Crusader Kings III

Crusader Kings III

Dark Ages
2,655 Comments
Cardolam  [author] 6 Sep @ 11:03am 
@nero_dark_flame3

For about a month now that change was reverted due to vanilla overinflated skills along growing up of child characters. You are not playing with the latest version of the mod. Unsubscribe Dark Ages and resubscribe again to dowload latest version.
nero_dark_flame3 6 Sep @ 7:37am 
Hello! May I ask if there's an option/gamerule to remove the cap from the stats of characters (e.g., allow a character to have more than 25 points in each category)?
Cardolam  [author] 5 Sep @ 4:39am 
Version 2.27 (05/09/2025)

- Event pool for Landless Characters is 35% complete
- Enforced lifestyle focus cooldown of 5 years for adults
- All landed characters, if allowed to do so, now desire at least one concubine
- Being allied to house head in admin realms now gives 0.5 Influence per month
- Being a Governor in admin realms now gives 0.5 Influence per month
- Improved text in event "Disaster in [Province Name]"
- Changed the effects of an option in event "Disaster in [Province Name]"
- Updated all language files (*)




(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Cardolam  [author] 3 Sep @ 3:10am 
@Frunze

Fertility in Dark Ages is the same as in vanilla. The only change Dark Ages implement that affects
fertility is increasing the chance of Infertile characters. Every character has a 5% chance of being infertile.

@ Ozee

It is not necessary to increase base difficulty. The mod goes much beyond turning the game harder, though.
There are incompatibilities between Dark Ages and both mods as Dark Ages modifies Perks and Legacies. It is *not* recommended you play with these mods while playing Dark Ages.
Ozee 3 Sep @ 1:05am 
Also any idea if the mod could be compatible with Veritas - Lifestyle Perks Overhaul and Hiraeth - Dynasty Legacies Overhaul ? I see you did some changes to both lifestyle and legacies, so I wonder if these could be compatible, I highly prefer them to vanilla lifestyle and legacy systems.
Ozee 3 Sep @ 12:39am 
When playing with Dark Ages should I also increase base game difficulty to Hard? or it is not necessary? Thank in advance for answer.
Frunze 2 Sep @ 8:08pm 
Could there be a submod to increase base fertility? most characters seem to be base around 50-60% fertile
Cardolam  [author] 31 Aug @ 7:06am 
@Baklavaboy

It is a late medieval unit with its own innovation. You probably have a mod conflict. Make sure you follow the install instructions and load Dark Ages as your last mod in the list.
Baklavaboy 30 Aug @ 2:11pm 
Are Bombards supposed to be available at the games start?
Captain Smollett 29 Aug @ 10:46pm 
Yea, i myself dont really remember all the changes anyways
Cardolam  [author] 29 Aug @ 2:41pm 
@ Captain Smollett

I am very grateful for all your work and certainly I didn't try to belittle your fantastic job in any way. Sorry for any confusion the version notes might have caused but at this point and after the chats of last weeks, I am sure you were in no way offended.
Captain Smollett 29 Aug @ 8:44am 
Hey, it did somewhat alter the substance because the celibate loophole event now chooses an appropriately gendered character depending on your character's sexuality :P

and some other minor-ish things too that i just dont remember
Cardolam  [author] 29 Aug @ 7:50am 
Version 2.26 (29/08/2025)

- 32 event files have been recoded with much better quality skills in coding than my own (!)
- Turned more consequential the failure in the Estates of the Realm event
- An option of the character interaction "Intimidate" now also gives Influence
- Player now can only negotiate alliances with characters in diplomatic range
- Landless Adventurers cannot be the target of murder events (%)
- The AI now attempts alliances with closer potencial partners in terms of distance

(cont)
Cardolam  [author] 29 Aug @ 7:49am 
(cont)


- Fixed a wrong scope in on_actions that was preventing an event from firing
- Updated all language files (*)




(!) - While this change doesn't alter the substance of the mod, it certainly improves on the product delivered in terms of speed and readability of tooltips. Credit goes entirely to @Captain_Smollett.
(%) - Landless Adventurers will have their own murder event pool in the (more or less) near future
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Cardolam  [author] 27 Aug @ 2:53pm 
@Barracuda

Unfortunately, no such thing as an exhaustive list of changes exist. What I can say is that the scope of the mod in terms of code and design is on par with the most complex total conversions.
You can however browse the change notes to check plenty of implementations.
Barracuda 27 Aug @ 1:04pm 
Is there a document or something for a complete list of all changes? Seems like an interesting mod but I would like to know what to look for while testing it with my Mod List to see what is compatible and what needs to be cut out.
Cardolam  [author] 25 Aug @ 6:52am 
@The Gripper Sniffer

Maybe diplomatic range is too far. I'll probably reduce it further. Thanks for the report!
thank you, thank you very much for fixing the overskilled characters issue.
The Gripper Sniffer 24 Aug @ 1:18pm 
Hi, I love your mod but I think the negotiate alliance interaction needs to be more restricted. The AI makes nonsensical alliances to rulers halfway across the world and then loses their whole armies to attrition when trying to help them. Maybe increase the required opinion so that characters with different religions are less likely to ally with each other or make distance a factor that influences the acceptance chance
Cardolam  [author] 24 Aug @ 5:52am 
@Rafael, luqfire2016

Glad you are enjoying the experience!

It must be said however the mod has more than 30 game rules to give the player the power to costumize their experience to match their tastes. Murder events or illnesses can be reduced or turned off.
For new players it also should be stressed that, unless they play very poorly, most of their characters will last until old age, with murders and illnesses on.
Rafael 24 Aug @ 12:27am 
I decided to play casual game without DA, got quickly bored. Came back to mod in 2 next runs got randomly murdered by courtier, got sick and died. Missed this baby so much :)
luqfire2016 23 Aug @ 10:26pm 
Glad to hear that you're expanding upon landless gameplay. This is my favourite mod by a long shot.
Cardolam  [author] 23 Aug @ 2:51pm 
@Kate27

There's no lack of plans for it. For instance, in September I am going to develop an extensive event pool for landless characters to spice up that side of gameplay. And I as motivated as ever to continue delivering a different experience of gameplay.
Kate27 23 Aug @ 2:30pm 
I first downloaded this mod like two years ago or something? So happy to see it's still going strong
Cardolam  [author] 22 Aug @ 11:24am 
Version 2.25 (22/08/2025)

- Event "Quarrel in the Council" now has all text working ok
- Intimidate characters to gain Prestige now works as intended
- Fixed a flag that was not reset in event "Dabbling in Politics"
- Event "Stroke!" now may happen again
- Optimized the structure of the localization files
- Updated all language files (*)





(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Cardolam  [author] 22 Aug @ 10:40am 
@donalforducks

Sure, that's the best option.
Enjoy Dark Ages your way. :)
donalforducks 22 Aug @ 9:58am 
Thanks for the reply, i will just make a submod for myself them to overwrite them with the vanilla art
Cardolam  [author] 22 Aug @ 6:03am 
@donalforducks

Not at all disrespectful, you are absolutely entitled to your particular taste.
Unfortunately, there is no way to remove the new art. I included it because it has different art for all MaA, contrary to vanilla art that reuses many of its images.
donalforducks 22 Aug @ 5:18am 
hey sorry if this sounds disrepectful but is there a way to disable the new MAA art without me having to dig into the mod file, i just don't vibe with it
Cardolam  [author] 20 Aug @ 2:06pm 
@zewasplays

Hi!

I only change a bit the vanilla innovations, don't implement new ones. It is easier for me using DiffMerge to compare vanilla files with mine, that's why I include them wholesale. This being said, perhaps in the future I will implement something more submod friendly.

Glad you are enjoying Dark Ages!
zewasplays 20 Aug @ 11:02am 
@Cardolam Hi! First of all, thank you for the awesome mod. I'm running through with my first playthrough and loving it so far. Just reaching out because I needed to make a compatibility patch for my own mod and noticed that Dark Ages copies over the vanilla culture innovations files—as an FYI, you can make a new specific innovations file for your mod and only include the ones you want to tweak. That would improve compatibility with other mods, as well as reducing headaches with future updates!
JOЯDAИ 19 Aug @ 5:59am 
Thanks for the submod!
Toney 19 Aug @ 5:03am 
OMG THANKYOU!!!!!!!!!!!!
Cardolam  [author] 19 Aug @ 4:20am 
@Toney

There wasn't. But now there is. ;)

Download it HERE
Toney 19 Aug @ 1:54am 
Any way to disable the colored name plates?
Cardolam  [author] 16 Aug @ 4:54pm 
@JOЯDΛИ

Thanks. Glad you are enjoying!
JOЯDAИ 16 Aug @ 11:33am 
Best mod for CK3 hands down. Vanilla is too damn easy
Cardolam  [author] 16 Aug @ 7:59am 
@SKIBIDI_RIZZLER123

Sure. Load Dark Ages last in your mod list.
Taspher 12 Aug @ 12:50am 
I'm an idiot, ignore me... It was a mod conflict with Culture Expanded which I loaded later in the order. Only just started playing again so didn't notice the change
Cardolam  [author] 11 Aug @ 12:34pm 
@Tankthinker

Regarding Dull or any other of the traits I mentioned it is not Dark Ages related, then. Same goes for Incapable.

If your skill is not up to the murder system or you simply don't enjoy the implementation you can turn it off via game rule. Certainly having your last 5 characters murdered with the same percentage considered speaks about an occurrence once in a blue moon. Maybe betting on the lottery... ;)

This prompts me to counsel you to browse through all game rules. You can cherry pick how to play this complex mod.


@Taspher

It is done like that for every regiment in the game. The idea being to turn warfare more interesting and risky by reducing the impact of the elements monopolizing the end results: The MaA.
Tankthinker 11 Aug @ 11:56am 
Ya im sorry but its not 5%, every single one of my played characters has either had dull or incapable, thats 9 characters in a row now across two different playthroughs. Ive resorted to using the console commands to remove it.

I think there is some sort of player bias present in your mod because I barely see dull or incapable in other characters.

Also the whole rival system pop up thing where they have a 34% chance to kill you, kills me every time, Ive lost 5 characters in a row to that thing, really annoying.
Captain Smollett 11 Aug @ 6:35am 
@Taspher my brother in christ... every unit is limited like that.
Taspher 11 Aug @ 6:20am 
Heya, is there any rationale for unique units being limited to 50 rather than 100 as per normal? I'm playing in Nubia, and the Nubian archers and Sahel horses being limited to 50 rather than 100 like their non-unique counterparts makes them somewhat less useful.
Cardolam  [author] 7 Aug @ 6:25am 
@Tankthinker

Dull, Shrewd, Strong, Weak, Loyal an Disloyal have 5% chance of appearing during childhood in Dark Ages. When you get one of them, you cannot get its contrary anymore. The base chance of getting those traits increases a bit if the mother or father have the trait. All characters, not just the player, are subject to these probabilities.

Incapable is not included in this list and certainly Dark Ages is not giving Incapable out of nowhere.
Tankthinker 6 Aug @ 11:34am 
Ok thanks, another thing id like to know is did you adjust the rate at which player characters get negative traits at all?

Every single one of my playthrouhs, all my characters plus children have been getting one of the following - dull, weak or incapable - and I mean every single character of mine, not AI is getting those... doesnt make sense at all what are the odds of that? It never happened for me like this in vanilla
Captain Smollett 6 Aug @ 7:17am 
By the way, 5% for MAAs causes siege weapons and war elephants to not reinforce if it's just 1 stack of them. You in theory could fix that for siege weapons quite easily, just double them, siege stat seems ot be per-regiment and not per-soldier, so that wouldnt affect much. Elephants, however, are tough.
Cardolam  [author] 6 Aug @ 7:03am 
@ Tankthinker

Realistic warfare means battles are much more unpredictable, it is much harder to guess their outcomes. It should not affect at all the recovery rate of troops. Levies reinforcement speed is 2% per month (vanilla is 3%) and 5% for MaA (vanilla is 10%).
Tankthinker 6 Aug @ 4:32am 
What exactly is happening with the "Realistic" setting for warfare? I noticed that when it is on my MaA recover severely slowly, like it must be in the 0.1 per month as it changes by like 5 per year. When I switched to "Gamey" it went back to recovering like 5 per month.

Was this intended?
Cardolam  [author] 4 Aug @ 12:08pm 
Version 2.24 (04/08/2025)


- The whole line of Murex Farm buildings now gives proper Influence Bonuses
- Reverted Skill cap to 100 (!)
- Updated all language files (*)




(!) - There is a vanilla bug that appears if the cap is lowered from the vanilla 100. Basically it makes skill gain during infancy faster, turning many characters into demi gods, good (at least) at everything.
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are