Crusader Kings II

Crusader Kings II

Not enough ratings
Expanded Decisions: Tributaries
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
34.724 KB
Jan 18, 2023 @ 9:13am
Sep 6, 2024 @ 10:15am
3 Change Notes ( view )

Subscribe to download
Expanded Decisions: Tributaries

In 4 collections by jonjowett
Required Mods for PDXRPTG games on "CK2 Multiplayer" Discord
8 items
Expanded Decisions Mod Family - Compatible with the base game
19 items
jonjowett's Modlist - Single Player, Base Game
44 items
jonjowett's Modlist - Single Player, PDXRPTG
12 items
Description
Summary:

This mod allows players to set up a decentralised empire, where only a small portion is directly controlled through vassalage, and the rest is simply protected against outside encroachment.

It does this by expanding on the base game's tributary system:
  • New "Protectorate" tributary:
    • If your character directly sets an AI character up in an independent realm (eg. via Crusade or pressing their claim or granting independence), you can force them to become your Protectorate via diplomatic interaction.
    • If an independent character likes you enough and/or is sufficiently weak/threatened, they may accept your diplomatic offer to become their Protector.
    • Protectorates can sever the relationship via an intrigue decision if they become stronger and/or more prestigious than their overlord.
    • Otherwise, Protectorates are identical to permanent tributaries (20% tax, 15% manpower, must be defended).

  • "Permanent" tributaries and "Protectorates" grant retinue cap to their suzerain, based on their realm size.

  • Suzerains can convert "Permanent" tributaries into "Protectorates" (and vice versa), via targeted decision on the tributary character.

  • New chainable CBs:
    • You can now enforce "extorted" or "permanent" tributary status from any independent realm which neighbours any of your tributaries.
    • You can also use the religious liberation CB, against your tributaries' neighbours.

  • Players can directly transfer their vassals to one of their tributaries (via targeted decision on the tributary). (This allows for more aesthetically-pleasing borders!)

  • Extensive "debug mode" functionality (accessible via self-targeted decision), in case you encounter issues.




Compatibility/Impact:
The aim of the "Expanded Decisions" mod family is to be as compatible as possible with vanilla CK2 (and other mods), and to avoid making the game easier.
  • Required CK2 version: 3.3.5.1
  • Achievement compatible: No
  • Safe to add to existing game: Yes
  • Safe to remove from existing game:
    • If any Protectorates exist: No
    • If no Protectorates exist: Yes
  • Changes to vanilla files: None
  • Mod compatibility: Should be compatible with all other mods
  • Changes to AI behaviour:
    • All of the new decisions are available to AI that fulfil the criteria. So far, they seem to use them appropriately.
    • Update 6/9/24: AI decision-making has been improved.
  • Decrease in game difficulty: Minor
  • Localisation: English only
  • Mod development status: Functional but there are more features I'd like to add (eg. declaring war on behalf of a tributary).




Other Versions / Alternate Download / Reuse:
  • All of my CK2 mods are version-controlled via a Github repository[github.com] (eg. if you want earlier/beta versions of any of my mods).
  • I also publish a zip version[github.com] of this mod on Github.
  • All of my mods are published on Github under the MIT license, and I'm following the same logic here on the workshop. Essentially, you're welcome to reuse my mods in any way you wish as long as you provide attribution (eg. credit and/or a link).
14 Comments
Scullex Jan 26 @ 9:46pm 
tributary spam over europe from an irish minor for some reason, he has 5 tributaries all having more power than them, though if you've already had someone bring this up, no need to reply
jonjowett  [author] Sep 2, 2023 @ 4:36am 
@Clevaryo: The logic for AI to force/accept/maintain protectorate status is the same as for the player. Thinking about your example, I suspect the OPM had a much larger army than the united Ireland somehow - perhaps because the OPM was a peasant/heresiarch/liberation revolt leader? Unfortunately, the AI is very good at finding edge cases I hadn't anticipated, so it's possible something went wrong. If you feel like posting your save file somewhere, I would be happy to take a look.
Clevaryo Aug 28, 2023 @ 8:18pm 
its so funny how a one province minor can force Protectorate on an unified ireland that when rampage and press all their claim and make a border gore
jonjowett  [author] Feb 1, 2023 @ 12:12pm 
@The Semnate (1/2): If you want to allow non-independent players to have protectorates, there's actually two main things you need to change. (NB: In the rest of this post, I'm assuming you're using the zip version, not the outdated workshop version.)

#1. You need to enable the decisions to offer/force protectorates for non-independent players. So, for BOTH of the targetted_decisions in ...\decisions\expd_t_decisions_protectorate.txt:
--- Remove the pre-filter "only_independent = yes"
--- In from_potential, change "independent = yes" to "OR = { ai = no independent = yes }"
jonjowett  [author] Feb 1, 2023 @ 12:06pm 
@The Semnate (2/2):
#2. You need to prevent the AI from instantly breaking free via intrigue menu decision because their suzerain is not independent. In ...\common\scripted_triggers\expd_t_triggers_protectorate.txt:
--- Locate expd_t_root_can_instantly_stop_being_a_protectorate_of_prev_due_to_non_independence (should be at the bottom of the file)
--- In the second clause (PREV = { OR = { ... } }), change "independent = no" to "AND = { ai = yes independent = no }"

This should be sufficient to allow non-independent PLAYERS to diplomatically offer/force protectorates, and it should be sufficient to keep those protectorates from breaking free due to non-independence.

However, all of this would probably be a bit janky, because CK2 in general assumes that suzerains are independent (or that tributaries of non-independent suzerains will break free easily). I suggest you run some tests with your friends before adding the mod to a real game.
jonjowett  [author] Feb 1, 2023 @ 8:28am 
@Ethoral

I tried to allow for multiplayer when I was writing it, but I don't play multiplayer myself so I haven't tested it.

However, I assumed that multiplayer is generally friendly - ie. people won't abuse the built-in "debug mode" features to win at all costs (eg. by making every independent AI into their protectorate). If that's not the case then this probably isn't the mod for you. (I have some ideas about how that could be done - eg. lock out debug mode if there's more than one player. But that seems like a very niche "market", so I wouldn't build it unless there was a specific request!)

My inability to update this Workshop item is still not fixed, and there are a LOT of bugs in the Workshop version, so for now I suggest you use the zip download.

If you decide to try it out in multiplayer, any feedback is welcome!
Ethoral Jan 31, 2023 @ 11:44am 
Finally a mod that expands on tributaries! Love it. Does anyone know if this mod functions well in multiplayer?
jonjowett  [author] Jan 29, 2023 @ 11:37am 
@The Semnate: Good point! You can get the latest version in zip format from the Github link in the description, or you can simply go here: https://github.com/jonjowett/ck2_mods/blob/master/expanded_decisions_tributaries/packaged_mod/expanded_decisions_tributaries.zip

General update: I've narrowed down the issue to the point where it seems like it's a bug in Steam Workshop itself. I've opened a support ticket, but it might take a few days of back and forth before I have any further updates.
The Semnate Jan 29, 2023 @ 6:35am 
Can you perhaps set up a mega upload link with the update so in the meantime?
jonjowett  [author] Jan 25, 2023 @ 3:21pm 
Update: I've fixed all the bugs, but I can't upload the mod to the Workshop. No idea why. Sorry about the delay - I'll keep working on it, but I have no idea if/when I'll be able to resolve it. :-/

@Elidurden123: I can see why you might want that, but I'm trying to think of the circumstances that might make an AI want to become your protector. Any ideas?