Crusader Kings III

Crusader Kings III

Terms & Conditions May Apply
122 Comments
MrVeraguth 11 Apr @ 5:50am 
Dead. Sad.
GAMERFANAT1C 3 Apr @ 12:27pm 
Me when I find a great mod only to realise it's dead: :(
MacIntyre 22 Mar @ 6:16pm 
This was a great idea. I'd be grateful if you updated it.
✠ Lord Friedrich ✠ 10 Mar @ 11:39am 
Update, please
STEEL 10 Mar @ 12:57am 
This mod caused the game to crash upon launch in my modset, I would not recommend using this mod until it gets updated again
finallyciv 25 Aug, 2024 @ 8:11am 
German localization: https://pastebin.com/m78e9Nty
JCourtney 25 Mar, 2024 @ 12:51pm 
Any chance of updates?
Exterminate 11 Mar, 2024 @ 4:27am 
this is not work anymore as of 1.12 update
rat 11 Dec, 2023 @ 11:46am 
PLEASE update
MooBoogie 16 Jul, 2023 @ 4:01pm 
pls update :(
Hendrixx 9 Jun, 2023 @ 5:03pm 
hoping this mod gets revived one day soon
CalicoDJack 7 Mar, 2023 @ 4:40am 
Stilk, are you still planning to update this to 1.8 , maybe when back me up mod is ready ? Please add it with the addition of moving the delegation to a Court Position.
Love the mod, but not being able to use Domestic Affairs on my Chancellor is really annoying :)
Queek Headtaker 26 Feb, 2023 @ 2:41am 
no. hadn't realized that. very sad :(
digitcruncher 25 Feb, 2023 @ 9:39pm 
@Builder @Tucker: Are you guys using the old (1.4.4) version of CK2? This mod has not been updated in a very long time, and might be abandoned.
Builder 15 Feb, 2023 @ 12:47pm 
Confirmed getting same crash as guy below me. Running only this mod.
Queek Headtaker 31 Jan, 2023 @ 8:48am 
i'm crashing when opening the vassal contract screen. is anyone else getting this bug? also the discord invite seems invalidated
ivanmrzv91 13 Nov, 2022 @ 12:24am 
So-o-o...
Question: does it mesh with "Submission to authority"? I mean, if suzerain has high level of authority, will it make greedy vassal more willing to pay higher taxes?
ArKo 10 Nov, 2022 @ 10:10am 
nice mod ! It doesn't seem easy to add adapt with a mod that adds new contracts though. Is there any way to ease things a bit on this side ?
Grimdor 17 Sep, 2022 @ 5:36pm 
I saw this posted on another of his mods so figured I would post it here as well.
Royal Raven Sep 12 @ 9:55pm
I do not think Stik mods will update this soon. He said he is waiting until ModCon is over, which is end of September.
Edaryion 28 Aug, 2022 @ 6:59am 
This mod is amazing. It really should be part of the base-game.
I hope this will be updated to the latest game version.
FishBone 21 Aug, 2022 @ 10:23am 
Stilk, are you still planning to update this to 1.6 with the addition of moving the delegation to a Court Position.
Love the mod, but not being able to use Domestic Affairs on my Chancellor is really annoying :)
Switching Doom 6 Jul, 2022 @ 4:07am 
this one is not up 2 date the game tells me
CalicoDJack 26 Jun, 2022 @ 12:30am 
mate there is a bug or something and in clan contracts you cannot chose iqta or jyzja ?!!??
CalicoDJack 2 Jun, 2022 @ 10:16am 
Mate can you create a version without that deligation thing . Most of the times my vassal end up pay no taxes no levies with all privilege's !!!
fisto the robo 17 Feb, 2022 @ 10:23am 
:rshocked:
Stik' | Mostly Mechanical Mods  [author] 7 Feb, 2022 @ 6:51pm 
Fair warning:
Terms & Conditions May Apply will *not* be updated along with the release of 1.5, and it might be a while before it is, because Submission to Authority is getting a major overhaul, and I have to give it some time before I can asses where TCMA can go from there.
Stik' | Mostly Mechanical Mods  [author] 30 Jan, 2022 @ 12:23pm 
@firespark84 In the update to 1.5, I will move the automation to a Court Position, not to the Chaplain, so you can easily opt in or out of it.

Just a week to go (+ whatever time it takes me to actually update once we get our hands on the new patch)!
Chuckawookie 30 Jan, 2022 @ 10:55am 
But what stops you from negotiating the contracts manually? In my case it was because I used submission to authority also so all vassals started at the lowest option with everything ticked. Each vassal must have a contract and you can think of chancellor negotiation is a penalty for doing it. "If you want something done right you have to do it yourself."
firespark84 30 Jan, 2022 @ 10:28am 
is there a submod that disables auto negotiation? I want to be able to use domestic affairs without my development dying due to coinage rights and not being able to revoke any titles due to granting title protection. also could hooks be more powerful? intrigue lifestyle is almost useless since hooks are so weak for contracts
Stik' | Mostly Mechanical Mods  [author] 17 Jan, 2022 @ 8:31pm 
Someone posted a comment about compat with Warden
Vassal Contract, which I think I've inadvertently deleted, sorry about that.

That'll probably never happen to be honest. Setting this up for vanilla contracts and balancing it is difficult enough, I really can't commit to do it for compat with other mods, sorry.
Stik' | Mostly Mechanical Mods  [author] 17 Jan, 2022 @ 8:24pm 
@Stacdaed I understand, and I need to rebalance that, but my concern is this:
most liege players never grant title revocation protection to their vassals,
and most vassal players get title revocation protection from their liege.

The way vanilla is set up, when a vassal has a hook on their liege, they'll always go for lower taxes first, which is just as absurd.

So there will be balance changes, but in my opinion, chosing automation is an option for those that want to even the playing field with the AI a bit by playing with the same rules.
Stacdaed 17 Jan, 2022 @ 1:15pm 
I really wish there was a way to prevent the automation from giving title revocation protection. I would never give that away, and if I turn the automation on practically every vassal has the title protected. (Worse when I go to undo it, in the negotiation menu it's apparent just how little it got for the revocation protection and I have to either exempt them from levies or taxes to get it back.)
Stik' | Mostly Mechanical Mods  [author] 15 Jan, 2022 @ 1:31am 
@TheLoneWanderer
No sweat, I'm not losing sleep over a dislike ;-) and the OP was a little blunt, but I don't mind them expressing their disappointment.

To be fair, the mod needs some work, and hooks not weighing enough *is* an issue I'm looking to rebalance.

I'm both eagerly waiting for the 1.5 patch, and some tools it'll bring that I can use to improve the mod (most notably script_value breakdown to better convey the logic, and Court Position to reaffect the automation part), and dreading the work that will entail =P
TheLoneWanderer 14 Jan, 2022 @ 8:36pm 
@stik -the vast majority of the community is appreciative of the hard work and all of the effort that people like you put into your mods in order to enhance the game for our enjoyment. That majority realizes that people who develop mods are doing this as an unpaid hobby in their spare time. We hope that juvenile, self-entitled, and ungrateful individuals that have nothing constructive or of value to add to the discussion do not dissuade modders from continuing their efforts.

Trying to make people like this happy never works, they would just find something else that doesn't meet their expectations and whine about it. It's your mod and you can do whatever you want, of course. If people don't like what a modder has created, then they should not use it., there is need to create a toxic environment.
Stik' | Mostly Mechanical Mods  [author] 14 Jan, 2022 @ 4:12pm 
@EVPVP oh, that's where dislikes come from, I've always been wondering who'd go to the trouble of disliking a mod, of all things.

Hooks are worth little, but in vanilla they're overpowered. A claimant gets put on the throne, owes a favor to all vassals that put him there, gets all his contracts renegotiated, and he's screwed.

I can make hooks worth more - but that also will also be true of any hooks vassals or liege of the player might have against them. Not sure that'd be appreciated any more, to be honest.
J 14 Jan, 2022 @ 2:12pm 
hooks are worth nothing disliked
alexivorbond 27 Dec, 2021 @ 5:51am 
I think the auto-negotiations are way too aggressive. I have somehow ended up with most of my major vassals having revocation protection and low/exempt levies and taxes, which weakens me greatly. I think the biggest issue, however, is that hooks are not worth enough in this negotiation system. Often times, the value of one step better for me will be far greater than the value of using a hook, so hooks become useless in negotiation. Something to consider.
Bug Space 26 Dec, 2021 @ 7:22pm 
I thought this mod would be cool but now random vassals have title revocation rights and I can't revoke titles after they rebel :|
Stik' | Mostly Mechanical Mods  [author] 18 Dec, 2021 @ 9:26pm 
@Chuckawookie It was intended, but I designed it before TCMA, when you could change your vassal's contracts at the cost of Tyranny - which TCMA doesn't allow for.
So there's definitely a design issue I had totally overlooked, and which I'll have to solve somehow!
Chuckawookie 18 Dec, 2021 @ 1:34pm 
@Stik'
It's not a hard block but a soft block. Sure I can negotiate but the vassal has exemption from taxation and levies with title revocation and war declaration. Thus the vassal will never accept any proposal. Plus, when I finally unlock coinage rights all of these vassals will get it automatically from chancellor because it's the only way they will accept more tax or levies. This completely destroys capital development with no real way to improve the situation. All I'm asking is, is this intended? If so I'll manage.
Stik' | Mostly Mechanical Mods  [author] 17 Dec, 2021 @ 8:39am 
@Chuckawookie As far as I know, setting the contract according to the Authority level default shouldn't prevent you from negotiating it afterwards, but maybe I overlooked something. I'll look into it.
Stik' | Mostly Mechanical Mods  [author] 17 Dec, 2021 @ 5:46am 
@JvJ At least it will make it properly optionnal, and not interfere with the council task it's currently tied to.

I'm honestly fine with auto-negotiation being less optimized than manual negotiation - that's the whole point of delegating vs micro-managing. But there are things I need to tweak, for sure.

Tying the system to a Court Position will also enable giving that position to different characters, which could be a way for the player to influence the outcome of those negotiations. For example, a Marshall negotiator would aim to maximize levies, a Steward negotiator would aim to maximize taxes, a Spymaster negotiator would never trade away Title Revocation Protection, etc etc.

1.5 also comes with script_value breakdown, which will enable me to display the math, and why the AI is willing to trade for specific obligations, which doesn't appear anywhere at the moment, and explains some of the frustration I think.
Chuckawookie 17 Dec, 2021 @ 5:25am 
@Stik' Yes I am and that might be it. How does one negotiate contracts then? I thought submission got raised when you negotiated a contract in your favor.
JvJ 17 Dec, 2021 @ 3:13am 
Honestly I don’t think moving the auto negotiation to a dedicated slot would even fix the issues at hand, the function itself is very often detrimental. I think I’d much rather the auto negotiate option be sort of a delegate feature where they can give you extra weight in negotiation if they have had previous good dealings with the vassal (reverse applies too). The weight feature can probably work like an extra hook or it just adds or removes weight to the vassals predisposed preferences.

I know the feature was brought in to lessen micro management but I actually think it adds more as previously the player would just ignore smaller vassals but now they have to actively check them and try to reverse the auto dealings results.
Stik' | Mostly Mechanical Mods  [author] 16 Dec, 2021 @ 11:12pm 
@all Automatic negotiation will be moved to a dedicated Court Position in the update for 1.5, but not before that I'm afraid.

Also I'm rather OK with the balance I struck on a global scale regarding obligations, but on a ruler level things will always seem lopsided. I'll try to rework the AI logic to introduce some randomness, instead of always going for what he wants the most.

@Chuckawookie are you also playing with Submission to Authority? Because that mod changes the default contract depending on your current Authority level.
Greg the Egg 16 Dec, 2021 @ 9:23pm 
I second @JvJ's suggestion to remove the automatic negotiation. As Byzantine emperor you have a lot of vassals (mostly duchy level) so now my capital is sitting at -50% dev reduction because the ai just keeps handing out coinage rights. I didn't mind when it was at 20% but now thats about 25 vassals with coinage rights... thats basically all of them. I honestly wouldn't mind being able to set a required or "desired" level of contributions. But a toggle for the auto chancellor would be excellent. I like the idea of each person having different priorities, but the game just isn't designed around this concept at the moment.
Chuckawookie 16 Dec, 2021 @ 7:51pm 
On second thought it seems even newly vassalized counts start with none and exempt plus title revocation. Can you reproduce the issue or should I start looking for mod conflicts?
JvJ 16 Dec, 2021 @ 3:39pm 
I will say i really dislike this "Players can also delegate vassal contract negotiation to their Chancellor to cut down on micro-management!" as having a good chancellor means they will automatically negotiate "good" agreements fairly often and by good and i mean giving everyone under the sun coinage rights/fortification rights and guaranteed council rights.
The coinage and fortification rights legit cost me more money than they are worth when given on mass.
Council rights.... i really shouldn't have to explain this one, 16 year old heir takes over an empire and within a single year 3 of my council have been swapped out and cannot be removed. Real good timing for a fresh ruler to a 26 kingdom empire. Those slots were reserved for powerful vassals.

I do like the mod but please release a version without the auto contracts when assigned to domestics affairs, that chancellor action is very useful and im basically being forced to play without it.
Chuckawookie 16 Dec, 2021 @ 3:08pm 
@woods125
Yes exactly I came here to report this. Not sure if this was intended but AI always picks the most beneficial option for its vassals so no taxes and no levies with all good things checked. I never noticed for months because I would always rebel against my liege and form my own regions so vassals started at normal. However if you take over existing dukedoms or kingdoms the vassal contract starts where AI left it, at 0, leaving us no way to ever gain anything from that vassal.
woods125 16 Dec, 2021 @ 7:36am 
This mod is a great concept but I think needs some balancing. For example, as a Feudal duke I took over a count and vassalized. His contract was automatically set at no contribution for levies and tax, and they had title revocation protection and council spot guaranteed. I'm unsure why it was at these levels, maybe the previous lord had it that way. There was not a single combination avaialble that the vassal would agree to in order to get taxes or levies to even a low contribution, and I even had a weak hook on them.