Crusader Kings III

Crusader Kings III

Active Courtiers
199 Comments
Altsinn 26 Jun @ 1:26pm 
Thanks for the confirmation. I don't expect AI will always be great but I constantly see some bizarre choices e.g. compassionate/honest/just guardians for children with the intrigue focus when better candidates are present. I will welcome any improvements :)
pharaox  [author] 26 Jun @ 12:27pm 
@Altsinn All events apply also to AI. This was one of the main motivations behind the mod, see the description.
This doesn't mean AI will be consistently great at choosing guardians, as for performance reasons events for AI are less frequent, and will not fire if a guardian has been already chosen. From the statistics I collect I see the guardian event firing ~300 times for the first 10 game years (867 start), with the default rules.
Altsinn 25 Jun @ 10:54am 
@pharaox - great mod! One question though. Do guardian events apply for both player and AI or is it a player only feature? I’m asking cuz vanilla AI do a very poor job in this area and better evaluation would definitely help it to get a better heirs/talent pool
󠀡󠀡 12 Jun @ 4:46pm 
Gamecganger
pharaox  [author] 15 May @ 11:24am 
@AlphaUK Yes.
AlphaUK 14 May @ 1:23pm 
can this be added later in a game?
pharaox  [author] 14 May @ 11:43am 
@Mr Maca These are two completely unrelated mods. Setting interaction acceptance to original is recommended you are using mods that change the marriage acceptance by AI, so with that mod probably yes. The "Better Marriage (AI)" mod however seems to be out of date, so I wouldn't use it at all, since AI marriage acceptance has changed both with 1.15 and 1.16.
Mr Maca 13 May @ 2:59pm 
If i use both should i set interaction acceptance to original?
Mr Maca 13 May @ 2:44pm 
Is better AI marriage necessary with this mod or is this a replacement?
pharaox  [author] 2 May @ 4:41am 
I just released version 0.9.0. This version is compatible with CK3 1.16.x, if you are still on 1.15.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
-=Illumifant=- 1 May @ 3:05am 
Does this mod need to be updated for the latest DLC?
pharaox  [author] 4 Apr @ 11:05pm 
@败战庭女皇奥古斯塔 I doubt this. This mod doesn't touch any vanilla logic, just adds events. The AI rulers marriage decision making is not even governed by script as far as I can tell, and so not moddable.
pretty sure the mod causes governors to not get married. several of my governors won't get married even in their 40s. but when I turn off this mod they immediately get married
pharaox  [author] 30 Mar @ 5:23am 
@skywalker Good to know, thanks!
skywalker 30 Mar @ 12:28am 
So I tried it on EK2 and it works fine
curetonissac 29 Mar @ 6:10pm 
Curious about ek2 compatibility aswell
pharaox  [author] 28 Mar @ 11:03am 
@skywalker See the compatibility section above. Never tried it, depending on what changes EK2 makes to vanilla it could by anything from mostly compatible (except evaluating characters for EK2 court positions) to crashing on startup. You could give it a try and let me know.
skywalker 28 Mar @ 8:13am 
Is this mod compatible with EK2 ?
pharaox  [author] 27 Mar @ 10:14am 
@TdizzleGod Yes.
TdizzleGod 26 Mar @ 5:54pm 
is this mod savegame compatibe
Friedrich 26 Mar @ 7:32am 
Could you please tell me which files should be modified to allow barons to find spouses for their children?:steamhappy:
pharaox  [author] 24 Mar @ 2:47pm 
@shay Still, this mod doesn't aim to change vanilla design decisions, even if questionable. There are other mods for that.
shay 23 Mar @ 12:00pm 
@pharaox Thank you for answer. So this is not entirely true: if a close relative of your courtier (sibling, parent, or something like that) becomes a landed character, they leave no matter what. They can have a council or court position at your court, but they'll leave even if they had no position at their relative's court, and even if their relative has a lower/much lower status than you. There is no way to get them back without cheating. Even if you force them back with some cheat mod, they'll leave again after a short while. Then, after a long while, when they have no position at their relative's court, your courtier brings them back. You give them position again, but in a while they'll remember that their relative has a title, and they leave the position at your court and go back to their relative, and so on. So even a setting that prevents courtiers which have a court or council position from leaving would be fair I think.
pharaox  [author] 23 Mar @ 10:17am 
@shay Thanks for your feedback! I would rather not add such an option, even if it's possible. Courtiers leaving is a "feature", not a bug, to keep them you need to give them a reason to stay.
shay 22 Mar @ 11:28am 
So I am frequently end up recruiting the same people over and over again: they leave my court, then a courtier recommends them to bring to court again. Any way to add setting that courtiers do not leave your court no matter what? I know that's unrealistic, but that would be great quality of life help. Otherwise, the mod is fantastic, thank you for your work!
無壹 13 Mar @ 9:07pm 
@pharaox So do the [travelers]👋
pharaox  [author] 13 Mar @ 2:00pm 
I just released version 0.8.0. This version is compatible with CK3 1.15.x, if you are still on 1.14.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
pharaox  [author] 10 Mar @ 11:25am 
@無壹 Thanks! Updated.
無壹 9 Mar @ 6:46am 
@pharaox Hey pharaox, the old link of Chinese translation is abandoned, latest link is: https://cs2bus.com/sharedfiles/filedetails/?id=3090564070
cuomo860 24 Jan @ 9:27am 
@pharaox @paintbox When doing the "Relation of Weddings Expanded" mod I figured because I used the Travellers mod, it was just as easy to have these types of events fire 10-20 days after the initial event. This allowed most cases for a person to arrive or at least made it reasonable that they communicated "on the road" ahead of them.
pharaox  [author] 24 Jan @ 8:48am 
@Paintbox Thanks for the feedback. I will consider this for the next version, meanwhile you can just disable the jostling events via the game rule if you find them annoying. This will affect AI as well, but I don't think this is much of an issue.
Paintboxer 21 Jan @ 12:46pm 
Figured out it is the "Jostling setting", would it be possible to add game rule to seperate for Ai and Player as an option? Great mod btw, can't play game without this and your Travelers mod is some of my favourites.
Paintboxer 20 Jan @ 2:21pm 
Love this mod, but only problem I have is how invited courtiers ask for a position right away with most of these events. Can get annoying as for example, when playing with travellers mod, I have a random stranger who hasn't arrived at my court yet demanding to be on my council. Already get a hit on their opinion of me before they even arrive. I looked through the game rules, would lowering the invitation event frequency help?
Excuse me Sir? 15 Jan @ 6:37pm 
Thanks for the kind reply. The problem was with the new vanilla events "Bound Together" and "A Follower's Heart".:steamhappy:
pharaox  [author] 15 Jan @ 11:28am 
@Excuse me Sir? Active Courtiers events "Courtier Requests to Marry" are checking "marriage consaguinity" religious doctrine. The new vanilla event "Bound Together" is not (just checked). So you are either seeing the vanilla event, or the faith the courtiers has a very permissive consaguinity doctrine.
Excuse me Sir? 14 Jan @ 11:02pm 
Sometimes the courtier who requested the marriage wants a spouse who is his older sister in the family.
Is this a problem with this mod or an event in the ep3 dlc?:steamsad:
Chewy 6 Jan @ 8:36am 
nah its cool, it was another mod that got an update and broke several other mods in my ~200ish modlist... lol
pharaox  [author] 6 Jan @ 8:15am 
@Chewy What exactly is the issue you are experiencing? I am afraid I can't provide a general guideline. As mentioned, the mod does not modify any vanilla files so load order doesn't matter, and it should be compatible with anything except for mods that remove vanilla stuff or modify it in unexpected ways. I am myself using the mod with CFP and RICE (and a few other popular mods) without any issues.
Chewy 5 Jan @ 5:52pm 
Mod is not working for me for some reason; i suspect it might be a load order issue. Could you provide tips or maybe even an extended load order list tho those who have an extensive modlist? This should, in general, be on the top up or top down the list? what about EPE/CFP/RICE interactions?

Thanks
CROW 28 Nov, 2024 @ 12:10pm 
Tx
pharaox  [author] 28 Nov, 2024 @ 7:40am 
@CROW The mod is updated to CK3 1.14 since 4 Nov. In the last 2 CK3 patches there have been no changes in that would require updating this mod. If you have any specific issues, let me know.
CROW 28 Nov, 2024 @ 7:19am 
Update pls
finallyciv 18 Nov, 2024 @ 11:49am 
Thank you @pharaox, I will try out the game rules!
pharaox  [author] 18 Nov, 2024 @ 9:13am 
@finallyciv Instead of disabling the mod, you could adjust the event frequency for players via the game rules, or disable specific events if you don't want to have them fired at all.
As previously explained, no default frequency is good for every situation, so use the game rules to your advantage.
finallyciv 15 Nov, 2024 @ 8:18am 
I am currently playing a game as a catholic ruler and am getting a lot of suggestions and requests - too much so that I had to disable the mod. I noticed the change too!
Ahoyande 12 Nov, 2024 @ 7:08pm 
PHARAOX oh wow I didn't know. That's definitely the issue. Thank you!
pharaox  [author] 12 Nov, 2024 @ 9:16am 
@Ahoyande Your religion might be male-dominant, but it's the religion of the courtier that matters for this check, not yours. I guess you simply have a lot of courtiers with "Equal" gender law in your court.
Ahoyande 12 Nov, 2024 @ 6:05am 
PHARAOX I'm getting lots of matrilineal marriage requests since recent updates. My non-dominant gender request rule is set not Not Allowed and my religion is male-dominant. I never had this problem before recent updates.
pharaox  [author] 4 Nov, 2024 @ 1:39pm 
I just released version 0.7.0. This version is compatible with CK3 1.14.x, if you are still on 1.14.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
pharaox  [author] 3 Nov, 2024 @ 1:19pm 
@Dad needs a Beer Many thanks, I am really glad you like it!
@finallyciv Thanks a lot for translating!