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Undead Martyr

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I've long felt that the Holy Roman Empire and its associated sphere are somewhat lacking in flavor and detail (a somewhat refreshing change from the usual fare where it is the non Western Europeans who get neglected), and this is a general attempt at overhauling this most central and "feudal" of locales. I have a few personal pet peeves playing the earlier bookmarks (and later), among other things the fact that the HRE has Imperial Decay mechanic despite lacking anything like Constantinople's imperial bureaucracy, or for that matter the absence of the Carolingian Empire at 867, despite the fact that Louis II, the "mere" king of Italy, was a crowned Emperor, the fourth in a line originating from Charlemagne, and subsequent rulers of Italy would also attempt to claim the Imperial title prior to Otto's conquest.

This is still something of a work in progress, although I do intend to release a beta prior to Holy Fury. All of this is obviously subject to change and comments and criticisms are welcome.

The first and most obvious change is the introduction of a new Early Feudal Government with the following mechanics:
firstly neither this nor the later feudal government (unlocked by the first level of administration) gain regular taxation from their vassals, but must instead levy a general tax via decision. Feudal lords were indeed exempt from taxation, hence why control of the Church (as represented most famously by the Investiture Controversy- in game, the Free Investiture Law being much better for centralizing power and collecting money from your bishops, but tending to annoy the Pope) and to a lesser extent the cities (see- Barbarossa's ill fated attempt to levy taxes on the Italian cities) were so important. Now you can levy a general tax, as mentioned, but only every few years and it costs you- late feudals must spend prestige, early feudals spend majesty, a new mechanic unique to the Early Feudal government (and meant to be to them what Decadence is to Muslims, or Imperial Decay to the Byzantines).

Majesty
is a personal stat calculated at game start and measuring, essentially, how "kingly" you are, by the standards of medieval warlords- being pious, generous, zealous, brave in battle, and capable of enforcing justice with an even hand, are all good things, but being a "tyrant", or worse, weak, is fatal to your image. It starts at 35, is increased or reduced by your traits and crown authority, and is further influenced throughout your rule by your actions (excommunication is bad for your prestige, and regencies are terrible too). 45-55 is considered "normal" and going above or below that increases the bonuses/maluses for every ten points. Majesty applies a factionwide malus or bonus to levies and plot power, as well as to vassal or general opinion. Winning wars, battles, or battlefield duels are all beneficial and will be your largest source of increasing your majesty, as will holding tributaries or being a pious/prestigious and generally capable ruler.
Note that both Iqta and Early Feudal governments are allowed to raid- and raiding will hurt the king looted (since you are not protecting your vassals, which is your first and most basic obligation as a king) and benefit the person looting (since you are a literal warlord). Just as Imperial Decay can be reduced via decision a ruler can also spend piety or prestige to increase their stature.

Aside from the general bonuses Majesty level will also unlock various side effects, positive and negative- at the lowest levels, your vassals will be able to start a pretender faction for your titles even without a claim (or elective monarchy), while higher levels unlock new casus belli and decisions (including, at 55 or higher, the ability to levy taxes on your feudal subjects). Feudal vassals now also must receive enfeoffment from the king/emperor; although hereditary succession was de facto the case, de jure the king was merely "entrusting" the land to a vassal, who was a steward for him (just as the King was, in theory, merely a steward for God/the Emperor). As historically you will be able to levy an inheritance tax as part of this process, one of the only regular means of collecting money from your subject dukes and counts.

Kk8pcSr.jpg


As another change, "King" Louis II now has his true title, that of Emperor of the Franks. Of course, although he is de jure lord over all his relatives de facto the empire does not extend very far outside of Italy (and it would not until Otto the Great "revived" it in 962); should Louis or his heirs die while any de jure kingdoms are independent the Empire will be lost. Subsequent rulers of Italy will be able to petition the Pope to revive the title, but be warned that the Imperial Crown is a prize that will attract foreign hostility. Failing to hold an Imperial title, however, will hurt your majesty, as who would be master of Italy if not a Roman Emperor?

Additionally the Western Roman Empire can now also be revived under certain conditions, either by a sufficiently autocratic Italian (prior to the HRE's existence) maintaining control over Italy and Rome or by a Holy Roman Empire which has centralized and asserted its dominion over all the former Frankish Empire.
 

ernst_earnest

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God I love you <3

No seriously, I always felt that stuff a bit lacking. While HIP is very much better in terms of money balance ect. I always felt that CK+ did a better job with its Carolingian Empire stuff. But you topped. Maybe you could also implement some kind of mechanics regarding Investiture Controversy or the conflict between Ghibbelins and Guelfs?
Over the years I assembled lots of ideas regarding that stuff but sadly I am too stupid to work out coding them, maybe you are interested?
 

Undead Martyr

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God I love you <3

No seriously, I always felt that stuff a bit lacking. While HIP is very much better in terms of money balance ect. I always felt that CK+ did a better job with its Carolingian Empire stuff. But you topped. Maybe you could also implement some kind of mechanics regarding Investiture Controversy or the conflict between Ghibbelins and Guelfs?
Over the years I assembled lots of ideas regarding that stuff but sadly I am too stupid to work out coding them, maybe you are interested?

The Investiture Controversy is in fact something I've put some thought into but it's fairly daunting, and unfortunately unless we want to just create a "Nicene Christianity" (probably the most historical) it would be fraught with problems and hardcoded issues (the College of Cardinals, for instance, arguably shouldn't exist prior to the Investiture Controversy, as Popes were pretty much appointed by the Emperors from Charlemagne through to Otto the Great and his immediate heirs).

My general thought is to keep the Papacy a de jure and de facto vassal of the Empire (the Patrimonium being restored de jure on the formation of the HRE, but both it and Italy becoming de jure part of the HRE), possibly reduce the opinion penalty for having Free Investiture and maybe add a possible trait for Pornocracy style Papal Nominations to try and nudge Papal elections (also generally disable Crusades and such during this period, as again the Pope in the 9th and 10th centuries was not the Papacy of the late 11th and 12th). Then if there is no Emperor in Italy (ie the historical HRE/French HRE forms or the peninsula just falls apart, possibly excluding a Roman Reconquest) trigger a Guelph/Ghibelline+Investiture Feud. This would give associated traits, enable the titular league/commune titles (which really should not be formable/active prior to this), probably switch around things so that "foreign" rulers get displaced by the cities and add the associated traits (similar to the various "schools" and such, with mutually antagonistic opinion and some other stuff). The Pope would also at this point be much more aggressive about trying to push Papal Investiture on Europe.

I would probably also give a "subjugation of the Patrimonium" cb to an independent Italy or HREmperor who is strong and has the Iron Crown, but have it cost moral authority perhaps.
 

G.Strategos

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Very interesting mod. Keep ti up buddy. ;)
 

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I am not sure if this is something of your interest but here would be an idea I proposed a while ago. I think it would apply for Louis II in your case.

I have an idea to abstract how a feudal lord could havetwo feudal overlords.

This would apply for example at a situation like with William the Conqueror and Philip of France and their successors or for the King of Sicily and the Pope.


As William became King of England he was still a vassal to France for he held the Duchy of Normandy. We can see this problems down the line of English Kings especially in the era of Edward III with the Duchy of Aquitaine when he refused to do homage to the King of France.

The Game solves this with a binary system. Either you have a liege or not. However this neglects the above described situation with all the political power implications.

Now my approach :

If you gain a kingdom but also hold a duchy in another kingdom you get a decision. Also the de jure liege of this duchy gets a decision.

For simplicity I will stay with the example of William the Conqueror. The decision would maybe be that the de jure overlord (in this case Philipp) could ask William to come to court and pay homage. William could then refuse which would give Philippe a claim on the land which William holds from him (in our case Normandy). Then Philipp could attack and reclaim the land. However if William submits they sign a special non-aggressive pact that lasts some years.

The overlord could ask or the vassal could ask for that decision. Maybe the CK+ Team would consider this to be implemented.
 

Undead Martyr

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So I'm not quite sure what's going on but the empire formations are disabled now.

emf_create_hre = {
only_independent = yes
is_high_prio = yes

potential = {
independent = yes
has_global_flag = charlemagne_hre
higher_real_tier_than = DUKE
is_feudal = yes
is_heretic = no
emf_western_christian_religion = yes
e_hre = { has_holder = no }
e_hre_french = { has_holder = no }
e_wre = { has_holder = no }
OR = {
has_landed_title = k_germany
has_landed_title = k_bavaria
has_landed_title = k_italy
has_landed_title = k_lotharingia
}
emf_hiprio_decision_basic_potential = yes
}
allow = {
has_landed_title = k_germany
has_landed_title = k_lotharingia
has_landed_title = k_italy
OR = {
NOT = { has_landed_title = e_carolingian }
NOT = { has_landed_title = k_france }
NOT = { dynasty = 25061 }
}

# Peace, adulthood, lack of regency or imprisonment, min. wealth/prestige, etc.
emf_empires_create_dj_empire_basic = yes
OR = {
realm_size = 320
AND = {
realm_size = 220
emf_not_has_swmh = yes
}
AND = {
realm_size = 120
primary_title = {
OR = {
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
}
}
effect = {
hidden_tooltip = {
log = "INFO: emf_create_hre: [Root.GetTitledFirstName] [Root.GetOnlyDynastyName] (#[Root.GetID]/[Root.PrimaryTitle.GetID]) forming the (German) HRE..."
}
clr_global_flag = emf_hre_restored
set_global_flag = emf_hre_restored
# TODO: should use hidden traits for this stuff, honestly. more efficient and dead chars keep traits.
set_character_flag = emf_context_hre_german_founder
set_character_flag = emf_context_hre_founder

emf_empires_create_dj_empire_basic = yes

random_list = {
40 = {
modifier = {
factor = 0
# TODO: really should put together some comprehensive scripted triggers for
# whether a character has a "mediocre/crappy," "immoral," "moral,"
# "special-triggered" or "especially good" nickname so that we can quit w/
# the brainless WoL way of assigning permanent nicknames essentially every
# damn time the character does something notable at all -- while being able
# to preserve particularly important nicknames and replace others coherently
OR = {
has_nickname = nick_the_restorer
has_nickname = nick_the_lawgiver
has_nickname = nick_the_saint
has_nickname = nick_the_apostle
has_nickname = nick_the_magnanimous
}
}
give_nickname = nick_the_great
}
30 = { give_nickname = nick_the_restorer }
30 = { give_nickname = nick_the_lawgiver }
}

if = {
limit = { NOT = { is_title_active = e_hre } }
activate_title = { title = e_hre status = yes }
}

set_character_flag = emf_no_law_penalties
primary_title = {
e_hre = {
copy_title_history = e_carolingian
grant_title = {
target = ROOT
type = created
}
copy_title_laws = PREV
if = {
limit = { ROOT = { ai = yes } }
add_law = { law = succ_feudal_elective cooldown = no opinion_effect = no }
}
}
}
clr_character_flag = emf_no_law_penalties

# Destroy kingdoms that are no longer needed.
any_demesne_title = {
limit = {
tier = KING
OR = {
title = k_lotharingia
title = k_bohemia
title = k_germany
title = k_bavaria
de_jure_liege = e_hre
AND = {
ROOT = { ai = yes }
title = k_italy
}
AND = {
ROOT = { ai = yes }
title = k_burgundy
}
}
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_hre } }
}
e_hre = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}

hidden_tooltip = { recalc_succession = yes }

# Map-specific de jure adjustments post-formation
hidden_tooltip = { character_event = { id = emf_core.30 } } # See emf_hre_map.txt & EMF+SWMH version

hidden_tooltip = { # TODO: Custom tooltip.
if = {
limit = { ai = no }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 5475
}
}
if = {
limit = { ai = yes }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 10950
inherit = yes
}
}
}
}
ai_will_do = {
factor = 10
}
}

emf_create_french_hre = {
only_independent = yes
is_high_prio = yes

potential = {
is_playable = yes
independent = yes
has_global_flag = charlemagne_hre
higher_real_tier_than = DUKE
is_feudal = yes
is_heretic = no
emf_western_christian_religion = yes
e_hre = { has_holder = no }
e_hre_french = { has_holder = no }
e_france = { has_holder = no }
e_wre = { has_holder = no }
OR = {
has_landed_title = k_france
has_landed_title = k_aquitaine
has_landed_title = k_burgundy
has_landed_title = k_lotharingia
has_landed_title = k_italy
}
emf_hiprio_decision_basic_potential = yes
}
allow = {
has_landed_title = k_france
has_landed_title = k_aquitaine
has_landed_title = k_burgundy
has_landed_title = k_italy
OR = {
NOT = { has_landed_title = e_carolingian }
NOT = { has_landed_title = k_germany }
NOT = { dynasty = 25061 }
}

# Peace, adulthood, lack of regency or imprisonment, min. wealth/prestige, etc.
emf_empires_create_dj_empire_basic = yes
OR = {
realm_size = 320
AND = {
realm_size = 220
emf_not_has_swmh = yes
}
AND = {
realm_size = 120
primary_title = {
OR = {
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
}
}
effect = {
hidden_tooltip = {
log = "INFO: emf_create_french_hre: [Root.GetTitledFirstName] [Root.GetOnlyDynastyName] (#[Root.GetID]/[Root.PrimaryTitle.GetID]) forming the (French) HRE..."
}
clr_global_flag = emf_hre_restored
set_global_flag = emf_hre_restored
# TODO: should use hidden traits for this stuff, honestly. more efficient and dead chars keep traits.
set_character_flag = emf_context_hre_french_founder
set_character_flag = emf_context_hre_founder

emf_empires_create_dj_empire_basic = yes

random_list = {
60 = {
modifier = {
factor = 0
# TODO: really should put together some comprehensive scripted triggers for
# whether a character has a "mediocre/crappy," "immoral," "moral,"
# "special-triggered" or "especially good" nickname so that we can quit w/
# the brainless WoL way of assigning permanent nicknames essentially every
# damn time the character does something notable at all -- while being able
# to preserve particularly important nicknames and replace others coherently
OR = {
has_nickname = nick_the_restorer
has_nickname = nick_the_lawgiver
has_nickname = nick_the_saint
has_nickname = nick_the_apostle
has_nickname = nick_the_magnanimous
}
}
give_nickname = nick_the_great
}
20 = { give_nickname = nick_the_restorer }
20 = { give_nickname = nick_the_lawgiver }
}

if = {
limit = { NOT = { is_title_active = e_hre_french } }
activate_title = { title = e_hre_french status = yes }
}

set_character_flag = emf_no_law_penalties
primary_title = {
e_hre_french = {
copy_title_history = e_carolingian
grant_title = {
target = ROOT
type = created
}
copy_title_laws = PREV
if = {
limit = { ROOT = { ai = yes } }
add_law = succ_feudal_elective
}
}
}
clr_character_flag = emf_no_law_penalties

# Destroy kingdoms that are no longer needed.
any_demesne_title = {
limit = {
tier = KING
OR = {
title = k_lotharingia
title = k_france
title = k_aquitaine
title = k_burgundy
title = k_brittany
AND = {
ROOT = { ai = yes }
title = k_italy
}
}
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_hre } }
}
e_hre = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}

hidden_tooltip = { recalc_succession = yes }

# Map-specific de jure adjustments post-formation
hidden_tooltip = { character_event = { id = emf_core.31 } }

hidden_tooltip = { # TODO: Custom tooltip.
if = {
limit = { ai = no }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 5475
}
}
if = {
limit = { ai = yes }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 10950
inherit = yes
}
}
}
}
ai_will_do = {
factor = 10
}
}

Changes in bold.


And for the Western Empire's formation:

restore_western_roman_empire = {
only_independent = yes
is_high_prio = yes

potential = {
is_playable = yes
independent = yes
#c_roma = { owner_under_ROOT = yes }
emf_hiprio_decision_basic_potential = yes
e_wre = { has_holder = no }
}
allow = {
# Peace, adulthood, lack of regency or imprisonment, min. wealth/prestige, etc.
emf_empires_create_dj_empire_basic = yes
# need 100 realm size
realm_size = 100
# Must control 100% of the de jure counties of k_italy!
k_italy = {
emf_ROOT_completely_controls_counties = yes
}
OR = {
NOT = { has_landed_title = e_carolingian }
NOT = { dynasty = 25061 }
}
e_hre = { has_holder = no }
e_hre_french = { has_holder = no }
culture_group = italian_group
OR = {
has_law = administration_2
has_law = crown_authority_4
check_variable = { which = "majesty" value = 95 }
}
}
effect = {
hidden_tooltip = {
log = "INFO: emf_restore_byzantium: [Root.GetTitledName] ([Root.GetID]/[Root.PrimaryTitle.GetID]) forming the ERE..."
}
emf_empires_create_dj_empire_basic = yes
random_list = {
40 = {
modifier = {
factor = 0
# TODO: really should put together some comprehensive scripted triggers for
# whether a character has a "mediocre/crappy," "immoral," "moral,"
# "special-triggered" or "especially good" nickname so that we can quit w/
# the brainless WoL way of assigning permanent nicknames essentially every
# damn time the character does something notable at all -- while being able
# to preserve particularly important nicknames and replace others coherently
OR = {
has_nickname = nick_the_restorer
has_nickname = nick_the_lawgiver
has_nickname = nick_the_saint
has_nickname = nick_the_apostle
has_nickname = nick_the_magnanimous
}
}
give_nickname = nick_the_great
}
50 = { give_nickname = nick_the_restorer }
10 = { give_nickname = nick_the_lawgiver }
}
set_character_flag = emf_no_law_penalties
primary_title = {
e_wre = {
if = {
limit = { NOT = { is_title_active = THIS } }
activate_title = { title = THIS status = yes }
}
grant_title = { target = ROOT type = created }
copy_title_laws = PREV
if = {
limit = { PREV = { NOT = { has_law = administration_2 } } }
add_law = administration_2
}
if = {
limit = {
PREV = {
NOR = {
has_law = crown_authority_2
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
add_law = crown_authority_2
if = {
limit = {
has_dlc = "Zeus"
PREV = { NOT = { has_law = ze_revokation_2 } }
}
add_law = ze_revokation_2
}
if = {
limit = {
NOT = { has_dlc = "Zeus" }
PREV = { NOT = { has_law = revokation_2 } }
}
add_law = revokation_2
}
}
# We don't use add_law so that it doesn't consume the lifetime cooldown upon
# succession law changes, should a player NOT want to be semi-irreversibly forced
# into primogeniture. Hence, the recalc_succession afterward.
if = {
limit = { PREV = { NOT = { has_law = succ_primogeniture } } }
succession = primogeniture
}
}
}
clr_character_flag = emf_no_law_penalties
hidden_tooltip = {
e_wre = { emf_try_to_make_primary_title = yes }
}

#set Italian kingdoms as de-jure vassals
any_landed_title = {
limit = {
OR = {
title = k_italy
title = k_sicily
title = k_patrimoniumpetri
title = k_venice
title = k_sardinia
}
}
de_jure_liege = e_wre
}

#re-establish carinthia as part of Italy
any_landed_title = {
limit = {
OR = {
title = d_merania
title = d_aquileia
title = d_krain
}
}
set_de_jure_liege = k_italy
}
#expand de jure territory if provinces are held by the new Emperor
any_landed_title = {
limit = {
OR = {
title = k_burgundy
#title = k_provence
title = k_croatia
title = k_aquitaine
title = k_france
title = k_lotharingia
title = k_upper_lorraine
title = k_lower_lorraine
title = k_schwaben
title = k_bavaria
title = k_aragon
title = k_navarre
title = k_castille
title = k_leon
title = k_portugal
title = k_andalusia
title = k_england
title = k_africa
}
OR = {
#owner = ROOT
emf_ROOT_completely_controls_counties = yes
}
}
set_de_jure_liege = e_wre
}
#expand Italy
any_landed_title = {
limit = {
OR = {
title = d_ratien
title = d_carinthia
title = d_tyrol
}
emf_ROOT_completely_controls_counties = yes
#if already de jure part of the empire then leave it be
NOT = { de_jure_liege = e_wre }
}
set_de_jure_liege = k_italy
}
# Destroy any other empires held (only titular are allowed by this decision's `potential`)
any_demesne_title = {
limit = {
tier = EMPEROR
NOT = { title = e_wre }
is_landless_type_title = no
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_wre } }
}
e_byzantium = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}
# Destroy any imperial kingdoms
any_demesne_title = {
limit = {
tier = KING
de_jure_liege = e_wre
is_landless_type_title = no
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_wre } }
}
e_wre = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}
# Set AI capital to Roma if not already
if = {
limit = { ai = yes }
c_roma = {
if = {
limit = { NOT = { holder = ROOT } }
usurp_title_plus_barony_if_unlanded_and_vassals = ROOT
}
emf_make_location_ROOT_capital = yes
}
}

hidden_tooltip = { recalc_succession = yes }

# Potentially give Roma to our religious head if appropriate and if it's not theirs already,
# and vassalize the religious head title (if any)
trigger_switch = {
on_trigger = religion
catholic = { k_papalstate = { owner = { save_event_target_as = emf_relhead } } }
fraticelli = { d_fraticelli = { owner = { save_event_target_as = emf_relhead } } }
}
b_roma = { owner = { save_event_target_as = emf_temple_owner } }
if = {
limit = {
# The religious head is indeed valid, and no player is liege to them
event_target:emf_relhead = {
NOT = { any_liege = { ai = no } }
}
}
if = {
limit = {
event_target:emf_temple_owner = {
OR = {
under_ROOT = yes
ai = yes
}
NOT = { character = event_target:emf_relhead }
}
}
b_roma = {
grant_title_no_opinion = event_target:emf_relhead
hidden_tooltip = { remove_claim = event_target:emf_temple_owner }
}
}
event_target:emf_relhead = {
set_defacto_liege = ROOT
emf_liege_change = yes
}
}

# Varangian Guard vassalization, if they have indeed been formed
#d_magyar_guard = {
# if = {
# limit = {
# is_title_active = THIS
# owner = {
# liege = { ai = yes }
# }
# }
# owner = {
# set_defacto_liege = ROOT
# emf_liege_change = yes
# }
# }
#}

# TODO: Do similar to the de jure kingdom claim as below with temporarily free access to
# king-tier emf_subjugation.

hidden_tooltip = { # TODO: Custom tooltip.
if = {
limit = { ai = no }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 5475
}
}
if = {
limit = { ai = yes }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 10950
inherit = yes
}
}
}
}
ai_will_do = {
factor = 1
}
}

restore_western_roman_empire_hre = {
only_independent = yes
is_high_prio = yes

potential = {
is_playable = yes
independent = yes
#c_roma = { owner_under_ROOT = yes }
emf_hiprio_decision_basic_potential = yes
OR = {
has_landed_title = e_hre
has_landed_title = e_hre_french
has_landed_title = e_carolingian
}
e_wre = { has_holder = no }
}
allow = {
# Peace, adulthood, lack of regency or imprisonment, min. wealth/prestige, etc.
emf_empires_create_dj_empire_basic = yes
# need 200 realm size
realm_size = 200
# Must control 100% of the de jure counties of k_italy!
e_hre_french = {
OR = {
emf_ROOT_completely_controls_counties = yes
is_title_active = no
}
}
e_hre = {
OR = {
emf_ROOT_completely_controls_counties = yes
is_title_active = no
}
}
e_carolingian = {
OR = {
emf_ROOT_completely_controls_counties = yes
is_title_active = no
}
}
k_italy = {
emf_ROOT_completely_controls_counties = yes
}
k_france = {
emf_ROOT_completely_controls_counties = yes
}
k_aquitaine = {
emf_ROOT_completely_controls_counties = yes
}
k_bavaria = {
emf_ROOT_completely_controls_counties = yes
}
k_germany = {
OR = {
emf_ROOT_completely_controls_counties = yes
is_titular = yes
}
}
k_lotharingia = {
OR = {
emf_ROOT_completely_controls_counties = yes
is_titular = yes
}
}
OR = {
has_law = administration_2
has_law = crown_authority_4
}
}
effect = {
hidden_tooltip = {
log = "INFO: emf_restore_byzantium: [Root.GetTitledName] ([Root.GetID]/[Root.PrimaryTitle.GetID]) forming the ERE..."
}
emf_empires_create_dj_empire_basic = yes
random_list = {
40 = {
modifier = {
factor = 0
# TODO: really should put together some comprehensive scripted triggers for
# whether a character has a "mediocre/crappy," "immoral," "moral,"
# "special-triggered" or "especially good" nickname so that we can quit w/
# the brainless WoL way of assigning permanent nicknames essentially every
# damn time the character does something notable at all -- while being able
# to preserve particularly important nicknames and replace others coherently
OR = {
has_nickname = nick_the_restorer
has_nickname = nick_the_lawgiver
has_nickname = nick_the_saint
has_nickname = nick_the_apostle
has_nickname = nick_the_magnanimous
}
}
give_nickname = nick_the_great
}
50 = { give_nickname = nick_the_restorer }
10 = { give_nickname = nick_the_lawgiver }
}
set_character_flag = emf_no_law_penalties
primary_title = {
e_wre = {
if = {
limit = { NOT = { is_title_active = THIS } }
activate_title = { title = THIS status = yes }
}
grant_title = { target = ROOT type = created }
copy_title_laws = PREV
if = {
limit = { PREV = { NOT = { has_law = administration_2 } } }
add_law = administration_2
}
if = {
limit = {
PREV = {
NOR = {
has_law = crown_authority_2
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
add_law = crown_authority_2
if = {
limit = {
has_dlc = "Zeus"
PREV = { NOT = { has_law = ze_revokation_2 } }
}
add_law = ze_revokation_2
}
if = {
limit = {
NOT = { has_dlc = "Zeus" }
PREV = { NOT = { has_law = revokation_2 } }
}
add_law = revokation_2
}
}
# We don't use add_law so that it doesn't consume the lifetime cooldown upon
# succession law changes, should a player NOT want to be semi-irreversibly forced
# into primogeniture. Hence, the recalc_succession afterward.
if = {
limit = { PREV = { NOT = { has_law = succ_primogeniture } } }
succession = primogeniture
}
}
}
clr_character_flag = emf_no_law_penalties
hidden_tooltip = {
e_wre = { emf_try_to_make_primary_title = yes }
}

#set Carolingian kingdoms as de-jure vassals
any_landed_title = {
limit = {
OR = {
title = k_italy
title = k_sicily
title = k_patrimoniumpetri
title = k_venice
title = k_sardinia
title = k_burgundy
#title = k_provence
title = k_aquitaine
title = k_france
title = k_brittany
title = k_lotharingia
title = k_frisia
title = k_upper_lorraine
title = k_lower_lorraine
title = k_germany
title = k_bohemia
title = k_carinthia
title = k_franconia
title = k_saxony
title = k_schwaben
title = k_bavaria
}
}
de_jure_liege = e_wre
}
#expand de jure territory if provinces are held by the new Emperor
any_landed_title = {
limit = {
OR = {
title = k_croatia
title = k_aragon
title = k_navarre
title = k_castille
title = k_leon
title = k_portugal
title = k_andalusia
title = k_england
title = k_africa
}
OR = {
#owner = ROOT
emf_ROOT_completely_controls_counties = yes
}
}
set_de_jure_liege = e_wre
}
# Destroy any other empires held
any_demesne_title = {
limit = {
tier = EMPEROR
NOT = { title = e_wre }
is_landless_type_title = no
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_wre } }
}
e_wre = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}
# Destroy any imperial kingdoms
any_demesne_title = {
limit = {
tier = KING
de_jure_liege = e_wre
is_landless_type_title = no
}
any_claimant = {
limit = {
has_strong_claim = PREV
NOT = { any_claim = { title = e_wre } }
}
e_wre = { add_weak_claim = PREV }
}
emf_destroy_title = yes
}
# Set AI capital to Roma if not already
if = {
limit = { ai = yes }
c_roma = {
if = {
limit = { NOT = { holder = ROOT } }
usurp_title_plus_barony_if_unlanded_and_vassals = ROOT
}
emf_make_location_ROOT_capital = yes
}
}

hidden_tooltip = { recalc_succession = yes }

# Potentially give Roma to our religious head if appropriate and if it's not theirs already,
# and vassalize the religious head title (if any)
trigger_switch = {
on_trigger = religion
catholic = { k_catholic = { owner = { save_event_target_as = emf_relhead } } }
fraticelli = { d_fraticelli = { owner = { save_event_target_as = emf_relhead } } }
}
b_roma = { owner = { save_event_target_as = emf_temple_owner } }
if = {
limit = {
# The religious head is indeed valid, and no player is liege to them
event_target:emf_relhead = {
NOT = { any_liege = { ai = no } }
}
}
if = {
limit = {
event_target:emf_temple_owner = {
OR = {
under_ROOT = yes
ai = yes
}
NOT = { character = event_target:emf_relhead }
}
}
b_roma = {
grant_title_no_opinion = event_target:emf_relhead
hidden_tooltip = { remove_claim = event_target:emf_temple_owner }
}
}
event_target:emf_relhead = {
set_defacto_liege = ROOT
emf_liege_change = yes
}
}

# Varangian Guard vassalization, if they have indeed been formed
#d_magyar_guard = {
# if = {
# limit = {
# is_title_active = THIS
# owner = {
# liege = { ai = yes }
# }
# }
# owner = {
# set_defacto_liege = ROOT
# emf_liege_change = yes
# }
# }
#}

# TODO: Do similar to the de jure kingdom claim as below with temporarily free access to
# king-tier emf_subjugation.

hidden_tooltip = { # TODO: Custom tooltip.
if = {
limit = { ai = no }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 5475
}
}
if = {
limit = { ai = yes }
add_character_modifier = {
name = emf_cb_mod_dejure_kingdom_claim
duration = 10950
inherit = yes
}
}
}
}
ai_will_do = {
factor = 1
}
}

EDIT: Never mind, seems to be a thing where you need to unpause first and wait a day.
 
Last edited:

ogarrr

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Superb, it always irked me that Louis wasn't Emperor in 867, and also that Arnulf couldn't claim the title of HRE later. Along with this, I never particularly liked CK2+'s homogeneous Francia. This looks like a great option.
 

Undead Martyr

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Quick question: I intend to rework Italian units, as frankly a single unit type across all of them is somewhat odd (I mean, Iberia to take an extreme example has four different cultural retinues, five if we count the occitans). At minimum I intend to add archer units to the Sicilian (Latin and Arabic) and also probably something for Venetians and Dalmatians (I'm thinking either heavy infantry, or light cavalry, given the Balkan influences). Sardinians could also probably deserve their own unit, given the island's relative isolation (and de jure independence from the Lombards/submission to the Eastern Romans- I'm thinking maybe an archer/light infantry unit?) Add to this that I intend to add new cultures- aside from perhaps incorporating the Minor Improvement Submod. Now as to new cultures, I'm thinking three, maybe four- a "Walloon"/Neustrian French culture (and this group really should be renamed to Gallo-Romance, rather than Latin....) covering Lorraine and *Belgium+Picardy, and a Gascon Culture covering Aquitaine (though not Gascony proper nor Provence or Septimania). I also am considering adding a "Griko" ie Latinized Greek culture for a possible southern conquest by non-Normans, possibly also flipping Taranto to Greek at game start (since it looks kind of odd as its current setup TBH). Any thoughts?

Add to this that Sardinia, Venice, Amalfi, Gaeta and Naples start as tributaries for the Byzantines, while Benevento, Capua and Salerno are Carolingian Tributaries (at least initially).
 

Undead Martyr

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Some remarks on cultures I've added:

Walloon:

Culture is a tricky thing in CK2 (and Paradox games( but it's difficult to argue that Wallonia/Lorraine don't deserve a new culture. Politically they were distinct from France throughout the period- Lorraine only was annexed in the 1700s, Belgium never (well not permanently), and at least Wallonia very clearly has a distinct regional identity. From a gameplay perspective it's impossible to argue that it doesn't deserve a culture at least as much as Arpitan, and certainly more than Cornwall, which is all of two provinces and was politically committed to various English kingdoms throughout the era. The real question in my mind is whether it should be one culture, or as many as three (or at the very least, splitting off Lorraine's culture...)and what to name it. One thought is to create a new culture in the 867 start encompassing Lorraine, Champagne and Ducal Burgundy, then having assimilation from the 11th century onward which quickly converts any such provinces held by the King of France to French culture.

Gascon:

Occitan culture is grouped, justifiably, in the Ibero-Romance group, owing to the ties between the Provence, Toulouse and Septimania and the Catalans. However this also means that the Ibero-Romance group is absurdly large... Gascony proper being a separate (French) culture means that 1) the Norman kings of England will have an easier time holding on to it (as they did historically) 2) Iberians don't have an easier time recreating the Visigothic Kingdom at its height, and 3) that reunifying the region is a bit more difficult, all of which is good from a historical Immersive PoV.

Beyond this I am considering adding in the vanilla ruthenian culture as the Russian blob annoys my sensibilities. However it is 1) not the main focus of my mod, 2) would require a much higher relative effort, as I would need to alter character files as well, and 3) is something that I am less than willing to simply draw an arbitrary line on.

As an aside I think I am going to poke around Germany's eastern border, specifically changing Lauenberg to be de jure part of Wendland. Later start dates also have Brandenburg existing and given to a series of lords who don't even possess land in the duchy so I might remove that too.

3FUc5xL.jpg
 
Last edited:

ogarrr

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Beyond this I am considering adding in the vanilla ruthenian culture as the Russian blob annoys my sensibilities. However it is 1) not the main focus of my mod, 2) would require a much higher relative effort, as I would need to alter character files as well, and 3) is something that I am less than willing to simply draw an arbitrary line on.

I have history files that I've edited to include:

The ilmenians
The Severians
The Volhynians
The Dregovichi
The Radimichi
The Krivichi
The Tiverians
The Polianians
The Viatichi
The Drevlians
The Buzhan
The Ulichi

And lastly I have a seperate "Rhos" culture that uses Russian and Norse names with 2 melting pot events, one that changes norse rulers to Rhos and one that changes the tribes to Russian (when ruled by a rhos, russian or norse ruler) in about 1000ish. Rogvolod has also been edited into the history files, because rogneda is there.

Lastly, I split norse into Dane, Swede, Norse and Geat because a homogenous norse culture is silly as well. Oh, and angles, West saxons and Jutes who come together into a homogenous culture when England is formed by an anglo saxon.

That and some "Saxon stories" characters running around which is totally ahistorical, but who doesn't want Uhtredwaere in their 867 England?

I can send you the Russian files if you you'd like?

Edit:
Ah you were talking about Ruthenian. Read it properly now. That's way more difficult.
 
Last edited:

Undead Martyr

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So I've got some mixed news. As part of my machinations towards a Pornocracy, I've been trying to kludge the Papacy, specifically I want to make a separate duchy rank "Papal" title, which is then switched to king rank later. In game I tried this by listing a separate "d_catholic" religious title and then using title history to deactivate the other one. This did not crash the game, but unfortunately this simply results in Catholicism not having any religious head...

43cJyjD.jpg


I'm not really sure what to do at this point, TBH. I wanted to do this so as to allow a "Pornocracy" to vassalize the Pope, claiming the Patrimony of Saint Peter as well- with "termporary" Papal investiture- so as to allow a perpetual court anarchy regency over the Pope to exert control there, and also to allow the Patrimonium to re-emerge under the Popes' control, the problem with this being that the Pope cannot be duchy-rank and eventually hold a kingdom title such as the Patrimonium Sancti Petri (I think) since this would contradict the "primary title" aspect. I might attempt it anyway, see what happens.
 

ernst_earnest

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So I've got some mixed news. As part of my machinations towards a Pornocracy, I've been trying to kludge the Papacy, specifically I want to make a separate duchy rank "Papal" title, which is then switched to king rank later. In game I tried this by listing a separate "d_catholic" religious title and then using title history to deactivate the other one. This did not crash the game, but unfortunately this simply results in Catholicism not having any religious head...

43cJyjD.jpg


I'm not really sure what to do at this point, TBH. I wanted to do this so as to allow a "Pornocracy" to vassalize the Pope, claiming the Patrimony of Saint Peter as well- with "termporary" Papal investiture- so as to allow a perpetual court anarchy regency over the Pope to exert control there, and also to allow the Patrimonium to re-emerge under the Popes' control, the problem with this being that the Pope cannot be duchy-rank and eventually hold a kingdom title such as the Patrimonium Sancti Petri (I think) since this would contradict the "primary title" aspect. I might attempt it anyway, see what happens.

Why make it duchy title anyways if the emperor can have king-tier vassals?
 

Undead Martyr

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Why make it duchy title anyways if the emperor can have king-tier vassals?
Mainly because I want to utilize the Patrimonium Sancti Petri, an existing King tier title, as the "Papal State" as such, distinct from the Papacy; this would, for instance, heighten tensions with the Vassal Pope in the HRE, and also allow for the aforementioned "Pornocracy" to pull an Alberic of Spoleto and make himself master of Rome and the Papacy. Essentially I want to allow for an "alt historical" possibility whereby the Papacy is crushed- by a strong empire, or local king, or whatever- and its temporal jurisdiction over the Romagna et al usurped by an Italian lord. Specifically a "Pornocracy" style Court Anarchy trait whereby the Papal Patrimonium (and/or regency for the Pope, perhaps) are given to a local magnate.
 

ernst_earnest

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Mainly because I want to utilize the Patrimonium Sancti Petri, an existing King tier title, as the "Papal State" as such, distinct from the Papacy; this would, for instance, heighten tensions with the Vassal Pope in the HRE, and also allow for the aforementioned "Pornocracy" to pull an Alberic of Spoleto and make himself master of Rome and the Papacy. Essentially I want to allow for an "alt historical" possibility whereby the Papacy is crushed- by a strong empire, or local king, or whatever- and its temporal jurisdiction over the Romagna et al usurped by an Italian lord. Specifically a "Pornocracy" style Court Anarchy trait whereby the Papal Patrimonium (and/or regency for the Pope, perhaps) are given to a local magnate.

Aweoweowewowewa sounds very complex but also very interesting! Good luck!
 

Undead Martyr

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Aweoweowewowewa sounds very complex but also very interesting! Good luck!

Basically it's just that the Pope will have two titles- the religious title (a duchy rank title) and the Papal Patrimonium (a kingdom rank title). Under certain circumstances the latter may pass out of his hands- Alberic of Spoleto, for instance, will hold it during the 9th century, and a "Western Roman Empire" (and/or successful HRE which stops the Investiture Controversy) may destroy/usurp the title as well, but for the most part the HRE formation (which will restore the de jure kingdom over middle Italy, similarly to how Germany is switched over to the stem duchies) will further push towards a collapse of power despite Italy and the Patrimonium remaining de jure HRE vassals (as opposed to the current situation where they are not de jure and the HRE is SoL if they lose control over Italy to an independence faction or whatever).
 

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I don't like how the mod started out trying to fix early problems in feudal europe, and now you're talking about adding ruthenian culture and shit. It's feh
 

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I don't like how the mod started out trying to fix early problems in feudal europe, and now you're talking about adding ruthenian culture and shit. It's feh
Well I probably won't, but I remarked on it largely as an outgrowth of my additions to French cultures. I'll probably end up adding another French culture in Lorraine though.
 

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Well I probably won't, but I remarked on it largely as an outgrowth of my additions to French cultures. I'll probably end up adding another French culture in Lorraine though.
Well, I just don't like when a mod focuses on something, and then changes other things not so related because the mod maker is irked by it. It makes me debate whether I want to use the mod at all cuz now it changes this thing and that thing that's hardly related to it. I still appreciate all the effort you would put into this mod, just irks me cuz sometimes it's something I didn't want changed and now I have to lose out on all of it. Of course, I understand that it's not a main focus, as you said, and probably would be added on later in "updates" to the mod, but all the same if it's added. I do like most of what said, though, so I intend to download the mod.
 

Toa Kraka

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Well, I just don't like when a mod focuses on something, and then changes other things not so related because the mod maker is irked by it. It makes me debate whether I want to use the mod at all cuz now it changes this thing and that thing that's hardly related to it.
Better arguments in favor of your position: A mod that fails to maintain a laser-tight focus on its stated goals is more likely to (1) have compatibility problems with other mods and (2) be a "jack of all trades and master of none" as the modder's efforts are spread across several half-finished features rather than a single completed feature.