[MOD] The Great Trade League + The Orders of Chivalry + The Sufi Schools

[MOD] The Great Trade League + The Orders of Chivalry + The Sufi Schools

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    Real Strategy Requires Cunning

Maal

Society Master
109 Badges
Nov 10, 2013
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The Great Trade League

*Pardon my English, I am French.
The Great Trade League is an alliance of trading guilds, an amorphous blob of "guilds" merged together with a loose sense of attachment to their former guild-leaders. They are helping each others in this world dominated by God(s) given rights, in the name of greed. There is no culture/religious limits, everyone who meet the requirement can join (stewardship educations, business focus, mayors, patricians or simply a high stewardship).

It is mostly be about buying and selling goods for cold hard ducats or modifiers, alongside several events linking it all together.

General Content
- Apprentice will gain experience under you and give you events with occasions to teach them.
- Non-society-members can name a Trade Master to manage their trading in their stead.
- Everybody can access attempts to find resources like silver or lumber in their demesne.
- A new councilor exist to show you maps of trade goods and resources. (more to come later?)
- A new bloodline, a weird woman named Holo, warehouse buildings and more!

The Ranks
Peddlers:
- Have access to a decision that trigger shopping events.
- Can ask for loan.
- Able to request to buy goods from other characters.

Traders:
- Spend trading goods in their demesne holdings to get modifiers alongside a smaller cash return.
- They can also hire craftsmen to transform goods into more profitable ones.

Merchants:
- Can set up stalls in their holdings to improve the gold they receive when selling there.
- Can send caravan to foreign province to buy cheap goods.
- They can also sabotage enemy provinces, like increasing their build cost.
- Have the option to clear their negative wealth once per life-time.

Guild Masters:
- Those who are dukes or higher (dukes only for AIs) and not a nomads can spend a high amount of money and society currency to become a merchant republic, inviting fellow vassals society members to become patricians.
- They can also set their capital as a major Center of Trade, giving them free goods and shipments.

Making a profit
Most of the events and decisions are unlocked with the society ranks like stated above. Nearly every single one of them is about buying, investing and selling for trade goods. Making a profits is harder at low ranks but higher ranks allow greater opportunities.

For example, the basic shopping events have a set range of prices for the goods based on rolls and your yearly income (with a minimum and maximum). The profits will be meager using only that event as most options are random and won't often offer the right goods at the right prices.

The tools you get at higher rank will make it much easier. Caravans let you buy goods for really cheap and stalls let you sell them in that province for much higher. But be careful... caravans can go missing, thieves can appear, you can lose settlement buffs when being sieged and other nasty things.

A more direct way to make a profit would be to play around the factors that affect goods prices. For example, buying the stone trade goods from the market while your character is in a mountain province make them cheaper while sending a caravan to a province at war will make the Arms and Armor trade goods more expensive.

Quests:
- Name an apprentice.
- Build a warehouse.
- Deliver a specific trade good.
- Send a Caravan.
- Pick the business focus.
- Build a city.

Compatibility/DLC
It is, in theory, compatible with all mods and require no DLC. It only require the Holy Fury 3.0 patch and the decision to become a merchant republic require The Republic DLC. Using this mod with big overhauls could cause my mods to use the wrong pictures if that mod modified the vanilla picture files, it is only a minor visual error.

To fix the minor graphical issue with CK2plus, swap the ".bak" extension from "guilds_event_mod_ck2plus.txt" filename to "guilds_event_mod.txt" in common/event_modifiers. See screenshot above.

To have the Guild Masters use the patrician clothings, you have to remove the ".bak" extension from "guilds_republic_portraits.gfx" in interface/portraits. Do not do this if you do not have the The RepublicDLC.

If activated on an ongoing save, leave the AI some months to create and fill the society.

Removing any mod from an on-going save is not safe and may cause crashes.

Thanks to reddit user fco8 for his help with Localization.

1.0.0
- Initial Upload.

1.0.1
- Fixed upload naming.

1.1.0
- Rank 2 members can hire craftsmen to make trade goods for them.
- Non-members No-AI can make a courtier his/her Trade Master. May apply to AI in a later release.
- Owning too many trade goods in your warehouse will attract thieves.
- New trade goods: Statue, Musical Instruments, Glassware, Dye, Velvet and Fur.
- Gave the society its own rank up event.
- The Apprentice, Journeyman and Master trader traits take more trading before being able to upgrade to account for the extra trading sources.
- Peddlers with the Apprentice trader trait, Traders with Journeyman and Merchants with Master have cheaper promotion.
- Increased the maximum number of places available at all ranks.
- Added a page of information/tutorial when a game load. (appear once per game)
- Added better tool-tips to the ranks' powers in the society menu.
- Nomads can now spend goods in their capital and can receive caravans there.
- Tweaked the Meat and Wool picture.
- Everybody hate the members a bit now, them dirty greedy godless beings.
- Fixed the warehouse flags, I think.
- Made silver a rank 4 good like it was supposed to be.
- Fixed the loans' modifiers tool tip.
- Corrected various typos.
- Rank 1 AIs will now have a special event to sell their goods instead of hoarding them because they don't have access to the rank 2 options yet and are too dumb to correctly use the default selling event.

1.1.1
- AI should no longer sabotage from beyond the grave if they died in the war.
- Made warehouses into artifacts!
- Trade Goods Thieves can now attack anyone with at least one Goods, warehouses slow it down.
- Instead of being guarantee, the warehouse thief event now is only a chance of happening, increased by the number of artifacts and lowered by the warehouse level.
- Fixed the sneaking option when a single man is in your warehouse.
- Made an hidden event on start that will replace the old warehouses with the new ones, making it save compatible.
- Modified some localization to make caravans clearer.

1.2
- Female rulers can no longer become a republic, as the game revert it.
- You will no longer be stuck with your levy reserved for a Caravan if you die before sending one.
- Guild Masters can now set their capital as a major Center of Trade, giving them free goods and shipments. It will require donations every few years as maintenance cost however.
- AIs will try to gold and assets with other members if they low on one.
- Shipments value are now influenced by various provincial factors, market and caravan values will come in a future update.
- Society members of the Trade League are no longer able to loot goods modifiers from other members will sieging.
- The event allowing non-members to sell goods they own will also let them sell caravans and stalls they cannot use.
- Edited the sound effects.

1.2.1
- Caravan and market event prices are now affected by the same values as the shipment one.
- New mission/quest to build a city.
- There is now a decision for all members that will transform the Revolt Risk mapmode into one that show which provinces host a member of the society.
- Added a second event_modifiers text file in common/event_modifiers to fix the graphical issue my mod have with CK2plus. Swap the ".bak" extension from "guilds_event_mod_ck2plus.txt" filename to "guilds_event_mod.txt" in common/event_modifiers.
- When selling goods with the "Go Shopping", the chances to get the opportunity to sell something you have doubled.
- When pulling supplies out of a province being sieged, you now have 33% chance of getting the artifact back instead of nothing at all.
- Guilds Master's portraits can now have the republic clothings. It is disabled by default to avoid issues for those without the DLC. To activate it, remove the ".bak" extension from "guilds_republic_portraits.gfx" in interface/portraits.
- Trade Master will now be disappointed to see their liege take their funds, and may even leave with their goods and money if pushed too far.
- Trade Master will now make slightly less profit when selling goods.
- Trade Master's stewardship now influence the success rate when selling and investmenting goods.
- Trade Master can now be hired by AI of king or emperor tier.
- Only AIs of duke tier can become a merchant republic via the Guild Master decision.
- Event in which you pay back your loans are now sent by members. It is only for immersion, it won't actually give them the money.
- The decision/quest to build a warehouse is will now appear at the top of the intrigue menu and trigger an alert.
- Gave a different modifier picture to linen shipments so it is not the same as wool.
- Some tweaks to some shipments modifiers.
- Added a tooltip when buying at the market that show what the good will do before you buy it.
- Made the Send a Caravan tooltip smaller.
- Improved the quests localisations.
- Small localisation fixes.
- Fixed the fact that some goods at the market were free.

1.2.2
- Made the warehouse artifacts un-giftable.
- An option at the start of a game let you disable the Trade Master minor title.
- Imprisoning a Trade Master will prevent you from naming a new one or joining the society.
- Tweaked the events windows so they have some decorative coins.
- Made the AI less likely to use the decision to become a merchant republic.
- Made AI kings and emperors less likely to join after the game started.

1.2.3
- Trade Masters will only ask for money if you have at least 80% of what they are asking.

1.2.4
- Fixed decisions.

1.2.5
- AIs shouldn't have more than one rented warehouses.
- Fixed the event so that the heirs pay their dead parents loans again.
- Added tooltips that will tell you that your actions will stop you from joining the society in the future.
- Warehouse Guards can be dismissed more easily for non-members.
- Made the trader traits easier to obtain.
- Trade Masters will properly give their gold to their liege on death.

1.3
- Jade Dragon compatibility.
- Added the ai_check_interval for relevant decisions.
- Greatly reduced the amount of rank 1 members and increased the amount of rank 2.
- Gave the AI their own option to send a caravan, they will now send it to a random province with shipments instead of being limited to their realm.
- Replaced the simple "add_trait" with the notification events that tell you when you gain a trait.
- Finally replaced the small place-holder picture that light up in the society list when you join.
- Fixed a picture for a Trade Master event.
- All of my artifacts are now cursed so they cannot be gifted to China for ludicrous grace until I find a fix that isn't lowering the quality/level of my artifacts.

1.4
==New features
- Added a rare event chain to the "Go Shopping" decision about a certain female novel/anime character.
- Added sound effects to decisions that show/hide my decisions.

==Changes and Balances
- People with 20 stewardship or more can join regardless of their education.
- There is now more rank 2 than rank 1 when the game start.
- Rank 1 (peddlers) AI will rank to up faster to avoid a shortage or shipments in provinces.
- Reduced the duration of the modifiers about your levy guarding a caravan and the tax bonus it give to its destination.
- When receiving goods from caravans, the potential bonuses of the goods will be shown on the events' tooltips.
- When going to sell in the market, if an option would do nothing it is now hidden.
- Can only gift trade goods to members of the Great Trade League.
- You can now build the warehouse even if you do not have the mission, however it will cost some assets.
- The decision to build a warehouse is no longer High Priority.
- The ai will no longer try to build a warehouse only to not build one.
- The Center of Trade creation now have a minimum and maximum cost.
- The Center of Trade's tooltip was changed to tell that it is giving goods and shipments.
- The membership map now have a minimum and maximum cost.
- The membership map is now named Trade Routes map, and will show provinces with shipments instead of members.
- Most decisions cannot be taken if in Hiding, in Seclusion, or out traveling.
- Increased the Trade Master title opinion bonus, making them like you more and less likely to leave.
- Apprentices cannot be Trade Masters.
- Councillors can now be Trade Masters.

==Bugfixes and optimization
- Sending a caravan while your levy is away guarding it will not refresh the negative levy modifier duration.
- AIs will use a custom decision for their caravans so they doesn't check every counties in the world every year.
- Increased the ai_check_interval for all goods investments into provinces. Will do a custom decision like the caravan for AI later.
- Owning both Gold and Silver will properly let you contact artisans.
- Cannot have 2 warehouses artifact of the same type anymore, if extra warehouse artifacts are looted, the worst one will instantly be sold.
- The ai will no longer try to build a warehouse only to not build one.
- In case the AI really want 2 bad warehouses, an extra event at the load/start of a game will destroy one.
- Apprentices will lose their apprenticeship when their master dies.
- AI will no longer set a trade master if you disabled the minor title.
- An event will now clear the old flags of the delivery mission if it was cancelled.

1.4.1
==Bugfixes and optimization
- Corrected to path to the society's ranks pictures.
- Crafting a weapon of tier 1 or 2 should now work, paradox had renamed them.
- The warehouse looting event during a siege is now actually being called.
- Corrected my portrait's LUA.
- The extra warehouse cleaning event will trigger only if the AI has a warehouse.
- Removed an old unused scripted trigger.

1.4.2
==Bugfixes and optimization
- Fixed a game crashing bug related to caravans and Ck2plus.

1.4.3
==New features
- Added a folder with several ".mod" files.
--They are to be used with total conversions mod to avoid compatibility issues instead of my normal mod.
--There are steam versions and forum versions. Use the one Steam version if you downloaded my mod from steam, Forum for Paradox forums.

==Changes and Balances
- Several decisions were blocked by things like pilgrimage, they are always available now.

==Bugfixes and optimization
- Landless patricians can now use the society's decisions.

1.5
==New features
- Reworked the Influence system of the society, it now has a purpose.
-- It will try to balance itself around 50-60%.
-- It affect the cost of several decisions, the higher the cheaper.
-- AIs are more likely to join the society if it is high.
-- If it stay high for too long, a world wide event may happen where society members and outsiders will fight a trade war to lower it.
- New power for rank 3 and above. They can now clear their debts (to the great trade league) and set their wealth to 0 from negative once per lifetime, but it'll lower the society's influence.
- New background picture and portrait circle for the society.
- Added a targeted decisions to give all of your trade goods to your trade master.
- Targeted decisions for the trade master now have littles coins stacks in their names to make them easier to see.
- Reduced the duration of the opinion penalty for demanding money from your trade master.

==Changes and Balances
- The decision to buy stalls and caravans can be used to also sell them at half price.
- Added wealth caps to the events that let you improve a caravan.
- Sending Caravans, Taking Loans, Going to Shop, Setting Stalls costs are now affected by the society's influence.
- Any children can now become an apprentice, not just yours.

==Bugfixes and optimization
- Corrected some typos.
- Added some safeguards to prevents the delivery decision from locking itself.
- Selling the warehouse won't give the gold from both an upgraded and normal warehouse.
- You won't inherit your own goods and lose all of your money when you die and become your trade master heir.

1.5.1
==Changes and Balances
- Changed the bonuses related to technologies for various goods.

==Bugfixes and Optimization
- Fixed the first loan event which requested payback after only a week.

1.5.2
==Changes and Balances
- Cannot join the society if the Trade War is active.
- Can tell the Trade Masters to stop asking your for funds, but without funds they won't do much. (A new character decision also act as toggle )

==Bugfixes and Optimization
- Building a warehouse won't complete any other quest you might have.
- Attempt at slowing down the Trade War.

1.6
==New features
- Holy Fury compatibility.
- The Cartographer -
-- A now Councillor position for your courtiers, doesn't grant any bonuses.
-- Can show the location the goods shipments/caravans, replacing the decision.
-- Can show the location of the natural resources.
- Resources system -
-- At start-up, several provinces will already have a resource in them.
-- The cartographer can show you the resource given to the owner by each provinces.
-- A new decision is available to every characters above baron rank to search for resources in their demesne provinces.
-- At the end of a long and expensive event chain, the province will receive a random resource based the terrain type/water access/trade route/nomadic. You can refuse it and keep searching for something else.
-- Members of the Great Trade League will receives goods, non-members will receive money, periodically.
-- Nomads will only receive the resource in their capital, those in empty provinces will be dormant. They can use a title decision on one empty province with meat/wool/hide/ivory to bring that resource to their capital.
- Rules -
-- Trade Masters are now enabled/disabled with a rule.
-- Trade Wars can now be enabled/disabled with a rule.
-- The Resources System can be enabled/disabled with a rule.
- Added a Bloodline, it require doing most of this mod's features on a single character.
- You can now attempt to buy goods from other characters. The chances of success depend on your offer, trader traits difference, Great Trade League rank difference and opinion.
- New mission to pick the business focus.
- New mission to send a caravan.

==Changes and Balances
- Apprentices now have some random flavor events that allow you to teach/remove their traits and the minor title is no longer limited to people with a stewardship education.
- Refusing to participate at the beginning of a Trade War will prevent you from getting the final event and the reward/penalty linked to it.
- Gave the society influence some "good" and "bad" years so it is less stable.
- Changed the cost of becoming a republic, but your liege may interfere. It may demand a bribe, declare you a traitor or give a claim to your republic's capital to some vassals.
- Added an option to the market events, that are not the buy/sell one, to ignore it and go to the regular buy or sell event.
- Lowered the chances of getting the the regular buy or sell event at the market first.
- Removed the 1-5 days delay between events when buying/selling.
- AIs will attempt to sell their goods more often if they have a lot of them.
- Lowered the society currency generation for Guild Masters.
- There won't be any kings/emperors in the society at the start.
- Capped the gold request from the Center of Trade.
- Added tax and trade value to the Center of Trade.
- Added an option to the center of trade maintenance event that appear if you do not have enough high quality goods to pay. It only tell you what goods are considered high quality, using it will do the same as not paying.
- Added a notification if the intruding thief steal your goods.
- Holo's artifacts are now equitable on the neck slot.
- Made Holo's rare one time per game event player only, as it should have been. Perhaps people will get to see it now.
- Sending caravans to province at war or with a Highways Robber Bands is riskier.
- Caravans now take longer to return the further away they are sent.
- Added goods descriptions on the crafting and investment events.
- Artisans Changes -
-- People with Jade Dragon can now craft weapons and royal jewelry with the artisans. (it was only for those with Monks and Mystics)
-- The artisans option to craft a weapon or ceremonial tool also give a Crate of Weapons and Armor, the option to create a Crate now give an armor artifact too.
-- A new event was added to the artisans crafting list, allowing to craft pottery and book. Making everything that isn't from the resource system craftable.
-- I have added all the recipes to the decision's tooltip.
- Warehouse Changes -
-- The warehouses are now buildings in your capital, no more dragons will swoop in and steal them, there is 3 levels:
--- Level 1 = The rented warehouse, with a negative income.
--- Level 2 = The regular warehouse warehouse, cancel the negative income.
--- Level 3 = The rented warehouse, small garrison bonus but a bigger negative income.
-- The higher the level, the more protection, as with the previous warehouse.
-- They can be destroyed by sieges, level 3 warehouse are less likely to be destroyed.
-- Added an intrigue decision to let you downgrade it from 3 to 2 if you want to save the taxes.
-- Added an intrigue and holding decision to destroy rented warehouses.
-- The max level warehouses that gave attribute points are now "decoration" for the warehouse, those can be still stolen and sold like before. Their attribute points are only active if your capital has a warehouse building.
-- As there were no stewardship dedicated warehouse artifact, a new warehouse decoration artifact now exist, which can be bought with assets.
-- The 4 non-stewardship decorations must be equipped to be active and only one may be active. The stewardship one require no equipping but you need to be a member of the society to activate it.

==Bugfixes and Optimization
- Your Trade Master won't give you their debt if they lose the title.
- Replaced the "doesn't have the trait incapable" or "is not a prisoner" with my own variant of "is_inaccessible_or_incapable_guilds_trigger = yes" to avoid issues with mods who doesn't have the default one.
- Gave the AI a single decision to spend trade goods, so it does not check all of their provinces every few months for every single goods.
- Referenced to the proper target for the localization when completing the "Get an apprentice" mission by appointing a courtier.
- Finally found where that "count" error was.
- Fixed the scaled caravan cost tooltip.
- More spellcheckings thanks to fco8.
- Found out why society influence was hell to balance. Paradox force extra influence with an on_action when a mission is cleared (despite influence already being added by the event itself) and I cannot really stop it. Added a modifier to that same on_action to counter it.

1.6.1
==Changes and Balances
- Changed the event picture used in the resource event about border frictions.

==Bugfixes and Optimization
- You'll receive the resource named in the event instead of one from a faulty flag received earlier in the event chain.
- The nomad's ability to move specific resources to their capital will now only be able to target provinces they own.
- Fixed something about my cartographer that made AIs unwilling to fill their entire council.
- Small tweak to the golden bloodline picture.
- Corrected some typos as usual.

1.6.2
==Bugfixes and Optimization
- Corrected a loophole that let people use the resource decision before the current search ended.

1.6.3
==Changes and Balances
- Added a banner at the bottom of the councilor screen to tell people that to scroll down to see the new cartographer.

==Bugfixes and Optimization
- Some localization changes to the "deliver a trade goods" tooltip to make it clearer that it is in the intrigue menu.

1.6.4
==Changes and Balances
- If you have the right religious feature/gender/rule/law combinations when transforming into a merchant republic, its succession will be cognatic and/or enatic. Beware, Republics do not allow matrilineal marriages in most circonstances.
- Added a tooltip about the Bloodline in the society's Rank 4 tooltip.
- Added a tooltip at the end of the resource event chain that tell the estimated income it will create.
- Increased the income from the Stone/Grain/Meat resources.

==Bugfixes and Optimization
- Warehouses will properly be looted, the looters will not simply destroy the level 1-2 warehouse but leave its level 3 guards there.
- Replaced my on_action event that balance Paradox's forced influence on mission success by tweaking the scripted_effect itself instead of adding a new event. This should prevent any issues with mods that do not have Paradox's event.
- Tweaked the files for the Cartographer so it doesn't report the missing jobs related to my other mods in the error log. Also made its attribute "health", the game doesn't recognise it but it should prevent the cartographer from hunting heretics, I hope.
- Removed the duplicate stressed trait from one of the apprentice event.

1.6.5
==Changes and Balances
- Nerfed the trade goods' modifiers to building cost and speed.

==Bugfixes and Optimization
- Fixed some missing brackets which broke some events.
- More attempts at fixing the cartographer.
-- It is back at using no attribute at all to avoid it doing random jobs of the other councilors or use their title name.
-- Added an event that forces AI to pick councilors every year, as they barely ever did with the cartographer enabled.

1.6.6
==Changes and Balances
- Improved the odds and lowered the prestige cost when personanly helping in the resource event.

==Bugfixes and Optimization
- Fixed the Trade Master decision that made them focus on investing trade goods in province. It wasn't limited to your own trade master.
- Prisoners do not meet the requirements to be cartographers from their cells anymore.

1.6.7
==New features
- Added a decision to bribe the league in order to remove the antagonize/traitor flag.

==Changes and Balances
- If you asked the league for help with the resources system while not being a member, you can drop your end of the deal at the end of the event chain and keep all of the profits for yourself, this antagonize the league.
- Tribal and Nomadic characters are less likely to join the society.
- Improved the plot defense of a specific character so she doesn't get murdered in the middle of her quest chain.
- People who disabled the resource system will have the Bloodline requirement for it cleared.
- Buying goods from Caravans now count toward Trades done.

==Bugfixes and Optimization
- Prisoners cannot be chosen as cartographers anymore.
- Added checks to the Artisans power/decision to stay unavailable if you only have the materials required to craft something that require a DLC you do not have.
- Trade Masters should properly lose their title if you antagonize the society.

1.6.8
==Changes and Balances
- The bloodline now reduce the Asset cost to rank up.
- The bloodline now also allow non-members to use the "Offer to buy goods" decision. It doesn't cost assets then but has a 6 months cooldown.
- The opinion malus for demanding gold from your Trade Master was shortened to 1 year.

1.6.8.1
==Bugfixes and Optimization
- Removed the test code for Holo's event which nearly garanteed that it would happen.







The Orders of Chivalry
This second set of societies is, of course, martial based. They are divided into 2 kinds:

The Holy Orders. The smallest in membersship amount of the 2 categories, specially the christian ones. Every Holy Order in the game will have its own society once they can be hired. Only the Grand Master of the holy order can achieve the top rank in the society.
They can be joined by the vassals and courtiers of the Grand Masters or by rulers with martial education or specific traits. Their events and powers are more religiously focused.

The Fighters Guilds. They are bigger, with an easier access based on cultures, they are more war focused compared to the Holy Orders. Ranking up by simply pressing the button is very expensive compared to normal societies, as event will prefer to make you target and defeat someone in a higher rank to take his place and then you will need to defend it.

Generic features:
-Duel System. A new duel engine with a lot of attack types, counters and sound effects!
-Bounty System. Non members can place one bounty at a time on people they do not like, that target will be a mission target for members of a fighters guilds.
-Playable Mercenaries. High rank members of the societies can become holy orders or mercenaries themselves if they meet the other requirements. These are not the usual mercs/orders, but you will still be hirable by other rulers, have new governments types and laws.

Current Power and Plans:
-Squire appointment. Name a child in your court as a squire, the child will receive and upgrade a trait over time make him or her more martial oriented.
-Request for training. A fellow member can start a quest chain with you to randomly remove bad traits like craven or improve the warrior traits. HO (Holy Orders) also affect sins and virtues.
-Hire commander. Recruit commanders that are better than the ones recruited normally. They will come with special commander traits.
-Warrior Pilgrimage. Let the character go on a long pilgrimage with several random events giving various rewards and traits. The final reward is an upgrade to one of your commander traits.
-Set-up tournaments in your holdings. (FG only) For some society currency, you can change the quantity of certain units type in your holdings with "tournament" modifiers.
-Give holdings to Holy Orders. (HO only) Similar to the regular event, you may offer some of your holdings to Holy Orders in exchange for more troops and some minor bonuses.
-Propose law changes. (HO only) For some society currency, you can influence your holy order to change the joining recruitment or request boons.
-Hire armies. Event troops until the war end. HO will only give troops against infidels. The amount is based on how many tournaments or holy order castles you have.
-(Plan) Organize a tournament in the society. The top ranking member of the FG can trigger special tournaments for their members.
-(Plan) Go on an adventure. Long modular event chain that will let you wander around towns and caves, in the search of glory, gold and artifacts.

Current Mission and Plans:
-Train a fellow member. An event chain to help a member who requested training.
-Help someone in a war. Get involved in a third party war, by either giving money, troops or joining directly.
-Duel a target. HO will hunt demon worshipers and cultists while HG will hunt bounties.
-Pick the right focus. Up to the society condition you can be asked to pick a specific focus.
-(Plan) Temporarily follow a monk life. HO only, will receive negative modifier for a while when accepted.
-(Plan) Acquire a weapon artifact. Get any weapon.

Compatibility:
The mod is fully compatibles with both HIP and CK2+ without patches, it will adapt itself to their custom holy orders, religions and cultures.
It is also compatible with Umbra Spherae, change the fighters guilds rule from "European Map" to "Europe with Extra" to give new cultures access to generic societies.
It should also be compatible with all non-total-conversion mods.

Inside of the downloaded file, there is extras ".mod" files to use with mods like "After the End" or "Game of Thrones" to make sure that my mod load properly. The mod can work without these files with some major mods, but they'll often be necessary. If there is no file for the mod you want, or one is outdated, just tell me and I'll fix it.

If you downloaded the file here, use the "Chivalry_Forum_the-overhaul-you-use.mod". "Chivalry_Steam_" is for the steam version of my mod.
Files Included for:
After the end
Elder Kinds
Game of Thrones
Nova Monumenta Iaponiae Historica
Seven Kingdoms
Warhammer: Geheimnisnacht
Extra compatibility file for 'A Games of Thrones' by Jordarkelf

Also, before starting your game, on the rules menu. Make sure you use the "Non European Map" and the "No holy order" rules to avoid any issues if you use a non-european mod like "Elder Kings". You will have 3 fighters guilds available to everybody and will be able to target one holy order's Grandmaster to make his holy order a society.

Do note that I cannot really be responsible for balance and logical outcome with other mods. Some mods vastly increase the combat attribute, so my mod's values won't match, Holy Fury should fix that when it is released. And do not be surprised when a small Goblin challenge the Phoenix King of Ulthuan.

0.1
- Initial Release.

0.2
Features:
- CK2PLUS and HIP societies coded.
- HIP societies backgrounds/icons pictures are done.
- Added dummies pictures for CK2PLUS societies.
- The influence and currency boxes are done.
- The decisions have pictures.
- The broken weapon and head artifacts have pictures.
- The broken weapon and head artifacts will be destroyed 90% of the times on death if the heir doesn't meet the society's requirements, 50% if he do, 0% (excluding base culling) if he's member.
- Added a decision to merge 10 broken weapons and heads artifacts, these will survive the previously mentioned destruction.
- Holy Orders have a new government type.
- Dukes of rank 3 in a Holy Orders Society can now create one of 4 fake holy orders. They will gain a new titular title with elective succession and the Holy Order government. This does not create a new society or mercenary troops. More related content to come later.
- New game rule to disable bounties.
- New game rule to choose if custom holy orders are fakes or actual holy orders (still without troops).

Balance:
- Added more flags and checks to prevent the spending of society currency before losing it due to an event.
- Added a society currency cost to the decision to buy another member's weapon and wrote a missing localization.
- Resting is now limited to duel wounds, health bonus halved for both rests.
- Cannot rest/recover while on a warrior pilgrimage.

Fixes:
- Fixed the bottoms of the holy order background pictures, the last pixel rows were transparent.
- Added missing localisation for the "Buy a Weapon" decision.
- Squires get their first traits after 2 years as intended.
- The attacks of opportunities after a critical miss/attack will properly end the fight if the attacked target avoid the hit and if it give him his 5th point.
- Lowered the chances of getting a point if you avoid an attack of opportunities.
- AI vs AI duels are now resolved with a single random check, instead of the previous system that had 50+ events in one duel.
- In order to balance the numbers in each of the fighters guilds ranks, AIs have a 1/4 chances of simply ranking up (up to pretender) without downranking anybody.
- Various minor code optimizations.

0.3
Features:
- CK2plus societies have their logos.
- Muslim/Indian/Pagan have their own holy order government icon.
- Gave Mercenaries their own government type.
- Fighters Guilds Pretenders of duke level can become mercenaries (player only).
- Mercenaries have a decision to improve their liege's opinion of them for 5 years, in exchange of a favor from you and maximizing your opinion of your liege, giving them as many of your troops as possible. This exist to make it less likely that your liege will try to revoke your merc title.
- Added Militarization (demesne/vassal size, revolt risk, threat and Mobilization (+levy -tax) laws for the mercenaries and holy orders.
- Depending on which Militarization law you have, holy orders can become mercenaries and vice versa.
- You can be hired to help someone in a war if you are a mercenary or a holy order, not a war and have a mobilization higher than passive.
-- Initial payment is based on your mobilization law, yearly payment is based on your contribution this year.
-- Contribution include: Winning a battle, it being a major battle and/or you a leader is better. Sieging provinces, if you personally lead the siege it is better.
-- You have to start the battle/siege, joining the AI battles/sieges won't increase your contribution.
- New mission, win a battle between 2 armies while leading one.

Balance:
- Custom Mercenaries/Holy Orders decisions can only be taken if not at war.
- Tweaked the holy order cost and removed the prestige/piety reward for creating one, only those with EMF will have a reward, if succession change, to make up for the -500 prestige cost.
- While not a member of a fighters guilds, your holding's tournaments modifiers will slowly downgrade in level, and those level 1 will be removed.

Fixes:
- Added a piety cost to creating a holy order, like the tooltip said it should have.
- Added a button to destroy "true" custom holy orders so you are not forever stuck as one.
- Wrote the localization for the Holy Order government in the inheritance window.
- Can no longer create my mercenaries/holy orders simply by owning Orléans.
- Massive fixes to the localization by fc08 from Reddit.

0.3.1
Fixes:
- Can properly join the Army of Lucifer.

0.3.2
==Changes and Balances
- The messages about the holy orders changing their requirements are now notifications.
- Changed the wordings of the mod's rules to say that HIP and CK2PLUS orders and cultures are supported.
- Added a tooltip with being hired as a mercenary to explain how paiment work.

==Bugfixes and optimization
- Added a trigger to prevent events from trying to force people already in a society to join another one.
- Added some missing localisation.
- Added default pictures to events with several pictures triggers.
- Fixed some flags being wrongly set as modifiers.
- Skulls should be destructible now.
- Fixed the downgrading of the arenas modifiers.

1.0
==New features
- Steam initial upload.
- Added 3 new fighters guilds, can be spawned using the rule system. They are mostly for total conversion mods.
-- The Warriors Guild is like the current fighters guilds, but without cultural requirement.
-- The Berserkers are high risk high reward fighters guilds.
-- The Amazons are a fighters guilds only for women.
- Added an assignable holy order society. Use a decision on the Grand Master of a society-less holy order to grant it.
- Added flavor to the event windows.
- Most holy order societies ranks have new names.

==Changes and Balances
- Changes in the rules. Now when using total conversion mods, use the "Non European Map" and the "No holy order" rules.
- Rank 3 of holy orders now have an extra martial.
- Rank 2 of fighters guilds have extra prestige and sex appeal
- Rank 3 of fighters guilds have move extra prestige and sex appeal
- Rank 4 of fighters guilds have even move extra prestige and sex appeal alongside +1 combat rating.
- Courtiers of mercenaries can join a fighters guild despite not being commanders.
- Characters of the israelite culture group will join the Sandpit instead of the Round Table fighters guild.
- Gave the Guardians of the Temple their own option when joining the order.
- AI Women, since they cannot be commander, have alternate joining requirements for Fighters Guilds.
- When a member of a fighters guild use the power to recruit a commander, there is 30% chance of it being a female, 100% if member of the Amazons.
- Made the blood on the side-banner of the fighters guilds' window red-er.
- Rebalanced the rewards for the missions and powers.
- Counts can now create a mercenary/holy order ducal title if they are independant or under a king/emperor liege.
- The further away your client is, the less harsh the penalty for refusing to be hired is. But the penalty can be worst than before if he's very close.
- Increased the gold rewards received while hired.
- The mission and power to train with fellow member has received a small quality of life improvement.
-- Trainers, if they are good enough, will receive tips on which options have the most success chances as colored borders for the options.
-- Trainees have a random chances based on their traits to notice the right option.
-- The AI can still be dumb and do everything it can to not learn.

==Bugfixes and optimization
- Optimized and made the event for the yearly/final payments of your mercenary band/holy order more accurate.
- Tweaked the mercernary band/holy order laws requirements to change.
- Holy orders will properly start in the "Rule of Faith" militarization law instead of neutral.
- Hired commanders will receive the proper opinion boost when replacing another commander.
- Trats descriptions now have the proper gender.
- AI will attemps to create arenas less often.
- More spellchecking done by Fco8.
- Swapped "do not have the incapable trait" for "is_incapable = no". To prevent some issues with other traits like bedridden rulers, dragons or ruins from joining a society.

1.0.1
==Changes and Balances
- Children shouldn't get bullied by hunters anymore, also reduced the rate at which bounties are sets.
- Modified the power to buy a weapon from another member to be less spammy and added an option to block all demands.
- Added a "Seven Kingdoms" compatibility .mod file.

1.0.2
==New features
- Bounty Board, a new decision for Fighters Guilds members. It will offer possible bounty targets to hunt, if any are available in the realm.

==Changes and Balances
- Added a flag for Elder Kings to ignore the education traits for my Fighters Guilds.
- AIs will challenges humans less often and never while they are leading a flank in battle. AI commanders wont get dueled while leading troops.
- When being hired as mercenary, you can trade half of the initial payment for a temporary fleet.
- Changed the mercenary pay system, you will now receive a set amount of gold at the end of each battles/sieges instead of yearly event.
- The gold you will receive is now written on the mobilization laws description.
- The tax penalty from the mobilization law is now smaller as -90% tax is not a good trade for +90% levy.
- Removed the delay on rank-up duels to avoid weirdness in these few days.
- Killing a relative while bounty hunting will give you a kinslayer trait.
- The Emperor of China won't accept skulls and broken weapons as gift.

==Bugfixes and optimization
- Removed flag that made the training mission too common.
- More spellchecking.

1.0.3
==Bugfixes and optimization
- AIs will challenges humans less often, for real this time, I hope.

1.1
==New features
- New power : Granting land to Holy Orders
-- Similar to how they sometime ask to build a castle, rank 3 members of holy order societies can give an empty holding to the Grand Master of the society who will build a castle.
-- This require Sons of Abraham, if Reaper's Due is also enabled, then it will create a new holding site if prosperity is high enough and there isn't any empty holding.
-- As long as you do not steal that castle from them somehow, the capital holding of that province will have a special modifier giving extra garrison, fort, piety and tax income.
- New power : Hirable Armies
-- Members of rank 2+ of both holy orders and fighters societies can now hire armies with their society's currency.
-- Fighters Guilds offer a small and simple blend of light infantry and archers, but extra armies will spawn for each tournament modifiers in your demesne which will offer its corresponding troops.
-- Holy Orders offer an army of better quality, and can give more troops if your demesne have castle who belong to them. It can only be used while at war with infidels and is cheaper if you are on the defensive.
-- (I am not sure about the costs and sizes balance. They may become tied to their societies' influence later, which hasn't been touched yet.)
- Added a show/hide decision for the decisions of the society.

==Changes and Balances
- To avoid more issues with fighters hunting babies, bounties cannot be placed on children anymore.
- Sightly increase the negative opinion requirement for AI when they place a bounty.
- Close relatives and spouses of the dead bounty will have a negative opinion toward the hunter unless they didn't like the target.
- Wounded AIs will not try to duel people to rank up anymore, which should lower the lethality of the societies,
- Made the pilgrimage and training decisions unavailable if busy.
- While on warrior pilgrimage, if you have the trait brave, you may now lose it if you run away from a duel.
- Lowered the chances of dying while looting the old shack in the pilgrimage.
- Prevented characters who are at war when starting a new game to be members of the societies, to avoid their premature deaths.
- Improved the notification event code that tell you your trainer/trainee died.

==Bugfixes and optimization
- From 1.0.3: "AIs will challenges humans less often, for real this time, I hope." wasn't working! Fixed for real now.
- Fixed an issue that could cause a member of a holy order society to not join his mission target's war.
- The Teutonic and Livonian orders powers didn't appear on the rank's 2 and 3 tooltips.
- Simplified the fighter traits upgrade in the training event to avoid issues.
- Fixed the problem where the champions rank would disappear and not be replaced.
- Made the old teacher from the pilgrimage old again.
- Disabled the creation of a "custom" holy order society for the Hashshashin.
- The AIs members of fighters guilds are now unable to set tournaments as players do. They have a single normal decisions that will do it for them every year in what I hope is more efficient than them checking 18 decisions for each of their demesne holdings per years.
- Made it so you cannot directly pay off new bounties after the first one without being dueled once.
- The correct message will appear to the liege of courtiers with bounties on their head who die at the hands of a hunter.
- The correct message will appear to the hunter when their bounty yields, and to the knights when the heretic yields.
- The correct notification will be shown if you hit with some attacks in a duel.
- The correct text will be used when refusing to support a law change in a holy order.
- Corrected more typos.

1.1.1
==Bugfixes and optimization
- Specifying that the pretender need to be from the society, and not just any random rank 3 from any society, would be useful.

1.1.2
==Bugfixes and optimization
- Making the AI unchallengeable was not that good of an idea now that the system actually work, they just lead their standing retinue for years.

1.1.3
==Changes and Balances
- You can now give a non-capital castle you own to the holy orders by using a settlement decision on the province's capital, thanks to famaouz.
- At the beginning of some duels, you may choose to skip the dueling events. However, it won't be as optimal as doing it manually.
- Reworked the code for the religious requirements of the holy orders. Instead of adding every single religions and heresies (including those from other mods which make the game search for nonexistent religions), I have made an all-purpose code that check if you have the same religion as the Grand Master (who will always have the right religion) or if you are an heretic of his religion and he has the "heretic allowed" modifier.

1.1.4
==Changes and Balances
- Added a tooltip to the Berserkers to better show their high-risk high-reward nature.

==Bugfixes and optimization
- Doges will now be able to join the holy orders societies.
- Bounties will be paid off even if the client is dead.

1.1.5
==Changes and Balances
- AIs will wait a month before challenging someone to rank up, to give the players a chance.
- Increased how many level of combat skill is calculated when skipping duels.

==Bugfixes and optimization
- Some events were not properly coded to see the amazons as a female society, and not a culture_group society.
- Replaced several "he" with the commande to get the proper gender.

1.1.6
==Changes and Balances
- You must hold your rank for an entire year before being able to challenge someone to rank up.

==Bugfixes and optimization
- Changed the decisions/rank up requirements so prisoners/unavailable characters cannot do them.
- The "pick the war focus" mission for fighters guilds members will properly end if you are the Champion.

1.2
==New features
- Holy Fury Update
- The Myrmidons holy order has a society.
- The Children of Dralha holy order has a society.

==Changes and Balances
- The Livonian Order can now be joined by catholics. Catholic options are getting crowded...
- The Teutonic Order society work with its kingdom level title.
- Multiplied the combat rating by 10 times across events, traits and modifiers.
- I have increased the 4 fighter traits combat modifiers to 5-10-15-20 for now. Will match HIP's numbers when they release something.
- Added the duel experience modifier to my duel system, but due to how common they (my duels) are, I've set it increase much slower than the warrior's lodge for now.
- Changed my Holy Order governments to have Paradox's Order rules and borders/picture. Removed my pagan/muslim/indian order governments icons as they are now irrelevant.
- Changed my Mercenary government picture and some of its rules.
- Becoming a Holy Order turn all of your vassal into holy order government like vanilla does, I think. Will need further testing and balancing.
- Tweaked how the game distribute my governments.
- Made the "help in a war" missions look for wars that are not about to end.
- Added a two years cooldown to the powers to call armies.

==Bugfixes and optimization
- Changed the 3 scripted effect of 55 else_if each for 2 trigger switches.

1.2.1
==New features
- Localized Wounds
-- All duels now have wounds on specific parts of the body. The head, torso, dominant hand, non-dominant hand and the legs.
-- All attack options will show your foe's overall physical condition and all defense option yours.
-- All attacks will more easily target certain body parts, all hits will give minor wounds (bruises).
-- If a body part get too many bruises, it will turn into a more serious wound and you'll receive the wounded trait.
-- Any body parts with a serious wound can be maimed. A maimed dominant hand (one-handed trait) for a lefthanded character will remove lefthanded. Black eye into one-eyed into blinded. Etc.
-- Pregnancy can become more difficult if hit in the torso while pregnant.
- Get into Shape
-- New rank 1 power for both Holy Orders and Fighters' Guilds.
-- Will balance your fat/malnourished traits, will most likely require several uses to lose them.
-- If you keep using it despite not being fat/malnourished, you'll get a positive temporary modifier eventually. Keep on training to refresh it while avoiding growing close to fat/malnourished.
- Grand Champion bloodline
-- Champions who protect their title successfully 10 times in a row will get a bloodline. It give prestige, combat rating, sex appeal and allow people to by-pass some of the Fighters' Guilds' requirements.
- Holy Duty
-- Members of a holy order society or those who became a holy order will receive calls to join/pledge to crusade involving their faith if they haven't yet.
-- It support both the old and new crusade system, you'll either pledge to join the offence/defence (you cannot unpledge), or directly join the war for the old system.
-- Refusing will kick you out of the society, if you are not part of a holy order society but are a holy order, it will be transformed into a mercenary title.
-- This system doesn't include the northern crusades or the reconquistas yet.

==Changes and Balances
- Holy Order societies now only require 10 martial if you are xealous, instead of 15.
- Banned AI religious head from joining the societies.
- Banned the new animals cultures from Holy Order societies, unless a lunatic pass the law. Using the animal kingdoms alternate start will allow animal everywhere.
- Gave the Bon Holy Order, the Children of Dralha, monthly Fervor for the Kailash Guardian trait, their crusader-like trait.
- Pagan Holy Orders who have the bloodthirsty reformation and the Aztecs Orders will gain Fervor for the bloodthirsty traits.
- Holy Orders who received Fervor for the christian Crusader trait will also receive Fervor for the Crusader King and Queen traits.
- Added the new scarred, sturdy and giant traits to the Fighters' Guilds Glory gain. Lowered the penalty of maimed traits.
- Being being fat/malnourished give a Glory/Fervor penalty. Being in perfect shape give a bonus.
- The War Focus now give Glory/Fervor if you do not have a martial education and the Theology Focus will give Fervor if you do not have a learning education. This is for helping people who join the societies despite not meeting the education requirement.
- Champion now gain 5 glory per month instead of 10.
- Lowered the over time penalties for resting/recovering champions. The values now also appear in the Glory tooltip on the society screen.
- Lowered the penalty and gain of prestige and Glory/Fervor for duels.
- Added prestige to the Berserkers' bonus.
- When starting a new game, your selected character won't be in one of this mod's society anymore.
- Added a tooltip_info_custom for when you are guessing the right option while being trained.
- Gave my new holy orders government 6 extra commanders and reducing the mercenaries' commanders to 6. 10 extras just felt too many.
- Heretics are now valid targets for the Holy Order hunting mission.
- Thanks to the new preferred_limit, the game will try to avoid giving you duel against already wounded characters.
- Most of the dueling events picture were changed. They are also modular, based on duel type, tribal, feudal and so on.
- Added the *Skip the Duel Engine* option to bounties and warrior pilgrimages duels.
- Made sure that the rewards of the bounties were based on the target's tier, and not the hunter's.
- Imported more of the vanilla's duel experience and renown system into my duels. They might become timed at a later time if I find that they stack too high too easily.
- When your fighter trait is rank 4, further increases will instead improve your "Duel Experience" instead of adding 1 martial.
- AIs are less likely to surrender if they are sick.
- In order to make dodge/counter/parry choice more interesting than simply the weight your traits have, they now affect the hit-chances of the attacks:
-- Dodging increase the normal miss chances while decreasing the critical miss chances.
-- Countering increase the critical miss chances while decreasing the normal miss chances.
-- Parrying is the balanced option.

==Bugfixes and optimization
- The chivalry_army_timer modifier is now hidden.
- The holding decisions to set up tournaments are no longer hidden if incapable or prisoner.
- Improved the "Place a Bounty" conditions tooltip.
- The Herculeans' (ck2plus) description is no longer hidden in the french localization.
- Reworked all of the events that make you join a war pick the specified war instead of any.

1.2.2
==Changes and Balances
- Modifier the Fighter Traits to have HIP's new values.
- Added a decision to cancel your request for military training.
- Some of the Livonian Order ranks were renamed: Rank1 into Dienende Schwester/Brüder, Rank2 into Ritterschwester/Ritterbrüder, rank3 into Komtur.
- Enabled the decision to destroy your merc/holy title (normaly only used with the true holy order rule) if you are somehow a king/emperor, so you can return to feudal.
- The decision to Stop Resting is now not limited to members of the societies.
- Incapable characters will be kicked from the Fighters Guilds.
- Added a tooltip/power to the Holy Order societies rank 4 stating that only AI can/should be rank 4, to clear confusion.
- The following holy order societies will be enabled when playing with Ancient Religions Reborn
-- The Fianna
-- The Red Dragon Knights
-- The Anubis Guard
-- The Horusian Guard
-- The Sacred Band
- Added flags so the special courtiers related to the demon spawn won't be witch hunted by Holy Orders as often.

==Bugfixes and optimization
- Unused Lady-in-waiting trait is now hidden to avoid confusion.
- Added a safeguard to stop bounty hunter from hunting you after you've cleared your bounty if you cleared it while they were on the way already.
- Some localization changes to the societies requirements.
- Unpluralized advice.
- Updated Nova Monumenta Iaponiae Historica and Elder Kings compatibility files.

1.2.3
==Changes and Balances
- The "Get into shape" decision will now be available when the buff expire instead of following the malus.

==Bugfixes and optimization
- Removed left-over piety/prestige/gold from some events that were used to track them while testing.
- Hidden some variables that appeared in some events' tooltips.

1.2.4
==Changes and Balances
- Increased the value of combat rating in duels.
- Added a new rule to remove death from duels. You will instead receive a stacking minus 1 health modifier. The events themselves have not changed so you can receive the same head multiple times, the localization will mention death and so on.

1.2.5
==Changes and Balances
- Buffed the bloodlines with extra morale damage and removed the opinion penalty of the berserker one.

==Bugfixes and optimization
- Fixed interaction with the cruel trait while receiving training.


The Sufi Schools
This is a relatively smaller mod.

This mod is basically the Christian/Indian monastic orders adapted for Islam. Same quests, same missions, same rewards. The traits and texts were changed of course, but in the end the experience will be pretty much the same as playing a regular monastic order. It use the Jain/Buddhist rank up system instead of the Hindu/Christian one.

There is 2 notable differences
:
- Reaching rank 4 will give you the option to earn the mystic trait if you have no lifestyle yet.
- Muslim rulers can force their decadent courtiers into a Sufi order for a small gold donation to the order, even if they aren't in an order themselves. The regular effect that purify the members will often remove decadent.

The 3 schools
The Mevlevi, for the Sunnis.
The Safaviyya, for the Shiites.
The Rifa`i, for the Ibadis.
Heretics should be able to join if they become the main religion, but the orders will most likely be in turmoil as members get kicked right and left for heresy.

The Future?
I do not really have any plans to expand this unless Paradox expand the other ones. Perhaps randomly give a Strong claim on a Persian and/or Shiite Kingdom to a rank 4 member of the Safaviyya if their influence get really high? A dancer trait for Mevlevi?

Compatibility/DLC

Sword of Islam is not required, but it is to play Muslims.
Monks and Mystics is required, as most of the code is copied from it.

It is compatible with HIP, CK2plus and probably all mods that have Muslims.

Do note that the Safaviyya and specially the Rifa`i will most likely never be as full as the Mevlevi. There is too few of them in most start dates.

0.1
- Initial Upload.

0.2
==New features
==Changes and Balances
==Bugfixes and optimization
- Corrected some custom localization commands.
- Added the trigger to enable the final education for children.
- The choice to get the mystic trait for rank 4 will properly be offered.
- The Ibadi rank 4 opinion bonuses now work.
- Changed the "Invited an Ascetic" and the "Rampant Sinner" pictures.

1.0
- Steam Release.

1.1
==New features
- Holy Fury Update
==Changes and Balances
- The influence bars of the societies are now hidden.
- Added the changes paradox made to their events.
==Bugfixes and optimization
- Fixed the description for the "build a mosque" mission.

1.2
==Changes and Balances
- Increased the odds of Ibadi and Shiite characters joining their societies.
- Added an AI only decision for Rank 4 Ibadi and Shiite that will create random members for the society if it is too small.
- Each society now has a decision that pious counts and above can use to "recreate" empty societies anhd fill them with members.
- The decision to add/remove the Celibate trait was changed to a Zahid trait. Compared to Celibate:
-- It only has a -30% fertility modifier instead of -1000%, but it also has a -10% national tax modifier.
-- It trade the +5 christian church opinion for +5 toward all muslims. The +1 monthly piety is untouched.
-- The decision to remove the new trait is available to all characters with the trait, but to receive it you need to be in the societies.
-- All references/instances to the celibate trait in events are replaced with the new Zahid trait.
==Bugfixes and optimization
- The "build a mosque" mission should properly complete itself.

1.2.1
==Changes and Balances
- As some HIP users cried about it affecting their power gaming, using HIP will give celibate instead of Zahid. Spawned courtiers and texts are unchanged.


Special thanks to:
AnaxXiphos & HIP/EMF for the 4 Fighter traits pictures.
fc08 for his help with spellchecking the localization.
Enriador for his help with the Sufi Schools.
Jordarkelf for the compatibility file for 'A Games of Thrones'.

The Great Trade League on the Steam Workshop
The Orders of Chivalry on the Steam Workshop
The Sufi Schools on the Steam Workshop

The Great Trade League - v1.6.7 - 9 October 2019
The Orders of Chivalry - v1.2.5 - 12 March 2020
The Sufi Schools - v1.2.1 for Wonder Update - 4 April 2019

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theshadow603

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Cool. I like guilds.
 

Arko

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Looks interesting^^
 

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It is possible to add a decision to switch your government to merchant republic once you are rank one, feudal government type and of course your capital county is coastal ?
(change your primary holding to city,etc...)
 

Maal

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It is possible to add a decision to switch your government to merchant republic once you are rank one, feudal government type and of course your capital county is coastal ?
(change your primary holding to city,etc...)
Would be an idea as a top rank bonus. I'll look at the tribal events as they have something similar I could try to copy, whenever I get to do this.
 

Maal

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Some time have pasted and I'm slowly getting to know how to make events relatively efficiently.

This first "update" is about the main mechanic for the society. Which is acquiring and managing goods.
The easiest way is to spend some of the society currency (Investments, not too keen on the name yet, if anyone has a better idea) on a new decision to go shopping. It will trigger one of many random events (that can also happen randomly) and the most common one is to buy/sell an artifact. You will be first given a choice between buying or selling, then between metals, vegetals, animals or finished goods. Then you will be offered 3 randomly selected items of that category, at more or less random prices, the same item can appear multiple times.

Buying low and selling high is obviously the key, but keeping a good range of goods is not a bad idea (outside of increasing the probabilities of some bad events!), some quests will require delivering specific goods for example. I'll also check if it is possible to increase the amount of society points earned by the amount of "goods" artifacts you have.

Also, probably in a post-release update, I'll try adding extra flavor by making some goods prices change up to the conditions of your empire. Foods will be expensive when in negative prosperity but luxury will be cheap (surviving is more important than jewelry) iron/steel/military equipment will be more expensive when at war and so on.

Some more screenshots, Items marked the gold coins are "goods", to not mix them with the regular artifacts as I'll base the pictures on the regular artifacts'.

And here we have 3 results for buy / sell / sell events (still no flavorful local and unchanged pictures). The first has 2 irons at different prices, the second is about to sell some silver and as I have no grain to sell, there is nothing on the tooltip on the 3rd event. Can also see the new decision.


So if anyone has a better idea as society currency than "Investment" (Shares? Credit? Gold Power?) just leave a comment!
 
Last edited:

alderbane

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Some time have pasted and I'm slowly getting to know how to make events relatively efficiently.

This first "update" is about the main mechanic for the society. Which is acquiring and managing goods.
The easiest way is to spend some of the society currency (Investments, not too keen on the name yet, if anyone has a better idea) on a new decision to go shopping. It will trigger one of many random events (that can also happen randomly) and the most common one is to buy/sell an artifact. You will be first given a choice between buying or selling, then between metals, vegetals, animals or finished goods. Then you will be offered 3 randomly selected items of that category, at more or less random prices, the same item can appear multiple times.

Buying low and selling high is obviously the key, but keeping a good range of goods is not a bad idea (outside of increasing the probabilities of some bad events!), some quests will require delivering specific goods for example. I'll also check if it is possible to increase the amount of society points earned by the amount of "goods" artifacts you have.

Also, probably in a post-release update, I'll try adding extra flavor by making some goods prices change up to the conditions of your empire. Foods will be expensive when in negative prosperity but luxury will be cheap (surviving is more important than jewelry) iron/steel/military equipment will be more expensive when at war and so on.

...

So if anyone has a better idea as society currency than "Investment" (Shares? Credit? Gold Power?) just leave a comment!
I'd recommend Assets for the society currency. Might I also suggest a different organizational scheme for trade goods?
  • Foodstuffs: Fish*, Fruit*, Grain, Herbs*, Honey, Meat*, Poultry*, Salt, Wine
  • Textiles: Linen, Silk**, Wool
  • Crafting Materials: Ceramic, Dye, Gold, Iron, Leather, Silver
  • Building Materials: Brick, Stone, Timber
  • Fuels & Lubricants: Oil, Tallow, Wax
  • Luxury Goods: Amber, Furs, Glass, Incense, Ivory, Opium, Spices, Sugar
That's 32 different goods to trade.

* Preserved through smoking, salting, pickling, sun-drying, etc.
** Silk would also fit in the Luxury Goods market.
 
Last edited:

Maal

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Assets is a good one, I'll keep it in mind.

As for goods, currently they are:
Metal: Iron, Steel, Silver, Gold
Vegetal: Grain ,Linen, Lumber, Spices
Animal: Meat, Wool, Hides, Silk
Finished: Alcohol, Arms & Armor, Jewelry, Book

(Some edits are simply just adding the coins, like all the cloths)

I meant Armor, not Arnor dammit.

I plan on staying on these 4 categories (Vegetal, Animal... but names are subject to changes) as the max choice for an event is 4. One of my main criteria for selecting these items was how easy it would be to make pictures using the original artifacts pictures. I wouldn't mind going up to 5 choices per categories to fit with the 5 item rarity borders that are in the game currently, but the more choices, the less chances of the thing you want to sell is going to appear in an event which would be annoying.

Out of those you named, I could probably add:
Either brick or ceramic to "metal" which I'll rename into mineral or something
Gems to mineral, removing steel (cutting redundancy to iron, it's why I don't have both fish and meat)
Incense to vegetal
Ivory to animal
And I would need a 5th for finished goods. Dye is sort-of in between as it is made with mineral/vegetal/animal substances so I can't really put it elsewhere, perhaps renaming "finished goods" to something would do the trick. Or perhaps simply adding pottery here and go for bricks earlier.
 
Last edited:

LordPeter

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You can make the fourth event option fire a second event that includes more choices, and so on, and make the last event's fourth option go back to the original event. This way, you can have more than 4 options in a "workaround".
An interesting idea btw, it's good to see so many economy-themed mods pop up lately - that's definitely something the game has been missing.
 

Maal

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You can make the fourth event option fire a second event that includes more choices, and so on, and make the last event's fourth option go back to the original event.
I know, but it is clunky. It would require extra events for no reason other than getting more items to trade, which is not even needed in the first place as the items themselves doesn't really do anything (I could probably make things like "spend <<steel item>> to make troops better for X times" I guess... actually, I'll do it). But I don't really see the point of more items only for flavor sake, 16-20 would be plenty... I feel like my comment is harsh for some reasons, not intended.

Now that I have that idea of "spending artifacts" for bonuses instead of simply selling them, maybe I'll rethink my sorting system so they are sorted more closely by bonuses given... I'll think on it.

On another point I'm on the fence tho... Should the market prices choices be flat (Like iron will always sell for either 25-75-100-150-200) or would it be scaled to your income ( 5%-10%-20%-30%... of your yearly income)? The first would be consistent, but feel expensive early and for small countries (specially for things like gold the spices) and late game it would be a drop in the sea. Scaling it would avoid that and make it interesting to buy when you have a negative tax modifier (like a looted province or a bad steward event) and selling when your income is high later, but it could get crazy expensive for patricians and large empire.
 
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Maal

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Also asked some people elsewhere and it always end up as "Why not both?". Then I shall try it.
So far, there will be 5 tiers of price per item, and each item is more expensive than the previous one in a linear fashion (5% of yearly income, end at 125%).
Stones will cost as little as 5 gold to 50 gold in its first price tier, but will cost up to 25 to 250 gold in its fifth.
Meanwhile, while stone is the cheapest of its category, gold is the most expensive.
Gold will cost start at 105 gold to 1050 in its first tier, but will rise up to 125 to 1250!

At its most expensive tier (the one you should aim to be selling at, not buying), gold would cost 125 gold coins for someone that earn 100 gold per year or less. And the cost will start rising from there up to when you earn 1000 yearly gold, for a cost of 1250 gold coin. If you buy the cheapest possible and sell at the highest possible, you will earn a profit between 20 to 200 gold (20 when you have less than 100 yearly gold, 200 for over 1000 yearly)

On another note, I got the "item spending" decision to work. So you will be able to use goods like lumber by clicking on your holding and it will create a modifier for the county for a while. If you only own a sub holding, like you are an AI barony or a patrician that own a random city here and there, you can still do it and it will buff the whole county.

So for raw profit, the cheaper goods will be better as the profits range is the same and require less initial spending. But I'll make the buffs of the more expensive goods better.

Edit: The AI are bankrupting themselves with the more expensive options, will have to lower the odds that they pick them. I am also currently designing the bonuses for spending resources, considering the range that they can be bought/sold, some will need to be fairly stronger than I anticipated. For example, Gold right now is worth, minimum, 105 ducats. If I use it to boost a holding raw income by 10 for a year... it end up as a 95 losses (ignoring modifiers). I'll probably have to make the biggest ones last several years.
 
Last edited:

Maal

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Here's some more icons for goods, making a total of 20 (removed iron from the one posted above)

Pottery is based on the skull but I find it too bland right now, I'll probably improve it later.
Gems are 4 vanilla items added together.
Incense was made using the box with the fake eye in it, probably my favorite one I made.
Stone is the stone tablet with the writing removed.
Ivory is a twisted saint's bone.

Outside of those, all the province modifiers from spent goods are created and working, most likely unbalanced but that ain't important right now. They are powerful buffs that last 1-2-3-4-5 years up to the item rarity. Wool (tier 2 good, can be as cheap as 30 ducats) for example give -1% revolt risk, 1 extra base supply (everywhere) in winter and 10% tax in the province for 2 years. But since wool can go up to 500 gold (at its highest price range + you earn over 1000 ducat years) the bonus feel sort-of smallish, but I guess that at that point you are too big to fail anyways.
You cannot have the same bonus twice at the same time/county, and barons/mayors/bishops can also boost a county if they are part of the society.

Also made some more events, like one where you can randomly be scammed (or not) and another chain where someone come to you and ask for funds to go hunt/mine/craft... the more you give the more likely you'll get extra goods.

Next I'll still work on more events, most likely one where you try to steal goods from another members (like the hermetic one) and another more simple, lottery like event.
 

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That's wonderful! Now I only wish we could have these trading mechanics be independent of an actual society, so, say, rulers with stewardship education, or with the business focus could trade and use these resources without requiring to be a member of the society. But I understand that it might fall outside of your plans for this mod.

Great artwork, by the way!
 

rebal85

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That's wonderful! Now I only wish we could have these trading mechanics be independent of an actual society, so, say, rulers with stewardship education, or with the business focus could trade and use these resources without requiring to be a member of the society. But I understand that it might fall outside of your plans for this mod.

Great artwork, by the way!
Wouldn't this be possible with some tweaking of the Hermetics Apprentice title, like make a new title, Trade Master, which is available to stewardship education courtiers? It would basically auto induct that person into the society. It would also be interesting to have events where a Vassal/Courtier Trade master might siphon income, or mess up the trades losing money. Last thought, would also allow a player vassal to be a trade master and do the same things for embezzlement, like you can as a Steward councilor.

i would probably suggest that as a ruler without stewardship education, or business focus can only set general policy for the master. Ie buy goods for improvements, or Trade for money, which the trade master would then automate based on skill. With skill you could/should unlock the whole set of abilities based on the TMs rank, IE full control but asset generation is driven by the TM skills not the players.

EDIT: Mission suggestions- For Fortune Builders and Midas Touched traders to train the tier one/two fellow members and improve their education skill. High skill traders to train to improve a stewardship point or two or add trade traits (Anything + stewardship and greedy, honest, decietful, & charitable) for the lower characters. Mirror versions on the low ends to receive the training for the low education skills.

These traits could be used as filters for some missions and MTTH events. IE a Charitable or Honest merchant might get locked out of the scamming & theft missions. A greedy or Deceptive would be locked out of the helpful missions, like coming to the aid of a province with the poor modifiers from bad rule. Charitable holding improvements you pay cost and material for an immediate improvement in a holding.
 
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Maal

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Something like a hermetic apprentice is already made (forcing a courtier into the society) but it is fairly bland and eventless for now. Making a courtier/vassal trade master if you are not part of the society is doable but I'll need to find a way to remove that title if it ain't relevant anymore (he leave your court or if you join the society to avoid issues).

I'm just starting on the missions, I'll keep that idea in mind. About locked stuff behind traits, for now I have fews but complex events. I'll use trait to guide the AI choices but until I have way more events designed I don't want to lock out too many things as it'll restrict content too much. Perhaps creating a choice twice, but one has the colored outline and replace the other if you have the prerequiste, to guide you toward "better" choices (like finding if an option is a scam or not before clicking it).
 

Maal

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(more shameless bumping)

If ranks one have the power to go to the market and buy/sell goods+markets events, and ranks two have the ability to use said goods in provinces for bonuses... What shall be the first rank 3 bonus to build up on that? They will be able to buy non-goods artifacts that will give them special interactions to improve their profits.

For example, they can set up a stall (using a stall artifact) in a specific holding to receive more money back when they spend an item in the province (and members without stalls receive half of an item minimum cost alongside the modifiers). The stalls can or not be limited to one of the 4 categories of goods for an even greater profit. The "stall" itself cost gold to acquire and society currency to install (getting license and stuff), the stall modifier will last several years and once it is gone you'll get your stall back to set up again. If you die while it is set-up it will stay available even if you are part of the society for its remaining duration , afterward the society will keep it.

Another one is caravans. Nothing fancy as controlling courtier I'm not at that level of modding yet, but it will allow you to send "people" to get goods for the best price possible by clicking on an holding that has a "goods modifiers" in it (because an AI spent goods in that province). Like stalls, getting a "caravan artifact" cost gold and society currency to send. Giving them extra money before they leave will increase the chance of good deals. Like the stall, if your character die while it is away with your money... they have no real reason to obey their contracts and return to your heir. (I may change this for the stall and caravan later, but I won't focus on "fixing this" right now.)

I may make more, but for now I spent most of my creativity on these two, and on this stall:

My first fully custom artifact art, took around... 2h30? The gold feel a bit out of place, I may tweak it later.
 

LordPeter

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Not bad, not bad at all for custom artwork.
I fail pretty hard at anything related to drawing and graphics, so while the rest also sounds cool, I salute you for that the most ^^
 

Maal

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Updated the first post, with more accurate information and what is/not done.

Currently trying to make the decisions icons... 24*20 pixels is not much room to navigate!
Should i aim for more "blurred pictures like most vanilla decisions" or pixel arts?

For example, these two would both be for the "Go shopping" option. I have a hard time making a pretty pixel art on that scale...perhaps a single stall zoomed in would be better. In either case I'm more leaning on the picture to the right. (which i didn't draw myself, but heavily edited)


On a side not, the rank 4 option to become a republic is done. It require a lot of money/society currency, to be a duke or higher (AI kings/empires wont do it) and being coastal. The other patricians will be your existing vassals if possible and will also be members of the society.
 
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