Results 1 to 7 of 7

Thread: In Nomine Domini Workpack

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default In Nomine Domini Workpack

    I feel sort of silly taking up a topic all for myself, but here goes.

    So I have been working on a submod (mainly concerned with religious stuff), racing against the clock, hoping against all odds I would be able to finish by today. Alas, it was not to be. The thing is I won't be able to work on it in the coming months. For quite a while, actually. So while I could let it sit on my hard drive, collecting dust, I figured I'd upload it and see if anyone does anything with it. Which isn't to say I'm abandoning it, it's just I won't be able to anything for months.

    Now disclaimer, I'm not a modder, so I've probably made silly mistakes, made my script twice as long as it should be, and all that. But I don't know, maybe to inspire people who actually know what they're doing, I'm putting it here. So you don't have to go searching around for the changes I've made, I've isolated them from the rest of the file. It's also fairly well documented (at least I think so).

    So what have we got here? Well a pretty-much done script that lets you appoint and depose your own Antipope, a much more work in progress one that lets Orthodox factions appoint and depose their patriarch, new traits, some building pictures, and a bunch of ideas.

    The posts below will go into greater detail on each of these areas.

    Special thanks to dHRR.

    Oh, and permissions: go ahead and use it. Credit would be nice, but well, I'm not so sure anyone is going to use it.
    Last edited by princeps.omnis; January 21, 2011 at 06:25 PM.

  2. #2

    Default Re: In Nomine Domini Workpack

    Antipope

    This was started before 6.4, when I thought I was so clever for thinking of having an Antipope. My idea was you appoint an Antipope hoping to get a good one, and then you send your Antipope around to different regions getting law bonuses in the region he is in. If, however, your Antipope is bad, whatever region he is in gets a law penalty. Of course, the person you want to appoint can reject, and you can depose the person if you want.

    This is accomplished through a new building, the Papal Curia, which is unbuildable and undestroyable, and follows the Antipope around wherever he goes. It grants the law bonuses or penalties in the region. I'm quite pleased with the way the building picture turned out - different Curias for north, south, and eastern Europe.

    Anyway, if you want an in depth analysis of what's going on, click the spoiler.

    Spoiler Alert, click show to read: 


    Currently, the script works like this: you press F5 then select either a family member or a priest. You get a yes/no event asking you if you want to appoint the person Antipope. You say yes, and they get the "Antipope Appointed" trait. If you make a mistake, or decide you don't want an Antipope, you can retract the appointment that turn with no ill effects (retract is the same as appoint, F5, then select person you appointed).

    We then get to three continuums: the Reject Continuum (the likelihood they reject), the Bad Continuum (the likelihood they are a bad Antipope), and the Bad Reject Continuum (the likelihood they reject and are offended by your proposal). In all these cases we assume the "good" thing (that is, that they accept, they are a good antipope, and they reject well). If the continuum comes out negative, we then remove the positive trait and give the negative trait.

    So first we have the Reject Continuum to see whether or not they accept. There's a probably overly complicated series of triggers for this (included in the excel files). We look at things like their loyalty, the kings's authority and chivalry, the quality of the Pope, and a couple of relevant traits (like if they're unorthodox or orthodox, if they hate the papacy, if they're corrupt…). For this, priests now get one of four traits: Very Loyal, Loyal, Unclear Loyalties, and Disloyal (more or less randomly). For the Pope, we have a series of traits that show up on the Pope tab to show if he is Very Chivalrous, or Nefarious, or Weak, or Impious…

    Piety can go one of two ways. If the person is pious, then they tend to accept if the king's piety is high and the pope is corrupt and everything bad. If the person is impious, then they tend to accept if the king's piety is low.

    So they either accept or reject. If they accept, they get the Antipope Accepted trait, and we go to the Bad Continuum, seeing whether or not they are a good Antipope (good in the sense of getting the support of the people). We look at things like the Antipope's piety, the King's authority, piety, and chivalry, and the quality of the sitting Pope. Appointing an Antipope while there is no Pope makes it more likely for the Antipope to be accepted by the people. Thus, depending on what the Continuum spits out, the Antipope get either the Good Antipope or Bad Antipope Trait. The king then gets a trait, either Bolstered by the Antipope, or Encumbered by the Antipope. Also the Pope gets angry at you (what would be great is if the Pope excommunicated you - I could not get a mission with the "gift" being excommunication to work, though).

    However, the Good vs Bad distinction should be revisited. What I realize now is that it is too clear from the outset if the Antipope is Bad, which gets rid of the potential downsides of having an Antipope. We want the king not to realize that people won't accept the Antipope before he actually sends out the Antipope. It is too easy to get rid of bad Antipopes. The Antipope should not be objectively Good or Bad, but the trait should depend on what region he is in.

    So what I would change would be to have the Reject Continuum re-run whenever the Antipope goes to a new region (testing for TimeInRegion < 2). Whenever the Antipope moves to a different region, he can be either accepted or rejected. After enough times of being Good or Bad (say 5), the trait becomes permanent and we stick the King with Bolstered or Encumbered trait.

    The law bonuses or penalties come from the new building, the Papal Curia. It is unbuildable and undestroyable, and follows the Antipope wherever he goes. If the Antipope is good, we get +6 law; if he's bad, we get -6. One thing I could not quite get to work was the negative bonus - it capped at 10%. What I finally ended up going for was a add_settlement_turmoil script. I added a Turmoil 1 and a Turmoil 2 trait to trigger this (the 1 vs 2 being how serious the turmoil is). This has the bonus of being able to be used for Civil Wars (more on that later). However, I do not have a trigger giving the Antipope one of these traits. This would be easily solved by having one trigger give Turmoil 1 70% of the time, and then the next trigger (with condition and Trait Turmoil < 1) giving it 100% of the time (AKA 100% of the remaining 30% of the time).

    Ideally, what would also happen when you get an Antipope is your family and priests would get either a SupportsTheAntipope or SupportsThePope trait, depending on their loyalty. This is not implemented currently.

    So that is all if they accept. If they reject, they get the Antipope Rejected trait, and then we get the Bad Reject Continuum, seeing if they are offended by your blasphemy or not. We look at their piety and loyalty, and the king's authority. So they either get the AntipopeRejectedGood trait, which has no effects, or the AntipopeRejectedBad trait, which decreases loyalty but increases piety. What should then happen is that they get the Turmoil trait, triggering some turmoil in the region their in (I forgot to do this). Additionally, if a priest gets the BadRejected trait, their loyalty should drop (does not do that currently, since it only affects the loyalty rings - would be easy enough to change their trait, though).

    Going back to if they accept, if you got a Good Antipope you're happy. But what happens if you get a Bad Antipope or (god forbid) you reconcile with the canonical Pope? Well, since you appointed the Antipope, you can also depose him as well. Nearly always the Antipope will accept being deposed. However, for the sake of realism, we get to a fourth continuum, the Bad Depose Continuum. This sees if they refuse to resign and believe more than ever that they're the true Pope. This is really only triggered if they are really unorthodox or think God is talking to them directly. If they refuse and are a priest, they will probably become heretic.

    So they either get the GoodDeposed Trait, with no effects, or the BadDeposed Trait, with very very negative effects. Again, BadDeposed people should get a Turmoil trait and priests need to have their loyalty trait changed.

    Once your Antipope dies or is deposed, you're free to appoint a new Antipope if you want. If you depose too many in too short a span of time, though, you get the AntipopeKingTooMany trait, which depicts that the king seems to think that the papal title means absolutely nothing.

    So in my mind, the things to be changed would be these:

    Make the Good vs. Bad Antipope not so immediately obvious and different for different regions.

    Have the Pope excommunicate you when you appoint an Antipope.

    Fix the negative law bonuses of the Curia building OR give the Bad Antipope the Turmoil trait.

    If the person rejected once before, have them more likely to reject again.

    If they accept, there should be a global Antipope Announcement (with the image included).

    If you get a Bad Antipope, possibility of the king getting the OffendsTheNobility trait.

    If the person got the GoodReject, and then you appoint an Antipope, have a possibility of them getting the BadReject (you lied to them, after all).

    Give people who get the BadReject trait the Turmoil trait and decrease loyalty among priests.

    Give people who get the BadDepose trait the Turmoil trait and decrease loyalty among priests.


    Last edited by princeps.omnis; January 21, 2011 at 05:37 PM.

  3. #3

    Default Re: In Nomine Domini Workpack

    Patriarch

    This works in a similar way to the Antipope script, but is a lot less complete. Basically you appoint/depose your patriarch. For more details on the ideas, click the spoiler.

    Spoiler Alert, click show to read: 

    You appoint your Patriarch in the same way, they accept or reject (there's a lot lot less chance that they reject), and they are either good or bad. So if you're the Byzantines (or Roman Empire if you prefer), when you press F5 you can appoint your Patriarch of Constantinople. If you're the Kievan Rus or Novgorod, you press F5 and appoint you primate of Kiev/Novgorod (not Patriarch, more on that shortly).

    There are some key differences though. My thought was that once your old Patriarch dies, you have three turns to appoint a new one. If you fail to do so, one is automatically appointed for you (the idea is that the church gets sick of waiting), with priority going to those who are say over 50 and over 5 piety. None of this is implemented.

    Another thing is that there is not just one Patriarch in Orthodox Christianity. One thing would be for the Orthodox powers to reestablish the old Pentarchy (well, really Tetrarchy, since there is already a bishop or Rome you recognize). These are the four patriarchs of the Church - Constantinople, Alexandria, Antioch, and Jerusalem. When you capture one of these settlements, you press F5, then select the city for which you want to appoint a Patriarch. You then get a Yes/No event saying you're now dealing with the See of Alexandria/Antioch/whatever. You select yes, then press F5 again, then select your candidate, you get a Yes/No event, and they are appointed Patriarch of Jerusalem/Antioch/whatever. This might be a bit overly complicated, but it's the best way I could think of you being able to appoint a Patriarch without the Patriarch having to be there. Oh, and the king gets large piety bonus if he reestablishes the Pentarchy minus Rome. Only a tiny bit of this is implemented.

    Note that the Kievan Rus and Novgorod can appoint their own Patriarch of Constantinople if they own it. The Byzantines (or, again, Romans) can still appoint their own Patriarch, as they did after the Fourth Crusade.

    Now onto the Primate business. The thing is, neither Kiev nor Novgorod had a Patriarch during this time. What they had was a Metropolitan and Bishop, respectively. Only one of them can become Patriarch, and this could be done in a few ways: having a Cathedral and the other Russian power is destroyed, or the king being the Tsar of Russia (meaning you own like all of Russia). So it's a race!

    Only a race in which Novgorod is behind, since they have to go from Bishop to Archbishop to Metropolitan and finally to Patriarch, while it's just one step for Kiev. (note for the Late Campaign Novgorod gets an Archbishop, not just Bishop) If Novgorod gets to Metropolitan level, there should be a relations drop with Kiev (since they're supposed to be the Metropolitan), and if either of them get to Patriarch level, there should be a relations drop with Constantinople (Historically, Russia waited until after 1453 to make a Patriarch of their own). For the Russian king with the Patriarch, he should get +authority and what not. A tiny bit of this is implemented.
    Last edited by princeps.omnis; January 21, 2011 at 05:40 PM.

  4. #4

    Default Re: In Nomine Domini Workpack

    Traits

    There are a bunch of new traits in here (excluding the obvious ones related to the Antipope and the Patriarch).

    Click the spoiler for more information.

    Spoiler Alert, click show to read: 

    Two more levels for Unorthodox - Heretical Notions and Apostate. These are rare and have bad penalties at these high levels.

    BadMissionary trait, replacing the Dogmatic trait for some triggers (note: Dogmatic trait is still there and prevalent, but its description should be changed, since being dogmatic does not mean being in a region with a lot of co-religionists). If a priest is in a region with a lot of co-religionists, he might get the BadMissionary trait. The effect of this is two-fold: an increase of piety in regions with 75%+ of the same religion, and a decrease of piety in regions with 60&- of the same religion. This is so these priests are not useless, but just useful in different ways.

    Both priests and family members get the VisitJerusalem/Medina/Roma trait when they go to the Holy Regions. Also all pilgrimages can go bad, not just Catholic ones to Jerusalem. It is more likely for a pilgrimage to go bad if you've already had a bad pilgrimage experience or if you have low piety (accomplished through the BadPilgrim trait).

    The Papal States can't go on pilgrimage to Rome, since they're already in Rome - it's stupid to have Popes be "pilgrims to Rome." Additionally, characters and agents created in Holy Regions, rather than getting Pilgrimage Traits, get Native to Holy Region traits (with same good or bad varieties). This is done so they are not at a disadvantage to other characters.

    Pope Quality Traits, telling us if the Pope is Corrupt, VeryChivalrous, Impious, Strong, whatever. These appear in the Pope panel.

    The Corrupted traits for priest are slightly more likely and have worse penalties at the high levels. It's not just a loss of purity, it's major losses of piety.

    LoyalDummy and DisloyalDummy traits to show whether priests are very loyal, loyal, unclear loyalties, or disloyal. These are given out more or less randomly. This can work in conjunction with the Civil War (not implemented yet), since priests were major supporters or detractors of royal rule.

    Additionally, for Civil Wars, we have the Turmoil traits. It always bothered me that if we have a Disobedient2 general, we can just take him out of the settlement and he will cause absolutely no trouble. With these traits, disloyal generals and priests can now add turmoil to the regions they are in. Not really implemented. (An idea to make this not overpowered would be to enable Loyal generals to imprison the rebelling characters, using the CharacterTypeNearCharacterType condition and giving the rebelling character an Imprisoned trait, negating the bad effects - though there should be a possibility of them escaping and hating you even more).


    Last edited by princeps.omnis; January 21, 2011 at 05:42 PM.

  5. #5
    Polycarpe's Avatar Back into action!
    Join Date
    Feb 2010
    Location
    Quebec, Canada
    Posts
    3,338

    Default Re: In Nomine Domini Workpack

    Looks interesting. which files you change to do these scripts?
    Last edited by Polycarpe; January 21, 2011 at 06:52 PM.

  6. #6

    Default Re: In Nomine Domini Workpack

    Quote Originally Posted by Byzantium guard View Post
    Looks interesting. which files you change to do these scripts?
    Campaign script, export_character_traits, export_vnvs mainly, with a little export_descr_building, export_descr_ancillaries, and export_ancillaries for added bonus. Probably a few others I'm forgetting. It's all well marked and everything in the pack.

  7. #7
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: In Nomine Domini Workpack

    You can probably add most/all of your work in through the Sub-mod Manager, meaning it'd be compatible with all other sub-mods.
    Here's a link to my guide on the Sub-mod Manager.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •