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@Torredebelem , as someone who has worked quite hard to make CK3 harder, what is your take on Conquerors?

I really like them on paper. Lets see how that translates into reality.

Without knowing how they work and feel it's impossible for me to say what I would change or nerf... at the very least, they will add more dynamism to the game world, helping the process of emergent storytelling due to the new gameplay elements.

Overall a very good addition even if I am quite skeptic about any significant increased challenge to CK3 using standard rules - much like harm events, which either provide (good) flavour or if one cranks up the difficulty they are simply quite annoying.
 
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The more I think about it, the more I expect that it will be a map-shake-up mechanic rather than a difficulty mechanic. As one AI becomes a "Conqueror", it will threaten other AIs a lot more, while the player continues to win every single battle no matter what.

Until they rebalance Knights and MaA to bring more parity between player and AI, making the AI more aggressive only increases the number of Wars the player faces, but not their difficulty.
 
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I've been playing with this mod for a little bit and I have really been enjoying how the game slows down a lot with this! Thank you!

I think I have found a bug though: newer cloaks added to the game (Eg: Fur-Lined Royal Mantle, Berber cloaks) do no appear (neither on characters, or with appearance selector). In the past when I've seen this, I think this means that game/gfx/portrait/portrait_modifiers/01_cloaks_base.txt has been updated to support these, but is being overwritten by the mod. Not certain that that is the case here but I have seen this be the cause of issues like this before!
 
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I've been playing with this mod for a little bit and I have really been enjoying how the game slows down a lot with this! Thank you!

I think I have found a bug though: newer cloaks added to the game (Eg: Fur-Lined Royal Mantle, Berber cloaks) do no appear (neither on characters, or with appearance selector). In the past when I've seen this, I think this means that game/gfx/portrait/portrait_modifiers/01_cloaks_base.txt has been updated to support these, but is being overwritten by the mod. Not certain that that is the case here but I have seen this be the cause of issues like this before!
You are right. I don't have a clue how a couple of GFX folders were included in the mod. It's fixed for today's release. Thanks for reporting this!
 
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Version 1.48 (03/05/2024)

Download HERE

- Removed the wrong stress penalties - copy/pasted from a previous option - given by one of the options of the event "Religious Misgivings"
- Added stress penalties based on other logical traits given by one of the options of the event "Religious Misgivings"
- Reduced the penalties possibly suffered by picking a couple of options in the event "Crisis in [COUNTY]"
- Reduced the penalties possibly suffered by picking a couple of options in the event "Trouble is Brewing in [COUNTY]"
- Improved game performance by reviewing on actions (moved plenty of events from 1 to 5 year pulses)
- Splitted the two event groups in on_actions into 4 event groups to add variety to the events received
- Implemented a new Game Rule to allow the player to decide on a Grace Period for particular challenging events(*)
- Fixed the costs of an Emperor to recruit a specialist
- Fixed the description of the decision to hire a specialist
- Coded the chance of the Specialist to have a level 5 education
- Fixed the lifestyle traits a specialist Court Chaplain might get at generation (it was being generated with intrigue lifestyle traits)
- Increased the probabilities of finding a Specialist if the character has remarkable Prestige and/or Piety
- Eccentrics now can also find a way out in the event "A Matter of Renown"
- Fixed the success event in "A Matter of Renown" to give the right amount of renown and to provide a lower Prestige bonus
- Fixed the failure event in "A Matter of Renown" to provide a lower Prestige penalty
- Fixed Pure Blooded characters gaining at birth certain genetic traits
- Fixed a typo in the event "The Infamous Silver Spikes"
- Tonned down the Prestige penalty in the last option of the event "The Infamous [THIEVES' NAME]"
- Tonned down several diseases severity as compounded with the new plagues decimate NPC ranks
- Compatched with Unofficial patch
- Corrected grammar in the text of the event "The Annals of History"
- Fixed the incorrect province scope (it should be Domain) in all the low Diplomacy events
- Fixed the incorrect province scope (it should be Domain) in all the low Martial events
- Fixed the incorrect province scope (it should be Domain) in all the low Stewardship events
- Fixed the incorrect province scope (it should be Domain) in all the low Intrigue events
- Fixed the incorrect province scope (it should be Domain) in all the low Learning events
- Rephrased better the text of the event "The Industrious Local Council"
- The AI couples will experience less sickly children
- Now at birth a baby, besides all the other special traits, can also be born blind
- Changed the effects of event "Scrapping the Barrel" to cost less Prestige and Piety in one option and to increase Stress for some traits in the other
- Changed the effects of event "Dynastic Gamble" to be more logical in giving Stress in one of the options
- Reduced the value of Renown loss as a possible consequence of picking the same option of the event "Dynastic Gamble"
- Added an opinion malus to another option of the event "Dynastic Gamble" where the jailed councillor feels enraged for being jailed
- Reduced the effect of turning more probable murder events due to more than one rivals or nemesis
- Balanced better the effects of the event "Religious Plead for [COUNTY]"
- Removed an opinion modifier mistakenly added from one of the options of the event "Religious Plead for [COUNTY]"
- Fixed a bug where some character graphic assets were not showing


(*) - Now you can select the time, from the start of the game, that several dozen of particular challenging events (murder events not included) will not happen. You can pick between 5, 10, 15, 20, 25 or 0 years as a grace period. Default is at 10 years.
 
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Thank you for the mod. Made many of my playthroughs very fun.

Wanted to check if there are compatibility issues with conversion mods like The Fallen Eagle or a converted save from Imperator Rome?
 
Thank you for the mod. Made many of my playthroughs very fun.

Wanted to check if there are compatibility issues with conversion mods like The Fallen Eagle or a converted save from Imperator Rome?
Glad you are enjoying.

I don't have a clue to both, even if I am convinced a converted save will work without issues. Try loading it after FE and check if there are issues. If so, try loading it before Fallen Eagle.
 
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Have you thought about taking the code from More Interactive Vassals to integrate more directly with your vision of the mod? I know you said you often disabled a lot of the options in the mod itself.
 
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Well, I am very careful at taking out the ideas and work of other modders to improve Dark Ages.
What I will soon be doing in Dark Ages is an event pool for vassals.
 
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Version 1.49 (09/05/2024)

Download HERE

- Sodomite heterosexuals or asexuals now will change their sexuality to bisexual or homosexual
- Lowborn marriages now are less punishing
- Fixed a bug in the event of lowborn marriage that was wrongly applying an opinion modifier
- Fixed the Stress impact of different choices in the event "Poisonous Rumours"
- Compatched Dark Ages with latest version of "Unofficial Patch" (*)
- Changed delays in on_action to prevent generic events of the four groups to fire very close to each other
- Coded an event to warn the player he/she is too low on funds to address any unexpected event
- Compatched Dark Ages with CK3 1.12.5 (Scythe)
- Increased the bonus to control given in one of the options of the event "A Question of Influence"
- Reduced the chance of several dozens of events related with different game variables to happen
 
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Hopefully today's release is smooth.

Going to visit Florence for the weekend, will only be available for any kind of coding on Monday.

Happy gaming and avoid being murdered!
 
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Version 1.50 (17/05/2024)

Downlad HERE

- Spaced out better the delays of the on_actions related with everyday events
- Compatched Dark Ages with latest version of "Unofficial Patch"
- Added stress for being Greedy in one of the options of the event "Long Term Plans"
- Started coding the Vassals event pool (20% done)

Enjoy!
 
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