Crusader Kings III

Crusader Kings III

Manor Domicile (Feudal/Clan/Tribal)
254 comentarios
One Proud Brazilian  [autor] 29 NOV a las 7:30 a. m. 
This idea is reminds me of the Red Keep mod for AGOT. Its a very nice idea, basically "adapting" Red Keep mod for vanilla.

Maybe the author of Red Keep will do this at some point. You can ask him about this.
Fallen King 29 NOV a las 6:47 a. m. 
Have you considered making a separate mod like this but for medieval monarchs (sovergeign dukes / kings) where you could build & furnish an actual palace rather than just a manor? Medieval Arts had a mechanic about this at some point but they removed it. There is also the 'splendind palace' you can get as a reward for a legend. But I'd like to be abale to build a special building in my capital that is also configurable.
Nebzy 25 NOV a las 9:34 p. m. 
it appears @T may be correct, i have only touched tribal and feudal in the game so wasn't aware those were base game features.
T 25 NOV a las 6:56 a. m. 
@Nebzy those interactions are base-game (i.e. this mod doesn't change them) and they require both you and the target to have admin gov (for house head interactions) or both you and the target have noble family titles (ingratiate interaction)
redhawk1111 25 NOV a las 6:26 a. m. 
Hello! When creating a personal possession for the Wanua tribe, the Authority drops to level 1 in the laws tab.
One Proud Brazilian  [autor] 25 NOV a las 5:55 a. m. 
Fixed the issue with mandala/wanua govs changing when taking the decision to found a domicile.

On house head interactions, this dont seems to be related. If you can provide more details and testing, I can investigate further.
Nebzy 24 NOV a las 10:52 p. m. 
house head interactions aren't showing up when right clicking on a character is there a specific prerequisite for it other than just the upgrades, ingratiate family isnt appearing neither are the request knights or men at arms ive noticed so far
Takeeh 24 NOV a las 9:39 p. m. 
it turned my mandala government to feudal government in my case
One Proud Brazilian  [autor] 24 NOV a las 4:07 p. m. 
Not a critical issue at least. I will look into it later.
nate 24 NOV a las 3:09 p. m. 
New update made the manor available for mandala but taking up the decision turns my succession law for my main title from mandala succession into confederate partition
One Proud Brazilian  [autor] 24 NOV a las 1:30 p. m. 
A rework of the modifiers and buildings will come on a later data.
One Proud Brazilian  [autor] 24 NOV a las 1:29 p. m. 
Added basic support for Mandala and Wanua govs
-> Mandala can have a Feudal Manor
-> Wanua can have a Tribal Chiefdom
One Proud Brazilian  [autor] 24 NOV a las 5:45 a. m. 
This mod is on the list for rework. When the time come, Mandala and Wanuas will gain domiciles as well.
redhawk1111 24 NOV a las 2:49 a. m. 
Hello! Will it be possible for the tribal rulers of Wanua to build a private estate?
One Proud Brazilian  [autor] 23 NOV a las 1:54 p. m. 
replaced "ruler_designer.txt" with the hotfix
♕⚜✶Destiny_Six✶⚜♕ 23 NOV a las 1:41 p. m. 
T it does fix the issue indeed. Thank you for your time
T 23 NOV a las 10:48 a. m. 
Can confirm that using ruler designer on a feudal/clan/tribal realm will convert it to admin; tracked it down to this file:
common\on_action\ruler_designer.txt

the `else_if = {` block that starts on line 50 of that file is what's causing this, as commenting that block out prevents the government change.

After some testing, I found that putting the line:
location.county.holder = { government_allows = administrative }
into the else_if block's limit fixes the issue.

So starting from line 50, the file wants to look like:

# ... the start of the file ...
else_if = {
limit = {
scope:ruler_designer = flag:landless_noble_family
location.county.holder = { government_allows = administrative } # THIS LINE ADDED
}
# ... the rest of the file ...
♕⚜✶Destiny_Six✶⚜♕ 23 NOV a las 8:36 a. m. 
Hi. At the moment when creating a new ruler mod changes type of government to random, any chance for fix?
One Proud Brazilian  [autor] 23 NOV a las 5:26 a. m. 
UPDATE:
Thanks to @T, many issues related to the domiciles beeing dependent on a "Nomadic Title" may be solved. The domiciles are now "Family Titles"

On a future update, after proper testing, I may allow lower rank AI to also create these domiciles. This may come along with a rework to the domiciles modifiers, since many things changed since the release of Roads to Power (when this mod was created)

The change seems functional! Please, report any issues you find while playing :)

Thanks!
T 22 NOV a las 1:36 p. m. 
/sharedfiles/filedetails/?id=3603710000
that's my code share mod id, I threw my changed files into that mod under the Manor Domiciles subfolder of the mod (the mod doesn't technically work, don't run the mod; it's only for code sharing!)
I marked any change with a "T CHANGED" comment at the end of the line or as START/END comments
One Proud Brazilian  [autor] 22 NOV a las 1:06 p. m. 
OH! Thanks for taking your time to help with this!

It would help if you upload a version of this mod with all your fixes and changes (or a submod wxclusivelly with all files that were replaced), for an easier way to test, compare, copy and paste the files

Thanks!
T 22 NOV a las 11:47 a. m. 
I'll do those changes on my local copy and report back if anything seems to break after some playtime (though I'm over in china, so I might not notice issues lol)

on the bright side, if this works, you'd be able to remove your override on three_year_playable_pulse

....which, by the way, since I'm already commenting, I'll be more of a bother and tell you that according to my understanding of the .info file as well as my own testing, only the effect = { ... } portion of on_actions are overwritten, meaning I believe both your events and random_events blocks in your overwritten three_year_playable_pulse are effectively firing twice
T 22 NOV a las 11:41 a. m. 
yeah, it seems to work for clan and tribe as well, at least after only 5 mins testing
also (maybe obviously but I'll point it out anyway just in case) change feudal to clan or tribe when adding the give_noble_family_title block to each decision
T 22 NOV a las 11:36 a. m. 
Well, since you're already overriding the government types, you could throw into the government_rules part "noble_families = yes", e.g.:

feudal_government = {
government_rules = {
noble_families = yes
...

, then put into the decisions to found the manor, in place of your create_nomad_title and remove yurt buildings the following:

give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = feudal_government
save_scope_as = new_title
}
domicile ?= { gptm_feudal_domicile_set_up_effect = yes }

That gives a landless county-level noble title that comes with a manor with noble_family_succession_law, and it properly inherits, even without using the other mod's decision; I don't know what other effects adding noble_families to each government might have (aside from making the admin tab for noble families appear, but it's blank), but it doesn't seem to crash the game at least haha
One Proud Brazilian  [autor] 22 NOV a las 9:03 a. m. 
Lack of skill and the motivation to work on this particular mod. ;/

If you know how to fix this issue, I would gladly implement the solution on the mod :)
T 22 NOV a las 8:47 a. m. 
Is there a reason you don't add noble_family_succession_law to the domicile?
One Proud Brazilian  [autor] 22 NOV a las 5:04 a. m. 
The domicile is a title, and the partition sucession distributes titles to different heirs (to prevent a single heir hoarding to much titles). Probably this is the reason.
Jick Magger 22 NOV a las 2:13 a. m. 
@T subscribed to it, placed it above this one in the playset, enabled it in-game, still unfortunately is not working.
T 21 NOV a las 12:25 p. m. 
"Subscribe and activate [RIT]Simple Manager - Auto-Appoint Vassal Successor (through a decision) "
Did either of you use the decision by chance? I assume yes, but worth checking! I think the decision tells you what will happen when you click confirm, and so the auto-appoint isn't enabled by default?
nate 20 NOV a las 8:42 a. m. 
have the auto appoint mod installed but i'm not inheriting the manor like previous commenter noted
haerin~ 19 NOV a las 6:40 p. m. 
does this work with AGOT?
sokotofalcon 13 NOV a las 5:58 a. m. 
@forth eorlingas you need to download the mod "[RIT]Simple Manager - Auto-Appoint Vassal Successor" and place it above this one in the playset
forth eorlingas 6 NOV a las 2:46 a. m. 
For some reason on succession the Manor is not inherited along with the county/duchy where its located...
forth eorlingas 6 NOV a las 2:43 a. m. 
How to give the manor county title to primary heir? It randomly goes to other heirs in confederate partition...:steamfacepalm:
Rykhath 6 NOV a las 12:09 a. m. 
Is there plans for this to work for Mandala and Wauna goverment types too?
pedrobuil_psn 5 NOV a las 1:47 p. m. 
amazing mod! could you make a version with more slots? there are a lot of buildings for only 4 slots
Is Simpada, yes 5 NOV a las 1:08 p. m. 
Would also love this being available to mandala <3 Even if it is just the feudal or tribal one
Berry 4 NOV a las 4:41 a. m. 
will you be able to make all the buildings and improvements?
GrimoireODS 3 NOV a las 1:41 p. m. 
Ahh oke, yeahh sad I can't have both, cus dont work together all :CC
One Proud Brazilian  [autor] 3 NOV a las 12:57 p. m. 
@i like big titties (i like too!) - Well done! I will add a link to your mod in the description.

@GrimoireODS - Sure its possible. There is no major incompatibility. But I dont use these mods ;/
i like big titties 3 NOV a las 11:55 a. m. 
I figured it out! The mod should be fully functional with house blocs, aspirations, manors, and you can play as a landless feudal lord.
prusbartek 3 NOV a las 8:34 a. m. 
...and this is only one mod. So i testing clear game 1.18.1 ad only this mod and still doeasn't work...
prusbartek 3 NOV a las 8:23 a. m. 
doesn't work...i playing house head and still doesn't work. Maybe i must change in option panel?
One Proud Brazilian  [autor] 3 NOV a las 6:59 a. m. 
Nice concept! The blocks sure have potential

But unfortunatelly I still do not have any experience with the new japanese govs and their mechanics to offer any assistance, nor opinion ;/
i like big titties 3 NOV a las 6:50 a. m. 
Trying to make a personal mod for myself that takes the mechanics from Japan's feudalism and applies them to all feudal governments. I used your mod as baseline to get manors and restrict domain limit. I also made house aspirations available. However, I can't figure out how to allow house blocs to form in feudal governments. I was hoping maybe you had some idea or could even implement all of this into your mod.

https://steamproxy.com/sharedfiles/filedetails/?id=3599026048
Rilia 3 NOV a las 12:34 a. m. 
tribal variant would be nice, yes. mandala has smaller domain limit (almost like khans), and there's nowhere to build, really :(
One Proud Brazilian  [autor] 2 NOV a las 12:11 p. m. 
I never tested without the dlcs.

What I know is that: RTP adds camp/estate domiciles. KOTS adds nomatic titles that are used as a base to create custom domicile titles for other governments.

If anynone is willing do to a proper testing, we can update the description removing the requirements :)
Johnny 5 2 NOV a las 10:49 a. m. 
for me it works fine without khans
One Proud Brazilian  [autor] 2 NOV a las 5:29 a. m. 
No new content was added.

Maybe I can allow mandala to use the tribal variant. I need to play with the mandala first, to understand them.