Crusader Kings II

Crusader Kings II

V: 3.2.1 Republics Fixed (and no scale wealth/income based costs)
89 Comments
MacDuff Jun 28, 2020 @ 4:10pm 
Баг 2 раза появляется устроить убийство
General Profit Jun 15, 2020 @ 12:44pm 
there is a slight bug on becoming a republic in that if you own a trade post on the silk road you cannot become a merchant republic without abandoning it, not a big deal but strange that to become a MR you have to lose your trade buildings?
knogleknuser  [author] Jun 14, 2020 @ 2:30pm 
Any events added after V: 3.2.1 are not changed,
unless they used old event files, in which case the new events/changes are completely missing if they updated a file I have modified.
General Profit Jun 14, 2020 @ 11:14am 
also with regards of the scaling costs would that include the bad events that occur in africa?
General Profit Jun 14, 2020 @ 3:47am 
You probably have implemented the building correctly I am always hesistent when adding mods that affect a similar area particularly when a building mod may add a similar building to the military university then you would end up with 2 buildings of the same kind if it worked
knogleknuser  [author] Jun 13, 2020 @ 3:38pm 
General Profit
particularly the military universities is a problem if wanting to use a mod that already adds and changes buildings
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Sounds like I might have implemented that building incorrectly as it should be compatible with other buildings that other mods can add.
Even then, there are still some mistakes here and there in my mod with .desc and .titles showing their data names instead of the intended ones.
knogleknuser  [author] Jun 13, 2020 @ 3:38pm 
General Profit
does the cost scaling apply for other governments such as feudals?
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All event based and decision based cost scaling has been removed. Regardless of who they may be used for though there may be oversights or bugs. It took two people about 6 hours to manually do this, and play testing has only been light. (It's easy. but incredibly slow and boring to make this change)

General Profit
Any would you consider making the mod more modular?
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Ideally I would use the rule system in the game, though due to my lack of interest in CK II for the past months, I haven't worked on the mod at all. If anyone else wants to upload parts of this mod as modules, or unofficially update/work on it then they are free to do so.
Even then, this isn't personally high on my priority list as it is mainly meant for myself and some close friends, though it is frequently requested which has moved it up quite a bit.

General Profit Jun 13, 2020 @ 1:06pm 
does the cost scaling apply for other governments such as feudals? any would you consider making the mod more modular? such as a standalone of the two founder mods (i think the old merchant republic might still work but the monarchy doesn't and seems long abandond) particularly the military universities is a problem if wanting to use a mod that already adds and changes buildings
knogleknuser  [author] Feb 20, 2020 @ 5:40am 
I have some ideas as to where I could edit those restrictions, if it isn't hard coded. (I haven't touched this mod or CK II (The two tend to be linked) for the last few months)
Though I personally see the lack of high crown authority and vice royalties as central parts of the downsides of republics.
Hamur Feb 19, 2020 @ 7:19pm 
Love this mod and love republics, anyway to add or if you know how to already... Prevent vassal wars as a merchant republic? as of now only usable by Feudal Kingdom+
knogleknuser  [author] Jan 7, 2020 @ 7:36am 
Certainly could but I would prefer to learn how to use rule sets to toggle features on and off.
Kaido Jan 6, 2020 @ 3:12pm 
Is it possible for you to separate out the scaling economy events into a separate mod? Its something that I've been looking for, for a while.
knogleknuser  [author] Aug 2, 2019 @ 3:52am 
*Update*
Fixed being unable to upgrade officer trainning grounds.
Fixed being able to fire the decision version of prosperity events on every county and not just ones own demesne.
Fixed the prices in a couple of events most notably the bribing of laboratory guards doing the infiltrate laboratory event as a hermetic society member. (This one was mistakenly without a max AKA vanilla)
knogleknuser  [author] Jul 22, 2019 @ 2:37pm 
Fixed an mistake on my part that broke almost every single decisions in jd_decisions.
So now you can write books again and some other stuff.
knogleknuser  [author] Jul 22, 2019 @ 1:48pm 
RIP events should work as intended now.
knogleknuser  [author] Jul 22, 2019 @ 12:07pm 
Yep, it seems like the friend I recruited as a helper made a bunch of mistakes and oversights in the RIP events. Fixing them now.
knogleknuser  [author] Jul 22, 2019 @ 12:01pm 
Thanks, will look into it.
r3xm0rt1s Jul 22, 2019 @ 10:07am 
While many of the scaled wealth events seem to have maximum values, sadly the prosperity ones in rip_prosperity_events.txt still work as vanilla. Compare and contrast "scaled_wealth = -2.5 max = -250" of holding slot event to "scaled_wealth = { value = -0.5 max = -50 }" of chaplain culture tech points, which works fine.

While this is something I can fix myself, and the events are few enough to actually bother doing so, you may want to get them fixed yourself for completeness's sake.
knogleknuser  [author] Jul 20, 2019 @ 12:57pm 
I manually edited the vanilla events and decisions.
So any new events added by other mods are unaffected by this mod,
and this mod's version of vanilla events and decisions will conflict/overwrite/be overwritten by any other mod that has edited the same event and decision files.
GamerRoman Jul 20, 2019 @ 8:36am 
big question, can or does this mod work with total convertion ones like elder kings as it also has events that use income to scale the prices of events, thanks ahead and for making this public!
knogleknuser  [author] Jul 5, 2019 @ 3:36pm 
The mod has been updated, feel free to report any bugs or mistakes.
A good friend of mine helped out a LOT.
knogleknuser  [author] Jun 22, 2019 @ 8:07am 
This mod is not up to date, I do not recommend using it at the moment.
r3xm0rt1s Jun 22, 2019 @ 4:59am 
This mod appears to break 'duel' targeted decision. While it is available, it just does not do anything. Duels triggered by battlefield events work fine.
knogleknuser  [author] Jun 18, 2019 @ 1:19pm 
(Read my 4 comments (Including this one) from the top comment and down)
knogleknuser  [author] Jun 18, 2019 @ 1:18pm 
It isn't that hard to mod wealth scaling away, its just really tedious as you have to do so for every single event, decision ect.

Personally, I also don't play without my mod, I just haven't played in a while, the next time I play CK II I will update it and add a CK II version number in the title.
knogleknuser  [author] Jun 18, 2019 @ 1:18pm 
If you wish to fix the events and decisions yourself before I do, then you will have to:
1) Make you own generic mod (Check the wiki for a guide on how to do this)
2) The actual modding goes as follows
Look through every single event and decision for the following:
scaled_wealth

Normally, it will look something like this
scaled_wealth = -1

If it says -1, then that means it costs 1 year of income. -0.5 costs half a year of income and -2 would cost 2 years of income ect.

If there isn't any minus in front of the number, then it means the person would gain gold.
(Say the tax collector event, where high income realms can make 0.5K to 2K gold )

This mod is made with the idea that scaled wealth should cap at 100 gold income per year, both for good and bad things.
So something that requires 1 year of income should at most cost/grant 100 gold, 2 years of income would be 200 gold ect.
knogleknuser  [author] Jun 18, 2019 @ 1:17pm 
To fix the scale_wealth = -1 example, replace it with this
scaled_wealth = { value = -1 max = -100 }

To fix a positive event that grants 1 year of income do this
scaled_wealth = { value = 1 max = 100 }

Here is the 2 aforementioned examples written as a formula, I usually follow this formula when I am modding scaled_wealth myself. I make the calculations and substitutions of x in my head.

BEFORE FIX: scaled_wealth = x
AFTER FIX: scaled_wealth = { value = x max = x*100 }

So if x=-2.5 then it would be like this:

BEFORE FIX: scaled_wealth = -2.5
AFTER FIX: scaled_wealth = { value = -2.5 max = -250 }
Ninjaclan25 Jun 17, 2019 @ 11:34pm 
Hate playings repubs without this mod. if anyone could tell me how to personally mod the wealth scaling would help. Everytime i tried it just broke the game
Zen May 18, 2019 @ 4:01pm 
Sadly, the latest version seems to have broken the mod completely. It was good for disabling the insane scaling at some point, but it seems like it no longer really works.
knogleknuser  [author] Feb 18, 2019 @ 3:39pm 
The mod hasn't been updated yet, so you are correct that a lot of things with regards to events and decisions are currently broken,
and I would not expect the mod to work to an acceptable degree with all updates that has come with/since holy fury.

I am unaware how good CK II is at relaying when a mod is out of date, if it is incredibly bad at it, I will attempt to warn people in the future. (By changing the mod title in the launcher)

I also desperately need to add a cooldown for my decision versions of prosperity events.
As being able to buy them all as soon as you reach prosperity 3 for double the cost with no cooldown is pretty OP.
Lathrael Feb 18, 2019 @ 11:22am 
A warning for all who try this mod now: It's not compatible with new events and character decisions. Still, good thing that it's safe(ish) to remove.
knogleknuser  [author] Sep 19, 2018 @ 4:31pm 
A bug that broke a lot of religius events have been fixed, rejoice, you can now demand people to convert again and more.
knogleknuser  [author] Sep 7, 2018 @ 7:24am 
I have no Idea, from what I gathered from my quick read of the CK II plus features, there should be some compatibility issues, but I don't know if they will be game breaking.
KleinMoretti Sep 6, 2018 @ 8:39am 
Is this compatible with CK2PLUS?
knogleknuser  [author] Aug 31, 2018 @ 6:06pm 
UPDATE!

Good news everyone, Me and a good friend of mine have fixed the events, and they are now working as intended once again. Say goodbye to overpriced events.

Also, the smith is working as intended again, so time to massproduce fine jewelry and sending it to china.
Omniburg May 6, 2018 @ 7:42pm 
If you do introduce trade post limit again, please make a separate version where it isn't introduced. Thanks! (I love this mod but for me that'd ruin it)
knogleknuser  [author] Apr 28, 2018 @ 10:32am 
Good idea, will do that.
WolfWhiteFire Apr 28, 2018 @ 8:43am 
You might want to try releasing a temporary version leaving out the changes to event costs, that way there wouldn't be anything to mess with events.
knogleknuser  [author] Apr 28, 2018 @ 12:06am 
I have no clue as how I fix this without reverting back to my previus horribly mod incompatible version. So, I have asked for help on the paradox modding forum. So, I should be able to fix it sometime soon.
knogleknuser  [author] Apr 27, 2018 @ 11:27pm 
Okay, it hard crashes around events. Which is fucking wierd since in order to update a mod, I have to start the game and use the main menu. So, essentially, the original version of the mod works, but the one you download from the subscribe button doesn't.
Hmhmhmhmhmhmhmhmhmhmh.....
knogleknuser  [author] Apr 27, 2018 @ 11:23pm 
Weird, I just had increased loading times when events where being loaded. Is the game hardcrashing? Or does windows say its isn't responding? For if it is the latter, the solution is to merely wait.

Checking for myself now.
WolfWhiteFire Apr 27, 2018 @ 2:14pm 
Though now the game crashes while loading when you activate the mod before selecting play, this was tested with other mods and with this being the only mod active.
WolfWhiteFire Apr 27, 2018 @ 1:38pm 
Thanks for still working on the mod, in nearly all cases as soon as the creator isn't interested in the game the mod is dead, unless someone else carries it on.
knogleknuser  [author] Apr 26, 2018 @ 9:48pm 
Thanks for your bug reports BTW. This would likely never have been fixed within a reasonable timeframe without them (Since I am not currently playing CK II)
knogleknuser  [author] Apr 26, 2018 @ 9:37pm 
I still have no idea as to what caused Chillwind's culture conversion bug, it must be either a vanilla bug or a compatibility bug.
knogleknuser  [author] Apr 26, 2018 @ 9:34pm 
Also, it was actually 11 days* not 6.
knogleknuser  [author] Apr 26, 2018 @ 9:33pm 
Decisions and CB types are still orignally named and any mods that change the original CB's and decisions are incompatible with my mod (But mods that add new ones are fully compatible)
This is due to how decisions and CB modding works, this will never change until the devs change this aspect. I might do some slight improvements and workarounds in the future, but thats all I can do.
knogleknuser  [author] Apr 26, 2018 @ 9:33pm 
Okay, thanks to you WolfWhiteFire I was pretty quick to figure out what happened because of your report.

Essentially, when i deleted all the events i hadn't changed from my mod, the game didn't load
any those events.

This was also the reason for the missing tooltip for council job events. They didn't exist.

I thought the game would load the original events, because the wiki says "events merge", but i have since learned by reading the wiki properly that it is the "events FOLDER" that merges and the files themselves are overwritten. So, for around 6 days, people using my mod has been playing without 70 % of the events in the game... Ups.....

I have changed all of this. My files are now named something unqie to my mod. This means the mod compatibility fix i did was not wasted and that all events function properly again (Essentially what every modder always does, the reason I didn't do it is because I am not a modder but a fucking noob)

WolfWhiteFire Apr 25, 2018 @ 6:16pm 
Yeah, started a new game with the mod deactivated, nothing else changed, I went through multiple wards before, this time with the first one I am already starting to see the events, so it appears this mod is somehow breaking it.
WolfWhiteFire Apr 25, 2018 @ 4:12pm 
I will try a game with it disabled soon and tell you what happens. Also, not sure how I can help with the other bug or this one if it is a bug with this mod, anything specific you could use someone paying attention to? I have no experience as a modder.