Crusader Kings III

Crusader Kings III

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VASSAL CONTRACTS +
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Dec 28, 2020 @ 11:02pm
Jun 2, 2021 @ 4:03am
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VASSAL CONTRACTS +

Description
VASSAL CONTRACTS +
Vassal Contracts + is a mod designed to enrich the playing experience in a flexible and versatile way. When the game came out I started other small and unfinished mods but then I noticed that there was a part of it with a lot of potential that practically nobody paid attention to.

DETALIED INFORMATION
12 SPECIAL CONTRACTS
Feudal Sp. Contract
Clergy Sp. Contract
Republican Sp. Contract
Manor Estates
Glebe Lands
Communal Tenure
Scutage
Monastery
Borough
March
Holy Sanctuary
Cultural Bastion
Palatinate
Bishop's Palace
Grand Serjeanty


32 UNIQUE CONTRACTS (8 UNIQUE GVT CONTRACTS +24 UNIQUE SPECIAL CONTRACTS
8 UNIQUE GOVERNMENT CONTRACTS
Feudal Contract
Clergy Contract
Republican Contract
All 3 Contracts
Knight Rights
Religious Rights
Cultural Rights
Council Rights
Succession Rights
Tithe Rights
Coinage Rights
Title Revocation Rights


24 UNIQUE SPECIAL CONTRACTS (8 FEUDAL + 8 CLERGY + 8 REPUBLICAN)
8 UNIQUE SPECIAL FEUDAL CONTRACTS
Manor States
Scutage
March
Palatinate
Fortification Rights
Corvée
Town Chart
High Spheres
War Declaration Rights
Peace Tax
Mob Razzias
Glory Leeway

8 UNIQUE SPECIAL CLERGY CONTRACTS
Glebe Land
Monastery
Holy Sanctuary
Bishops Palace
Solemn Broterhood
Divine Will
Wrath of Heaven
Eden Gardens
Ora et Labora
Godhouse
Conscripted Souls
Vatican Embassy

8 UNIQUE SPECIAL REPUBLICAN CONTRACTS
Communal Tenure
Borough
Cultural Bastion
Grand Serjeanty
Kind Tax
Commercial Fairs
Spread Local Tales
Property Survey
Capitulare de Villis
Artisan Guilds
Patronize the 7 arts
Missi Dominici


MOD RULES
TIME - RANK - INNOVATION
In order to play and understand this mod completely you must take into account a series of concrete "conditions" that I only expose here below:

To begin with, you must know that if you modify the special contract of a vassal, the two unique contracts linked to the previous one are cancelled and two new ones are unblocked. Also that these new single contracts that appear will not be negotiable until one of the parties dies, as indicated in the general vassal contract. So we must plan for the long term and take into account the offspring of those who sign it, since the general contract is inherited on the same terms. Do not be in a hurry to manage all your vassals at once and be careful when changing a special contract since not all the benefits will be immediate!

On the one hand there are the ranks and on the other the innovations. The ranks needed to unlock special contracts are always in the same order. Thus, the first special contract, the default one, has no requirement other than to be a count, the second the same, the third but requires the category of a duke and the last one too. The necessary innovations are several but they follow the same pattern; the first special contract does not require any innovation, the second requires a high period innovation, the third an early period innovation and the last a high period innovation again. With all these series and variations I have four options of different calibre; on the one hand the first option is always available, the second is unlocked later but is aimed at small vassals as well. The third and fourth options are aimed at larger and more important vassals but are also separated by an era in between. Also single contracts are linked to innovations, exactly one out of two linked single contracts requires an innovation. These are varied from early to late innovations, some are logical like coinage rights or guilds and others not so much.

SUBMOD Flexible Holding Types
I've integrated a mod I saw at the workshop because it fit very well into the gameplay of my mod. I want to thank you in advance for your indirect participation and link your Steam page at the end so you can check it out.
This mod allows you to change the nature of a holding company for a realistic price and a temporary malus added. If the player wants to play a real game and give play to the different classes of government to better exploit the potential of the contracts they can take advantage of it. I also ended up integrating and coding myself the code that governs the character's freedom to play with any government, as can be seen in the images on the menu. I do this because I think it gives more dynamism to the game and to the player's own game.


OTHER INFORMATION
FLEXIBLE COMPATIBILITY
Regarding the compatibility of the mod I can say that I have made my best effort so that it does not invade many lines of code of others. Certain actions linked to the contracts, such as enabling raids or preventing the change of culture, touch functions of the royal council. If any mod touches these specific lines, I suppose it will generate incompatibility. Any other mod that alters the basic governments or archives related to vassal contracts is not possible, as well as if it alters the functions of the sub-mod or values and rules. Despite all this, there are not many mods that I think are incompatible.

POSSIBLE GOALS?
The potential of vassal contracts is amazing, not only can you add mods but you can link interesting functions like royal council tasks and others to them.
  • I would like to limit the contract raids to the neighbouring territory only
  • I would like to link by force in the palatinate contract to a certain succession
  • I would like to make this mod available in all languages in-game

STEAM FEEDBACK:
NEW IDEAS, KNOWN BUGS / VALUE ADJUSTMENTS? HELP!

JOIN ME & MOD COMMUNITY!

LINKS
https://discord.gg/apEvxDZ
https://steamcommunity.com/sharedfiles/filedetails/?id=2391731922&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=2236798591
https://steamcommunity.com/sharedfiles/filedetails/?id=2233093704&searchtext=all+playable
Popular Discussions View All (3)
1
Feb 27, 2021 @ 10:01pm
BUG FIXING
Nostos
0
Feb 16, 2021 @ 2:26am
PINNED: MOD UPDATES
Nostos
0
Feb 16, 2021 @ 2:28am
VALUE SUGGESTIONS
Nostos
81 Comments
Darky Oct 26, 2023 @ 1:56pm 
Is there an option here that lets you give primogeniture to your vassals? My main problem with Feudal Vassals is that their land will splinter through succession.
knogleknuser Aug 3, 2023 @ 11:24am 
Yes, a decision allows you to suspend the leasing of temple for a couple of months, in that time, you can grant a temple (or multiple) to a character and then the county afterwards (barony level theocracies will get removed when the lease resumes)
butterdawg Aug 3, 2023 @ 11:12am 
does this include a feature to create theocracy vassals or no?
knogleknuser Jun 12, 2023 @ 3:42pm 
Since shit definitely isn't going to catch on fire as everything will work perfectly, I will finally go to bed.

Also, a FYI. I will take a quick break from modding, apart from fixing any bugs reported ofc, been living too much like a redditor for the past week
knogleknuser Jun 12, 2023 @ 3:29pm 
And it is uploaded.
https://steamcommunity.com/sharedfiles/filedetails/?id=2988542080

The steam page looks like absolute garbage for now, but not fucking my sleep schedule up too much is more important.

Anyhow, pretty proud of it all things considered, though I will warn all of you, especially Nostos. Whatever you do, do not open my mod and look into the localisation files, I cannot guarantee the safety of your sanity
Nostos  [author] Jun 10, 2023 @ 4:48pm 
@knogleknuser nice, seems you're doing a great job! We will wait patiently.
knogleknuser Jun 9, 2023 @ 9:53am 
Things are going slow and steady, been working on it for quite the number of hours each day, though I am not very fast, due to having to learn as I go, but got some of the hardest stuff out of the way.
Once theocrazy localisation for taxes/levies have been perfected, I will move on to republics and clans, which should be rather fast, as I now have a template.
Which only leave gamerules left after that, which I hope are easy to do, never done them before.
Also a merger with an unreleased mod of mine, which allows you to temporarily suspend your leasing of temples to your realm priest (Which allows you to easily create new theocratic vassals, if that is your thing, otherwise pretty useless) (This mod also needs a gamerule, and a few tweaks, should be quick though.)

Been spending most of my time on some background stuff and organisation, which among other benefits, means the mod is a lot more compatible with other mods now :)
NachoArcade Jun 8, 2023 @ 6:59am 
excellent
knogleknuser Jun 7, 2023 @ 2:41am 
If I am fast and dedicated, like 2-3 days, more realistically, 5 days.
Gonna start today.
NachoArcade Jun 7, 2023 @ 1:17am 
Got any update on if/when you plan to release your updated version @kongleknuser ? I have a large scale MP planned to start on the 18th of June and I was hoping to expand of the vassal contracts as several of the players intend to play as vassals.