workshop or do I just follow it here?