Crusader Kings III

Crusader Kings III

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Head of Faith Council Veto
   
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Oct 24 @ 4:28am
Oct 27 @ 1:26pm
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Head of Faith Council Veto

Description
Head of Faith Council Veto

⚠️ Not compatible with Protected Rites 1.1.0 or later. Both mods replace the vote tally of Ecumenical Councils, so only one of them works at councils: if both are loaded, the game uses the one from Protected Rites and the veto does not apply. Use only one of them; an event tells you once per game if both are loaded.

In vanilla, the Head of Faith is just one more vote at Ecumenical Councils: an AI archbishop can call a council, gather a majority and change the faith's tenets and doctrines without the Pope's consent. With this mod, an AI council needs the Head of Faith present, and an AI Head of Faith always opposes and vetoes the changes. Councils you call, or that the Head of Faith calls, work as in vanilla.

Features
At an Ecumenical Council hosted by an AI who is not the Head of Faith:
  • The Head of Faith must attend. An AI Head of Faith is added to the council when it is called, if they can join it. If the Head of Faith never joins, the council is cancelled when it begins, and players attending it are told why.
  • An AI Head of Faith always opposes. They start every debate as a Conservative, are never moved to the Innovators and cannot be swayed.
  • The Head of Faith's opposition is a veto. A proposal they oppose fails even with a majority, and the result says that the Head of Faith vetoed it. An AI Head of Faith always does; a player Head of Faith only when they choose to oppose. An absent Head of Faith cannot approve anything either.
Everything else stays vanilla:
  • Councils hosted by a player or a player's theological puppet: the Head of Faith may stay away, the council is not cancelled, and they vote by their own judgement, with no veto.
  • Councils hosted by the Head of Faith and faiths without a Head of Faith: unchanged.
With an AI Head of Faith, a council called by another AI will never change the faith.

When the mod applies
By default, the mod applies after the Great Schism: from the start in games that begin after it, such as the 1066 and 1178 bookmarks, and from the moment it happens in an 867 game. Before the Schism, and for the whole game if the Schism is prevented, Ecumenical Councils work as in vanilla. The game rule HFCV: Head of Faith Council Veto can be set to Always to apply the mod for the whole game.

Compatibility
  • Not compatible with Protected Rites 1.1.0 or later (see above).
  • Requires By God Alone, which adds the Ecumenical Council.
  • Overrides three vanilla scripted effects of the Ecumenical Council and the vote tally event ecumenical_council_events.0080, each a copy of the vanilla script with small changes. Other mods that change the same effects or event are not compatible without a patch.
  • Compatible with the Unofficial Patch.
  • Can be added to an existing save; best added when no council is in progress. Can be removed at any time.

Languages
The messages are in English and Spanish; other languages see them in English. Translations are welcome.

Reporting bugs
Please report bugs on GitHub[github.com] or in the comments, with your error.log (Documents/Paradox Interactive/Crusader Kings III/logs/error.log, copied right after the problem), the game and mod versions, your DLCs and mod list, and who hosted the council and what happened in the vote.

Source and license
Source code: GitHub[github.com]
Licensed under CC BY-SA 4.0[creativecommons.org]. Crusader Kings III and its content are © Paradox Interactive AB and are not covered by this license; this includes the overridden scripted effects and event, which are copies of Paradox script with small changes. Unofficial fan-made mod, not affiliated with Paradox Interactive.
7 Comments
FKN_Apathetic  [author]
Oct 27 @ 9:34am 
Thanks, that's a really interesting take. To clarify how the mod works: it doesn't lock any tenet or doctrine. It forces the Pope to attend Ecumenical Councils called by the AI (mainly after the Schism), makes him always oppose, and turns his opposition into a veto, unless he called the council himself. So with the mod, an AI council simply can't change the faith.
Your blacklist idea would be a different approach: let councils change things again, but keep a list of tenets and doctrines the AI would never touch. That could work as a game rule option alongside the current veto. I'll think about it, no promises on when.
Oct 27 @ 8:53am 
Actually, banning Purgatory shouldn't be on there. Purgatory isn't exactly in the Bible (although the claim that no one clean can enter the New Jerusalem is its main Biblical claim).

Personally, I'd only have the Pope veto the most obvious, non-negotiable absurdities. For example, you should not be able to adopt the Polytheism Doctrine (which is better described as henotheism because "other gods exist but they aren't mine) under any pretext, no matter how wicked the Pope. Obviously, you shouldn't be able to ban Communion or make Adultery and Homosexuality accepted.

As for witchcraft, that could be done in the eye of the beholder. The Bible declares any supernatural act or power outside of YHWH Himself to be sorcery and demonic, but what about, say, esotericism or Khabbalah? That'd be the cope.

Rather than a white list, I'd do black list. There are only a few doctrines and tenants that the Pope MUST veto. Otherwise, he can be swayed.
FKN_Apathetic  [author]
Oct 26 @ 10:08pm 
Fair point on the historical side. The main purpose of the mod, though, is gameplay: stopping the AI from banning Communion, Mendicant Preachers, Purgatorium or Actus Apostolorum, or accepting witchcraft, adultery and other nonsense.
I like the idea of the Pope reacting to his own traits and interests (a lustful Pope going easy on clerical marriage, for example). I'll look into it when I figure out a good way to implement it. My mind is a non-stop storm of ideas that I forget as soon as I get to my PC, so this comment helps.
Oct 26 @ 2:14pm 
In real life, the true Ecumenical Councils absolutely could override the Pope, and did. That's why they were ecumenical! In Acts 15, the Disciple James, not the Disciple Peter, oversaw the council. The Disciple Peter was both rebuked and overriden in Galatians 2:11–14.

Personally, I'd make it more dynamic. The Pope should always have to attend, and the Pope should always start in opposition, but I think the Pope should dynamically react to the state of the Faith and his own interests. For example, a lustful Pope shouldn't shut down clergymen marrying automatically.
FKN_Apathetic  [author]
Oct 24 @ 1:16pm 
Looking to add a game rule so it works as vanilla when situation is pre-schism.
FKN_Apathetic  [author]
Oct 24 @ 1:11pm 
Thanks for the feedback! Just to clarify, the veto only applies to councils called by an AI that isn't the Head of Faith. Councils called by the player or the player's puppet work as in vanilla, and so do the ones the Pope calls himself, so an AI Pope can still change tenets and doctrines through his own councils.

The reason is that, to me, it makes no sense for a council to change the doctrines of the Roman Rite against the Pope's will. Ecumenical Councils should decide what is and isn't accepted in Christianity as a whole, not let any ruler rewrite the rite the Pope himself heads. Maybe pre-schism it would be different, but I made the mod with 1066 onwards in mind.
Oct 24 @ 12:33pm 
While I strongly support requiring the Head of faith to attend and I love that they are always a conservative, I don't think that should be the same as a complete veto. Otherwise, it's not really an ecumenical council.