Crusader Kings III

Crusader Kings III

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Confederations & Leagues
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10 Jun @ 9:55pm
17 Sep @ 1:06pm
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Confederations & Leagues

Description
Updated up to CK3 version 1.17.1

This mod expands the base game's confederation system to allow non-Nomadic/Tribal realms to create Defensive Leagues.

Originally intended to be a part of the ImperatorToCK3 converter [github.com], I decided to make this a separate mod so that anyone not using the converter could also enjoy this mod.

What does this mod do?
In addition to the Confederations that Nomads and Tribes can form, Defensive Leagues can now be created by Feudal, Clan, Republic, and Theocratic rulers (subject to change; might make Republics and Theocracies be based around a game rule).
- Currently Defensive Leagues and Confederations function the same, but that might be expanded upon in the future.

The base game only allows confederations to only be named after a Culture (if the first two characters in it have the same culture) or a Duchy (as fallback). I have expanded this to now also allow Faiths to be used in naming Confederations and Defensive Leagues (under certain conditions), as well as some historical, albeit anachronistic, Confederations or Defensive Leagues.
- If a Confederation/League named after a Faith is elevated, the Confederation Elective succession law will consider whether a candidate has the "Confederation Faith", instead of "Confederation Culture", like in base game.
- When elevating a historical Confederation/League, some may have your culture diverge to create a new culture based around the historical Confederation/League (currently, this is only done for the historical Berber confederations, mainly in preparation for CK3ToEU5).
- Historical Confederations/Leagues include:
  • Delian League
  • Peloponnesian League
  • Aetolian League
  • Zenata Confederacy
  • Kabyle Confederacy
  • Masmuda Confederacy
  • Sanhaja Confederacy
  • Chaoui Confederacy
  • Mozabite Confederacy

Custom game rules to customize how you play:
- Decide whether to allow certain historical Confederation/League names as being possible.
- Decide whether to allow ALL kingdoms into Confederations/Leagues, only smaller kingdoms, or no kingdoms at all. When elevating a Confederation/League, if a kingdom-tier member is present, the title that gets created will instead be an empire-tier title, and the conditions to take the decision are a little harder (subject to change).
- Decide whether to have the Lombard League form at game start in the 1178 bookmarks. (NOTE: There is currently no other content related to this at this time other than simply having the League form at game start.)

When playing with the ImperatorToCK3 converter, this will allow ALL Imperator Defensive Leagues to properly converted over, not just the ones with Tribes/Nomads (as long as the members meet the title tier requirements you choose as game rules).


Translations
For Chinese players, 無壹 has informed me that they have translated this mod into Chinese, available here .


Compatibility
This should be save game compatible. I haven't done a lot of thorough testing with a variety of different save games, but the main issue I got while testing was a localization issue with the "Offer Confederation/Defensive League" character interaction name, but the other localization seemed fine.

I haven't done much testing yet in regards to total conversion mods, so some might not be fully compatible yet depending on how they setup their custom governments. If they use the base game governments it SHOULD be compatible, but if there are any issues, please let me know in the "COMPATIBILITY ISSUES" discussion below.

The following base game files are overwritten by this mod:
  • common\on_action\title_on_actions.txt
  • common\on_action\dlc\mpo\mpo_on_actions_2.txt
  • common\succession_election\09_confederation_elective.txt
  • events\decisions_events\mpo_greatest_of_khans_events.txt
  • events\dlc\mpo\mpo_decisions_events.txt
  • events\dlc\mpo\mpo_interactions_events.txt

The following content from their associated files are overwritten by this mod (meaning the entire file isn't overwritten, just the specified part of the file):
- common\scripted_triggers\mpo_scripted_triggers.txt
  • valid_confederation_member_trigger

- common\scripted_modifiers\00_elective_successions_scripted_modifiers.txt
  • elector_voting_pattern_confederation_modifier

- common\scripted_effects\09_dlc_mpo_scripted_effects.txt
  • offer_confederation_accepter_effect

- common\laws\00_realm_laws.txt
  • crown_authority

- common\decisions\dlc_decisions\mpo\mpo_decisions.txt
  • call_for_confederation_decision
  • leave_confederation_decision
  • confederation_kingdom_decision

- common\character_interactions\09_mpo_interactions.txt
  • offer_confederation_interaction
  • join_confederation_interaction





If at any point it seems like development of this mod has stopped, feel free to revive/edit/update this mod.

If using/editing my mod for your own works, please at least credit.

As this is my first bigger mod, there are likely some issues here or there, so please give any feedback, including possible historical Confederations/Leagues.
Popular Discussions View All (2)
1
17 Jun @ 12:32am
PINNED: Historical Confederation/Defensive League Suggestions
atbgames
0
22 Sep @ 10:32am
PINNED: COMPATIBILITY ISSUES
atbgames
38 Comments
Angel DeStaar 7 Nov @ 2:31am 
Nice, thx
atbgames  [author] 6 Nov @ 1:49pm 
Because they now allow you to define different types of Confederations, I will need to rewrite a bit of the mod to account for this. Updating the converter has also taken up a bit of my time given the amount that has changed with All Under Heaven. But, this mod will be updated. Soon, hopefully.
Angel DeStaar 6 Nov @ 12:29pm 
CTD with 1.18.0.2, need upd
GoblinFish 1 Nov @ 6:59am 
I love this mod and cant wait for the next update keep up the great work
苟岂 31 Oct @ 6:54am 
update plz orz
tabel'noe 1 Oct @ 3:49pm 
@atbgames I believe this is what im talking about, you are correct. Thank you so much! Just love seeing world fragmented. I mean Jesus, in every previous playthrough Italian cities were swallowed up by their larger neighbors, but not now, what a goated mod.
atbgames  [author] 1 Oct @ 2:48pm 
@tabel'noe Just to double check, you are referring to the decision that lets you turn your Confederation into a custom kingdom title, correct? If so, that'd be easy to do.
tabel'noe 1 Oct @ 10:21am 
@atbgames Awsome mod! Now small independent states can stand up for themselves and exist without being conquered or vassalized. I got one concern though, is it possible to make a game rule to prevent kingdom formation out of confederation?
Mr.Molly 30 Sep @ 9:48am 
ok thank you for the help
atbgames  [author] 28 Sep @ 5:57pm 
@Mr.Molly Sorry for the delay. Just looked at some of the files for the Warcraft mod. I haven't done a deep dive into every little thing, but I think I figured out.
- For the confederation character interaction, the Warcraft mod made their own edits to the interaction that allows everyone to form confederations. So, even if you just use that mod by itself, you WILL still see it since that's how they setup their mod. So that is normal.
- For the tributary casus belli, the Warcraft mod edits the casus belli so that it isn't possible to use it if either the attacker or defender have the "Surrendered" character modifier. Aside from that, everything else seems to be the same as the base game, so just make sure you and the character you are trying to attack don't have that modifier.

@BOYZANTIUM Thanks for this. Questioned a couple times when doing this if I was going overboard. But figured it'd be useful in the future for any CK3 updates or mod compatches. Glad it helped.