3 Subscribers
5
The mechanics includes:
- Forming Legions
- Restoring the Praetorian Guard
- collapsing mechanics
- Economic Stability
- Grand Raids
- Caliphate Authority
- Zakah
The governments added are:
- Imperial Cult
- Bureaucratic
- Autocratic
- Latin
- Legionary
- Eranshar
- Nomadic
- City-State
- Caliphate
- Islamic
- Gupta
Bureaucratic, Autocratic mechanics:
- A senate mechanic for whoever either controls rome or byzantion
- 3 new law sets
- 3 competence levels that simulate the empire's collapse (see below for a guide)
- New vassal contracts
- New legion system and a "restore the praetorian guard" decision
- Centralization laws for vassals that affect your relation with the emperor and incorporates a couple decisions like "Claim Throne" if you are fully centralized
- Autocratic governments is for provinces that broke away from the empire. They can restore the empire if it's fully collapsed and acts as a mini-empire
Eranshar Mechanics:
- new "Eranshar Authority" law set
- New vassal contracts like Centralization and Religous and Cultural enforcement
- Eranshar Bureaucracy can be formed if you are Zoroastrian and become Sayonshant
Nomadic:
- Nomadic Authority law set
- Grand Raid cb
- Nomadic Migrations cb
- A bunch of modifiers to better simulate nomadic realms/laws
City-State:
- City-States have "Economic Stability" which is affected by long term net income and can be amazing for your realm or very detrimental
- City States also are limited to 1 county
Islamic:
- Select a preferred caliph to increase his authority and send him your zakah
- All new vassal contract with islamic taxes and levies, caliphate zakah rights to enforce where your vassal's zakah ends up, jizya obligations and dynastic autonomy
- ability to reform into a caliph
- succession and special contracts provided by Muslim Enhancements! go play their mod or I'm banning you
Caliphate:
- Adding to the islamic government, caliphates get access to 2 new cbs: Claim the Caliphate for pretender caliphs and Jihad
- Caliphs gain access to caliphate authority which is tied to cbs and zakah and gives great modifiers
- Caliphs can dictate where exactly their subject's zakah goes
Gupta(has to be reformed):
- Gupta vassal contracts go from high levies and no taxes to high taxes and no levies
- Gupta Centralization replaces crown authority
- Gupta subjects care about your nobel blood and will dislike if you are of a lowborn descendant
I'm sure I missed something so if you notice something, please let me know :)
Each competence level can change by a bunch of variables and I'll list them here
Military:
-If you are an empire and have less than 3000 in numbers, you start losing competence depending on how much under 3000 you are
-Each legion gives 15 competence (You start with 1500)
-Your maa should be more than half of your levies/1000
the factor for the last one depends on if you reached the maa limit or not
-Allies are very helpful
Civic:
-Counties with development higher than 20 are very helpful
-Counties with less than 5 development are detrimental
-Vassal Centralization is helpful and decentralization isn't (Vassals are more likely to centralize if they like you)
-Building 3 buildings or more in provinces is very useful
-Having control less than -10 is very bad
Diplo:
-County opinion higher than 70 is really really good
-County opinion lower than -10 would affect competence badly
-Allies are helpful
-Vassal opinion is very very important and will probably be the main cause for rise/decline. You need opinion above 60 to raise and opinion under -30 to lower
And for people who don't want to care about competence:
effect change_variable = { name = mil_comp add = 1000 }
effect change_variable = { name = civic_comp add = 1000 }
effect change_variable = { name = diplo_comp add = 1000 }
Compatibility:
Even though I try to make this mod compatible, government mods will probably not work with this mod. Also, I added a few additions to some CB files to reduce nomad war cost so that might prove some mods incompatible
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS