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Experiment with converting defensive leagues to confederations #2591
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From some testing I did:
Some things to consider:
Some ideas I had:
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@tanner918 this is good news. Means we could potentially represent Greek city-state leagues consisting of feudal and republic realms.
Could we add a requirement to the "Elevate Confederation" decision that no member (or at least no member other than the decision taker) has kingdom rank or above?
This is a rather difficult question. It would probably be nice if they could expand or form in CK3, but we definitely need to define sensible requirements (realm size-based?), to avoid too many confederations existing outside of the tribal and nomadic portions of the map.
At the moment, the c. option sounds best if we ignore potential issues. We could probably allow existing confederations to exist with kingdom rank members, but prevent new such ones from forming. We could also make the "Elevate Confederation" decision only takeable when there are only count and duke members, and add a similar "Elevate Confederation to Empire" decision that requires the root to have kingdom rank. But if we do consider the required edits and potential problems of allowing kingdom members that you mention, the option a. sounds best. It shouldn't be too difficult for me to add an
If possible, awesome.
I like the idea.
Yeah, this could probably be implemented using a configurable.
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We will need to do some testing to see how often the AI would form these "Leagues", but the ai_accept/will_do blocks do consider how many members are already in the confederation, so that could be a way of limiting how big they get. Plus, if a member ends up becoming stronger than the other members, or ends up having a larger domain size, they become more likely to leave their confederation, so that might be another way of making sure they are limited. But we'll have to see through testing how well this works, and if it needs to be modified in anyway. If we also allow kingdoms in now, we could maybe also add in a separate modifier that makes them more likely to leave/not join to limit the confederations power, or at least if they are a certain size. Overall, I think allowing them to form in game too should be fine.
Personally, since the system is already setup to focus around Counts and Dukes, I think limiting the confederations/leagues to just that might be better since it will require less balancing and modification, but it'll be possible to handle kingdoms if that is what's desired. Or at least allow kingdoms as they are transferred from Imperator, and then only allow new ones to form with counts/dukes, if that is preferred. I could also make it a game rule as a compromise if needed.
For the "Elevate Confederation" decision, I suppose we will first need to determine whether we will allow kingdoms in or not. As it is, the base game decision requires you to have prestige/fame level 3 (Illustrious), every other member has a lower prestige/fame level than you, have at least 5 total confederation members, and every other confederation member has at least 25 opinion of you. This is what allows the confederation-kingdom title to be created. If we were to create a separate decision for a confederation-empire title, it would likely just be made a little harder, like maybe requiring more prestige/fame, more total confederation members or higher opinions of you. I think the main issue would then be deciding when to use each. Obviously, if we allow kingdoms into confederations/leagues, then if one is present in a particular confederation, then the only decision that would be possible would be "Elevate Confederation to Empire", since that would allow the kingdom to properly become a vassal, while the normal "Elevate Confederation" would be possible if there are no kingdoms present in the confederation. That alone makes sense, but we'll need to see through testing how often the Count/Duke members would be capable of taking the "Elevate Confederation to Empire" decision since I think Kings would always have an easier time getting prestige, so a Count/Duke ending up with a higher prestige/fame level, and reaching level 4 (or whatever we set it to), might be kind of difficult, and I think they should at least have a somewhat reasonable chance compared to the Kingdom members. For the idea of only allowing Tribes/Nomads into "Confederations" and everyone else in "Leagues", that should absolutely be possible, the character interactions just need to be setup properly to prevent it from being done if the recipient's government doesn't match the root character's, which shouldn't be too hard. But I just thought of two possible issues.
For the idea of Faith-based confederations, that shouldn't be hard to do, I just need to do some testing on whether it'd be best to use replaceable code to modify the existing stuff to allow Faith-based alternatives, or just create new files to put in the blankMod so its separate, because I feel that it would be best to have it shown somewhere whether it is culture- or faith-based, and I don't know how hard that will end up being if I try merging everything together. This obviously isn't super important, so I could maybe handle it afterwards if it takes too long to do.
For the naming of the confederations, especially using any historical (and probably anachronistic) names, because confederations themselves can't be predefined in the same way that specific liege-vassal relations can (for example), they have to entirely be setup in script, so any naming of them will also be handled by the script. For some reference, the only way to setup a confederation is in script using the following effect in a character scope:
The character scope this was run in then has a confederation created for them, and they are made a member of it (but since a confederation requires at least two people, if another ruler isn't added before the next tick, it gets disbanded). For the Since we are transferring over the Imperator Defensive Leagues, we could create a configurable file that has potential predefined names that they could use if they meet certain conditions, or we could just have it all handled in game by script, and I can try setting up a custom scripted_effect that chooses a good, relevant name (I would probably need to do this anyway for any confederations/leagues formed in game since I would need to modify the existing confederation interactions/decisions/effects to account for the "Confederation"/"League" split). Either way will be fine, it will just determine whether the game start on_action that creates the confederations uses a specific loc key determined from the configurable file or uses the custom naming scripted_effect I make. Aside from this, I guess another thing that would need to be determined is how exactly we want "Leagues" to differ from "Confederations". From the discussion so far, they will be pretty much the same, the only difference being the governments allowed in each and a minor localization change. While this could be fine for now, is there any other way they should be made different? I can't think of anything at the moment aside from maybe making the "Elevate Confederation" decisions a little harder for "Leagues" than "Confederations", but that might be something that needs to be looked at through testing to determine how necessary it is. Just figured I'd mention this to get more ideas. |
List of Content Related to Confederations that might need changing:"common\character_interactions\09_mpo_interactions.txt"
"common\decisions\80_major_decisions.txt"
"common\decisions\dlc_decisions\mpo\mpo_decisions.txt"
"common\factions\00_factions.txt"
"common\important_actions\09_mpo_actions.txt"
"common\laws\00_realm_laws.txt"
"common\laws\01_title_succession_laws.txt"
"common\lifestyle_perks\00_diplomacy_2_majesty_tree_perks.txt"
"common\messages\01_alliance_messages.txt"
"common\on_action\confederation_on_actions.txt"
"common\on_action\game_start.txt"
"common\on_action\title_on_actions.txt"
"common\on_action\dlc\mpo\mpo_on_actions_2.txt"
"common\script_values\00_interaction_values.txt"
"common\script_values\02_religion_values.txt"
"common\scripted_effects\09_dlc_mpo_scripted_effects.txt"
"common\scripted_modifiers\00_elective_successions_scripted_modifiers.txt"
"common\scripted_modifiers\00_faction_modifiers.txt"
"common\scripted_triggers\00_religious_triggers.txt"
"common\scripted_triggers\mpo_scripted_triggers.txt"
"common\succession_election\09_confederation_elective.txt"
"events\decisions_events\mpo_greatest_of_khans_events.txt"
"events\dlc\mpo\mpo_decisions_events.txt"
"events\dlc\mpo\mpo_interactions_events.txt"
There is also a lot of loc keys that revolve around confederations, but those can probably be looked at as their relevant game content gets changed (like a decision's description) List of possible new additions:
Example of Converter setting up Confederations/LeaguesIn the Imperator save file, defensive leagues are saved under the
Where
None of these tags have associated title mappings, meaning new titles will be created for them:
They are also all republics in Imperator, making them Republics in CK3, meaning they will form a "League" Now that we know the relevant titles, the converter can then output the necessary file.
Lets say we make the file "common/on_action/irtock3_confederations.txt", it would then be setup something like this:
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Whatever you think is best.
Sounds reasonable.
Can't think of any differences myself, we might need to get some feedback on the forum or discord.
If we want to give the tribals and nomads a better fighting chance, this probably shouldn't be extended to Leagues.
Not sure on this, but for consistency/avoiding unnecessary differences, probably yes.
I haven't interacted with this succession law, but this sounds fine.
I will create a branch that parses this.
Let's use the scripted effect file for now. If it's not sufficient, then a configurable can be added later. |
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