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Carnalitas Slavery Reimagined AGOT Compatibility

This is a Carnalitas Slavery Reimagined compatibility patch for A Game of Thrones. For an overview of features and other changes, see the README of the main mod.

The latest version is compatible with CK3 1.12.x, Carnalitas 2.5, CSR 0.20.x, and AGOT 0.2.x.

Note that since Carnalitas 2.5 itself is not compatible with AGOT, it is strongly recommended to use also Carnalitas AGOT Compatibility.

Load order:

  • A Game of Thrones
  • Carnalitas
  • Carnalitas AGOT Compatibility
  • Carnalitas Slavery Reimagined
  • CSR AGOT Compatibility (this mod)

Council and Court Positions

Since AGOT adds new and changes existing council and court positions, one of the main purposes of this compatibility patch is to reconcile these changes.

Changes to Existing Council and Court Positions

The main CSR mod divides the existing council and court positions into ones that are available to slaves (always or only for certain government forms), and ones that are not available to slaves at all.

Council Positions

In addition to the 4 council positions that are available to slaves in CSR, the following AGOT council positions are also available to slaves: Admiral, and Castellan. The remaining AGOT council positions are not available to slaves, for the following reasons:

  • Personal Steward is available to the Night's Watch and is therefore incompatible with slavery.
  • Kingsguard positions are only available to The Iron Throne and are reserved for powerful highborn knights.

In the main CSR mod, Chancellor, Steward, and Marshal are only available to slaves if your government is clan or tribal. In CSR AGOT, they are available to slaves also if your government form is feudal, free city, or pirate. Note that "feudal" governments are mostly found in Essos, the corresponding Westeros government form is "feudal paramountcy".

Court Positions

In addition to the 16 court positions that are available to slaves in CSR, the following 5 AGOT court positions are also available to slaves: Captain of the Household Guard, Keeper of the Cells, Harbormaster, Master-at-Arms, and Court Smith. The remaining AGOT court positions are not available to slaves, for the following reasons:

  • Maester requires its holder to be a member of the Master's order. It is not clear from the sources if an enslaved Maester can continue to serve as such, so I left it out to be on the safe side.
  • Septon and Septa are religious and therefore incompatible with slavery.
  • Warden of the North, etc. are only available to The Iron Throne and are practically reserved for powerful vassals holding to corresponding kingships.
  • Commander of the Gold Cloaks is only available to Kings Landing and is therefore incompatible with slavery.
  • Night's Watch positions are only available to the Night's Watch and are therefore incompatible with slavery.

In the main CSR mod, Cupbearer, is only available to slaves if your government is clan or tribal. In CSR AGOT, this position, as well as Harbormaster and Master-at-Arms are available to slaves also if your government form is feudal, free city, or pirate.

New Slave Court Positions

The Mameluke Captain court position is renamed to Unsullied Captain and requires the slave to actually have the Unsullied trait. Although Astapor is still not on the AGOT map, soldiers with this trait are occasionally sold in the Buy Foreign Slaves event, and so they can be acquired either via this event or via trade.

Integration with AGOT Slavery System

Starting with version 0.2.0, AGOT introduces its own slavery system. This system is still pretty rudimentary and mostly does not conflict with Carnalitas and CSR. This mod integrates with or disables some of this slavery system features.

Slavery Realm Laws

In AGOT, rulers can decide to either allow or forbid slavery via a realm law. Most Free Cities start with Slavery Allowed, while most other realms start with Slavery Forbidden. Every ruler can choose to allow or forbid slavery if they have no liege or their liege has allowed it, but must forbid slavery if their liege has forbidden it.

If slavery is forbidden by a ruler's liege, slavery actions performed by this ruler may have different consequences depending on whether the violation is considered a capital crime, a non-capital crime, or neither by the liege.

  • Enslaving is considered a capital crime, unless the liege's culture has one of the Slavery Embraced or Thralls cultural parameters.
  • Performing other slavery actions (except freeing or ransoming) is considered a non-capital crime, unless the liege's culture has one of the Slavery Embraced or Thralls cultural parameters.

If a ruler actually breaks the slavery law of their liege, this is punished by adding an opinion modifier to the liege with 3 different levels of harshness, depending on the severity of the violation:

  • If it is a capital crime, the opinion modifier has all possible punishment reasons, including an execution reason.
  • If it is a non-capital crime, the opinion modifier has only an imprisonment reason.
  • If it is neither, the opinion modifier has no punishment reasons.

In general, AI rulers are quite unwilling to break the slavery laws of their liege (or their own if they have no liege) if the violation is considered a crime. They do not initiate slavery interactions under these circumstances and are quite reluctant to accept them.

With this mod, the AI willingness to pass slavery laws also takes into account slavery doctrines, cultural parameters, and attitudes, in addition to compassion, greed, and background. As a result, most AI rulers will now pass Slavery Allowed if compatible with their religion, culture, and attitude shortly after their liege passes it.

Also, slaves may now be freed when the Slavery Forbidden law is passed:

  • If willingly by a ruler, all realm slaves that are considered criminal to own are freed.
  • If forcibly as a result of accepting the demands of the slave action, being defeated in a slavery revolt, or losing a Free Slaves war, all realm slaves are freed.

Slavery Interactions

AGOT introduces one new prisoner interaction, Sell into Slavery. It allows rulers to effectively kill prisoners in exchange for gold. This interaction is disabled as it is redundant, does not fit well with other CSR features, and would break the CSR balance by allowing rulers to make money out of almost every prisoner.

Slavery Wars

AGOT introduces 2 new slavery war CBs: Raid for Slaves and Free Slaves. With this mod, the AI willingness to start these wars also takes into account slavery doctrines, cultural parameters, and attitudes, in addition to compassion, greed, and background. Also, winning such a war as an attacker has additional consequences:

  • If a Slave Raid war is won by the attacker, a few (2-5) characters are now actually captured and "marked for enslavement".
  • If a Free Slaves war is won by the attacker, all slaves in the defender's realm are freed.

Slavery Traits

AGOT introduces 3 new slavery traits:

  • Slave is en empty trait that is currently not used. It is overridden by the Carnalitas Slave trait.
  • Slave Owner is added to rulers with slave realm population. It is modified to avoid -100 opinion penalty with Slave characters.
  • Freedman is similar to Former Slave. It is not changed as it is only used when creating slave revolt leaders.

Slavery Cultural Parameters

Although Carnalitas has religious doctrines that capture different attitudes to slavery and they are seeded in accordance with the world's lore by the Carnalitas AGOT Compatibility mod, they are insufficient to correctly represent the variety of attitudes to slavery in the world of A Song of Ice and Fire. In particular, according to the sources:

  • The Ironborn keep thralls and salt wives, and some of the wildling clans north of the Wall also practice thralldom. Thralls however are not slaves in the literal sense as they can't be sold or gifted. In Ironborn culture in particular, one must pay the "iron price" for their thralls. To reflect the ubiquitousness of thralls, the Drowned God and Old God (north of the Wall) faiths should regard slavery as either shunned or accepted, but then Ironborn and wildlings would also be able to trade slaves without any penalty.
  • Slavery is widespread in most of the Free Cities, even in cities where it's forbidden by law, such as Pentos. Therefore, most Essosi faiths should regard slavery as accepted. However, there are other Free Cities (Braavos) and Andal populations in Essos that practice the same faiths, but have a much harsher view on slavery.

To address these inconsistencies, this mod introduces 2 new cultural parameters that capture the above regional differences:

  • The Slavery Embraced parameter represents the attitudes to slavery that are prevalent in most of the Free Cities. Rulers of such cultures regard enslaving as a non-capital crime, and other slavery actions as non-criminal. They are also somewhat more willing to engage in slavery. This parameter is added to the special traditions of Lyseni, Myrish, Pentoshi, Qohoric, Tyroshi, and Hartalari cultures.
  • The Thralls parameter represents the attitudes to slavery that are prevalent in the Iron Islands and north of the Wall. Rulers of such cultures regard trading and gifting slaves as a non-capital crime, and other slavery actions as non-criminal. Trading and gifting slaves also incurs a prestige penalty and AI rulers are therefore very reluctant to do it. This parameter is added to the special traditions of Ironborn and Wildling cultures.

Links

If you like this mod, you may also consider my other mods:

  • Carnalitas Love Reimagined, a rework of the Carnalitas Make Love interaction and its related effects.
  • Search & Trade Artifacts, search for artifacts, buy them from other characters, and sell them to other characters.
  • Travelers, characters always travel to their home when it changes instead of teleporting.
  • Active Courtiers, courtiers search for spouses themselves for less micromanagement, stronger AI, and immersion.