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Not sure why, but when this mod is enabled i can't transfer vassalage in my realm at all. I tested thoroughly and it is this mod, i tried both the steam workshop version and the version on here.
 
Hey there:

Love the mod. Can I ask why it's incompatible with EMF? Is there anyway to use both? Any chance of compatibility patch down the line?

Thanks for all the hard work!
 
Not sure why, but when this mod is enabled i can't transfer vassalage in my realm at all. I tested thoroughly and it is this mod, i tried both the steam workshop version and the version on here.
The option is desactivated. You can turn it on by editiong the defines file if you want too.

Hey there:
Love the mod. Can I ask why it's incompatible with EMF? Is there anyway to use both? Any chance of compatibility patch down the line?
Thanks for all the hard work!
Thank you^^

The main point of incompatibility is that both L3T and EMF change the modifiers icon file, that is a strip of images packed into one file. The icons are refered by their order number in said strip for their assignements to modifiers. Kind of tricky to make the mix correctly and maintain since both mods are still developped. It is clearly one of the weak point about modding pssobilities when it comes to inter-mod compatibility.
There are various others files that will collide though (defines, buildings etc. )
Next comes the whole balance of the mix that is... unpredictable lol
We definetly prefer to focus our time on delving our mod.
 
Hi, I am really enjoying your mod so far but I have several questions :
- I have built a second city in a province but I can't make it a trade city, why ?
- I find that the feudal manor is way superior to the 2 other options, especially the administrative one, Am I missing something or they aren't complete atm ?
- In some provinces I can build the ferry building and its 2 improvements while in other cities I can only build the ferry and I am unable to improve it, why ?
 
Hi, I am really enjoying your mod so far but I have several questions :
- I have built a second city in a province but I can't make it a trade city, why ?
- I find that the feudal manor is way superior to the 2 other options, especially the administrative one, Am I missing something or they aren't complete atm ?
- In some provinces I can build the ferry building and its 2 improvements while in other cities I can only build the ferry and I am unable to improve it, why ?
-there are some restriction if there is already a trade specialized city near (direct neighbouring provinces and their direct neighbours). You also can't get two trade cities within the same the province.
-yes, it is incomplete. All the specializations will be completed overtime and all branch will get some pros and cons.
-the ferry building is linked to the presence of a fluvial trade road in the province (1st level only requires on in a neighbour province). The second criteria is the population of the holding, that is tied to the number of buildings built there.
Code:
CA_fleuve_L1 = { # petit quai
    desc = "CA_fleuve_L1_desc"
    trigger = { TECH_CONSTRUCTION = 0 }
    potential = {
        has_province_modifier = province_fleuve
        OR = {           
            has_province_modifier = route_fluviale
            any_neighbor_province = {
                OR = {
                    has_province_modifier = route_fluviale
                    has_province_modifier = route_terrestre
                }
            }
        }
    }
    gold_cost = 50.0    build_time = 100    local_tax_modifier = 0.01    ai_creation_factor = 99    add_number_to_name = no    extra_tech_building_start = 10.0
}

CA_fleuve_L2 = { #petit port
    desc = "CA_fleuve_L2_desc"
    trigger = { TECH_CONSTRUCTION = 0 }
    upgrades_from = CA_fleuve_L1
    potential = { has_province_modifier = route_fluviale }
    prerequisites = { ca_town_2 }
    gold_cost = 75.0    build_time = 230    local_tax_modifier = 0.02    ai_creation_factor = 97    add_number_to_name = no    extra_tech_building_start = 10.0
}

CA_fleuve_L3 = { #port fluvial avec péage
    desc = "CA_fleuve_L3_desc"
    trigger = { TECH_CONSTRUCTION = 0 }
    upgrades_from = CA_fleuve_L2
    potential = { has_province_modifier = route_fluviale }
    prerequisites = { ca_town_3 }
    gold_cost = 150.0    build_time = 500    local_tax_modifier = 0.04    ai_creation_factor = 97    add_number_to_name = no    extra_tech_building_start = 10.0
}
}
Code:
CA_fleuve_L1;Infrastructure: Ferry;COMMERCE : Ponton fluvial;;;;;;;;;;;;x
CA_fleuve_L2;Infrastructure: Trading Quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x
CA_fleuve_L3;Infrastructure: Inland Trading Port;COMMERCE : Port fluvial;;;;;;;;;;;;x
ca_town_1;Population: Hamlet;Hameau;;;;;;;;;;;;x
ca_town_1_desc;Requires §Y10§! buildings.;Requiert §Y10§! bâtiments au total.;;;;;;;;;;;;x
ca_town_2;Population: Village;Village;;;;;;;;;;;;x
ca_town_2_desc;Requires §Y15§! buildings.;Requiert §Y15§! bâtiments au total.;;;;;;;;;;;;x
ca_town_3;Population: Borough;Bourg;;;;;;;;;;;;x
ca_town_3_desc;Requires §Y20§! buildings.;Requiert §Y20§! bâtiments au total.;;;;;;;;;;;;x
ca_town_4;Population: Town;Ville;;;;;;;;;;;;x
ca_town_4_desc;Requires §Y25§! buildings.;Requiert §Y25§! bâtiments au total.;;;;;;;;;;;;x
ca_town_5;Population: City;Cité;;;;;;;;;;;;x
ca_town_5_desc;Requires §Y35§! buildings.;Requiert §Y35§! bâtiments au total;;;;;;;;;;;;x
Thank you for your feedback.
 
This mod is very good and nice~!

But, it would be better if the event message is displayed in small message window of right side, not main event message.
because, your mod main event message occurred too much frequently. so, it makes some inconvenient and seems to be noisy....
Please, I think that messages such as weather, harvest, and drought message must move to right-side small message window, not main event message....
 
Hello I come with some feedback again.
When a province get the depopulation modifiers, they don't disappear. The minor depopulation is supposed to disappear quite fast, at least that's what I remember from my last game without your mod. Now even after 40 years the depopulation remains. I used an event to remove them and now they seem unable to get the prosperity modifiers. Maybe it's not your mod and it's normal but for me it's way too long.
About the trading towns, how do you increase the bonus ? I have one and it's still trade 1 even with all the building I build. I also have another town where the trade specialization is bugged and there is no bonus.
This is more a suggestion although I don't think you'll really care. Could you make that the event that enables to buy an extra holding with prosperity 3 county is time based (for exemple after 25 years of prosperity 3 the event triggers and you can buy the holding) instead of being rng based ? I really hate how Paradox puts rng for everything (like conversion of provinces, why it can't be after x years the province is converted ?).
 
This mod is very good and nice~!

But, it would be better if the event message is displayed in small message window of right side, not main event message.
because, your mod main event message occurred too much frequently. so, it makes some inconvenient and seems to be noisy....
Please, I think that messages such as weather, harvest, and drought message must move to right-side small message window, not main event message....
I am not sure message priority work but I don't it is something that be set in each event.
I admit those weather event can be spammy if you've got a big demesne since flooding and drough tend to spread in neighbour provinces. I'll look into this to see if i can make spreading events silent f.e.


Hello I come with some feedback again.
When a province get the depopulation modifiers, they don't disappear. The minor depopulation is supposed to disappear quite fast, at least that's what I remember from my last game without your mod. Now even after 40 years the depopulation remains. I used an event to remove them and now they seem unable to get the prosperity modifiers. Maybe it's not your mod and it's normal but for me it's way too long.
About the trading towns, how do you increase the bonus ? I have one and it's still trade 1 even with all the building I build. I also have another town where the trade specialization is bugged and there is no bonus.
This is more a suggestion although I don't think you'll really care. Could you make that the event that enables to buy an extra holding with prosperity 3 county is time based (for exemple after 25 years of prosperity 3 the event triggers and you can buy the holding) instead of being rng based ? I really hate how Paradox puts rng for everything (like conversion of provinces, why it can't be after x years the province is converted ?).
-It might be a mod issue, I'll look into it.
-Do you mean the trade centers ? (the major_modifier with the icon with the stars).
I also have another town where the trade specialization is bugged and there is no bonus.
-A town with trade specialization doesn't implies it will be also a trade center if it is what you meant here.
-I actually tend to prefer RNG myself. I don't know this event but your proposition sounds reasonnable, I'll look how it works.
 
- My first problem seems to have been solved by disabling and activating the mod again though I have a province that in 80 years is still at prosperity II even with all the prosperity events.
- I thought that trade specialization and trade center were the same, so how does it work ? I have a trade center that doesn't go pas the 2 %.
- The event about I am talking about is the one that enables you to buy another location for a holding in a county. After playing more I have noticed more problems :
  • The cost scaling isn't a good idea and doesn't make sense in my opinion. To buy an extra space for a holding you have to spend 2.5 times your annual income. If you are a small duchy it's okay since your income will not be very high but has a merchant republic I would have to pay in my game 6500 gold and 7200 with the city. A city base income is 12 per years. Lets say I have lots of positive modifiers and I can get to 100% extra gold. It makes 24 gold per year. I would need 300 years to make it at profitable investment which is way too much. It should be more or less the double than just building the city so it this case it should be about 70 years. I think it should be replaced by a flat cost that maybe increases for every extra space that has been paid. Basically just doing it like building holdings. A flat cost that increases for every holding built. That makes much more sense and doesn't penalize you for playing good.
  • For being able to build an extra holding space you need to set it that county your crown focus. This is a problem for several reasons. The first one is that counts and sometimes dukes don't have access to the crown focus. That means that even if they have prosperous counties they won't be able to buy new holding spaces. Firstly that makes them weaker since they can't improve their counties and also I don't see what the crown has to do with this. A county prospers thanks to trade, agriculture, craftsmanship and attracts people because of the wealth produced by those things, not because the king wants to even if he can help. Also that means that only one of your counties can get an extra holding space even if you have several one prospering only one will have the crown focus. As I said before this doesn't make much sense because the populations comes because of wealth and job opportunities.
  • Lastly the rng is not adapted for this in my opinion. Buying an extra holding space represents a situation where the population has grown to high compared to the towns and castles capacity. Since the growth of population is progressive and doesn't happen randomly I think that this event should happen after a certain amount of years that is not random since the growth of population is not random. I said before 25 years but that's probably a little bit short. In the actual game it's a MTH of 65 but it's reduce if you have high stewardship, high learning etc. In my game I had the event only one in a century while with my rulers skills the MTH was like 35 years.
 
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Thanks for the mod and all the work, it's really fun.

I've got a few issues with the current version:
- Depopulation modifier does not disappear
- icons in province view are not visible at all
- when I conquer a province, I cannot change the specialisation. I conquered a few baronies that have the citadel focus, and I'd like to change it to feudal manor

Keep up the great work. :)
 
Btw I just had a crash to desktop when loading a save game. I disabled my workshop subscription until I found the culprit:

CK2 crashes when loading a savegame while having HIP+L3T plus "Buildings from Conclave Content Pack Added" active. Leaving this here in case other people experience crashes.

Once I removed "Buildings from Conclave Content Pack Added", the savegame loaded fine.
 
Thanks for feedbacks.

I have no DLC, so I cannot help with prosperity event issues.
- I thought that trade specialization and trade center were the same, so how does it work ?
- I have a trade center that doesn't go pas the 2 %.
- When starting a new game there is an initialisation of the city specialization.
When there is several cities in a province, one of them will have the trade specialization.
Otherwise, a city can have the trade specialization if there is at least a distance of 2 (in terms of neighbouring provinces) with the nearest province with trade specialization modifier.
The modifier is given with the same rule of distance.
So in Vanilla, Brugges and Gent are neighbour provinces and have several cities, so one of their cities will have the trade specialization, but only one of the 2 provinces will have the modifier (the other will have a route).
- The percentage depends of the largest route which start from the trade center. At 2%, the largest route has a size of one (it is only the trade center). It is always the case of Venise because the province has no neighbours. You can also see the size of the largest route by the number of coloured stars in the trade center modifier.
To have larger routes, you can help to develop them by building the first building of the route on some eligible provinces (neighbour province which are not the neighbours of other "same level routes").

Thanks for the mod and all the work, it's really fun.

I've got a few issues with the current version:
- Depopulation modifier does not disappear
- icons in province view are not visible at all
- when I conquer a province, I cannot change the specialisation. I conquered a few baronies that have the citadel focus, and I'd like to change it to feudal manor

Keep up the great work. :)
- I have not the RIP DLC. But I think Arko has done some work for this.
- Do you play with ArkoPack Interface mod? If not, I advise you to use it with L3T. If yes, could you show us a screenshot to see the problem.
- I finished to implement the feudal specialization change yesterday. It will surely be available in our next release
 
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- I have not the RIP DLC. But I think Arko has done some work for this.
- Do you play with ArkoPack Interface mod? If not, I advise you to use it with L3T. If yes, could you show us a screenshot to see the problem.
- I finished to implement the feudal specialization change yesterday. It will surely be available in our next release

Yes, playing with Arko stuff since I fully installed HIP except EMF (that'S my understanding of how HIP installs, at least).

The screenshot would be pretty boring. It's just the province window and no modifier icon showing at all. The rest of the window is fine though.
 
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Yes, playing with Arko stuff since I fully installed HIP (that'S my understanding of how HIP installs, at least).

The screenshot would be pretty boring. It's just the province window and no modifier icon showing at all. The rest of the window is fine though.
The steam workshop version has some issues non-workshop don't have for some reason :/
I'd recommend using the version distributed here instead.
 
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Thank you for this awesome mod. Been having a lot of great fun with this.

A quick concern, it seems that we have to be feudal in order to expand in castle, and mayor in city, and so on.
Currently, playing as a patrician, I cannot expand population in the castle despite upgrading a lot.
Perhaps using the same rules as the game, only when there is no wrong holding type penalties would the realm expand?

Code:
#Evolution population    CASTLE
##niveau 1    CASTLE

character_event = {
    #title = "NAMEL3T.0101"
        id = L3T.0101
    desc = "DESCL3T.0101"
    picture = GFX_evt_castle_construction

    only_rulers = yes
    capable_only = yes
    prisoner = no
    
trigger = {
        war = no
        any_demesne_title = {   
            tier = baron   
            is_feudal = yes   
            NOT = {    has_building = ca_town_1    }
            num_of_buildings = 10
        }
    }
        
    mean_time_to_happen = { months = 18 }

option = {
        name = "OK"   
        random_demesne_title = {   
            limit = {   
                tier = baron   
                is_feudal = yes   
                NOT = {    has_building = ca_town_1    }
                num_of_buildings = 10
            }
            add_building = ca_town_1
        }
    }
}
 
Thank you for this awesome mod. Been having a lot of great fun with this.

A quick concern, it seems that we have to be feudal in order to expand in castle, and mayor in city, and so on.
Currently, playing as a patrician, I cannot expand population in the castle despite upgrading a lot.
Perhaps using the same rules as the game, only when there is no wrong holding type penalties would the realm expand?

Code:
#Evolution population    CASTLE
##niveau 1    CASTLE

character_event = {
    #title = "NAMEL3T.0101"
        id = L3T.0101
    desc = "DESCL3T.0101"
    picture = GFX_evt_castle_construction

    only_rulers = yes
    capable_only = yes
    prisoner = no
   
trigger = {
        war = no
        any_demesne_title = {  
            tier = baron  
            is_feudal = yes  
            NOT = {    has_building = ca_town_1    }
            num_of_buildings = 10
        }
    }
       
    mean_time_to_happen = { months = 18 }

option = {
        name = "OK"  
        random_demesne_title = {  
            limit = {  
                tier = baron  
                is_feudal = yes  
                NOT = {    has_building = ca_town_1    }
                num_of_buildings = 10
            }
            add_building = ca_town_1
        }
    }
}

Might be unintended. If @Arko meant to scope to a castle barony, is_feudal = yes should be replaced with holding_type = CASTLE. I think that <title scope> = { is_feudal/republic/theocracy/tribal/nomad } is equivalent to <title scope> = { holder_scope = { is_feudal/republic/theocracy/tribal/nomad } }
 
Might be unintended. If @Arko meant to scope to a castle barony, is_feudal = yes should be replaced with holding_type = CASTLE. I think that <title scope> = { is_feudal/republic/theocracy/tribal/nomad } is equivalent to <title scope> = { holder_scope = { is_feudal/republic/theocracy/tribal/nomad } }
hmm.. I will try changing it and see what happens. Thanks!
 
Might be unintended. If @Arko meant to scope to a castle barony, is_feudal = yes should be replaced with holding_type = CASTLE. I think that <title scope> = { is_feudal/republic/theocracy/tribal/nomad } is equivalent to <title scope> = { holder_scope = { is_feudal/republic/theocracy/tribal/nomad } }
iirc we had some issues using holding_type (targetting the right holding and informing the right holder or so).

but i think we can tweak those event for all allowed holding types.
do AI patrician actually build and keep castles ?