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CK3 1.16 - Khans of the Steppe - Compatch #2589
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CK3 1.16 - Khans of the Steppe - Compatch #2589
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- Added "inspired_by" cost modifier to converter's tradition_ekvopetobos for venetic culture. - Updated the 00_regional_custom_localization.txt and 99_fr_custom_loc.txt files from blankMod to include latest base game changes. - Made it so d_cult_of_humban doesn't use the custom nomadic naming system. - Edited preserved CK3 characters (for now only got easter egg character changes) - Added head_determination pillar to all converter cultures, using what seemed appropriate for each culture. - For all converter cultures that used the Horse Lords Tradition, I replaced those with the Devoted Horsemanship Tradition, added with Khans of the Steppe. It seems like the tradition is available to everyone regardless of DLC ownership, and all vanilla cultures that used Horse Lords had that tradition commented out and/or replaced (typically with Devoted Horsemanship)
- Added in a mapping to vanilla CK3's `nomad_government`, giving it priority over TFE's version. (Still need to enable the DLC check for the mapping once that properly gets added to converter) - Added `magi_descendant` legend seed to be removed. (This could be left in if its conditions are modified) - Updated version.txt file for CK3 1.16 - Updated blocks of code already in removable/replaceable_file_blocks.txt where it gave errors from script changes. (Still need to go through all of the new additions to the files to see what else should now be removed)
- Adjusted some of the governorMappings since the 1.16 update removed some titles. There might be better mappings than what I chose, but they should be good enough for now. - Went through most of the script files added/updated with the 1.16 update and added parts that I figured were relevant to the replaceable/removable_file_blocks.txt files. I might have missed some things that should ultimately be removed, this is just what I noticed at first glance. -- When adding parts to the removable/replaceable_file_blocks.txt files, I added a few parts relevant to the Temujin story cycle since they reference his specific character ID. I wasn't sure if this would cause any issues with a converted save, so I tried either removing them entirely or making them impossible to trigger. This could all be edited/removed if its not necessary. -- Parts of the code I setup to be removed are for the tributary relationships that are predefined in the game, so that when we add tributary conversion to the converter they shouldn't conflict. We can likely just have the converter overwrite that scripted_effect since its already setup to trigger at game start. - Made it so that some of the Great Steppe/Nomad content won't be useable, like not allowing the expand_the_steppe_decision and not allowing the extra Nomad regions to start, since we are likely going to rework a bit of that stuff.
- Added base game's nomad_government mappings to Terra-Indomita's Steppe governments. - Made Terra-Indomita's yamato_empire map to Administrative, if applicable, since the early Yamato state was a little more Administrative than Feudal. This will likely change was All Under Heaven comes out (along with the Chinese governments' mappings)
Some more notes. As it is now, the main things I know that still need to be added are:
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Ideas for IMP-CK3 Nomad Region Setup.docx I tried out seeing how the map could be split between subregions for a map-wide Great Steppe situation. Here are some of my attempts, and other info regarding it. Have no clue what would be the best way to split it up, just tried making roughly the same sized subregions (county-wise), trying to just use predefined geographical regions. UPDATE (May 5):
Ultimately, this could be handled in a separate Pull Request after the initial 1.16 compatch stuff is put out. Especially if we decide to try out the .liquid file frontend option feature for the converter I mentioned in the Discord, we could maybe easily handle setting up the Great Steppe situation using that. |
- Removed unnecessary parts of replaceable/removable_file_blocks.txt files that removed references to the predefined Temujin character, and instead moved him and his wife Borte to the ck3_characters_to_preserve.txt file - Further modified the split_roman_empire_decision so that when choosing a landed powerful family head or powerful vassal to be the emperor of the ERE, it requires that they have their capital be in the custom ere region, to prevent someone nowhere near the region becoming the emperor and bringing random land along with them. - Further modified the restore_roman_empire_decision so that it requires you to be the only character holding e_byzantium/e_western_roman_empire so one half of the empire can't restore Rome while the other remains independent.
- Renamed IRToCK3_admin_game_start.txt to IRToCK3_titles_game_start.txt, and added to new game start on_actions, one that fixes a minor naming issue with the Roman Empire, and another that makes sure Nomads and Herders at the start of the game have their proper holding. - Add WRE title's adjective and article loc keys - Add a part to the replaceable_file_blocks.txt file that makes sure to add Siberia to the custom ere region, since the base game leaves that region out for some reason, and it would cause a weird gap if the decision to split the Roman Empire is taken while it holds land near there - Redid the Split Roman Empire decision so that when choosing who should be the ruler of the ERE, it properly focuses on choosing a ruler actually in that region to prevent someone nowhere near the region from becoming the emperor and bringing in their land with them. I also expanded the selection of who can be chosen as the emperor to better prioritize rulers in that region with the same government as the Roman Emperor, but it can choose someone else if no one fits those requirements.
Some more thoughts/notes, mostly unrelated to the Nomad stuff:
I've tested, both these ways work, the first just takes less lines and might be easier to code, the second is just easier to read. This just makes it easy to check for that specific variable to be certain that the character was actually a filler character. This could make some stuff easier, like forcing the filler rulers to be a certain government under certain conditions.
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- Added game rules to allow players to decide whether Imperator tags can stay as Nomadic, and how the government of filler rulers should be setup. Also made an event trigger at game start to alert players of these game rules. - Setup a game start on_action that destroys the Papal States and makes Catholicism have no Head of Faith at game start. This should prevent the "Dismantle the Papacy" decision from being available at game start, but will allow Catholic characters to properly setup the Papal States on their own. - Modified the "Restore the Papacy" decision so if the Papal States never existed before, then it's localization goes along the lines of "Setting the Papacy" instead. - Changed the names of the `saxon` and `old_saxon` cultures, so `old_saxon` now is localized as Saxon, and the `saxon` culture is localized as Saxonian, since it was weird having a culture called "Old Saxon" appear in game. - Gave Gothic culture "Malleable Invaders" tradition to make it more in-line with the base game culture, but still allowed it to replace the base game culture since it changes stuff like the heritage. - Made sure that the converter Hunnic culture replaces the base game Hunnic culture since the base game version now has most of its traditions removed. - Re-enabled the Great Steppe/Nomad content previously disabled (like the expand the Steppe decision, and the extra Nomad regions), at least until a better alternative has been determined. - Disabled the `unify_italian_empire` decision since it doesn't make sense with history being different. - Modified the `dismantle_papacy_decision` so that it checks that the Pope is unlanded instead of unplayable. That seems to be what was intended, it just makes it a little confusing when reading the description in game.
Removed game start on_action that destroys Papacy at game start and makes Catholic have no Head of Faith. Instead, now have the "Dismantle Papacy" decision check that Catholic has no active Head of Faith.
Made it so you need the Pope as a prisoner, to prevent the decision from being taken right after game start. Will likely need to be modified once a better idea is determined.
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LGTM!
Closes #2586
Changes so far:
Updated CK3 version to 1.16 in version.txt
Added cost reduction for taking converter's
tradition_ekvopetobos
if inspired by culture (something new all traditions have now).Added updates to the
00_regional_custom_localization.txt
and99_fr_custom_loc.txt
files.Added
can_use_nomadic_naming = no
to thed_cult_of_humban
title since the Head of Faith titles all seem to have that now.Updated/added easter egg characters and the predefined Temujin and Borte characters to list of characters to preserve.
Added
head_determination
pillar to all converter cultures, making it Herd or Domain based off whether they historically seemed more Nomadic or not.Replaced
tradition_horse_lords
in converter cultures withtradition_devoted_horsemanship
, as it seems this was added in as a replacement tradition. From testing, it seems liketradition_devoted_horsemanship
is still available even without the Khans of the Steppe DLC so it shouldn't cause any issues, though that could change with future patches. Althoughtradition_horse_lords
does get added to some of the cultures it was removed from at game start if the Khans of the Steppe DLC isn't loaded.Updated government_mappings:
nomad_government
, giving it priority of TFE/ROA'snomadic_government
.yamato_empire
map to Administrative if they are a Kingdom/Empire and have Roads to Power, since the Yamato state seems to have been more Administrative than Feudal at that time period. This will likely end up changing once All Under Heaven comes out.CK3 1.16 removed some titles, so I updated the governorMappings to account for that.
mobei_region
mapping is only valid with Terra-Indomita, so that might need to be changed depending on what the CK3 Asia map mods do when updated, and later when All Under Heaven releases.Added the new
magi_descendant
legend seed to be removed for now.Updated the removable/replaceable_file_blocks.txt files:
setup_tributaries_effect
that handles setting up all of the predefined tributary relationships at game start. I have set the contents of that effect to be removed, so now when it triggers, nothing happens. This could then be used to set up all of the tributary relationships converted from Imperatorexpand_the_steppe_decision
doesn't show, and made the extra Nomad regions not trigger (regardless of game rule) since that stuff will likely all be reworked. Depending on how we handle the Great Steppe/Nomad stuff, this might need to be changed.restore_roman_empire_decision
so that it now requires you to either hold bothe_byzantium
ande_western_roman_empire
, or be the only one holding one of those titles, to prevent one half of the empire restoring Rome while the other remains independent.split_roman_empire_decision
so that when it chooses who should become the new ERE emperor, it makes sure it chooses someone actually in that region (preferably with the same government as the current Roman Emperor). To account for the possibility that there might not be many available candidates in the custom ere region, I also expanded upon who can be chosen as the Emperor, with the order of who can become emperor now being: Current Co-Emperor -> Powerful Family Head -> Powerful Vassal -> Any Vassal -> Courtier. This should hopefully prevent people who are no where near the region from becoming the new emperor, bring their distant land into the ERE with them.split_roman_empire_decision
. This means that if, somehow, the Roman Empire owns land near there, you can end up with the WRE owning Siberia, nowhere near the rest of their lands. To fix this, I added a part to the replaceable_file_blocks.txt file that makes sure Siberia is properly added to that region.Added the title adjective and article loc keys for the WRE title
As it is now, because the converter copies over the name of the tags from Imperator to overwrite the title's name in CK3,
e_roman_empire
will typically convert over as "Rome". However, because the article loc key for the title stays the same, and because the converter doesn't set the title to use definitive form, it will typically end up being called "Empire of The Rome", "Imperium of The Rome", etc in game, which is obviously a little weird. I just setup a game start on_action to force the title to use definitive form and had its loc key get overwritten, so now it properly shows up as "The Roman Empire" in game (following the format of how the other Roman titles are setup). This can obviously be changed/modified if needed, just something minor I noticed.Renamed IRToCK3_admin_game_start.txt to IRToCK3_titles_game_start.txt in the blankMod, added the game start on_action for fixing Rome's name (mentioned above), and also added a game start on_action that makes sure Nomads/Herders start with their proper holding type.