Crusader Kings II

Crusader Kings II

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The Five Families
   
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Tags: gameplay
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364.806 KB
Jul 5, 2019 @ 11:46am
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The Five Families

Description
You can download this mod directly from here:
https://www.nexusmods.com/crusaderkings2/mods/63/?

INTRODUCTION
Are you like me? Do you enjoy the sense of moral superiority you get from playing as a forward-thinking Republic in a world surrounded by the backward simple-mindedness of petty monarchs?

Well if you do, you were probably disappointed to find out that Merchant Republics play almost exactly the same as Feudal governments, and are "Republics" essentially in name only. The elections are a sham, you just funnel enough money into them (which is very easy to do considering your income) and periodically prune the other Patrician families and you'll easily have yourself a quasi-monarchy. You'll have the nicest mansion on the block and 100+ tradeposts, and everyone else will be lucky to live to old age because of your insane murder plot power.

In short, I wanted to make a mod to make Republic gameplay markedly different from the standard Feudal experience.


DESCRIPTION
As a Patrician within a Merchant Republic, this mod will allow you to take control of the other Patrician families within your realm at will. Simply right-click on their character portrait and select the "Take Control" option to play as them. The idea is that you'll no longer be looking out for a single Patrician family, but all five of them. You'll actually have incentive now to let each family grow in strength, so that you can have a pool of quality candidates to choose from to lead your Republic, instead of just playing feudalism-lite with your own family and massacring all the others. Trade post limits will actually mean something now, because there won't be one family far above the limit hoarding all the posts anymore. Also, since you won't be obligated to rig every election in favor of a single family, your realm's rulership will actually have dynastic variation now, as a true Republic should.


This mod includes some custom game rules so that you can choose how restrictive you want the "Take Control" option to be. You can restrict its usage to once a year, once every 3 years, 5 years, 10 years, or only once per lifetime. You can also set it to only allow switching to your current liege, or to not have any restrictions at all (other than requiring that your character and the character you're switching to are both Patricians, of course).

I've also added one other option to this mod that can be enabled or disabled via game rule: as a non-Republican character (i.e. Feudal, Iqta, etc.), if you have a Merchant Republic vassal, you can irreversibly switch your character to a Patrician from within that Republic. From that point on, you can use the "Take Control" option to switch between the other Patricians normally. The purpose of this option is so that you can essentially create a playable Merchant Republic anywhere in the world (by giving a duchy to a coastal Republic county vassal) without having to resort to exploits or cheats.




Please be sure to let me know in the comments if you encounter any bugs, or if you have any suggestions for improving upon this mod.

Thanks!
18 Comments
Kaiser Otto VIII of Bavaria Mar 30, 2023 @ 9:16am 
Do you know how does taxes works between patricians and doges?
Fine  [author] Mar 16, 2020 @ 7:53pm 
it is beyond the scope of this mod
Neverminder Mar 16, 2020 @ 7:44pm 
would it be possible to allow the patrician leaders to be female? is that a feature you're interested in, my @fine author?
E Jul 25, 2019 @ 1:35pm 
This seems like a good concept for roleplaying and drama stuff. Taking one family to heights, then switching to a rival family and bringing it down.
ajacksonian Jul 21, 2019 @ 6:42am 
The system for selecting the Doge in Venice was particularly interesting as it was a multi-tier affair that utilized rules to attempt to minimize the influence of powerful families by requiring selections of individuals at each decision point that would get further and further away from the core of the family in an attempt to find a Doge candidate that would be acceptable to the final selection group. Additionally the Doge would be judged on their ability and fairness by the families, and they would decide what to do with the estate of the Doge. Heading up Venice was NOT anywhere near equivalent to being a Duke or King, but was an executive position as Head of State and Head of Government. If you think the selection system of the Byzantines was bad, just dig into what the Doge selection system was and you will find something truly different for a Republic.
Thinkawsomedude16 Jul 12, 2019 @ 6:58pm 
@Unnamed_Shadow That'd be interesting, just wonder how that'd be set up, maybe by some sort of political affiliation or something.
Unnamed_Shadow Jul 12, 2019 @ 3:46pm 
Can you add this mechanic as well to make regular Republic playable? I really want to play as Novgorod and this mechanic would be really cool for regular Republics as well.
Thinkawsomedude16 Jul 10, 2019 @ 7:16pm 
FINALLY, a mod that makes my favorite form of government more worth playing. So glad you're pioneering this field of mod development.
Fine  [author] Jul 10, 2019 @ 6:58pm 
the Medici monopoly barely lasted one century, and the republic was abolished shortly afterwards.

Also, Florence was not a Maritime Republic (although I don't care too much about such distinctions anyway)
DerRitter Jul 10, 2019 @ 6:23pm 
The Medici's did. You are generally correct though