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.
Empires:
- 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.
Republics:
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.
Kingdoms:
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
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 BETAHighly Recomended:
*Not save game compatible*
SS6.4 Bugfix Compilation
Old Versions:
KER BETA 1
Open to any suggestions and Ideas
Permissions:
Feel free to do whatever you want with this, just remember to put me in the credits