Crusader Kings III

Crusader Kings III

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Reimagined CK3 - Councillor Traits
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Mar 20 @ 6:41am
Apr 6 @ 3:18am
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Reimagined CK3 - Councillor Traits

In 1 collection by George
Reimagined CK3 Series
4 items
Description
A Reimagined CK3 series that focuses on creating modular addons that improve player agency, the impact of their choices and makes the “world” feel more alive. These mods will initially more often come as singular traits/decisions/events that will then be expanded on.



UPDATED

INCLUDES ADDITIONAL GAME RULES TO VARY XP GAIN:
Under Category: "Councillor Trait XP Gain"



Councillors Skill Traits

This adds a 4 stage trait to any Chaplain / Chancellor / Steward / Marshal / Spymaster which allows them to gain experience periodically for doing Councillor tasks, i.e. find secrets, fabricate claims etc

Originally posted by Remimagined CK3:
The main point of distinction here is the thematic / rebalanced bonuses and that XP is awarded on task with a limit of how frequently that can happen - so whenever you appoint them throughout the year they will begin gaining experience shortly.

***Don't miss out on the accompanying trait/mod for your Spouse / Vizier***


Stats Are
+10 Opinion with other Councillors (likely will look to remove or nerf this to 5)

Track Rank 1
+1 Primary Stat
+ Thematic Bonus

Track Rank 2
+1 Primary Stat (+2 total)
+5% Learning Lifestyle for that path

Track Rank 3
+1 Primary Stat (+3 total)
+ Thematic Bonus

Track Rank 4
+2 Primary Stats (+5 total)
+5% Learning Lifestyle for that path

Thematic Bonuses Include
Court Chaplain: +5/+5 (10 total) Clergy Opinion
Chancellor: +5/+5 (10 total) General Opinion
Steward: +2.5/+2.5 (5 total) Additional Holding Tax
Martial: +5%/+5% (10% total) Additional Army Damage
Spymaster: +5/+5 (10 total) Additional Hostile Scheme Power

***It's expected to take anywhere from 5-10 years for all trait levels to unlock.***

Currently you can hop between Council Positions and gain XP and bonuses for all of them - there is a plan to reduce the ability to do this and the effectiveness of it - it mainly affects you powering up heirs and prospective spouses.



Affects: Player/AI

Compatibility: High
It adds additional files while not making any changes to the existing ones.

There is an accompanying Confidant Trait (for your Spouse / Vizier) that is linked too below, it applies XP annually instead of based off an action being done.



Additional mods in the series hyperlinked to workshop page



Based on / Inspired by the mods:

Better Crusader Kings - (Councillor Lifestyle)
https://steamcommunity.com/sharedfiles/filedetails/?id=3179749338

Councillor's experience trait
https://steamcommunity.com/sharedfiles/filedetails/?id=2721974781



Special Thanks to
- MrTats
- I Am Full Truie
- Pep
And others on the modding discord who've helped answer questions and just go over things in general, have found it a great resource to search and look over how people have tackled similar problems
Popular Discussions View All (1)
0
Mar 20 @ 7:03am
Balance & Feedback
George
30 Comments
Emperor Nuclear May 2 @ 2:43pm 
I think a good idea for the different trait paths would be to give bonuses to councilor tasks like how certain character perks or culture traditions give bonuses
I Am Full Truie Apr 3 @ 1:08pm 
@George, got a zip ready for you with 5 speed settings ;) sent a friend request to PM you where I can send it ^^
Lily Apr 1 @ 3:17pm 
This mod has some errors even when the only mod loaded
Scoped object is not valid on scripted effects councilor position
George  [author] Mar 31 @ 7:13pm 
@I am full truie, sure, I can then work off it and make the needed adjustments and port it for the Confidant trait mod
I Am Full Truie Mar 30 @ 4:20am 
@George are you ok with it if I do it for you and send you the file ?
I Am Full Truie Mar 30 @ 4:20am 
@George you can do that through game_rules
and then have your events / modifiers etc be in a if/iffelse block for each game rule setting, with values changing
or you could even have the game_rule change a script value that would be used in your script blocks that define how fast that xp gain goes :)
George  [author] Mar 28 @ 4:54pm 
@Iam full truie sure, I've got no idea where to start otherwise for such a thing XD
Ranger Mar 28 @ 2:48pm 
Good Idea, that way you have to update less mods
I Am Full Truie Mar 28 @ 2:00pm 
@i can even do it for you if you want and give you the updated file to update your mod ;)
I Am Full Truie Mar 28 @ 1:59pm 
@George I would suggest making this a game rule as an alternative, with several speeds to select from