[MOD] When the World Stopped Making Sense - A Migrational Era Mod for CK3 - 476-700 AD

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More culture chaos is always good.
 
Having fooled around with the mod a little I have a wish for a feature to be implemented; a game rule that disables advanced succession laws until the required tech is researched for them, currently the Visigoths start the game with High Partition and the Roman Empires, all of India and probably also the Erenshar with Primogeniture. I understand why they have this from a historical perspective, but it completely breaks the game.

CK3s balance is not designed for anyone to ever have primogeniture and without the player interfering realms who have it will almost never collapse, instead they will slowly gobble up each other through intermarriage until you end up with a handful of giant empires splitting the world between each other due to certain faiths being incompatible, without the dynamic tension created by realms rising and falling the game becomes rather stale and an AI with primogeniture won't experience realms falling.

While it may be historically accurate for certain realms to have primogeniture, the results of this coupled with the CK3 AI produces wildly ahistorical results.
 
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Leaving a post for the 457 bookmark update and variations on elective monarchy to balance out ai blobbing.
 
Having fooled around with the mod a little I have a wish for a feature to be implemented; a game rule that disables advanced succession laws until the required tech is researched for them, currently the Visigoths start the game with High Partition and the Roman Empires, all of India and probably also the Erenshar with Primogeniture. I understand why they have this from a historical perspective, but it completely breaks the game.

CK3s balance is not designed for anyone to ever have primogeniture and without the player interfering realms who have it will almost never collapse, instead they will slowly gobble up each other through intermarriage until you end up with a handful of giant empires splitting the world between each other due to certain faiths being incompatible, without the dynamic tension created by realms rising and falling the game becomes rather stale and an AI with primogeniture won't experience realms falling.

While it may be historically accurate for certain realms to have primogeniture, the results of this coupled with the CK3 AI produces wildly ahistorical results.
Thank you for the feedback.

In 0.1.5, we've fixed some issues with nation fracturing mechanic, so it should fully fire now, so coupled with a few other changes, things should be making realms more unstable.
 
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Dev Diary 16.2: The Echo Dev Diary that Won't Stop Ringing (0.1.5 Changes)

It's been a while, so time for another DD.

Standard Warning: As always, everything featured here can be completely changed or even removed before release.


Changes since Last Time
With Legacy of Persia and High School of the Dead Legacy of the Dead dropping since last time, we've integrated some of those features into WtWSMS.

In particular, we've tied the Senate into the new legitimacy mechanic, meaning Romans and Sub-Roman governments have a little bit of additional reasons to interact with the Senate.

senatorial_legitimacy.jpg

augustulus_senator.jpg

A/N: The legitimacy gain is a cultural feature of the trait, so only "Romans" get that boon.

And all the burial traditions have been review/implemented. Only real surprise would be the Caucasian Pagans having Sky Burials, representing the Tree Burials they historically did, and Semitic Pagans using Bewailing Burials, which the Hadiths prohibit (and seem to have been a Pre-Islamic practice among the Arabs).

As an aside, we also have new, improved sexy bookmark graphics. So that's nice.


bookmarks.jpg

Ain't that just so gosh darn beautiful?

De Jure Title Decisions
Looking into the mechanics, the old de jure title drift for titular kingdoms and empires didn't really work well, so we've ripped that out and replaced it with decisions. If you've looked into Fate of Iberia's "Form the Kingdom of Toledo" decision, it's somewhat similar to that.

Here's the default "drift" mechanic.

(NB: Final requirements in 0.1.5 will possibly deviate a bit, but most of this will be correct).

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This simultaneously makes it simpler and more difficult to convert your titular title into a true legal de jure title. Additionally, if you're within the Roman Empire and are a Sub-Roman government, the institution must decay enough for you to establish your title, even if you're a Goth.

The last requirement actually changes depending on what sort of government you have, but for nations with crown-authority-like laws, it's always maximal crown authority.


sarir_de_jure.jpg


At this time it is not possible to do this decision if your government is nomadic or tribal, but that's something we'll probably revisit in the future. Perhaps if all holdings that would be absorbed into the new kingdom are tribal. But we'll see about that later.

hunnic_de_jure.jpg

Not like the Hunnic or Rouran Empires are long for the world anyway...

If you manage to meet all the requirements, your little notional kingdom or empire becomes a real one.

the_effect.jpg

the_event.jpg

Dammit Honorius, this is all your fault.

Sub-Roman Romans
For Sub-Roman Romans, making your title de jure like on the historical Roman Empire this would be an affront to Rome and that would just not do. Instead, what you can do is replace the old diocese with your titular title, if you completely control the old diocese and meet the other requirements.

subroman_example.jpg


Most requirements are similar, and all you really do is make your title a new de jure part of the empire. It is slightly different though, in that it starts cheaper, but as feudalization progresses, it becomes more expensive.

feudalization_view.jpg

cost_shot_up.jpg

Well, that's just a wee bit expensive now...

But, if you manage to get it done, your titular kingdom now replaces the old diocese.

soissons_event.jpg

new_diocese.jpg


Why bother?
So why do this song and dance? Well first, if your title is titular, your vassals will owe you no allegiance and that nerfs your taxes a levies a bit. But also, there is a game rule (off by default) that if you have only titular kingdom or empire titles, you cannot create de jure ones!

de_jure_block.jpg

Game rule is on, so now you're blocked

Bug Fixes
As always there's a bunch of bug fixes:

  • Fixed a bug with the Fall of Rome Event
  • Fixed a bug with Independent Marauders Tradition depending on DLC available
  • Fixed a bug where Hinduism was missing the Eastern religion doctrine
  • Fixed a bug with some combinations of religious reformation and tenets not being selectable properly
  • Historical hybrids added so that AI chars will favor them over creating new versions of Romano-Gallic, Helleno-Aramean, or Romano-British

Path Forward
With Roads to Power coming 2024Q3, we've pretty much put all the Roman overhaul work on the back-burner; no reason to do a massive overhaul there that PDX will obviate in about than six months. Which is fine, because there's lots of other things we're looking at, such as:

  • Look over the economy & buildings and fix it up, especially now that we have plagues and such to drive down development regularly
  • Fix up Persia: Cultures, Governments, Religions (the later two especially)
  • Matter of Britain struggle
  • Look at Church Councils (minor synods; think Councils of Toledo or Carthage) and make those the vessels for creating Autocephalous Churches (instead of a decision)
    • If doable, implement proper Roman concubinage and councils to obliterate such marital practices, as per history.
  • Clean up cultural emergence/divergence events; Vanilla needs some tweaks still
  • Overhaul the endless mega-tribals on the map, like the giant Sami blob up north
  • Look into fedualization event chain for more clarity to players and clearer sequencing
  • Give Rome ability to reform old dioceses in the face of new, improved titular de juring decisions (replacing the borked council action)

Conclusion
Took longer than I'd like, but that's life; and I am pretty happy with things so far. 0.1.5 features are frozen, and working on bug fixing.

PS: Finally fixed the Ritual Doctrines being off-center!


ritual_doctrines.jpg

Clearly the biggest issue in the mod before now...
 
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