Crusader Kings III

Crusader Kings III

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Centralization— A Legal Overhaul
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Mar 16, 2024 @ 11:14am
Sep 28, 2024 @ 8:12pm
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Centralization— A Legal Overhaul

Description
As of May 2025, I am working on an update for this mod! If you want to follow the process along or help in development you can join the discord (link below).

PERFORMANCE ISSUES HAVE BEEN SOLVED AS OF 1.1.7!


Centralization

The mod operates by introducing a new player-affected value to the game called centralization (duh!). You can find this value in the realm tab, next to your government rank and realm size. Just hover the number to see what is currently affecting your score!

This value increases and decreases due to many different features of your realm, including:
- Crown/Tribal Authority
- Form of Government
- Reformed vs Unreformed Faith
- Cultural Innovations
- Average Development
- Average Control
- Independence
- Diplomacy
- Legitimacy

And much more!

Legal Code

The player can pass new laws when they reach certain centralization milestones with the support of their powerful vassals, meaning that succession will vary dynamically while generally increasing as the game goes on due to development and cultural innovations. Essentially, the mod is designed around giving characters more control over their realm's laws while still following the general vision of the vanilla game and allowing for more dynamic political struggles. However, that is not all— alongside succession, a new suite of laws affecting your realm have been introduced which also depend on centralization. These can be sorted into four distinct categories: Economic Laws, Military Laws, Inheritance Laws and Crown Laws.

Economic Laws

These laws outline the economic structure of the realm, deciding how much taxation should be levied against certain government types and the extend of your realm's guild economy. If you are looking to increase your income, these laws are worth looking into.

Military Laws

Military Laws outline the extent to which your realm's army has been standardized. As time goes on, your will be able to improve your military effectiveness at the cost of extra upkeep, along with improving the speed and disembarkment of your navy.

Inheritance Laws

The Inheritance Laws should be familiar to you, as they are both from the vanilla game. Gender laws have been unchanged, while succession laws have become governed by centralization, as opposed to cultural innovations. This means that a centralized realm will be able to adopt a more advantageous inheritance type earlier, while an unstable realm may keep partition late into the game.

Crown Laws

This set of laws are also from the vanilla game, having been moved from crown authority to their own individual laws. This means that if you wish to be able to revoke the title of your vassals, or prevent them from waging war against eachother, you must first gain their recognition of that authority, by passing a law with their approval.

All of these mechanics can be found in the new Law Tab , which sorts each law by their group.

Factions

When you end up passing a law, it will stay in place regardless of your centralization. However, if you do have a law below its expected centralization and any vassals who dislike you, they will be able to create one of four new factions to oppose your rule. These Reform Factions are based around each law group— if they win, any laws below their expected centralization in that group will be lowered by one stage.

If any of the mod's values are too high/low for you, you can easily modify them in the centralization.txt script_value file.


One of the most significant effects of this mod is that it allows states to move from stability to instability in a much more meaningful way. Years of civil war will have a lasting impact, as losing county control means a loss in centralization and, by extension, a less stable succession, or the rise of reformist vassals and further instability. A devastating plague which reduces the average development of your realm will have the same effect. In this way, the state of your realm has a more practical impact on how you play the game and what you focus on, instead of just changing how much gold you can spend on buildings for a decade.

This also gives the player a reason to play tall. In the vanilla game, taking more land is almost always advantageous. With this mod, a player who focuses on developing a smaller realm will be rewarded with a more secure succession as well as the advantages that come with passing new laws, and smaller states will be better off in times of crisis. The bigger the realm, the harder they fall.


There are several planned features for the mod, including:
- Religious Unity
- A lasting civic collapse mechanic
- More unique and varied reasons for the AI to support or not support the passing of laws, matching their interests; for example, a republican vassal being less willing to raise their own taxation
- Centralization bonuses in certain cultural and religious tenets
- Skill check events that introduce more dynamic effects on your centralization score
- And, of course, a re-balancing of the mod to make space for these features.


-----KNOWN ISSUES-----

Centralization changes several foundational aspects of the game, and as such likely will be incompatible with many other mods. I do plan on releasing a standalone version of the mod without any added laws, which will be compatible with many more mods. Let me know if you need this to be made, and I will get to work on it.

The mod is likely not save game compatible, with the same being true for updates to the mod that add new laws, in the case that those laws have a should_start_with condition. If you wish to play an existing save with the mod, these changes should work:
1. Go into the common/laws folder and open the new laws
2. Remove any instance of should_start_with under each new law
3. write default = (first law in group) at the start of every law
And you should be good! The only issue with this fix is that it causes every affected law to start on the first level, regardless of

This mod would work especially well with any that makes county control more long-lasting! If you are looking to increase the difficulty, this would be one way to do it.

Special thanks to Stik, Pep, and everyone else in the CK3 Modding Co-op Discord for all the help!

Have fun, and please give me any feedback below. I'm especially concerned about the values not being quite right, so if you find the mod too easy/difficult let me know your experiences.

If you have any suggestions or issues and you want to get in touch, join the discord:
https://discord.gg/eBnys8vVpW
70 Comments
DarthWgamer2020 May 20 @ 7:09pm 
I can't wait for this mod to be updated 'cause seemingly clan governments lost religious protections for some reason in base game.
SqueakyDiversity Dec 19, 2024 @ 9:00am 
needs to be updated, causing my games to always crash on 29th of Oct in all playthroughs
Illuminatus369 Nov 23, 2024 @ 2:13am 
all the crown laws just go off the screen, cant access all of them
zewasplays  [author] Nov 22, 2024 @ 10:21pm 
Sorry about these issues, I'll try to get into it when I get the time!
DarthWgamer2020 Nov 12, 2024 @ 5:39pm 
I found that this mod's laws covers the administrative's laws in the realm tab for some reason. Hopefully this will get fixed at some point.
Little Songbird Oct 15, 2024 @ 3:59am 
Hello, I have the same crash issue as Ēarendel and for me it occurs while playing a landless character and trying to accept a martial scheme contract for a duke in the byzantine empire. It doesn't really matter to me to disable this mod while I'm landless until I'm landed but hopefully this little tidbit of information might help narrow down the problem
Ēarendel Oct 6, 2024 @ 2:27pm 
This is the last error spam I get before crash in-game

[00:16:35][E][jomini_script_system.cpp:284]: Script system error!
Error: has_cultural_tradition trigger [ target tradition was null ]
Script location: file: common/factions/00_law_factions.txt line: 1245 (inheritance_reform_faction:can_character_create)

[00:16:32][E][jomini_script_system.cpp:284]: Script system error!
Error: culture trigger [ Wrong scope for trigger: culture, expected character, landed_title, province ]
Script location: file: common/script_values/00_centralization.txt line: 304 (centralization:add:value)
file: common/laws/00_succession_laws.txt line: 252 (single_heir_succession_law_youngest:can_have)
zewasplays  [author] Sep 29, 2024 @ 8:34pm 
@fredericogames I debated on adding something like that in the beginning, but I decided it was kind of anachronistic and already represented in the religion tolerance aspect of the religions themselves. However, these tolerance tenets are one of the features that I plan on integrating into the mod :)
fredericogames Sep 29, 2024 @ 8:42am 
Hello! I really like this mod, however I was hoping to know if it would be possible to make a religious tolerance feature

There is another mod called "more laws" that is less elaborated than your but has this feature I really like

It removes the different religion penality and disallows for the converting of counties

If you could add such feature Id be grateful
zewasplays  [author] Sep 24, 2024 @ 4:02pm 
@Khleodon Not currently, no. But I will look into that for the next update