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Macisasandwich TraestKF

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About this mod

This mod will make sure clans will always join a kingdom if they found themselves kingdom-less. 
No more rogue clans declaring war, doing absolutely nothing, and then disappearing without a trace!

Requirements
Permissions and credits
This is an updated version of the No More Rogue Clans mod made by Macisasandwich.
The author's permission was granted!

You'll need Harmony.
This mod can be safely turned on and off during the game's campaign

Default game behavior:
1. A kingdom loses its last settlement and is immediately destroyed.
2. Its clans become independent.
3. They continue the wars their kingdom fought.
4. If these clans do not join another kingdom after a few weeks, they're being eliminated.
This is very sad, because sometimes all or almost all of the noble clans of a culture will be lost from the game

Behavior in this game mod:
Once a kingdom is destroyed, its clans join other kingdoms within twenty-four hours.
The clan will first look for kingdoms of its own culture and pick the weakest one to join (measured by total strength).
If there are no kingdoms of the clan's culture, or the relationship between the clan leader and the king is bad, then the clan will pick the weakest kingdom in general to join


Successful rebel clans who have defended their city and become noble (already existing standart game mechanics) will not wage a lonely perpetual war against former lords, but will enlist the support of some kingdom

How choices are made. The clan leader "asks himself":
– Does the kingdom of my culture exist? If so, do I have a good relationship with its king? If my relationship is below -10, I'd rather go to a foreigner than to such a king!! Okay, for kingdoms of a different culture, is my relationship with their king good? Wow… that's not good either! Okay, okay, the king of my culture is bad, but at least he honors the same gods…. Oh, there is no kingdom of my culture! Damn it! Is there even a kingdom that's alive?! Fine, I'll take what I can get!!

At each stage the strength of the kingdom is taken into account. All things being equal, the clan will choose the weakest kingdom. But cultural affiliation and personal relationships are tested before kingdom strength

Clans do not make their choices at the same time. That is, clans gradually change the balance of power with their choices. And if the first clan chose a certain weak kingdom, it became stronger because of this, and the next clan will choose another kingdom, if it is the weakest now

Clan will never join a kingdom it is at war with. Clans that are at war with all the kingdoms will wait for peace to be made with at least one of them, after which they will join it

Clan will never join a kingdom that has no settlements or only one. Clan will never autojoin the player's kingdom (where the player is the king), unless it's the only kingdom left

The mod is compatible with the Succession Laws and Civil Wars mod

These are the kinds of stories that can emerge when combining these mods:
Anorit Kingdom + No More Rogue Clans + Very Simple Divider + Succession Laws and Civil Wars
"The Fire Kingdom of the Anorits fell to the onslaught of Vlandia and the Western Empire. The noble conquistadors fled north to the small kingdom of the Battanian Lowlands. However, High King Mon died, and the chiefs could not agree on an heir to the throne. The disgruntled clans created a new kingdom, Ortysialand. It was led by Pyrokar the Anorit. The country took the heraldic colors of the Anorits – red and black. Even the former capital of the Anorits, Charas, voluntarily joined the new kingdom as a result of a successful rebellion against the Vlandians! The reborn Anorit Kingdom once again raised the banner of its Fire God and continued its conquest of Calradia!"


Some mods, such as Diplomacy, Allegiance Overhaul or NPC Fixes, allow you to recruit rogue clans, which is not possible in the vanilla game.
Accordingly, you need time to take advantage of this feature, but usually in this mod rogue clans join kingdoms within a game day.
In the alternate version of the mod, NoMoreRogueClans.Diplomacy, a waiting period of 4 weeks (the standard time frame in the vanilla game) has been added.
Only after this delay rogue clans will choose a new kingdom, according to the rules as in the main version of the mod.
However, remember that during this period another kingdom can get ahead of you in hiring a rogue clan – this is standard game behavior, the mod does not interfere with this process.
So don't hesitate! :)

History and technical details
Spoiler:  
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I am also the author of another mod, Very Simple Divider. It splits kingdoms into smaller ones, so I ran into the problem of the frequent appearance and disappearance of independent clans of defeated kingdoms. This prompted me to come up with an idea for a mod that would help in this case. I had already implemented a draft of this, but it turns out that Macisasandwich have already created his excellent No More Rogue Clans mod! But it had not been updated, and Macisasandwich allowed me to use his code, for which I thank him very much! This helped to finalize the mod much faster. As a result, the mods work almost identically on the outside, but are organized differently on the inside. That's why, for example, my implementation uses Harmony, although it is not required in the original mod