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[MOD] Magnate Lords V0.421

Magnate Lords

X patch Now released: VX.xx
Compatbile with v2.2.1.1
changelog below

See the Steam Workshop for latest info! - this page needs updating.....

Please give feedback on the new pillaging system & any other issues.
Remember, only cities with more than 3 buildings & castles with more than 4 buildings have the potential to be looted/razed/respected.

Killzerslaul and I present to you a standalone mod which aims to enhance/overhaul various parts of the gameplay of CK2 by introducing a more realistic and diverse approach to the mechanics of economy, trade, buildings, technology and holding balancing.

Current Features

- Completely overhauled building chains.
- Many, many new buildings related to individual resources/goods.
- 49 initial resources, 56 possible 'manufactured/produced' goods.
- Provinces develop 'individuality' due to the resources & goods within the province, as well as the differing infrastructures available.
- Many of the basic resources can be 'worked' into more advanced goods, i.e. Leather can be made in provinces with cattle, but only if the relevant infrastructure is in place.
- Historically accurate placement of resources, but balance of the game has been kept in mind. - i.e. we cant let a province start with 9 resources, it would be overly wealthy.
- Individual graphics for each resource/good.
- An expanded building view interface.
- New mod related event graphics, now over 29 new event pictures within the mod.
- A system were all relevant buildings and resources/goods are tied together.
- Inter-holding trade with vassals can take place. e.g. you as the province lord could build an open pit silver mine, your mayor vassal could then build a silversmiths & the province as a whole would benefit from income made from silverwares.
- Castles, cities & temples have different military & economical potential.
- Different religious buildings dependent on province religion, christians have churches & priories, muslims have masjids & majilis'. And yes we did implement this before SOI was released lol.
- Cultural buildings are now available in set provinces (irrespective of your characters culture), Longbowmen will always be recruitable from England & Wales etc.
- Some 'province holding' balancing i.e. northern England is poorer than the south.
- New holdings are more expensive to create & the base levels of tax for castles, cities & temples has been reduced.
- Vanilla's over inflation is being combated, gold is more precious & should be spent wisely.
- New traits gainable for characters with/in the relevant stats/situations. currently 'Horse Breeder', 'Agriculturalist', 'Expert Agriculturalist', 'Pillager' & 'Marauder' are attainable.
- Overhauled technology and greatly expanded its relations to buildings and warfare. New technologies include; military strategy, engineering techniques, feudal organisation & industry techniques - amongst many others.
- Church holdings are now of more benefit to technological research than city holdings. Cities still have universities but priories, monasteries & Abbeys are of more benefit to tech growth.
- Events related to resources adding flavour. Currently over 50 in place, we intend to add many more.
- New pillaging system which enhances war & causes holdings to become much more valuable as many buildings within settlements can be destroyed. Also with developmental traits - I.e. the traits 'Pillager' & 'Marauder' occur due to specific behaviour.
- Changed the parameters of the difficulty settings.

- This mod is only designed to be played from a Christian perspective. - i.e. due to the nature of localisation & event pictures etc. The mod will still work just as well if you play as a muslim ruler, its just that events fire in European perspectives etc.
- The mod should only be played from the first 1066 start date.
- Some of the event chains included within the mod contain swearing.


Future Features

- Many more events related to both raw resources, 'manufactured' resources and economical circumstances.
- Reworking the mod to improve/expand the base 'Republican' DLC enhancements.
- New resources, goods and events with more options/effects on the economy.


List of Mod Features/Changes

Currently not comprehensive...

- The Advancement of Resources to Goods
- Using the example of sheep.

- Raw resources are converted to goods by the construction of infrastructure.
- A building to 'harvest' said resource must be constructed first. Wether that be a 'fenced sheep pasture' to more comprehensively breed sheep, or a 'feller's yard' to cut down trees.
- With the construction of the 'fenced sheep pasture' complete, the mayors of the province will see an opportunity for monetary gain and will be able to construct 'fleecing & carding' houses.
- With the construction of a fleecing house by your mayor vassal (you could decide to pay for the buildings construction yourself) the province will then take time to establish the infrastructure to continously develop 'wool'. from 'harvesting sheep' to 'producing wool' can take time dependent on the province lords traits/skills, see below.
- Once the initial 'harvesting' building line is constructed the province then takes time to establish the infrastructure to successfully 'harvest' the resource. The amount of time depends on the stewardship level & traits of the province owner; A province lord who is diligent with a level of 17 stewardship will oversee the provinces advancement to the next level of goods production much more quickly and efficiently than a province lord who is lazy & depressed.
- Sometimes you could be waiting for a few years for the advancement of 'sheep' to 'wool' because of your lazy & depressed province lord.
- An event will fire always informing you of any 'goods advancement' and we will be informed that our province is now a producer of 'wool'.
- The availability of any further buildings to construct is dependent on the resource/good in question.
- No provinces can advance with any of the following modifiers applied to them:
- 'Incompetent rule'
- 'Thieves guild'
- 'Smugglers ring'
- 'Highway robber band'


- Technology:

- Economical Tech totally overhauled.
- Agricultural techniques, +5% castle income per level and unlocks the farming and animal husbandry building lines.
- Mercantile Practices, +7.5% city tax per level and unlocks the additional city taxation buildings.
- Canonical Tithes, +7.5% temple tax. additional building lines may be related to it in the future.
- Feudal Organisation, unlocks certain castles buildings such as the baronial village, livery yard & large barracks etc.
- Urban Planning, unlocks the foundation city buildings such as the town square, civilian harbour & city guards armoury etc.
- Church Organisation, unlocks the base temple buildings such the large parish church for christians & the Iwan Masjids for Muslims etc.
- Military Architecture, unlocks new keep contructs as well as the royal mint.
- Industry Techniques, unlocks the very important buildings related to economical progression - buildings ranging from fleecing houses & carpenters shops to large wineries & Goldsmith's Guilds.

- Military Tech partly overhauled, will be finished with future patches.
- Military Strategy, each new level increases garrison growth, levy reinforcement rate and siege defence. An important technology if using a defensive plan.
- Engineering Techniques, the research into this tech leads to new wall types and defences being unlocked for all holdings. Ranging from rag stone masonry walls & crenellated battlements to tiered concentric walls & great towered barbicans.
- Military Tactics, the research into this tech increases troop morale & increases siege speed.

- Culture Tech will also be improved upon with future patches
- Law & Legalism, the same as vanilla but with the addition of the unlocking of the discipline/law castle buildings, such as the bailiffs office etc.

- Economy:

- War reduces income by 10%
- Stewardship's effect on global income reduced to 1% per point.
- Holdings under siege produce 50% less income.
- Looted holdings produce 66% less income.
- Tax from farming technology reduced to the following increments: 5%, 10%, 15%, 20% & 25%.
- Tax from mercantile practices gives the following bonuses per level: 7.5%, 15%, 22.5%, 30% & 37.5%.
- Canonical tithes grant the following bonuses per level: 7.5%, 15%, 22.5%, 30% & 37.5%.
- Castle holdings now have a base tax of 3.50
- All military buildings, including walls, within castles have a maintenance cost.
- City holdings now have a base tax of 9.75.
- Temple holdings now have a base tax of 6.75.
- Increased the cost of new castle, temple & city holdings.
- Increased build time of new castle, temple & city holdings
- Economies develop more quickly in temples & cities than castles.
- Reduced gold bishops give to anti popes.
- Republics city tax bonuses' reduced slightly.
- Jizya tax reduced to 12.5%.

- Military:

- Base growth for garrisons reduced to 5%. Value is increased through advancement of the 'military strategy' technology.
- (base holding) Galleys have been removed from castles and temples.
- Cities given a base fort_level of 0.5.
- Levy reinforce rates for castles reduced to 1.0. city levy reinforce rate is 0.50 & temple 0.25.
- Castles give 125 light infantry, 100 heavy infantry, 25 archers & 15 light cavalry.
- Cities give 75 light infantry & 50 archers.
- Temples give 50 light infantry & 15 archers.
- Castles are vastly superior holdings for the production of troops.
- each fort level requires 25 days before an assault can be launched.
- Castle holdings have many more troop producing building lines than city & temple holdings which only have 1.
- Due to the buildings overhaul there are fewer troops in the late period of the game, an effort is being made to prevent stacks of 100,000 being recruitable.
- Temple holdings have a reduced land_organisation level of 0.15 compared to cities & castles which have 0.20 land_organisation. Affects the rate of morale replenishment.- Reduced the cost of mercenary hire & maintenance.
- Characters martial skill reduces revolt risk of controlled provinces.
- Assaulting sieged holdings can be much more precarious for troops.
- galleys hold 250 men.
- Farming infrastructure can be destroyed during a siege.
- All demesnial holdings should be well defended against attack, holdings are much more valuable than vanilla & more costly to develop.

A new system of pillaging castles & Cities:
- holdings can be 'respected' after a siege giving the character in command a piety boost.
- holdings can be looted for their gold worth after a siege, though castles dont offer as much gold as cities when looted.
- holdings can be razed after a siege, possibly destroying much of the castles/cities buildings. This can come at a great cost in piety but can of course weaken enemies.
- A new system of pillaging religious holdings:
- Events to respect/loot/raze religious holdings are available to christians conquering islamic provinces & muslims conquering christain provinces.
- Zealous characters (either christians in islamic land or muslims in christian land) on crusade ONLY, can conquer religious holdings and attempt to convert religious buildings of worship into their own form of religious buiding. I.e. a christian can attempt to convert a mosque into a church and thus convert the province through aggresive means. This action is costly and will not always work, but is sure to please the pope when successful.
- The AI has the same ability to pillage as the player, though the AI will not raze holdings wrecklessly, AI vs AI will seldom burn castles/cities but it can happen occasionaly, all dependant on the commanders traits etc. The exception to this rule is with regards to mongol hordes, they will decimate most places they visit. The AI will also not be kind to human players, demesnial grounds will have to be defended well to prevent the destruction of valuable holdings.
- Holdings with 3 buildings & above can be pillaged/looted/respected. The events do not fire for holdings with fewer than 3 buildings

- Graphical

- Over 140 new graphical icons representing resource & goods.
- New graphical icons replacing vanilla's modifier icons.
- Expanded the provinces building view, so that displays are clearer & all buildings within a province are easier to see.
- Building interface roman numerals now go up to X.
- Over 25 new event pictures, all in a nice style.

- General Changes:

- Agnes' inhertiable claim on aquitaine removed (stops HRE from conquering france).
- very slightly increased the chances of an event firing from the vanilla yearly on_actions.
- Altered difficulty levels, The AI no longer receives any over the top bonuses/maluses. Most difficulty effects are applied to the human.
- Slightly altered starting tech levels for christians and muslims.
- Increased the detriment to health from being imprisoned.
- Ai spends less gold on indulgences, feasts, fairs & hunts. Allowing it to spend more on building construction & mercenary recruitment.
- Slightly reduced max demesne size from stewardship.
- Increased piety gain related to characters level of learning, was 2% now 3% per point.
- Diseases are more deadly.
-

- Events

Events dependent on resource availability:
- 'Good harvest'.
- 'Bad harvest'.
- 'Good fishing haul'.
- 'Poor fishing haul'.
- 'Demesnial gaming grounds hunt'.
- 'Sheep attacked by wolves'.
- 'Diseased cattle'.
- 'diseased swine'.
- 'sheep breeding like rabbits'.
- 'goats mauled by wolves'.
- 'good goat market'.
- 'poor goat market'.
- 'lesser knights request access to gaming grounds'.
- 'good sheep market'.
- 'poor sheep market'.
- 'good swine market'.
- 'poor swine market'.
- 'fine bull to stud'.
- 'good cattle market'.
- 'poor cattle market'.
- 'serious fowl disease'.
- 'equine grain stocks low'.
- 'equine disease'.
- 'a fine stud has developed'.
- 'lesser horses sold well at market'.
- 'increase in the value of raw timber'.
- 'forest fire'.
- 'struck valuable ore'.
- 'mineshaft collapse'.
- 'perfect weather for sugarcane cultivation'.
- 'rotten sugarcane'.
- 'favourale climate for saffron'.
- 'failed saffron crop'
- 'steward collects Cotton tithe'
- 'cotton pests'
- 'decide on breed of horses in realm'.
- 'appreciate virtues of horse'.
- 'game is being poached'
- 'frost effecting crop'
- 'storm brewing'
- 'more oxen to work the land'
- 'introduce greater crop rotation'
- 'new water system'
- 'farmland of the besieged'
- Amongst many others.... + Many more to come.

this list is still to be finished....

Resources

- Mineral

- Amber
- Coal
- Copper
- Gemstone
- Gold
- Chalk
- Iron
- Lead
- Marble
- Pearl
- Peat
- Salt
- Silver
- Stone
- Sulphur
- Tin
- Cinnabar

- Vegetable/Land

- Cotton
- Exotic Fruit
- Flax
- Fruit (non exotic)
- Grain
- Grapes
- Herbs
- Mushrooms
- Nuts
- Olives
- Saffron
- Sugar
- Timber
- Vegetable
- Rice
- mustard fields
- Lavender

- Animal

- Bees
- Cattle
- Fish
- Poultry
- Game
- Goat
- Horse
- Sheep
- Swine

- Speciality

- Ivory
- Naphtha
- Ebony
- Myrrh
- Caviar
- Slaves
'Manufactored' Goods

- Mineral

- Forged Iron
- Steel (damascan, toledan & koln)
- Marble Statues
- Tin Wares
- Silver Wares
- Silver Bullion
- Gold Wares
- Gold Bullion
- Forged Copper
- Jewellery
- Black Powder
- Pastel Dyes
- Forged Lead
- Masoned Stone
- Mercury

- Vegetable/Land

- Lumber
- Fine Furniture
- Bread
- Pastry
- Beer
- Sugar
- Cotton
- Dried Fruit
- Cider
- Olive Oil
- Glass
- Pottery
- Tar
- Wine
- Medicine
- Vegetable Oil
- Cosmetics
- Dye
- Rope
- European Linen
- Muslim Linen
- Paper

- Animals

- Wool
- Carpet
- Persian Rugs
- Tapestry
- Woolen Cloth
- Lambs Meat
- Leather
- Beef Meat
- Cheese
- Sausage Meat
- Fur
- Honey
- Wax
- Cured Fish
- Poultry Meat
- Parchment

Changelogs

Code:
[COLOR="#00FF00"]V0.421[/COLOR] - [I]moderately[/I] savegame compatible

- ML Compatible with patch 1.092.
- Trade posts & cities within a tradezone bonus reduced to 33%.
- Troops on ships suffer 1% attrition per month.

[COLOR="#00FF00"]V0.42[/COLOR] - NOT savegame compatible

- Players can now build any holding within a county without first having to construct at least one City, Temple and Castle.
- The mod no longer uses seperate religious building lines for the different religions. (This is quite a big change 'under the hood').
- Added 'The Church of the Holy Sepulchre & Haram al-Sharif' to Jerusalem.
- Added the 'Sassanian Walls' to Derbent & increased Narin Kala's wall level to 6.
- The % increase in cost due to distance to closest connected province for trade posts has been increased further.
- The 'horse breeder' trait no longer gives a malus to leading light infantry + increases leading mounted troops effectiveness by 10%.
- Improved 'war horses' fighting abilities.
- Balanced/overhauled the 'family palace' buildings more towards the ML ethos.
- Patrician's sons now receive a greater share of the familial income.
- 'Mineral Surveys' can now be conducted on any province terrain type - though the prerequisites to do so have been increased. (Remember this can be very expensive but can also be very rewarding...)
- Reduced the morale bonus muslims receive when at 0-40% decadence.
- Converting a province religion after a successfful siege (through event: when you are the siege leader and zealous) is now 25% less likely to be successfull; but the head of your religion will still love you
  when one is successfully converted.
- The opinion modifier for 'opinion_razed_holding' has been reduced to 15 years (down from 25).
- The 2nd & 3rd 'Devious Constructs' of the family palace buildings give an increase to character assassination chance & intrigue (your character).
- Reduced the base tax income of the 'family palace' to 5.
- Added missing pictures.
- New event 'The wine of Aquitaine'.
- Reduced the value of lumber.
- DAYS_PER_FORTLEVEL_BEFORE_ASSAULT returned to (vanilla) 30 days.
- The size of the mongol hordes has been tweaked (i.e. reduced} to be more in line with that of ML. - would like feedback on this.
- Added lots of grain to Syria and to Baghdad.
- The walls of Constantinople (the theodosian walls) now actually grant a bonus to income, unlike other holdings.
- 'Carriage returned' many localisations. - thanks to evander for the tip.

[COLOR="#00FF00"]V0.401[/COLOR] - [I]Very minor patch[/I] Fully savegame compatible with v0.40

- Fixed the ML traits not showing. 

[COLOR="#00FF00"]V0.40[/COLOR]

[COLOR="#FF0000"]NOTE:

- Remember the mod is designed to be played from a christian perspective.
- Remember that holdings can now be pillaged, so you must protect your demesne.
- There is a bug regarding the technology interface - You cannot see all of the buildings available to be built. I do not know why this is so any feedback is greatly appreciated!
[/COLOR]

- ML now compatible with CK2 v1.091
- Geared Magnate Lords more towards a sole focus on economy, thus:
   - Removed all ML Cassus Belli influences/changes.
   - ML no longer modifies any vanilla traits.
   - ML no longer modifies any character files.   
   - ML no longer incorporates Avee's Better Rebels mod.
 - New decision & event chain to search for mineral ore resources in a province which is 'hilly' or 'mountainous' & has no ore currently in it. Will you find silver or gold or be left dissapointed? 
 - Reduced the opinion penalty from -20 to -10 for 'Payed Ransom Tithe'.
 - Applied an event title to all 'initial resource events'.
 - The alchemy line of buildings (leading to & allowing black powder) can now be constructed from 1150, instead of the initial date of 1255.
 - Re-tweaked many of the event pictures added a few more. Including cows, sheep etc
 - Fixed the localisation error for agriculturalist ambitions. - thanks to joos for feedback.
 - A region of 'wet europe' defined in the continent.txt file.
 - 'Serf Hamlets' now only give 0.25 gold income.
 - 'Peasant Communes' now only give 0.50 gold income.
 - Increased the cost of 'concentric ashlar walls' & 'Tiered concentric walls'.
 - The 'Theodosian Walls' now give a bonus of 4.5 to constantinople's fort level & have also been added to Galata. - would like feedback on this.
 - 'Dutch Urban Milita' removed.
 - Modified the benefits work & war horses give.
 - Removed the 'fortified stone barbicans' building from cities & religious holdings. They now only have 5 'wall quality' buildings.
 - Reduced the number of catholic religious buildings to 6.
 - Added St. Peters Basilica to Rome.
 - Removed the 'charitable' buildings from temple holdings. They will have no use until the Devs allow buildings to have affects on their owners :(
 - Removed the 'law' buildings from castles.
 - Removed many of the prerequisites for basic building constructions in castles, cities & religious holdings.
 - Trade posts connected to the capital receive a lesser bonus income.
 - The % increase in cost due to distance to closest connected province for trade posts has been increased.
 - Vanilla's basic trade post buildings edited.
 - 'Adminsitrative Trade Buildings' added to trade posts. 
  
 - Misc:
 - The new market event pic that was included in the last patch has been removed (due to it being present in another mod, my mistake - i thought i had found an original.) and replaced with a 
   better original picture.
 
 - Big thanks to pauli133 for giftig me the Legacy of Rome DLC.


[COLOR="#00FF00"]V0.38[/COLOR]

 - New objective 'become an agriculturalist'.
 - Of the provinces with 'amber', now only Jylland, Akershus & marienberg can produce jewellry.
 - Reduced the size of the mercenary bands for hire.
 - Made further reductions to reinforce rates: castles 0.85, cities 0.33 & temples 0.175.
 - New technology 'Equine Knowledge'.
 - Thrifty clerks may now become horsebreeders.
 - Rebalanced the effects of the following technologies: 'bows', 'light armour', 'heavy armour' & 'infantry melee weapons'.
 - Added notfication events for when holdings are sacked. All human players will now be informed if a city/castle within their demesne has been 'razed' by a siege leader.
 - The AI will be much less likely to 'raze' the holdings of human players with only one holding i.e. human lords who are 'one province minors'. Adding more fairness 
   for people who like to start at the bottom of the foodchain.
 - Rebalanced the piety 'costs' for razing cities & castles.
 - Reduced the frequency & harshness of the storm events + added new options to take for when it floods.
 - Added 'exotic fruit' to Amman.
 - Moved 'goats' from Amman to Az Zarqa.
 - Easier difficulty levels now offer the human player a greater chance at discovering plots, conversely VH difficulty makes it harder to discover plots.
 
 - Misc:
 - Atholl's terrain is now mountainous.
 - Westmorland's & Moray's terrain is now 'hills'.
 - Added another market event picture for flavour.
 

[COLOR="#00FF00"]V0.31[/COLOR] [I]- Fully savegame compatible with V0.30[/I]

 - Ammended the errors causing events to constantly re-trigger when a character is aiming to be an agriculturalist.


[COLOR="#00FF00"]V0.30[/COLOR]

 - New decision, Ransom Tithe - if a character is imprisoned and needs to accrue gold for his ransom, he can do so, though his vassals may not like it. A maximum of 3 vassals can be pressed for the tithe.
   The decision can only be used once in every 5 years.
 - Mercenary hire cost & maintenance cost are now more balanced with magnate lords. The AI should be much more willing to hire mercenaries.
 - Assassination cost rank multiplier reduced to 60 gold per level.
 - Can no longer declare holy war if you are a lunatic. 
 - Holy war can only be declared against neighboring realms. The mongol hordes can no longer use the holy war CB.
 - You now get slightly more piety from releasing a prisoner.
 - Characters martial skill reduces revolt risk of controlled provinces. A 10 martial character would recieve a -0.01 revolt risk for each owned province.
 - Reduced the potential to easily accrue stewardship from the 'demesnial gaming grounds hunt' event line.
 - Rebalanced various fort level bonuses recieved from keeps, walls & defensive structures.
 - Assaulting sieged holdings is now more precarious.
 - Galleys now hold 250 men.
 - Muslims are now 2x as likely to breed war horses.
 - Added new modifier icons for work & war horses. 
 - Reduced the martial requirement to become a 'horse breeder' to 10.
 - Reduced the frequency of the vanilla battle events causing characters to become wounded, maimed, incapable or dead.
 - Fixed the issue regarding william the bastards lack of ships & thus failing to invade england.
 - Addressed error which prevented the resource 'naptha' from showing.
 - Fixed a large error which prevented the following resources from being produced by provinces: Goats cheese, Fur (from game animals), honey, wax, salted fish & poultry meat. 
 - Fixed an error preventing the smithing buildings line being constructed in provinces with war horses.
 - Further tweaks to the frequency of good/bad economical events happening. Should be more balanced now, but continous years of bad harvests etc. are still possible.
 - Large amounts of gold are no longer automatically accrued from successful sieges.
 - Introduced a new method of pillaging, which can be taken after a siege. The option to pillage/loot/respect holding (through event) will not occur after every siege, 
   but will be fairly common.
 - A new system of pillaging castles & Cities:
   - holdings can be 'respected' after a siege giving the character in command a piety boost.
   - holdings can be looted for their gold worth after a siege, though castles dont offer as much gold as cities when looted.
   - holdings can be razed after a siege, possibly destroying much of the castles/cities buildings. This can come at a great cost in piety but can of course weaken enemies.
 - A new system of pillaging religious holdings:
   - Events to respect/loot/raze religious holdings are available to christians conquering islamic provinces & muslims conquering christain provinces.
   - Zealous characters (either christians in islamic land or muslims in christian land) on crusade ONLY, can conquer religious holdings and attempt to convert religious buildings 
     of worship into their own form of religious buiding.
     i.e. a christian can attempt to convert a mosque into a church and thus convert the province through aggresive means. This action is costly and will not always work,
     but is sure to please the pope when successful.  
 - The AI has the same ability to pillage as the player, though the AI will not raze holdings wrecklessly, AI vs AI will seldom burn castles/cities but it can happen occasionaly,
   all dependant on the commanders traits etc.
   The exception to this rule is with regards to mongol hordes, they will decimate most places they visit. The AI will also not be kind to human players, demesnial grounds will 
   have to be defended well to prevent the destruction of valuable holdings.   
 - Cities with 3 buildings & above can be pillaged/looted/respected. Castles with 4 buildings & above can be pillaged/looted/respected. The events do not fire for holdings with fewer than the buildings required, either 3/4 depending on whether its a city/castle.
 - New traits [COLOR="#FFFF00"]'Pillager'[/COLOR] & [COLOR="#FFFF00"]'Marauder'[/COLOR]. Gained dependent on decisions made regarding settlements after sieges. Characters who loot a lot 
   may receive the pillager trait, characters who raze holdings may gain the marauder trait.
 - Pillager trait gives a martial bonus and gives characters a chance to gain a lot more gold during sieges.
 - Marauders gain a +2 martial but are disliked by characters with good virtues & the church.
 - Added new event 'character recognised as pillager'.
 - Added new event 'character recognised as marauder'.
 - Added new event 'farmland of the besieged'.
 - Farming Infrastructure can now be destroyed during a siege. A character in command of a siege (with 12+ martial) can receieve the above event & can choose to raze the land, thus 
   destroying any communal tenures, farmsteads, irrigated manors etc.
 - Added 'Horses of general breed' to Aprutium.
 - Added traits [COLOR="#FFFF00"]'Agriculturalist'[/COLOR] & [COLOR="#FFFF00"]'Expert Agriculturalist'[/COLOR]. To become an agriculturalist you must have minimum 7 stewardship and have atleast a communal tenure within your demesne (amongst other prereqs - i.e. military men are less likely to become agriculturalists but its possible), your steward may approach you for a chat, and you can decide if your character is to 
 take interest in matters of the land. The 
   trait can only ever be recieved after your 
   character makes various decisions relating to events, wise decisions mean he is more likely to become one, if he neglects the land then he will not.
 - Added new event 'more oxen to work the land'.
 - Added new event 'introduce greater crop rotation'.
 - Added new event 'new water system'.
 - Added new event 'expand demesnial farming (1)'.
 - Added new event 'expand demesnial farming (2)'.
 - Added new event 'character recognised as agriculturalist'.
 - Added new event 'character recognised as an expert agriculturalist'.
 - Incorporated avee's 'better rebels mod'. Permissions carried over from strongholds & citadels.
 - Added new event 'game is being poached'.
 - Added new event 'frost effecting crop'.
 - Added new event 'storm brewing'.
 - Added new nicknames: 'The Farmer', 'The Agriculturalist', 'The horseman', 'The Equestrian', 'The Pillager', 'The Looter', 'The Ravager', 'The marauder', 'The Butcher' & 'The Sacker'.  
 
 - Trait Ammendments:
 - Increased the health risk from being stressed, depressed, ill, weak, pneumonic, leprotic, wounded, maimed & infirm.
 - Increased lethality when suffering from tuberculosis, typhoid fever, typhus, measles, small pox.
 - reduced fertility when weak, ill, infirm & incapable.
 - Greedy now gives +20% gold income.
 - Charitable now gives -20% gold income.
 - Craven now gives +1 intrigue.
 - Zealous now only gives +1 martial, an increased 1.20 piety per month & a reduced +15 same opinion if same religion opinion.
 
 - Misc:
 - Addressed many minor bugs which may/may-not have been causing errors.
 - Slightly increased the efficiency of all the events within resource_flavour_events.txt

much effort made by killzerslaul, tyomanator & grallonsphere.
 

[COLOR="#00FF00"]V0.21[/COLOR]
 
 - You no longer have to rename vanilla's modifier_icons in the gfx/interface file. The mods icons will show automically now.
 - 'Horses of general breed' now give +5 light cavalry to each holding in the province.
 - Horses can be bred for work or war, through event. Work horses are of more benefit to the economy, war horses are of a greater miltary benefit. Horses are now much more of an important      'resource'.
 - Added trait 'Horse Breeder'. Gained through event - character must hold a province with either 'work' or 'war' horses. if character not of a military education or a 'fortune builder' or '   midas touched', they must have high martial level or be a 'cavalry leader'.
   Character must be: over 20, under 60, male, not a gardener, not a falconer, not a mystic, not an impaler, not a poet, not imbecile, hunchback or clubfooted.
 - Characters who are horse breeders have a +10 opinion of eachother. 
 - Added new event 'decide on breed of horses in realm'.
 - Added new event 'appreciate virtues of horse'.
 - There are now 2 differing stable building lines. One line consisting of 3 buildings is available for most provinces. The 2nd line consists of 6 buildings & is only available for provinces   with 'war' horses. This 2nd 'specialised' building line offers many more light & heavy cavalry troops than the other. This change of building lines makes 'war' horses even more valuable & powerful. 'Work' horses do not allow the 2nd building line, as they are focused on giving the province bonuses related to its economy.
 - Added new building chain to cities for horse breeding. Is available to cities once a 'work' or 'war' breed of horse has been determined for the province.
 - Re-tweaked the 'poor harvest' event to be less harsh on the coffers, also improved how the AI deals with the options. - thanks for feedback from Tyomanator 
 - Slightly reduced the chance of the bad economical events firing. - thanks for feedback from Tyomanator 
 - Fixed bug in events_modifier file.
 - Fixed bug in resource_flavour_events which stopped events related to the 'demesnial gaming grounds hunt' from firing.
 - Fixed modifier block errors in technology.txt. - thanks to avee
 - Addressed possible CTD regarding graphical icons.
 - Fixed an error with the demesnial gaming grounds hunt were you could invite yourself to hunt, with yourself....
 - The building view has been expanded making it clearer/quicker to see baronial building options.
 - Various ammendments to localisation & event scripts.
 - Further increase of the cost of new holdings.
 - Fixed an error with the gold wares & gold bullion icons.
 - Temple holdings can no longer construct peat quarries.
 - Baltic pagans, eligible for the axemans muster hall, now start with it from 1066. 
 - Upkeep of axemans muster hall building line reduced to -0.05 per level.
 - Levy_size multiplier removed from the heavy_barracks building line. (can lead to great troop inlflation in mid-late game)
 - Baltic pagans now have their own barracks building line. Consists of 4 buildings. Gives light & heavy infantry.
 - Increased the build times of the castle keeps.
 - Reduced the tech requirements to construct castle keeps.
 - Improved the starting infrastructure of Galata in byzantion.
 - Re-tweaked the 'ideal' years for tech advancement.
 - Slightly increased the research bonus techs recieve when they are the 'focus' tech.
 - Added 'grain' to Boleslav.
 - Added 'gaming grounds' to Clydesdale. Moved 'gaming grounds' from Podlasie to Grodno.
 - Added 'horses' to Rouen, Zamora, khorasan, Lieda & Podlasie.
 - Added salt to Alcacer do sal & removed salt from silves.
 - Moved 'cinnabar deposits' from Alto Aragon to Calatrava, also added to Sundgau.
 - Merged vannilla bi_annual & annual on_actions. Magnate lords is now primarliy using the bi_yearly on_actions for events, thus no vanilla events are missed out.
 - Various events are now more efficient, slightly reducing memory load.
 - Added new event 'diseased swine'.
 - Added new event 'sheep breeding like rabbits'.
 - Added new event 'goats mauled by wolves'.
 - Added new event 'good goat market'.
 - Added new event 'poor goat market'.
 - Added new event 'lesser knights request access to gaming grounds'.
 - Added new event 'good sheep market'.
 - Added new event 'poor sheep market'.
 - Added new event 'good swine market'.
 - Added new event 'poor swine market'.
 - Added new event 'fine bull to stud'.
 - Added new event 'good cattle market'.
 - Added new event 'poor cattle market'.
 - Added new event 'serious fowl disease'.
 - Added new event 'equine grain stocks low'.
 - Added new event 'equine disease'.
 - Added new event 'a fine stud has developed'.
 - Added new event 'lesser horses sold well at market'.
 - Added new event 'increase in the value of raw timber'.
 - Added new event 'forest fire'.
 - Added new event 'struck valuable ore'.
 - Added new event 'mineshaft collapse'.
 - Added new event 'perfect weather for sugarcane cultivation'.
 - Added new event 'rotten sugarcane'.
 - Added new event 'favourale climate for saffron'.	
 - Added new event 'failed saffron crop'
 - Added new event 'steward collects Cotton tithe'
 - Added new event 'cotton pests'

much effort made by grallonsphere & killzerslaul.
Large credit to Tyomanator.

[/SIZE]

Download Link

- Magnate Lords V0.421 - currently not available.

- Extract to the mydocuments/paradox interactive/crusaderkingsII/mod folder.


Hotfixes for V0.421

- None as of yet.

Policy on Other Use

- Do not use any part of this mod, in your own released/published mod without the express permissions from myself.

Current Permissions

- RedRooster81's 'The matter of Britain' mod.

- Arko's 'Nova Regna Occidentalis' mod.

- Pillaging events for Trashed's Memento Mori mod.



Additional Notes

- If you are interested in joining the team please PM myself.

- Please report any bugs you see.

- Suggestions/criticisms are welcome.


Resources

- View attachment Resources WorkChart v.4.rar - not 100% accurate

Honourable Mentions

- pauli133 for gifting me the Legacy of Rome DLC, a welcome & much appreciated gift from a most exalted member of the paradox community.

Credits

- Killzerslaul for being a current member of the mod team.
- Tyomanator for bug testing & mod participation/feedback.
- Redrooster81 & Meneth for answering any questions I may have had.
- Grallonsphere for being an original member of the mod team.


Incorporated Mods

- None as of v0.40

Various Mod Images



Mazandaran starts out with stone, mud flats, rice paddies & caviar. Csanad starts out with wheat & pigs. Tripoli starts out with salt, slaves, ivory & naphtha. Constantinople has developed bread & glass production.





 
Last edited:

RedRooster81

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Sounds very nice, apg. My regards grallonsphere, too of course, for the images and what is sure to have been a lot of research.

I think that events and decisions could involve trade pacts. Medieval and early modern monarchs based their finances on regular revenue, with much less interest in venturing their own funds. So you could contract with a merchant republic or a mercantile guild within your own realm to handle external and perhaps internal trade. The Venetians controlled the Byzantine trade for a long time and also competed with the Genoese for the trade with Egypt. The King of Aragon contracted with Pisa to carry his kingdom's wine and oil to the Mediterranean market.
 

apg

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Sounds very nice, apg. My regards grallonsphere, too of course, for the images and what is sure to have been a lot of research.

I think that events and decisions could involve trade pacts. Medieval and early modern monarchs based their finances on regular revenue, with much less interest in venturing their own funds. So you could contract with a merchant republic or a mercantile guild within your own realm to handle external and perhaps internal trade. The Venetians controlled the Byzantine trade for a long time and also competed with the Genoese for the trade with Egypt. The King of Aragon contracted with Pisa to carry his kingdom's wine and oil to the Mediterranean market.
yes thats a good idea, but it all depends on the basis for which any 'trade' mechanics are founded. I have had a few ideas on a system of trade but tying it all together with the way the engine is atm could be an absolute nightmare.
 

RedRooster81

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yes thats a good idea, but it all depends on the basis for which any 'trade' mechanics are founded. I have had a few ideas on a system of trade but tying it all together with the way the engine is atm could be an absolute nightmare.
I know about modding nightmares, believe me. :D But we're allowed a bit of fantasy, aren't we? But as we can't play republics, it might be as simple as allowing the Pisans to control the trade in exchange for a set amount of gold due in say May each year (that we can script) and/or other bonuses. Then throw in some province modifiers for your coastal provinces called "Pisan Quarter" and some flavor events. That is all I was thinking about at this point. If you want to get complicated, auction off the royal monopoly on this or that commodity to a noble or burgher. Finally, I would like to be able to mortgage these monopolies and other sources of royal revenue when you have a debt crisis or need a burst of money for what kings really worried about, luxury and war.
 

grallonsphere

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APG is indeed the driving force behind this mod. I'm merely the 'fluffer'... But the whole idea is to put some dynamics into the gameplay - and enhance the distinct personality of provinces, indeed of baronies! The other idea is to have an organic development of provinces - where baronies would be interdependent in reaching up the next level. That is the basics of the system. The next step, as alluded by APG, is to make the whole thing moving on its own.
 

Keanon

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Big props to you guys, this is a dimension sorely needed.
+1 internets for both for you.
 

duinnin

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Call me picky, but perhaps the icons should be slightly shorter in height, similar to the river icon, to better fit into the space. Seems slightly too big. Just my two euros.

Looking forward to this mod, love the concept!!
 

apg

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I know about modding nightmares, believe me. But we're allowed a bit of fantasy, aren't we? But as we can't play republics, it might be as simple as allowing the Pisans to control the trade in exchange for a set amount of gold due in say May each year (that we can script) and/or other bonuses. Then throw in some province modifiers for your coastal provinces called "Pisan Quarter" and some flavor events. That is all I was thinking about at this point. If you want to get complicated, auction off the royal monopoly on this or that commodity to a noble or burgher. Finally, I would like to be able to mortgage these monopolies and other sources of royal revenue when you have a debt crisis or need a burst of money for what kings really worried about, luxury and war.
those are some good ideas - something i would like to do is to be able to establish certain provinces, who have large mercantile assets and infrastructure, with the basis to be able to export the goods currently within their province. Its just a case of making that system dynamic, so the exported trade goods can be added and removed from the recieveing province dependant on the province lords relationship war/peace etc with the initial trader. How feasible the currently is i am unsure.

Big props to you guys, this is a dimension sorely needed.
+1 internets for both for you.
thanks weve been working on the resource/economy progression for around a month now.

Looks very good!
thankyou for your interest.

Call me picky, but perhaps the icons should be slightly shorter in height, similar to the river icon, to better fit into the space. Seems slightly too big. Just my two euros.

Looking forward to this mod, love the concept!!
ahhh this is why the pictures are 'alpha'. The issue you mention has already been addressed! and the icons fit nicely into the province display bar.
 
Last edited:

Raf Zar

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OMG, I cannot believe it:) Great project. I'm not good in scripting but If You need any graphical issues or historical 'support', I would try to help:)
 

zonkie

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Is this the successor of the Stronghold mod? :)
 

apg

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OMG, I cannot believe it:) Great project. I'm not good in scripting but If You need any graphical issues or historical 'support', I would try to help:)
thanks!

Is this the successor of the Stronghold mod?
well in a sense yes, but this mod is much more in-depth, well thought out, streamlined, accurate and has much more breadth to its building and economic aspects. s&c was a sort of experimental mod for myself so i could get used to the modding mechanics of CK2. Magnate Lords aims much higher than s&c! and i think you will like it much more.
 

Arko

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that would be a great improvement to bring more life in your domain.
great job^^

Is ressources availability is static or the game generates a bit of randomness in the attribution at game start ?

Do you plan to add (or modify) a mapmode showing trade routes and ressources ?

Will there be Hanseatic league, merchant republics and fairs special events/mechanics ?
 

apg

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that would be a great improvement to bring more life in your domain.
great job^^

Is ressources availability is static or the game generates a bit of randomness in the attribution at game start ?

Do you plan to add (or modify) a mapmode showing trade routes and ressources ?

Will there be Hanseatic league, merchant republics and fairs special events/mechanics ?
yes one of the goals of the mod is to add more individualism to provinces. On resource avilability, the initial 'seeding' of resources is static as the resource placement is based off historical maps, so it wouldnt make sense for silver deposist to be avilable in middlesex for example.

On mapmodes, i dont think they are moddable, are they?

more flavour events on special fairs and other mechanics are planned for the future but initial mechanics have to be laid down first. We currently have nearly all of the resource progression nailed, its just trying to set a basis for future trade mechanics and how the system (if any) may work.
 

unmerged(456223)

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Hey guys this looks great! I am new to mods for ck2 and was thinking of starting off with this one as my 'base'.Just wondering if you could reccomend any historical type mods that are compatible with this that flesh out ck a bit more? Cheers
 

Arko

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yes one of the goals of the mod is to add more individualism to provinces. On resource avilability, the initial 'seeding' of resources is static as the resource placement is based off historical maps, so it wouldnt make sense for silver deposist to be avilable in middlesex for example.

On mapmodes, i dont think they are moddable, are they?
1. ok. doesn't it make players rush too often same provinces for a certain ressources/trade routes ?
2. seems they aren't in fact^^ I think we can modify the GUI but can't set the data to display in it. if PI make it moddable it would be a great feature !
 

apg

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1. ok. doesn't it make players rush too often same provinces for a certain ressources/trade routes ?
2. seems they aren't in fact^^ I think we can modify the GUI but can't set the data to display in it. if PI make it moddable it would be a great feature !
well even if the resources were randomised a player could easily look over the map and see were the most desirable resources are and make his game plan to conquer those. Now to prevent steam rolling and players from growing too quickly the overall income has been reduced and maximum demesne sizes will be reduced to reduce overpowered characters with overly large demesnes.

yes it would be good if we could make our own mapmodes but i doubt paradox would ever prioritise such a feature. Obviously it would be very useful for displaying trade routes but if ever paradox release a trade orientated dlc (which myself and grallonsphere would also work on to improve) we might see it then?
 
Last edited:

ash001

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Congrats, apg and grallonsphere!
This is looking very good.

Sorry that I got so caught up with other RL things and couldn't return with pics to help out but I've got to say - loved the events pictures that you have so far :)