Crusader Kings II

Crusader Kings II

Expanded Decisions: Tributaries
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 (NB: In the rest of this post, I'm assuming you're using the zip version, not the outdated workshop version.)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?
Elidurden123 Jan 23, 2023 @ 7:53am 
Thanks for making this. Would you be able to add the ability to have Players request to become subject to the Tributary status of other empires.
idi na chuj Jan 22, 2023 @ 9:57am 
Great mod btw:ambition:
jonjowett  [author] Jan 22, 2023 @ 9:01am 
I have discovered some bugs in my personal testing, and I'm working on them at the moment. I'm also adding some more debug features to help with, well, debugging and/or fixing any issues. Expect an update in the next few days.

@WIƬΣK: I had a "yes" where there should have been a "no", which meant that ONLY players (not AI) could be forced to be protectorates. Oops! This will be fixed in the upcoming update.
idi na chuj Jan 22, 2023 @ 7:54am 
AI ruler need to be player controlled to force protectorate