Crusader Kings II

Crusader Kings II

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Merchant Republic Overhaul
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Tags: gameplay
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353.253 KB
Oct 29, 2022 @ 1:17pm
Mar 1 @ 11:53am
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Merchant Republic Overhaul

Description
This mod overhauls the mechanics of Merchant Republics to make them feel like you're actually playing as a REPUBLIC instead of feudalism-lite.
Maintaining dynastic power of the realm will be much harder in the early game, but as you consolidate power it will end up being far more rewarding. There is even a gateway to casting off the pretense of Republicanism and outright becoming a Feudal Monarchy!

ELECTIONS
Merchant Republics will have elections at periodic intervals, even if the current ruler is still alive.
-By default there will be a new election every 3 years. You can pass laws to increase the election cycle to 6 years or up to 9 years.
-When a ruler's term is over, they will get an event that lets them lawfully abdicate, illegally stay in power, or find some other way to keep themselves as lord of the realm... this effects human players as well as AI, with AI selecting an option based off of their traits and stats.
-If your dynasty wins an election you will play as your heir who will take control of your republic, but if some other family wins then you will continue playing as your current character in the capacity of patrician of your dynasty.
-Regular/Unplayable Republics Duke-tier and above will have also have periodic elections, though they are locked to a span of 10 years and the ruler will be forced to abdicate.

ADMINISTRATION LAWS
Republics will now be able to pass their own version of the "Late" Administration as well as "Imperial" administration laws, both with features unique to Republics.
-Default Republican Administration makes all dictatorships and re-elections illegal.
-Late Republican Administration lets you legally become a Dictator if you're at war, as well as seek re-election at the cost of prestige.
-Imperial Republican Administration does away with periodic elections and lets elected lords rule for life. It also gives you access to some unique decisions, and laws previously exclusive to feudals (see below for details).

DICTATORSHIPS
As mentioned above, temporarily elected leaders will be able to seize permanent power in a couple of ways.
-An elected leader can unlawfully declare themselves Dictator any time another Election event fires. They will stay in power until the next election cycle and will suffer a -20 opinion malus from all their vassals, as well as a +1% global revolt risk if they only have the basic Republican Administration law. They can keep themselves in power indefinitely this way, but every election cycle they disregard will cause the -20 opinion malus (and revolt risk) to stack higher and higher.
-If you're at war and have the Late Republican Administration law, you can become Dictator with no penalty and will be allowed to stay in charge until all wars involving your realm come to an end.
-While ruling as a Dictator, your ruler title will be changed to "Dictator".
-At any point while ruling as a Dictator, you can choose to hold an election by decision.

IMPERIAL REPUBLICS
Like the feudal equivalent, the Imperial Administration for Republics gives you a vassal limit boost, and a 10 point opinion penalty with vassals (burgher vassals in this case).
-Imperial Republics gain access to Viceroyalty laws, as well as the Vassal War Declaration crown laws.
-Imperial Republic rulers gain access to the "Embrace Monarchy" decision, which lets them convert their realm from a Merchant Republic into a truly Feudal monarchy.
-Alternatively, rulers of Imperial Republics can take the "Embrace Republican Virtue" decision instead which restores elections and gives stability bonuses to elected leaders. It also lets you convert feudal vassals into republics with the "Abolish Feudalism" targetted decision.


Please let me know if you notice any bugs!

COMPATIBILITY
This mod is not compatible with my "Vassal War Laws for Republics" mod, as the features of it are directly incorporated into this one (with some modifications). Other than that this mod should be highly compatible with just about anything, as it does not make any direct edits to vanilla files.

And if you enjoy playing as Merchant Republics, please check out some of my other Republic themed mods as well! All fully compatible with this mod.

-Prestige Based Merchant Republic Elections
https://steamcommunity.com/sharedfiles/filedetails/?id=1093557649

-Republic Titles Renamed
https://steamcommunity.com/sharedfiles/filedetails/?id=1700257905

-Maritime Republics
https://steamcommunity.com/sharedfiles/filedetails/?id=1739704873

-The Five Families
https://steamcommunity.com/sharedfiles/filedetails/?id=1793043921

-Republics Can Unite India
https://steamcommunity.com/sharedfiles/filedetails/?id=2884107932

Shoutout to Captain Carrot for his help in creating a solution to the forced abdication of lawful elections. It also allowed me to implement the "Embrace Monarchy" decision.
97 Comments
Fine  [author] Jan 24 @ 9:05am 
not much I can do about that unfortunately; the game is very strict about letting you switch between the two government groups, and the way these decisions work is by essentially breaking/exploiting/abusing various game mechanics behind the scenes. so if another mod alters one of these mechanics, it's going to prevent these decisions from working correctly. that said, the "Found Merchant Republic" mod by tilmann799 lets you go from Feudal to Republic with a much more elegant method that should be compatible with other mods, so I recommend you try that one out. However, going from Republic to Feudal is quite tough to orchestrate in a mod and I don't know of any others that do this without directly modifying the governments themselves.
Victorx64 Jan 24 @ 3:03am 
The switching to republic and feudal decisions don't work for most of the governments in the Geheimnisnacht mod. I assume this is also true for other custom governments.
Fine  [author] Jan 5 @ 9:47am 
prove to me that it causes CTDs in-game.
from my own testing, the validator is wrong in this case.
JamieStylez Jan 4 @ 2:20am 
There might be a critical bug in the code that causes CTD's. In the term limits txt file, it checks for traits, but the check is written incorrectly. it's supposed to be has_trait =, but it is instead trait =, so when the validation happens at the end of a specific term, it crashes.

but other than that, love the mod! extremely immersive.
G_PMDG Jan 1 @ 11:17pm 
Will you update the latest version in the Workshop?
LNSS Dec 29, 2024 @ 11:10am 
Is this compatible with HIP?
georgiaboy4 Dec 14, 2024 @ 11:25pm 
Hi Fine: Thanks for the response...I am baffled as to the cause.
Fine  [author] Dec 14, 2024 @ 11:10pm 
no idea. it's nothing to worry about, in any case.
georgiaboy4 Dec 14, 2024 @ 11:02pm 
@Fine: Running this mod as the only mod and get errors "Undefined modifier type! token:" in the file republic admin laws modifier.txt. Your syntax looks correct...any ideas on this? Thanks!
Rukas Bronte Jun 27, 2024 @ 11:07pm 
I'm not sure if it's another mod on my list, but I've been trying to play the New York Republic in After The End, but my game crashes after a few years in-game. So is there an incompatibility with After The End?