Crusader Kings III

Crusader Kings III

Res Publica
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Update: Jun 21, 2023 @ 3:55pm

Update: Dec 23, 2022 @ 6:34pm

The Cincinnatus update updates the mod to the latest version of CK3 and completely reworks most of the internal code to a far more efficient and useable framework, making new modifications to the existing framework for future updates or anyone looking to create a submod far easier.

Update: Feb 12, 2022 @ 5:19pm

Update: Feb 9, 2022 @ 11:55am

Update: Feb 8, 2022 @ 6:39pm

Update: Nov 6, 2021 @ 12:01pm

Vive la Révolution
Highlights
Factions
Reform Revisions
New Flavor
Bug Fixes

Factions
Two factions have been added. The Republican faction, led by your vassals trying to establish an elected ruler republic, and the Peasant Republican faction, where your counties revolt in an attempt to establish a Parliamentary republic.

Reform Revisions
Reforms have gone from needing 40% of the total respect in the republic to a vote of the families in the republic. This makes it slightly easier to accomplish, as well as making it far easier to understand.

New Flavor
There are five new innovations, three cultural and two regular innovations. There are also a few unique flavor decisions. Things such as the Magna Carta were added, as well as a Found Italian City State decision.

Bug Fixes
Fixed non-senate republics that weren’t reforming
Changed AI nations converting to republics so that it only happens in the 12th century and after as well as mostly with the English and Italy
Vassal republics can now appoint councillors
Citizenship law proposals when there is the leader's discretion law for citizenship no longer cause issues and just auto pass.
Can't infinitely coup and convert back to republic now
Governors should switch to feudal when their liege isn't republican
Theocracy vassals can no longer become families in the republic
Added a temporary opinion boost from patricians towards newly elected leaders of the republic to increase stability
Minor under the hood improvements

Update: Jul 21, 2021 @ 11:10am

Senatus Populusque Romanus Update
Senate Expansions
Senators
Senator elections are now held every 4 years, meaning that new houses will not gain power immediately. Senator mechanics have also been expanded, with the ability to choose how many senators there will be in the republic upon converting to one. Senators can also be bought off from other houses via a new family interaction unique to Senates.

Dictatorships
When a Senate is at war, the current head of the Republic can be appointed as Dictator until the war is over. They gain access to new decisions, including levying taxes, conscripting more recruits, and instituting martial law. Furthermore, they can ignore the laws of the Republic with actual authority. When the republic is no longer at war, the Dictator should step down, but can attempt to seize control in the Republic, at which point all their vassals will attempt to stop them. Should they succeed, they have the same unlimited authority and decisions, and the republic title will instead pass to their children and their children's children, despite remaining a republic in name.

GUI Rework
The GUI has been spruced up somewhat

Miscellaneous
Play as Elected Rulers or Patricians is now a game rule

Bugfixes
Vassal republics should finally work as intended
Fixed titles being passed on to the new elected that shouldn't have been.
Fixed parlimentary republics turning into elected ruler republics on ranking up
Fixed two election events showing up
Small fixes to the error log

Update: Jul 21, 2021 @ 10:37am

Update: Jul 21, 2021 @ 10:36am

Update: Jul 9, 2021 @ 5:43pm

Highlights
- Governorships
- Parlimentary Republics
- Election Reworks
- Family Interactions

Governorships
If you have spare titles, you can appoint governors to hold those titles. They will revert to the republic holder upon the governor's death. Appointing a governor does not
require a vote from the ruling body, and they are appointed via the realms window. If you hold a few counties and their dejure duchy, only the duchy will be eligible to
appoint a governor for, at which point they will receive all the dejure counties as well. To grant a governor additional titles you must use the normal grant titles
interaction. Emperors can only grant duchy and kingdom governorships. Each governor has an effectiveness percentage. This is mainly effect by their stewardship, as well
as some of their traits. If it goes over 75% all held counties gain a competent governor modifier, increasing development gain and income. If it goes under 25% they gain
a debuff to those. Every time they gain a title it goes down some.

Parlimentary Republics
Parlimentary republics are a new form of Republic. None of them exist on start but they can be formed

Parlimentary Houses
There are two houses in the legislature: the Senate/House of Lords(If you are english) and the House of Commons. The Senate is made up of the patricians of each family.
Each of them gets a single vote in the house, so that all houses are equal. The House of Commons is made up of all the counties in your realm that meet the citizenship
requirements. Each house has votes directly related to their development(should I tie it into population mods, it will be based on population.) This means that
some counties are more powerful than others. Each house may be entrusted with different abilities via laws. There is also the attitude of the people, which can change over
time. It affects how much they’ll support certain proposals.

Parlimentary Laws
Laws determine what powers are entrusted where, similar to in the other republics. Here, imprisonment rights have been cut out and replaced with citizenship rights,
council appointment laws have been removed for them entirely, title grants and revoking have been folded into title powers. There are also more options for each law: both
houses, upper house, lower house, or leader’s discretion.

Citizenship
Citizenship determines what counties can enter the House of Commons and what families can join the republic. Cultural citizenship can be either based on your culture,
culture group, or all cultures. Religion citizenship can be same faith only, same religion, or all religions Either the de facto hierarchy or de jure hierarchy can be
citizenships. De jure is better if you don’t want your conquests to count, while de facto is better if you want all of your realm to qualify.

Election Reworks
Most elections are no longer static, only picking the electee with the highest family respect (excepting those on death, which are still static.) The top five houses’
electees each become options for the election, and every house gets to vote based on their respect. The top five houses will vote for their electees (unless of course they
are player controlled at which point you get to decide,) while every other house will vote on the electees based on their opinion of the electees, their stats, and other
factors.

Family Interactions
There are three new buttons to the family menu. Propaganda Campaigns give the target family 6 respect a month at the cost of 2 gold a month. They are a useful way to
glorify your own house or help out a small house that you support. Smear campaigns lose the target family 6 respect a month as the same cost as the propoganda campaign.
Finally, you can buy a weak hook from the head of the target house head at the cost of some of your family's respect. These are very useful for getting support on hooks.

Miscellaneous
- Raise House Army
- Improvements to the GUI
- Decreased buffs from some speech events
- New speech event

Bugfixes
- Fixed the elector being a dead old man
- Fixed some of the tooltips
- Fixed republic flavor events showing up for non republic rulers
- Fixed republic vassals not being able to do anything due to the laws of the republic
- Vassals to non-republican rulers with the republic government are now eligible to get the unique events
- Many small bugfixes
- Cleared out a lot of the error log