Crusader Kings III

Crusader Kings III

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VASSAL CONTRACTS + (Fixed)
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4.158 MB
12 Jun, 2023 @ 3:09pm
8 Aug, 2023 @ 3:21am
6 Change Notes ( view )

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VASSAL CONTRACTS + (Fixed)

Description
Original Mod page can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=2340070734

Features overview:

Overhauled and improved vassal contracts and obligations:

- All vassal government types (Except tribal) now have a unique vassal contract.

6 New tax/levy tree Obligations (8 in total with feudal) (2 for each government)

9 New Special Contracts, (12 in total with vanilla feudal ones) (4 for each government)
(Clan's special contracts are copies of the new feudals for now)

24 New Privileges that are dependent on the special contract (2 for each special contract)
(Clan's special contracts are copies of the new feudals for now)

- Barony-Tier Vassal Contracts
All barony-tier vassals and above now have an independent contract
NOTE: Contracts are Bugged for barony-tier vassals, resets to default upon liege death/change.
Vanilla bug. Looking for a fix

IMPORTANT NOTE: In-game tooltips explain everything :)
Or will soon if not :)

NOTE: Tribal government vassals have nothing new, for now...

Holding Conversion:

- Button in the holding window to change holding type for ca. 500 gold


Note: Deprecated, download one of the many great mods from the workshop for this. (The feature was a leftover from the original mod, I didn't add it myself, but now I have killed it!)

Better Vassal Contract Modifications Cooldowns

- Multiple vassal contract modifications pr. vassal life (default: 20 years cooldown)
(Can be changed with game rules) (Vanilla: once pr. vassal character's life)

Better Creation of Theocratic Vassals

- Decision to suspend leasing of church holdings to realm priest
(Default: 6 months before auto-re-enable)
(Gamerule coming soon) (Allows for the easy creation of theocratic vassals)

-Separate Mod Version (Yeah, its not really pretty enough yet to be public)
https://steamproxy.net/sharedfiles/filedetails/?id=2981210087

"Possible Vassal Contract Modification" Notification

- A notification for any vassal contracts that can be modified, (even without any hooks)
(The vanilla hookbased notification still exists)

Balance Changes:

Government Tax/Levy Contribution to Liege

Feudal:
Taxes:
Low: 2.5 % -> 6.25 %
Normal: 10 % -> 12.5 %
High: 15 % -> 18.75 %
Extortionate: 25 % (Vanilla)

Levies:
Low: 10 % -> 12.5 %
Normal: 25 % (Vanilla)
High: 35 % -> 37.5 %
Massive: 50 % (Vanilla)

Why? (For both)
Standardised all taxes/levies to follow the patteren of x0.0, x0.5, x1.0(Normal), x1.5, x2.0
These updated values to feudal is merely to reflect this.

Republic: No changes

Theocracy:
Taxes:
Lowered the Basic Base Contribution 10 % -> 8 %
This changes the Max Base Contribution at Max devotion level 55 % -> 40 %
(Also removed a + 5 % base contribution that was added after devotion calculation)

Levies:
Lowered the Basic Base Contribution from 10 % to 8 %
This changes the Max Base Contribution level at Max devotion level from 50 % to 40 %


Why? (For both)
Because theocracies reached 100 % Max Base Contribution for extortionate/massive taxes/levies at max devotion level, they now reach 80 % (Maybe I should nerf them to basic 7 %, max 35 % extortionate/massive max 70 %)
(Also, the random + 5 % to taxes added at the end was stupid and confusing)

Clan:
Opinion scaling:
Taxes:
0.1 % base tax pr. positive opinion -> 0.15 % base tax pr. positive opinion
(Max 10 % -> 15 %)

Levies:
0.3 % base levies pr. positive opinion -> 0.2 % base levies pr. positive opinion
(Max 30 % -> 20 %)

Why? (For both)
Otherwise, clans reached 120 % base levies contribution at massive levy contribution with max opinion.
Converted the 20 % excess to taxes.
So they now 'only' reach 100 % base levy contribution at massive levy contribution with max opinion.

Other government types haven't been touched by the mod (Yet)

ALL CONTRACTS:
Changed opinion penalty at extortionate taxes and massive levies
-25 -> -30

WHY?
So that you pay -15 to opinion for both going from normal to high and from high to extortionate/massive. Since the tax/levy increase is exactly the same value.
Do give feedback on whether this penalty is too harsh :)

Known Bugs:
WORKING ON THEM!
- Adjusted contribution number doesn't work (I’m dumb)

- Make vassal contract not open offcenter (I’m dumb)

- Multipliers shown as percentages in tax breakdown (Might be vanilla bug)

- Barony contracts reset on liege change/death (vanilla bug)

- Vasal multiplier for tax is just feudal (vanilla bug)
Fixed the localisation to at least show it is just feudal

- Levy breakdown not working (vanilla bug)

- Republican Vassal Tax Multiplier does not work (vanilla bug) (Does not work if republics have changeable obligations
IE: a contract)
Looking into the other government-specific vassal tax/levies multipliers to see if they too are bugged
I will write to the devs of the game, asking them to fix it. Cross your fingers.

Compatibility:
Anything that changes the following vanilla definitions/files, is likely incompatible:
Note: List is WIP

Definitions:
- Contract/Government stuff (But not titles or laws)

Files:

GUI:

- interaction_modify_vassal_window.gui

- lists.gui

To do:
- Make this page look nice Eh. Good enough

- Add pictures Eh. Good enough

- Do bugfixes based upon reports and feedback from you :) --------(NEVER DONE)

- Do some minor rebalancing/tweaks <--------------------------------(YOU ARE HERE)
Rework feudal contracts (Special contract and privileges)

Planning on ideally make it actually possible to death stack any vassal contract, IE tradeoffs.
(Atm, liege debuffs will kill your gameplay if you try this)

- Clean up code (this will take a day or two)

- Improve tooltips and localisation

- Fix inherited errors

- Add gamerules for every 'sub-mod'

- Upload the sub-mods as standalone versions as well, with their own mod pages.

- Add 'Recursive Vassals' sub-mod (with gamerule and standalone version)

- Rework republican contracts

- Rework theocracy contracts

- Make Clans unique

- Add Tribal contracts

- A lot of other, minor stuff
45 Comments
door 29 Jul @ 7:51am 
pls update
zlatky 27 Jul @ 9:21am 
This mod aint working AT ALL, m8!...
skywalker 22 Jun @ 3:15am 
Thank you for your feedback.
I think it doesn't work at all. Contracts are completely "unclickable". I can't change anything, maybe other mods interfering.
I guess I have to go back to an older version of the base game
knogleknuser  [author] 22 Jun @ 3:04am 
Technically, both are not maintained, this one (kinda) is, as in, I will update it at the latest once I get back into CK III, just gotta wait for the right update to pull me in.

You should subscribe to only one of them, though I think both will work poorly on the newest versions, been almost a year since last time this mod was updated. (and even longer, I think, for the OG one)
skywalker 22 Jun @ 1:10am 
Should I subscribe to both original and this mod or only this?
skywalker 21 Jun @ 10:57am 
Is original mod no longer maintained?
knogleknuser  [author] 18 May @ 1:31am 
This was last updated before legitimacy was a thing, and before the clan rebalance/rework.
I imagine some important stuff that uses/needs/declares either of those gets overwritten.
Its been close to a year since last time this mod was updated, but summer is around the corner. Ill see if i can't get the mod up to date doing summer break.
Faiakishi 16 May @ 6:48pm 
Just a head's up for anyone dealing with the same problem: this mod can make the legitimacy mechanic disappear after feudalizing. I have no idea how but it does.
macluk 27 Jan @ 10:37am 
Not much to fix - I believe that going to the mod folder (use Paradox launcher to get there quickly) and deleting GUI folder will fix all problems (or at least most of them).
My problem was that clicking on any option changed nothing, couldn't select anything.
There will Rights option left that you won't be able click until you discover a specific Innovation - a tooltip will help you discover that. It could be changed by editing the special contracts file and probably adding is_shown = ... option but that's for those who want to spend a few minutes more on doing so.
knogleknuser  [author] 12 Jan @ 1:18pm 
Probably not