This mod adds a new Imperial Government type, largely based on the administration of the Byzantine Empire, with various new mechanics/events to support it.
NOTE: This mod currently does not work with existing save games! This is due to new cultural innovations not being implemented in existing saves.
Here is an overview of the mechanics of the mod:
– Currently the Byzantine Empire, the Fatimids, the Abbasids and the Tulunids start the game with the Imperial Government type. This government type is accessible via one of two cultural innovations; one available to all cultures in the late medieval era, the other called ‘roman administration’ available to cultures predominantly located in the lands historically controlled by the Eastern Roman Empire.
– At game start the Byzantine Empire uses Imperial Elective succession (Candidates are emperor relatives, vassals and generals)
– Under certain conditions (prestige etc) the emperor can name their heir as co-emperor, which supersedes the election and guarantees succession for their heir.
– Has a penalty to income (currently 10%) to simulate costs of running the bureaucracy. This is offset by the increased taxes paid by vassals (see below), and overall income will end up higher than for feudal rulers. The government also gives a higher vassal limit.
– When granting titles to a new vassal, by default they become ‘Military Command’ vassals as outlined below.
Successfully pressing the claims of courtiers in foreign realms results in the new vassal being a standard feudal realm.
– By default vassals are appointed and use a new government called a ‘Military Command’. Only eligible characters can be granted titles/commands (is adult, have military education/experience). Military commands are freely revocable. Military commands cannot war against other vassals in the realm (unless they have a contract exempting them), but may war against external targets.
– A military commander is free to nominate any of their own relatives as a successor as long as they are eligible for a command. If no heir is available titles revert to liege on death.
– Military vassals give a flat rate of levies to liege, somewhat higher than feudal vassals.
Instead of a tax contract they have a salary contract (higher salary = less ‘taxes’ paid to liege). Overall will give more taxes to the liege than feudal vassals.
– Military vassals can be made autonomous via an ‘imperial autonomy’ vassal contract, and in doing so become feudal hereditary realms, with the associated lower levy/tax contracts. This status can be revoked and the vassal converted back to a military command.
– Military commanders can join the Military Faction, which is designed to protect the interests of this military aristocracy. The faction dislikes nepotism when the emperor grants commands, becomes discontent if the emperor starts losing wars, and can become discontent due to other factors. The faction can name their own preferred candidate to be granted a military command, and become more content if the emperor grants this candidate titles. At high discontent the military faction can try to demand elective succession, or revolt and try to install one of their own members as emperor.
– Military commanders may retire under certain conditions. An imprisoned commander may also be forced to retire.
Military commanders can request a transfer to a different command. For example you may want a border province so you can wage personal external wars.
– Nobles can add to their personal estate by spending accumulated gold. These estates are in the form of character modifiers and have 5 levels. Estates can be confiscated by your liege.
– If a military commander has their command revoked or dies without a valid successor, but has personal estates, their successor may form a landless Patrician title. Each empire is currently limited to 8 patricians at any one time (excluding the player). Currently it is not possible to mod for the player to play without land, and so the player will always have at least one county.
– Any noble character can embark on a military career to gain eligibility to be granted commands/provinces. The aim is to become the candidate in the military faction, giving a high chance of gaining a command/province.
– The emperor can spend prestige to hire experienced/skilled administrators from within the realm/bureaucracy. Having a relative hired increases your own prestige.
-Removed the mechanic where powerful vassals always expect a council position. Instead added a scheme to replace an existing councillor.
– Greedy characters are now more murderous of co-vassals/courtiers in high positions.
– When sieging the capital of a primary war enemy made it far more likely that you will capture most of their family.
Possible future plans
Depending on how the current balance turns out, add more demands for the Military faction. E.g. higher wages, council positions for members
Add flavour events to the military career decision
Add more flavour/mechanics for the imperial court. This could include additional schemes or some sort of competition for honourary titles.
I would be very interested to hear any feedback on this mod, and am open to any suggestions!