Crusader Kings III

Crusader Kings III

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[LOT] Legitimacy Over Time
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1.289 MB
9 Aug @ 4:37am
7 Nov @ 8:20am
18 Change Notes ( view )

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[LOT] Legitimacy Over Time

Description


Legitimacy Over Time
This is a mod designed to enhance the gaming experience without becoming completely unbalanced. If you’re not satisfied with how Paradox implemented the legitimacy system, this mod might be for you.



Why was this mod created?
Isn't it fitting for a ruler to gain legitimacy over time? If a ruler is competent enough to stay in power for years and years, doesn't that in itself prove their right to rule to some extent?
This mod represents the idea that the longer a ruler remains in power, the more their right to rule and thus their legitimacy increases every year.



What does this mod do?
It allows all rulers above age 16 to gain legitimacy over time. The calculation is quite simple all rulers receive legitimacy yearly and depending on the Culture Era, and here's how it works:

Tribal Era:
  • Count: Years as Count * 0.5
  • Duke: Years as Duke * 1
  • King: Years as King * 2
  • Emperor: Years as Emperor * 4

Early Medieval or later:
  • Count: Years as Count * 1
  • Duke: Years as Duke * 2
  • King: Years as King * 4
  • Emperor: Years as Emperor * 6

Powerful Vassal Opinions Matter
As a ruler, it is important to maintain good relations with your strongest vassals because they are pillars of the realm and help fortify your legitimacy over the throne. Having good or bad relations with your powerful vassals can impact your yearly legitimacy gain.

Here is a breakdown of this new system:
You need to have at least 60% of powerful vassals with a positive opinion to receive a flat 10% gain on your yearly legitimacy. If you have less than 60%, you will receive a % deduction per negative relation (5% in Tribal Era and 10% in Early Medieval Era or later) with a powerful vassal, which will be subtracted from your yearly gain.
If you have 0% of powerful vassals with a positive opinion, you will start to lose legitimacy yearly, equal to the number of powerful vassals with a negative opinion multiplied by 3 in Tribal Era or 10 in Early Medieval Era or later.

Here is a list of the required number of positive relations (equal to 60%) to gain the 10% increase:
  • Count: 2 out of 3 powerful vassals
  • Duke: 3 out of 4 powerful vassals
  • King: 3 out of 5 powerful vassals
  • Emperor: 3 out of 5 powerful vassals

NOTE: The percentages does not affect legitmacy gain from outside sources, only affects this mod.

Available Game Rules
You now have game rules that you can modify to suit your preferences:
  • Reduce legitimacy gain by 25%, 50%, or 75%.
  • Enable or disable the Powerful Vassals Opinion Matter system. Note: By disabling this feature, you cannot lose legitimacy in the current version, you can only gain it.
  • Grace Period for all rulers to start being affected by the Powerful Vassals Opinion Matter system can be set to 1, 2, 3, 4, or 5 years. The default is disabled. Note: Disabling the Powerful Vassals Opinion Matter system will also disable the grace period.



Localization
If you want to create or have already made a translation for my mod, send me a message and I will include it here.

Integrated:

Need to subscribe:



Compatibility
Based on my tests, it appears to be compatible with all mods, but I'm not entirely sure. If you encounter any issues, please report on the Bug Report thread.



FAQs
  1. Is this mod completed ?
    Not yet, still need more work to do. Check the "To-Do/Ideas" to know more.

  2. Can this be used in multiplayer?
    Yes.

  3. Is this save game compatible ?
    It should be. However, in your existing save game, if you have been a ruler for 1 or more years, the new version (v20240813 or above) will reset those years to implement the new system. But when you start playing with your heir, everything will go back to normal.

  4. Does this mod affect the AI ?
    Yes.
    Starting from version v20240830, there's a system where the AI starts improving the opinion of powerful vassals if it has been losing legitimacy for several years. This makes the AI 'aware' that it can't afford to keep losing legitimacy for too long. If the AI isn't losing much legitimacy, it will only consider improving relations if it doesn't already have another agenda. Otherwise, it'll keep doing its usual stuff.



To-Do | Ideas
This is a list of many things that I'm currently implementing or might implement; not all might be implemented, some might be scrapped. Want to make a suggestion or share an idea? Just Click Here.

  1. Adjust the gain multipliers for all title tiers. Might be decreased or increased. (Number values are still under consideration.)

  2. High Dread can cause penalties to the yearly legitimacy gain and might even make you ineligible to gain yearly legitimacy. (This feedback came from the community. If anyone thinks it should work differently, please post it in the Feedback thread.)

  3. Some actions, such as kidnapping a vassal or having bad secrets discovered (such as murdering a vassal), can result in penalties to the legitimacy gain. (Idea came from the community)

  4. Legitimacy penalties if the ruler loses land, or possibly land within the primary title (still need to think more about it).

  5. Legitimacy gain value is reduced according to the ruler's legitimacy level. For example, if a ruler is at Legitimacy Level 3, they receive 4 * Years as Ruler. When they reach Legitimacy Level 4, the legitimacy gain value changes to 2 * Years as Ruler. This is only an example, and all values are under consideration. (Idea came from the community.)

There might be more items on this list, but I can't remember them all. If you want to talk with me and learn more Just Click Here.



Any bugs please report!
Don't forget to check the Change Notes to know more about the changes.

If you like the mod leave a like and enjoy :D
If you reeeeaaallyyyy liked my mod, consider buying me a coffee :D
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Popular Discussions View All (3)
16
25 Oct @ 12:22pm
PINNED: Feedback and Ideas
jawwadbr
2
13 Aug @ 9:29pm
Paradox mods
EzeLike
2
25 Oct @ 12:19pm
PINNED: Bug Report
jawwadbr
74 Comments
jawwadbr  [author] 18 Nov @ 6:00am 
Hello, everyone! Just a little update on the current state of the mod. I’m will still try my best to implement the items on the To-Do/Ideas list, but I’m not sure when that will happen. This is mainly because I’m uncertain about how to implement some of the ideas, and also because I haven’t been playing CK3 much recently. But don’t worry the mod is not abandoned.

By the way, thank you all for the +20k subscribers and 300+ upvotes :D
jawwadbr  [author] 10 Nov @ 7:04am 
@MuroDontPanic [dxdy] Yes, it should be working on 1.14. At least, it was working on my end, and no one has reported any issues since.
MuroDontPanic [dxdy] 10 Nov @ 5:40am 
Does the mod work now?
jawwadbr  [author] 7 Nov @ 8:17am 
@MajorBluesZ I didn't realize they updated the game version to 1.14, that's why the mod isn't activating. I will update the mod supported version.
MajorBluesZ 7 Nov @ 8:09am 
Its broken now with the new update will this be fixed?
Bavyera 31 Oct @ 10:57am 
@nikoZ a while back they changed it so all mods are compatible with achievements and you dont need ironman for achievements anymore
jawwadbr  [author] 28 Oct @ 3:45pm 
@nikoZ Yes.
nikoZ 28 Oct @ 3:42pm 
Is this achievement and ironman compatible?
Kvesir 27 Oct @ 5:08am 
I can't believe this isn't a base game feature honestly
jawwadbr  [author] 25 Oct @ 3:02pm 
@Gliese581

Addressed in the FAQ.

TLDL - Yes, it also affect AI