Crusader Kings III

Crusader Kings III

More Game Rules
2,570 Comments
Devildogshadow 5 Oct @ 9:35am 
so running into an issue where i cant reform any faith.
TP 3 Oct @ 3:15pm 
could you add an alternate world option to make everyone theocracies or republics?
Igris gaming 3 Oct @ 1:55am 
Is it compatible with A Game of thrones mod.
Neutrino  [author] 1 Oct @ 7:25pm 
@vidz: Oops, thanks for catching these, will hotfix soon.
vidz99 1 Oct @ 1:36pm 
There is no trait 'kind':

[22:13:22][E][jomini_script_system.cpp:284]: Script system error!
Error: has_trait trigger [ trait was null ]
Script location: file: common/focuses/mgr_lifestyle_focuses.txt line: 71 (intrigue_skulduggery_focus:auto_selection_weight)

[22:13:22][E][jomini_script_system.cpp:284]: Script system error!
Error: has_trait trigger [ trait was null ]
Script location: file: common/focuses/mgr_lifestyle_focuses.txt line: 241 (intrigue_intimidation_focus:auto_selection_weight)
vidz99 29 Sep @ 11:44pm 
[08:01:06][E][pdx_persistent_reader.cpp:216]: Error: "Unexpected token: major, near line: 5" in file: "common/decisions/mgr_faith_decisions.txt" near line: 5
[08:01:06][E][pdx_persistent_reader.cpp:216]: Error: "Unexpected token: major, near line: 5" in file: "common/decisions/mgr_test_decisions.txt" near line: 5

I think it should be "decision_group_type = major" instead of "major = yes".
PhantomImmortal 28 Sep @ 5:44pm 
Totally fair, I'd do the same in your shoes! Thanks for making a great mod and staying on top of things!
Neutrino  [author] 27 Sep @ 10:13am 
@Rabbit, PhantomImmortal: I'm probably going to overhaul the historical empires feature altogether as there are many scripts where exact empire titles are expected to exist. I've been holding off on it because hegemonies are around the corner...

@2432554971: Can you look at your map in the faiths mode? It looks like there is a province with no faith somewhere that a chaplain is trying to convert. This mod does not change that part of the code relative to vanilla. If I had to guess, you probably were subscribed to a mod that added religions when you started the game and then unsubscribed. Not sure how else this situation would occur.
Neutrino  [author] 27 Sep @ 10:04am 
Updated with the following changes:
- Patched to 1.17
- Fixed issue with limited/restricted intrigue game rule
- Fixed issue with religion creation
- Added "All Administrative" governments game rule
2432554971 23 Sep @ 2:46pm 
in file "mgr_court_chaplain_tasks", line 454, the system thinks that "faith_hostility_level = { " has no target faith. It is a bug and it made my game crash every time.
The error report is : [22:34:39][E][jomini_script_system.cpp:284]: Script system error!
Error: faith_hostility_level trigger [ target faith was null ]
Script location: file: common/council_tasks/mgr_court_chaplain_tasks.txt line: 454 (task_conversion:potential_county)
PhantomImmortal 20 Sep @ 2:27pm 
I'm having the same issue as Rabbit - I'm having to use some cheat mods to avoid Temujin making demands in Egypt when he hasn't even finished with Mongolia
Rabbit 12 Sep @ 8:31am 
If you want I can send the save because it seems to occur after the Temujin become landed and stop being an adventurer. I'm not sure but I believe this issue breaks the mongols custom CB.
Rabbit 12 Sep @ 8:19am 
When using the option of historical empire titles only, all land not part of a historical empire title becomes part of the dejure Mongol empire title.
Brondo765 10 Sep @ 9:51am 
I think this mod needs to be near the top of your load order for it to work properly and go before More Interactive Vassals, at least from my experience.
Neutrino  [author] 9 Sep @ 10:06am 
I will look into the religion issue and others as I update for the new patch/DLC,
heahmund 8 Sep @ 11:38am 
How can i make all goverments are administrative in Alternative World with Imperies set?
ShadowDragonMan 4 Sep @ 4:00pm 
No longer works. Some disabled religion acts and interactions.
ddff 31 Aug @ 9:59am 
when using this mod, it's not possible to reform religion
妖妖真坑 30 Aug @ 8:08pm 
It doesn't show icon when I creating a religion
clmincher1990 30 Aug @ 7:12am 
has anybody had issues with the holy site option in this mod recently because iv set it at 0 holy sites requirement and when iv tried to reform new faith its still saying i require holy sites to reform the faith hope someone have a look at this issue thanks
masonaddisonclarkbaldassano 28 Aug @ 12:52pm 
Does it work with conversion mod
macintosh1257 26 Aug @ 12:28pm 
@Neutrino Some decisions like Unify Italy don't work if you turn on no ahistorical empires game rule. Since those empires don't exist.
Neutrino  [author] 24 Aug @ 4:51pm 
@Ok Cool: Should work fine.

@Fredvog: I don't get early access to DLC, so I'll have to take a look at updates as they come out. Generally, map changes shouldn't have too much impact on the mod. I expect that some work will have to be done to account for the new Hegemony tier. I'll have to pay special attention to Japan and China's emperors as it's not clear if they are landed or not.
Fredvog 24 Aug @ 4:25am 
What plans do you have to deal with the map changes coming with All under heaven? Have PDX reached out to you to deal with the update before release, like they do with some games?
k2s 23 Aug @ 7:12am 
why does subscribing to this mod since a week not work for me anymore? is anyone else having this? first i had the red icon which means an incompatibility so i deleted and re-subscribed again but now the mod isn't even added to the paradox launcher as if it didn't even install the mod.
Ok Cool 21 Aug @ 1:06am 
Sorry for the stupid question, is the mod multiplayer compatible?
Greedy Capitalist 11 Aug @ 9:08pm 
this mod can be removed midgame. it was causing some crashes for me, and disabling it allowed me to keep playing my save
Chryseus 11 Aug @ 9:06am 
I'm assuming this won't work when installed to a mid-game save. But what about removing it mid-game? I just realized that this mod might be what causing a certain interaction from other mods are missing or entirely not working
karlos 4 Aug @ 5:49am 
Hi, could you please add a rule that disables/accelerates/slows down the “integrate title” function for AI?
Huey Toast 26 Jul @ 8:25am 
How do you create a custom religion?
Kalief 16 Jul @ 2:51am 
@Zook the Duke for Shattered world to work - you have to set the rules on the "select starting year" screen, and THEN go create your ruler.
iamfullofsalt 16 Jul @ 1:47am 
Have been having the same problem as @The One Above All, Master of All
I used the game rule to expand domain limit to the extreme (player only) setting, but then in the tooltip/pop up when u hover over the domain limit in top right, there's a -900 or however much it needs to lock the domain limit to only 15.
Zook the Duke 11 Jul @ 5:53pm 
The shattered worlds option is not working for me. This a common issue?
Edwelric427 11 Jul @ 6:29am 
Same problem as @Gikov and @hanluo1030 ... holy sites required for pagan reform to 0, says you need 5.
Gikov 8 Jul @ 11:57am 
I'm seeing the bug that @hanluo1030 mentioned - set holy sites required for pagan reform to 0, says you need 5.
vidz99 1 Jul @ 2:21pm 
There is this error:

[jomini_script_argument.cpp:27]: Missing closing bracket in common/scripted_effects/mgr_ep3_decision_effects.txt starting at line 1
Shift 1 Jul @ 2:20pm 
is AGOT comp?
hanluo1030 21 Jun @ 11:23am 
I found a bug, when I set the holy site needed to reform faith to none,
in game when I want to reform faith the holy sites needed become 5.
cuomo860 19 Jun @ 7:45pm 
@RúbenParanormal This can be done with a local mod where you have a file in the defines folder that changes

"DEFAULT_MAX_TRADITIONS = 5 #How many traditions can a culture have by default?" to a higher number.

My compatch has it set as 6.
Kelryth 19 Jun @ 7:21pm 
@Lord WoffingShire use No Duchy Limit mod linked above. Place it after MGR in your load order. Then you can use the duchy limit toggle in the game settings.
RúbenParanormal 19 Jun @ 4:17am 
can we please get an option to raise the max limit of traditions? THATS ALL I WANT.
Lord WoffingShire 13 Jun @ 10:39am 
@The One Above All, Master of All If it's saying you're over domain limit whenever you have more than 2 domain, regardless what the rules are set to, it's a known problem with Foundational Framework, which hasn't been updated for the new update.

If you don't use foundational framework then who knows?
Need help with the annoying above maximum for domain limit. Somehow, although I increase the Domain Limit by More Game Rules, the game have this 'above maximum' penalty for domain limit. Any help would be greatly appreciated.
Bright moon 7 Jun @ 5:51pm 
I don't know if it's a feature of the mod or a bug that made the silver mines in Sardinia disappear, which took me almost an hour to figure out in my mod collection. I'm sure it does the same when running alone.
Anchovy 6 Jun @ 9:05pm 
Would like the ability to disable vassal's ability to declare war.
Finarfin 6 Jun @ 4:51pm 
I don't know if this has been mentioned, but if you have this mod enabled and select Character of the Week, or whatever the main screen option is, it doesn't load the scenario. It gives you the world map with no character selected. If you disable this mod and select that option it loads correctly into the start of the game.
Lord WoffingShire 6 Jun @ 9:55am 
Heck yeah, being able to limit title man at arms amounts would be a godsend.
I use this mod to lower man at arms amounts but because title man at arms aren't affected it means admin realms are over-powered. More than vanilla even.
gwjqaq 6 Jun @ 8:42am 
Currently, this mod cause the attractiveness effects of artifacts to be disabled.
JAG HATAR BAHNHOF 6 Jun @ 7:18am 
Is it possible to add a setting requiring more land to be held to create a title? The Danelaw is rarely created because Wessex can basically form England on game start, when they should need most of England to form it.
starry 5 Jun @ 6:15pm 
为什么在其它剧本里增加直辖就有用,一到蒙古剧本里直辖领地增加就不起作用