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Thread: Kingdoms, Empires and Republics | Released Beta2.7 -- 9/3/14

  1. #1

    Default Kingdoms, Empires and Republics | Released Beta2.7 -- 9/3/14


    Included in TITANIUM

    Hi guys im working in this minimod that improves the roleplay of factions historically different governments.

    What it does?
    This adds some traits and ancillaries to represent the different somewhat historically correct governments of the various factions present in the campaign.
    You have the Maritime Republics of Genoa and Venice, the Electoral Monarchy of the Holy Roman Empire, the standard feudal Kingdom of France and The Roman/Byzantine Empire with its ancient traditions, bellow is a better description of what is being done.

    - Holy Roman Empire: as an Electoral Monarchy you have electoral princes who along the current ruling royal house are the legitimate candidates for the throne, any outsider that ascends to it, will be considered an usurper. There can only be 7 Elector Ancillaries and 3 of them will be given to Bishops, you can later transfer the elector ancillary to anyone you want.
    These Elector ancillaries act somewhat similar to theNHA giving to their holder an Prince-Elector trait that boost the Authority attribute increasing the probability to become the next heir, if a same Family Member holds two or more Elector Ancillaries his trait will improve to Favoured Prince-Elector increasing even more the chances for being the next heir. For Bishops the Elector Ancillary will make them immune to heretics and increase their personal security (makes them harder targets for assassins).

    Elector Ancillaries Sample

    - Byzantine Empire: Blood lines do play some role but is not as significant as in normal kingdoms. There are no regents, only legitimate emperors and usurpers who can be legitimized if they are competent enough. They have access to a Next Heir Orb to choose the next heir (second in line of succession). Stainless Steel already includes much of the Romano-Byzantine roleplay elements so nothing else is being added or changed, only the military rank system has been tweaked a bit with the addition of faster advancing through ranks with military victories and some miscellaneous as the Triumph trait.

    These no longer have family trees and their leaders are chosen from their generals and governors, depending on their actions each general earn or loses favour from the government councils which are the real rulers of the republic.
    - Venice: ruled by The Signoria or Minor Council, there is a political career system that increases the authority of a general over time making them better candidates to become the Senior Consigliere (Faction Heir) and then the Doge itself. Political offices of the venetian republic come in two types, the 1st that can only be gained in the capital that improves the favour of the signoria and 2nd which can be obtained in far away territories that increase governing skills to minimize the negative effects of long capital distance thus encouraging maritime expansionism.
    - Genoa: ruled by The Comune, similar to venetians the comune offers a political career system but with its own genoese flavour . Since Duxe was a title adopted in the 14th century, Genoans will have instead, Podesta(Faction Leader) and Capitano del popolo(Faction Heir), the political career offers the posibility of being elected as consul which can only be elected if far away from the capital, encouraging the maritime expansion. Consuls have improved governing skills that minimize the effects of long capital distance.
    - Novgorod: ruled by The Veche, this is the most simple system, is almost identical to that found in Battle for the Baltic's Novgorod. Generals just compete for the Veche favour for being chosen the Knyaz heir. Novgorod has some unique traits, Posadnik trait which improves governor skills and Tysyatsky Bogatyr which is earned by appointed commanders that win many heroic victories. This might be expanded further to add some interesting traits or ancillary for the Ortodox Bishops which historically held an important share of power in Novgorod.

    These includes the rest of the factions without any special government and remain largely unchanged from vanilla SS, the single major change is that there cannot be regents younger than 45 years old as otherwise will be considered usurpers generating discontent among the nobles and risk of civil war. Also kingdoms can use a Next Heir Crown to choose the next heir (second in line of succession).

    Additional to all government systems, there also a culture unique military set of traits and ancillaries that work like a mix of the byzantine military career and the "royal appointments" already in Stainless Steel.
    For example Iberians will get Alferez Real Instead of High Lord Marshall with some subranks as Adalid and Almocaden, each with its unique bonuses. West Europeans will have Castellans who excel in siege warfare and much more!

    Now also incorporates the extra features of my other submod Viva La Rebelion Expanded:
    Independent States (Rebels):
    Rebel Faction and subfactions have been improved to look more like Independent smaller realms and have the following changes:
    - Can marry your princesses to independent generals and thus integrate them into your royal family.
    - Can take rebel generals as captives - release, ransom or execute them at will.
    - Revamped rebel subfactions names
    - More aggressive behaviour in Campaign AI

    New Rebel Symbols

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    Civil Unrest:
    simulates the struggle of power that ensues when a new Faction Leader rises to the throne, the level of unrest and how much it will last depends largely on the FL Autority attribute, this can make some of your generals quite disloyal but popular with the population or the contrary very loyal but very unpopular, these traits have effect only while the Unrest last and if the Faction Leader shows too much incompetence it can lead to Civil War.

    Also Major Cities will suffer from unrest when conquered by another faction than their original owner
    this negative public order effect will dimish as turns pass but can be re-ignited if a new Faction Leader
    is percieved as weak.

    Civil War notifications added, these work in conjunction with Faction Leader Deaths notifications, so you will know when a faction has succession problems.

    Extras (for BETA3):
    - Slower religious conversion, reduced to half speed.
    - Tax and Trade income reduced to 60%
    - Loans, your faction leader will be able to take loans from other wealthy noble families or merchant bankers.
    however while taking loans can be a quick way of amassing a good deal of money it will cost you a lot more in the long run
    if you do not repay your debt in a short time, also taking too much loans can damage a leader's authority and the loyalty of his
    fellow noblemen.

    For the re-emerging factions you still need to get Viva la Rebelion! core

    Oh and of course this should be compatible with any vanilla SS submod that doesn't heavily alter export_descr_character_traits.txt, export_descr_ancillaries.txt and descr_strat.txt (specifically Venice, Genoa/Milan and Russia/Novgorod parts). When i say "heavily alter" i mean removes or rename already existing government traits such as FactionRegent, etc.

    Beware this is still a BETA
    *Not save game compatible*
    Highly Recomended:
    SS6.4 Bugfix Compilation

    Old Versions:
    KER BETA 1

    Open to any suggestions and Ideas

    Feel free to do whatever you want with this, just remember to put me in the credits
    Attached Thumbnails Attached Thumbnails elector_anc.jpg   civil_war_me_end.jpg  

  2. #2

    Default Re: Kingdoms, Empires and Republics

    I'm getting closer to a release
    although this 1st one will be probably only for Early Campaign
    Venetians are a lot more fun to play with this

  3. #3
    Lifthrasir's Avatar A Clockwork Orange
    Content Director Patrician Citizen

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    Dunkirk - France
    Blog Entries

    Default Re: Kingdoms, Empires and Republics

    Looking interesting. I look forwards to see it.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader

  4. #4

    Default Re: Kingdoms, Empires and Republics

    In the HRE, if a Prince-Elector loses an election will his loyalty be negatively affected?? Will any other political systems be complicated in this way? It would augment Viva la Rebellion nicely

  5. #5

    Default Re: Kingdoms, Empires and Republics

    Hmmm I kinda like that, unfortunately because of game limitations I cannot make that when a new Heir is chosen all other characters with an elector orb loose loyalty.

    However i think i can include a loyalty loss when a character is striped of his electoral orb.

    The HRE was in the practise more a semi electoral monarchy, it was usual that the son or the designated heir of the emperor would succeed him, however when a dynasty ended the electoral system was particularly useful to avoid wars of succession and it was very common that a candidate secured votes giving concessions to the other princes.

    Currently a member of the ruling royal house already has an authority boost that makes him more likely to be next heir, so that's pretty much covered.
    The other part would be represented by that loyalty loss when removed from his electoral status, say losing 2 loyalty points , and then you could make that character recover the loyalty by giving him one of the governing ancillaries like treasurer, steward, etc representing a concession given to him.

    Does that work?

  6. #6

    Default Re: Kingdoms, Empires and Republics

    Sounds great to me Thanks for all the work you've done on all your mods btw!!

  7. #7

    Default Re: Kingdoms, Empires and Republics

    You're welcome

    about the second question in your earlier post, well as complex as tne HRE i think not, although I think republics gov are even more complex, at least they required more work from my part xD

    I want to make a stronger distinction of muslim factions from european kingdoms, at least have appropriate governing ancillaries like vizier instead of steward and etc.

    Not sure if caliphates and sultanates were that different, aside the caliph title having also a religious character, or if those difference could be represented at all.
    Last edited by Melooo182; April 20, 2014 at 08:23 AM.

  8. #8

    Default Re: Kingdoms, Empires and Republics

    I found this info at I hope it helps.

    SULTAN; Originally a Military rank, later becoming the equivalent to a Monarch.

    VIZIER; Minister

    CALIPH; Chief temporal and spiritual leader of the Muslim commune, the umma. The old, pre-national state nomenclature to the commander of all Muslims, in war and in peace.

    AMIR AL-UMARA; Commander in chief, i.e. the Amir of all other Amirs (Umara is the plural of Amir, Arabic)

    AMIR ; Commander (Arabic rank)

    SHEIK; Can be a religious rank, but more often means a tribal chieftain

    RAIS; from the Arabic for ‘Boss' usually applied to maritime ship captains.

    QAID; North African nomenclature meaning ‘Judge' or Magistrate

    AMIR ISFASALAR meaning unclear, possibly Persian title meaning General, High rank Commander of army

    AMIR NAJIB or KABIR Chief Amir

    ATABAK AL-ASAKIR; Abbasid Rank military/administrative meaning Chief of Staff, or in Medieval terms ‘Grand Marshall of (France)' the man in charge of the ‘Askar' or the military ‘host' (medieval term) Askari (soldier) is derived from the word Askar. (Arabic)

    AMIR NAYIB; Second in command, a Na'ib is a trusted lieutenant

    QADI Arabic, Middle East Judge, Magistrate

    EFFENDI; A ‘ahl el qalam' (Men of the Pen) term usually used to identify a member of the administrative elite, in the 17th-18th century in the Ottoman State. I.e. Men of the Pen were often Judges, Magistrates, (religious men as these functions were held by the Ulama, or doctors of religious (Shariah) jusrisprudence) Qadi el Askar; Religious ‘Commissar' in any Ottoman province, second only to the governor (Waly, or Vali; Viceroy) Later in the 19th century this term was used to identity a civil servant of the state and also in a more specialized term; ‘Effendina' the Viceroy of the province, i.e. head of the administrative elite. The Ahl el Seif; Men of the Sword were the military establishment, i.e. Amir etc.

    The Muslims usually did not have a hereditary system, so these are really not titles but rather ranks. Most appellations were reduced to a military terminology. A Mamluk Sultan was usually followed by the next primus inter pares, and not usually the son of the former sultan (Mamluk Egypt 1285-1517) Sheikh on the other hand i.e. tribal chieftains usually stayed in the family although not necessarily to the son of the former chieftain. This was more by tribal custom, and not Muslim practice.

  9. #9

    Default Re: Kingdoms, Empires and Republics

    Thanks, that's very helpful!

    Ok this is what I have so far

    Cheif Qadi replaces High Chancellor
    +1 Law, +2 Piety

    Chief Treasurer = Royal Treasurer
    5% bonus on tax income, -1 Piety, reduced bribe resistance

    Atabak Al-Asakir = High Lord Marshall
    +1 infantry command, reduced recruitment costs

    Sahib Al-Khail = Master of Horse
    +1 cavalry command, strat map increased movement

    Grand Vizier = Lord High Steward
    +2 Loyalty

    Sheik Hakim = Lord High Chamberlain (for faction leader only)
    +1 Authority

    Chief Muthasib replaces Lord Seneschal
    +1 Law, +2 Piety, 5% bonus on all trade income

  10. #10

    Default Re: Kingdoms, Empires and Republics

    For Kievan rus and Novgorod the High Lord Marshall will be named Tysyatsky

    Novgorod will also have a special rank of Bogatyr Tysyatsky gained after many heroic victories, which remains even if the ancillary is transfered to another character, this is in part for giving them some special republic trait like those of Genoa and Venice.
    Last edited by Melooo182; April 21, 2014 at 08:39 PM.

  11. #11

  12. #12
    ❋ Flavius Belisarius ❋'s Avatar Semisalis
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    Paris & Istanbul

    Default Re: Kingdoms, Empires and Republics

    I find this submod quite interesting, here's some traits that can be give to Romans general if you like them.

    Ultimus Romanorum (Last of the Romans) - The description Last of the Romans has historically been given to any man thought to embody the values of Ancient Roman civilization.

    Triumphus -The Roman triumph was a civil ceremony and religious rite of ancient Rome, held to publicly celebrate and sanctify the military achievement of an army commander who had won great military successes, or originally and traditionally, one who had successfully completed a foreign war.
    The description Last of the Romans (Ultimus Romanorum) has historically been given to any man thought to embody the values of Ancient Roman civilization —values which, by implication, became extinct on his death. It has been used to describe a number of individuals.
    Flavius Belisarius (505?–565), one of the greatest generals of the Byzantine Empire and one of the most acclaimed generals in history. He was also the only Byzantine general to be granted a Roman Triumph.

  13. #13

    Default Re: Kingdoms, Empires and Republics

    interesting, what attributes do you think these should affect? (if piety, loyalty, personal security, local popularity, etc)

    My take on Triumph is that it should greatly increases local popularity and can only obtained by generals with a high rank in the byz military career.

    For Last roman, well if we are talking about medieval romans, i guess that should involve piety...but who and how should they get this?

  14. #14
    ❋ Flavius Belisarius ❋'s Avatar Semisalis
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    Paris & Istanbul

    Default Re: Kingdoms, Empires and Republics

    The Triumph was a great honor. I agree, It should be given to the best generals. Flavius Belisarius was rewarded after his conquest of the former Roman lands of Africa. In the game that can give more command (and maybe authority) if a general captures an important city of the former Roman Empire. (As Alexandria or Syracuse) (or if you can't script that, if a general win a great battle).

    The ovation (I add a new one) or the small triumph was a ceremony of honors which was returned to a victorious general. Of lesser importance than the triumph, this ceremony was as well very solemn. In the game it could be given after a great victory (or do not take into account if you cannot scripted the Triumph)

    Many people were said to be the Last of the Roman, that can be as well a general, an emperor or a priest.

    This is a list of many historical person that were named Last of the Roman. The very last Roman for me is Andreas Palaiologos (who died in the fall of Constantinople).
    This title could be given to the Basileus (or a priest) if he stays for at least 5 turn in Roma. Or to a general that capture/defend Roma.
    Last edited by ❋ Flavius Belisarius ❋; April 22, 2014 at 09:58 PM.
    The description Last of the Romans (Ultimus Romanorum) has historically been given to any man thought to embody the values of Ancient Roman civilization —values which, by implication, became extinct on his death. It has been used to describe a number of individuals.
    Flavius Belisarius (505?–565), one of the greatest generals of the Byzantine Empire and one of the most acclaimed generals in history. He was also the only Byzantine general to be granted a Roman Triumph.

  15. #15

    Default Re: Kingdoms, Empires and Republics

    Been revising the Byzantine military ranks, I think they are like too many, 9 ranks that goes from Comes to Magistrus and it takes 54 turns to reach maximum rank, there are no "short cuts" through military victories or nothing like that.

    I'm changing this, so a successful military commander is able to advance through ranks much faster.

    Ovation and Triumph will be levels of a same trait, that requires at least the Strategos rank (7th) or the Megas Domestikos ancillary. Military victories will get your general "points" to get an ovation, once a ovation is obtained continued military success will get you the triumph...heroic victories give you more points of course and military defeats will substract them.

    About the Last Roman trait, I will see on that later on. After finishing these byz military traits tweaks, i'll make sure everythings runs as it should and release 1st version
    Last edited by Melooo182; April 28, 2014 at 10:16 PM.

  16. #16

    Default Re: Kingdoms, Empires and Republics | Release Beta1 -- 4/27/14

    Oh yeah, there is download link now it works both for Early and Late era

  17. #17

    Default Re: Kingdoms, Empires and Republics | Release Beta1 -- 4/27/14

    i just want to thank you melooo for everything you have contributed to this wonderful mod. your nearly single handedly keeping SS goin. Only thing left if is to make meneths stuff compatible. lol one can dream right but seriously your work is amazing...

  18. #18

    Default Re: Kingdoms, Empires and Republics | Release Beta1 -- 4/27/14

    I agree!! I cant wait to try this out XD

  19. #19

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Great mod, thanks for your effort! I was just wondering is this mod compatible with HURB5.5b?

  20. #20
    fatihkrmn's Avatar Laetus
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    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    and SSHIP 0.8.2 ?

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