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elvain

Africa & MidEast cartographer
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Jan 20, 2004
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Let's speculate that after HF there could be one more DLC and it could be dedicated to Inland trade, economy or more developed cultural stuff.

Such DLC could develop the idea of minor communities which existed all over the medieval world, having their own towns or walled neighbourhoods inside or outside medieval cities. They were everywhere...
In Europe, there were the Jewish communities, German od Dutch colonists establishing cities across Mitteleuropa among Slavic or other populations, there were Italian merchant communities across the Mediterrean world, or German Hanseatic merchants across the Baltics, Arab and Berber merchants in the Sahelian kingdoms of Africa, Soghdian and Persian merchants in Central Asia or India, Armenian migrants and refugees, the Wangara gold merchants of West Africa etc. (don't hesitate to add if I forgot some)

What would these communites serve for in game?
Generaly speaking they would greatly enrich the peactime gameplay in numerous aspects such as:
- influence technology spread
- spead up/slow down cultural shift of provinces and possibly even simulate medieval colonisations (Mitteleuropa, Spain, Sahel)
- give nice bonuses from trade
- spice up the religious aspect of game (minorities may gain/lose certain rights giving your certain bonuses, your majority clergy would like to get rid of non-believers or heretics)
- give the player more possibilities to attract / gain skilled courtiers from foreign cultures
- provide new CBs and other tools to influence neighbours for expansionist players (your cultural communities abroad could serve as your emissars or even spies, being a protector of persecuted community gives you CB against persecutor)

They will NOT serve for:

- counting population percentages. The aim is exact oposite of this - to give variability in populations without the need of counting population or its percentual fragments

How could an expatriate community be created in eyes of player?
There would be several ways. Some communities could exist as refugees from hardship and/or persecution (Jews, Armenians) or overpopulation in their homeland, some as merchant adventurers, others as invited spearheads of innovations and technologies.
This means player can both send his people abroad and welcome them in his own lands. The basic tools would be:
1) in times of war or forced religious conversion (persecution)... or perhaps even a revolt led by other culture/religion, a migrant community is created. This community would have its leader (random character) and would keep its culture, religion as well as technology of its original province (maybe even some of its laws) and such a community would then be available in its Geographical region (Francia, Britain, Arabia, Bengal, West Africa etc.), there it will roam for some time being available for rulers to invite it, but after some time (a year or more) it will start offering itself to various rulers in the region and provinces in its direct neighbourhood
2) if a province witnessed long peacetime and its prosperity (with RD) is thus rising, its community gets also selected to the list of available communities. But unlike the case mentioned above, the community does not offer itself, it can only be picked by some of the rulers
3) if a ruler wants to spread his influence, he can himself create a community out of his prospering province and offer it to the general pool of available communities, but more usual way for this would be that he directly picks a province or a town where he wants to send his colonists - more about this later.

These are generally the 3 ways how a community appears on the list of available communities which will look like this:
1MuOv6K.png

at this list of communities available for Iberian geographical region you can see 5 communities - 2 catholic - Catalan and Occitan from Barcelona and Foix, 2 jewish - Sephardi from Fez and Ashkenazi from Seville, and Andalusian sunni from Malaga. Each has technology values it can bring (thus increase/decrease your technology development), trade bonus it can provide, number of provinces held by the culture and number of communities of this culture in total and in your realm.
Other values which could appear at the list could be number of rulers independent and vasals (at count and higher level) and possibly also CoA of their protector if they have any. And lastly there might be indicator how they became available, if by persecution, other hardship (hunger), prosperity, overpopulation or were offered by somebody

Then there are few ways how the communities from this pool can get to their final destination - their new province:

1) Pick the community from the list as shown above. That would be done by clicking at the icon settle them in the list and then you would pick a province where they could be settled. Communities could only be settled in provinces which are under player's control, are prosperous and are not hit by no illnes or epidemic. This method allows you to first pick the community and then the target province and lastly its town (if there is more than one). One community of certain culture+religion can only be once at one town, but there can be multiple such communities inside one province in various towns.

2) Community can also be established directly from province view.
l0XEuIx.png

As you can see on pic above, in the province view you can see that there already is a Jewish (should be Sephardi) and Muslim (Arab/Maghrebi) community. By right-clicking the province's town you can chose establish community and then pick from the available - which are at this moment Muslim Berber and West African Wangara. A tooltip might show basic information as they are on the table shown above.

3) Event in which a community of Culture A and religion B from province X would ask owner of province Y to settle there. The ruler can a) accept, b) offer them to settle in other province, or c) refuse them -> b) would mean he then has to chose which province they would settle (they can refuse), c) would mean they either move away to another country/province or they force-establish their community if they are both desperate and strong enough (this would be a case of war or other refugees)

Settling a community in your province usually increases prosperity, allows you to hire its members as courtiers or commanders

Rules and limits for settling down a community:
- The communities should be only available to towns settlements. Each town in a province would have basic limit of maximum 4 possible communities. But the more towns there are inside the province, the fewer communities can settle in each town (the first town can have 4, the second only 3, the third 2, the fourth only 1 - this is to prevent urban overpopulation). However, if a province lies on a trade route, the limit could be higher.

- if certain community (of the same culture and religion) has more than X* communities in your realm, the community leaders will by themselves start to behave as important community and create the own head of their comunity. This character would be chosen amongst the various leaders of the small communities (based on strength of the community and his own diplomacy skill) and will ask for special recognition of his community. That means either he would ask for a seat at your court, or for special rights and privilegues for the community.**

- each community could be developped via building some buildings. The more deveolped the community is, the higher chance there is for getting skilled courtier, physician etc.


* I would suggest 5 or more, but it could IMHO be set anywhere between 3-10 and it might also depend on the rank... for instance in case of a duke it would be 5, in case of a king, it would be 6, for emperor 7 and for count 4

** these privilegues could be:
- right to have permanent representative at court (if leader of the community is not given a court position he is at the court as additional advisor)
- right to build own place of worship (in case of community of another religion/heresy - increasing chance of religious conversion)
- right to build own schools (thus increasing the chance of cultural change, but also generaly increasing technology spread)
- right to leave community's ghetto
- right to further explore royal land (creating mines but also new settlements - increasing wealth of the province, but also chance of cultural shift in their favour)
- right to do craftmanship
- monopoly on trade or a trade with some country
- right to buy and own land
- right to chose own judges for internal issues of the community
- right/duty to build wall around own settlements
- right to bear arms and have its own militia / levies
None of these is obviously irreversible, which means, what can be given, can always be also taken back. Some rights would be automatically tied to certain communities and could only be taken from them, some rights might be tied only to certain communities.

Each of these would obviously be tied to certain amount of events both on the side of that particular community and possible conflicts with the majority population or other communities (i.e. one community having a right which other doesn'tn have might cause tensions). Some of these (or lack of them) might in fact mean duties towards the crown... many would mean additional tariffs being paid, either by other communities or general populace or the community itself which can provide additional income... but as always, granting some privileges to some group may often mean envy somewhere else... and for instance granting too many rights to too many communities may cause internal problems among the general populace... and for instance the burghers or lower nobility then might want to ask for similar rights (which might open up interesting path for late-game developments such as establishment of États généraux, English Parliament and other similar institutions).

All this would depend on both the community and its nature as well as the conditions of the province. It means a Jewish community in Rheinland would have different rights but also demands than Jewish community in Egypt or Andalusia... German colonists in Poland will both offer and ask very different things than Jewish community in the same province.

Each community can be accessed by clicking its icon in province menu (this way you can develop its buildings), or - if it has its representatives - via community window. Through it you can grant them or take away their privilegues and rights, but also do some nasty things such as organize pogroms, expel them, confiscate their money, either in accordance with your nature and traits, or in accordance with your clergy/vasals' demands... or simply as part of collective punnishment...

- if you have sent your own expatriates abroad and have communities in foreign (or even enemy) lands, you can access them the same way and initiate actions such as sabotage production in province, steal money, damage fortifications

- Naturally if the number of communities of one culture+religion is relatively high in the province they are settled, it may trigger faster cultural conversion. If that happens, the original culture will automatically have its own community inside every town of that province. These communities can always be resettled, expelled or treated like any other community.

there's a lot more they could do...
For instance
- the Wangara will be specialized in creating monopoly trade (in gold in West African gold-bearing counties) from which they will give you special bonuses. They would have events tied to searching for gold mines in the semi-jungle zone of Africa. If sent to a province at the edge of the map, they could organize also slave trade.
- inviting German colonists could mean introduction of new laws (inviting them would mean you can adopt new laws faster)
- Having Arabs, Indians, Soghdians etc. from Silk road may give you bonuses which are tied to Silk road

The most obvious downside of these foreign communities is unhappiness among your clergy (perhaps except indian and chinese religions they would most likely not be welcome) and your clerics may demand those unbelievers to be expelled or that their provileges to be taken away, or their rights to be further limited (they might would be disabled to hold land, disabled to build their places of worship, etc.).
This would lead to obvious effects - the more limited the rights are, the less prosperous the community is and the less income it generates. Less prosperous community also means lower chance of its talented member showing up If their rights are very limited they might also protest and in worst scenarios ask:
- their relatives (or other communities) to stop trading with you leading to negative impact on trade income or potentialy blocking access to some other benefits from trading
- their landed protector (could be brother in faith/community or other ruler who took them under his patronage) to intervene for their rights - first via demanding negotiation and if not successfull, possibly even declaring war.
 
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The way this has been outlined it seems like it would add a lot of clutter that might outweigh the flavor it adds. There's already many events to do with minorities along the silk road, with Jews throughout different religious groups, and there's stuff like libraries and universities that you can build through hospitals and city holdings.

What I would recommend is having these communities fit into the fort slot which is currently useless outside of pinning down nomad counties. You could click and then pick one of the minority communities to settle. While having more than one minority community in a large city might makes sense historically my sense is that it would be overwhelming to manage with the level of granularity you've talked about. The choice of which minorities could be settled could be based upon geographic area, silk road proximity, etc- or, you could have little choice in which to choose to settle but rather have to receive an event in which they arrive and ask to settle. Refugees from neighboring expulsions or wars could trigger events for neighboring rulers in which they choose whether or not to allow them to take up the open settlement slot in X county (when if refused it moves to the closest neighboring ruler). You could have an action that allows you to uproot a minority from one county and move it to another, even a move from another realm incentivized with a large sum of gold and promises of autonomy, or forcibly within your realm or while having invaded and occupied the counties of another realm. Here you could integrate this into the existing focus system- the ruler focus could allow actions and event chains that more aptly manage minority communities. The business focus could allow for more interactions with trade-related minority communities, the learning/faith focus could allow you to interact with minorities in a religious manner, etc.

In terms of privileges that these communities receive- I think it should be a matter of a single 'minority autonomy' option that you can toggle back and forth with a cooldown period. With no minority autonomy they remain by in large as small expansions of your holdings, and with full they can be fully settled and run their own affairs. At low they can have fewer of the positive events that benefit your rule while at higher autonomy they can unlock more buildings and provide more unique bonuses. At maximum autonomy they could perhaps demand to become a proper holding if a slot is available, maybe as a unique "free city" that cannot as easily be revoked or converted, and only then get it's own character as leader. The events could be based around three types- minority demands for greater autonomy, sparks of tension between the minority and majority group, and flavor events to do with the minority.

Having a bunch of minority groups as semi-independent entities with their own characters seems like it would put a non-insignificant burden upon the game's engine, and would require a fair amount of AI programming for the AI rulers to handle them. If each county can have a single minority group, let alone several, then you're talking about increasing the number of characters in the game by one for almost every holding- I believe there are around 3000 holdings at the start, and presuming only cities are given communities then you're probably adding about thousand characters within a hundred years of the earliest start date, which according to the graph I've seen of living characters would be a 5-10% increase. Having a single slot for these communities per county, and having them become a holding proper when receiving full autonomy, would allow all of the flavor of the events and buildings with neither a large increase in characters or flooding the player with too many entities to manage.

Like, it would be one community per province, right? And not every province would have one. It would be unlikely for, say, Iceland, to get many immigrants in this time, other than the actual Norse settlers. The mediterranean would likely be the biggest community place, and other major seas.
 
The way this has been outlined it seems like it would add a lot of clutter that might outweigh the flavor it adds. There's already many events to do with minorities along the silk road, with Jews throughout different religious groups, and there's stuff like libraries and universities that you can build through hospitals and city holdings.

What I would recommend is having these communities fit into the fort slot which is currently useless outside of pinning down nomad counties. You could click and then pick one of the minority communities to settle. While having more than one minority community in a large city might makes sense historically my sense is that it would be overwhelming to manage with the level of granularity you've talked about. The choice of which minorities could be settled could be based upon geographic area, silk road proximity, etc- or, you could have little choice in which to choose to settle but rather have to receive an event in which they arrive and ask to settle. Refugees from neighboring expulsions or wars could trigger events for neighboring rulers in which they choose whether or not to allow them to take up the open settlement slot in X county (when if refused it moves to the closest neighboring ruler). You could have an action that allows you to uproot a minority from one county and move it to another, even a move from another realm incentivized with a large sum of gold and promises of autonomy, or forcibly within your realm or while having invaded and occupied the counties of another realm. Here you could integrate this into the existing focus system- the ruler focus could allow actions and event chains that more aptly manage minority communities. The business focus could allow for more interactions with trade-related minority communities, the learning/faith focus could allow you to interact with minorities in a religious manner, etc.

In terms of privileges that these communities receive- I think it should be a matter of a single 'minority autonomy' option that you can toggle back and forth with a cooldown period. With no minority autonomy they remain by in large as small expansions of your holdings, and with full they can be fully settled and run their own affairs. At low they can have fewer of the positive events that benefit your rule while at higher autonomy they can unlock more buildings and provide more unique bonuses. At maximum autonomy they could perhaps demand to become a proper holding if a slot is available, maybe as a unique "free city" that cannot as easily be revoked or converted, and only then get it's own character as leader. The events could be based around three types- minority demands for greater autonomy, sparks of tension between the minority and majority group, and flavor events to do with the minority.

Having a bunch of minority groups as semi-independent entities with their own characters seems like it would put a non-insignificant burden upon the game's engine, and would require a fair amount of AI programming for the AI rulers to handle them. If each county can have a single minority group, let alone several, then you're talking about increasing the number of characters in the game by one for almost every holding- I believe there are around 3000 holdings at the start, and presuming only cities are given communities then you're probably adding about thousand characters within a hundred years of the earliest start date, which according to the graph I've seen of living characters would be a 5-10% increase. Having a single slot for these communities per county, and having them become a holding proper when receiving full autonomy, would allow all of the flavor of the events and buildings with neither a large increase in characters or flooding the player with too many entities to manage.
There are several good inputs, thanks for them. I especially like the way of tying certain events and possibilities to character focus.

One important note is that ai don't think that every county would or should have such a community, so I don't think this would be as much of a burden for AI/system as you may have thought.
The merchant and refugee communities would mainly be attracted to the richest provinces, the settler communities would mainly be sent to some remote ones, but I thought that average European province would still have none, or have it only temporarily (I see the system as something dynamic with communities being expelled, destroyed or assimilated regulaly rather than rarely.
Having more communities in one single province would be a case of only few of the richest places such as Constantinople, Alexandria etc., but I would like to keep the possibility.
And then the only question is where to have the community settlement. Using the fort slot would make sense, so basically why not. In case of only single community possible per province it would make sense. The final solution would be a matter of final design chouce and I thing both variants are viable

As for community leaders characters, I think they should exist at least for larger groups of communities, so there would be character interactions and interpersoal roleplay aspect and not only social engineering stuff.
 
Ok, I´ll try to summorize up my understunding of how you want this to work, on a high level.

Introducing different types of "traveling people" - Minorities. I think I have localized these different types:
  • Refugees - Desperate people leaving a province after for instance a holy war or a crusade/invation.
  • Exiles - Minority religions/peoples abanding a provinces when religion or culture switches. Or when for example expelling Jews?
  • Settlers - High prosperity generates settlers to neighboring provinces of same realm but of other culture but with a lord of same culture/religion as the settlers
  • Merchant enclaves - Merchant republic harbour workes/traders settling in a province where they have ha trading post.
Whether the type matter after spawning or not I´n not clear about?


A county owner - ie a count - is in control of what minorities to accept in the county theough several ways:
  • Actively search for minorities and invite them to the province through a list
  • Beeing contacted by the minority leader
  • Beeing requested to accept them by his liege
Whichever way they arrive does later matter less, maybe except for an opinion boost with the leader if they were very desperate to get a home?


Minority groups have a common set of attributes:
  • Technology - one for each of the groups Military - Economy - Culture Probably in some way reflecting the development of their origin? And probably affecting the cultural spread if they are above the hosting county tech levels?
  • Trade bonus. Exactly how this affect the hosting lord or the county is so far not clear but some kind of modifier to the incomes, I´d expect?
  • Religion. The religion the origin province had when they left(was spawned). Exceptions exits.
  • Culture. The Culture the origin province had when they left(Was spawned). Exceptions exists
  • Origin county. Where thay spawned.
So now we have a community in the county.
  • The community has a leader that is considered a baron tier vassal of the count(?)
  • The liege of the community gets an opinion malus from his clergy if the community is of another religion.
  • The province gets some kind of modifier both causing tensions and boosting prosperity
  • The communitity has a “holding” with a set of “buildings”/”laws”/”policies” that can be influenced by the community leader, it´s liege or the county majority population. I picture a few sliders with several intervals with different starting positions depending on what sort of community it is and how different they are to the hosting county/lord. Changing the slider “to left” is restricting the community right and to the right it´s increasing their rights in a certain area, for example 2 sliders for religious and cultural expression, ofc being disabled of they match both the province and the count.

The leader of a community have several unique interactions towards a liege:
  • Demand right - He can pick a law/policy that he wants to move to the right. If accepted it increases the tensions between the county main population and the community but also the prosperity of the community and then also the county. This is triggered via the “holding-screen”, fireing an event to the liege where he can accept or deny is some way.
  • Abandon county. Community packs and leaves the county, searching a new host. Probably damaging the county prosperity is some way.

The lieges also has a set of unique interactions.
  • Modify rights – is done on the “community holding screen” and the liege can change it both up and down. The liege increasing the right will not be seen lightly by the main population. In addition to increased tensions it will also turn the population against the liege, causing revolt- risk(?).
  • Expell community – Selfexplaining.

A community can
  • Band together and later even merge with identical neighboring communities. The new merged community will have a highter tier(titular count?) and operate over a bigger area(duchy?)
  • They can get a protector (Who is likely a powerful independent lord sharing religion and culture) who can interfare with hosts/toplieges over communities they protects.

A community can switch religion to the hosting county or the liege. Not with a “Demand religious convertion” but with the policies. Having a community that only differ in culture is far more easy to handle and maintains for the liege and even the tensions will drastically decrease without decreasing the boom.

After a few generations, a well-treated booming community can assimilate to the culture of the hosting county if county and liege is same culture/religion. The community is then removed as well as the leader. Depending on the general prosperity in the county, this can give different boosts to the county where top tier boost is a new holding spot with a holding of a random type and the ex- leader as it´s holder.

Any major misinterpretations or missunderastundings here? Anything worth adding?
 
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Or perhaps another way to represent minorities without putting too much work into it, is by each holding having its own individual culture like this. My edited picture is rubbish, I know, but I thought it could give you all a good idea of what I mean.


CK2 Test1.png
 
Or perhaps another way to represent minorities without putting too much work into it, is by each holding having its own individual culture like this. My edited picture is rubbish, I know, but I thought it could give you all a good idea of what I mean.
View attachment 388583

This is not at all reprecenting settlers, travelers or refugees.

Giving each holding a seperate culture, religion and revoltrisk would be very messy and not really bring value. With Holy Fury, such baronies will go independent opon succession.
 
@elvain I think this is still a very suggestion. Does it require an update to fit with HF?
I haven't played much of Holy Fury, so I can't be 100% sure, but as far as I have seen HF changes, they shouldn't block or cause any problems to this suggestion

PS: thanks for bumping, I wish I would have more time to give more updates about the idea
 
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only seeing that thread and ideas. All GUI implements i saw are plain impossible to do but the idea is still valid and would be great.
communities could be : buildings, holding modifiers, provinces modifiers. Interactions can be done through settlements or title decisions easily.