Crusader Kings III

Crusader Kings III

Historicity
187 Comments
Manluke 1 Nov @ 8:39pm 
Thanks for the update of this mod.
Rylock  [author] 1 Nov @ 3:45pm 
@marsilian Hilariously, I grabbed that portion of the code directly from vanilla - so I guess this issue is present there as well! Anyhow, it's fixed in the latest update.
marsilian 1 Nov @ 9:34am 
I think there is currently a bug in the Restore HRE decision, which costs 200 treasure even for non-admin characters, locking them out permanently.
Great mod overall, though.
Raspberree 1 Nov @ 2:40am 
Adding an option to ensure the collapse of the Tang by 910 would be nice.
Rylock  [author] 31 Oct @ 10:45pm 
Mod has now been updated for 1.18.
KylerKhan 30 Oct @ 9:01pm 
Ok understood, thank you for your time
Rylock  [author] 30 Oct @ 8:02pm 
@KylerKhan Just take a part of the mod and make it a separate mod, as its own thing? With nothing of your own? No, I don't think that would be appropriate.
KylerKhan 30 Oct @ 12:50pm 
Hello I love your mod and I wanna ask if I could take the Karling Death Mechanic and make it it's own mod, I will give full credit if allowed.
Rylock  [author] 29 Oct @ 3:37pm 
@SalahadDin Like I just said in the message RIGHT BELOW YOURS, that'll happen on the weekend.
SalahadDin 29 Oct @ 7:10am 
I love this mod so much. Could the you update it to version 1.8?
Rylock  [author] 29 Oct @ 5:11am 
@mthartsoe Unlikely. Update will be coming on the weekend.
mthartsoe 28 Oct @ 9:34pm 
does this still work after the latest update? (without dlc just the update.)
Fly_Squirrell 17 Sep @ 12:04pm 
Thank you for this - was playing as Aelfrid the Great and the second I looked away from England after uniting it I saw that France formed the HRE and had its eastern border in freaking Lithuania.
Rylock  [author] 7 Sep @ 12:06am 
@TDK Gaming & More - I agree that I might have to tone down the Mogyers, as Paradox made nomad cultures VERY powerful, but with regards to the other things you mention they really do vary a lot from game to game.
TDK Gaming & More 31 Aug @ 10:34pm 
I think historicity might need to be toned DOWN a bit, in this mod, actually. By the mid 900s the AI had formed Germany, Italy was nearly to it's 1871 unification, and the Mogyers were so powerful they'd conquered most of Eastern Europe and directly into Russia, and mostly through diplomacy as if they were Genghis Khan LARPing hundreds of years early
Tortellobello45 20 Aug @ 3:08am 
Amazing mod, and very underrated.
Rylock  [author] 22 Jul @ 4:46pm 
@Ardúnadan I've thought about it. Typically, I use Historic Invasions for my own games, and that handles Harald well enough. As for the invasions of East Anglia, I find that the Danelaw gets created consistently enough that I don't really need to intervene to help it along. I'm more interested in promoting the creation of the North Sea Empire, tbh.
Tito Lounge 13 Jul @ 11:15pm 
Ahh no dont get me wrong, this wasnt a request for your mod, I was just trying to hear what you think if this would be possible with triggers in the game.
Rylock  [author] 13 Jul @ 7:09am 
@Tito Lounge No, I'm not going to implement anything like that, sorry.
Tito Lounge 13 Jul @ 12:37am 
Thank you!
I played around a bit with the female_salic_law trigger and got an idea: Do you think it would be possible to simulate the iure uxoris with a similar trigger? So if a ruler has only a daughter, his son-in-law would inherit his titles. It always bothered me that CK3 didnt accounted for this principle, seeing how important it was for many realms in the middle ages.
Rylock  [author] 28 Jun @ 5:47pm 
@Tito Lounge It's the female_salic_law_check on_action that fires from the on_death on_action.
Tito Lounge 25 Jun @ 6:51am 
Hey Rylock, could you tell me which file you edited for the Salic Law gamerule so that women still get claims through their parents but wont inherit the titles?
Faninfo_YT 12 Jun @ 8:58am 
OK so after retesting it does not come from this mod, so I'd need to look more into it
Rylock  [author] 11 Jun @ 9:56pm 
@Faninfo_YT I'd need more info, as I'd need to be able to re-create the issue - and I haven't seen anything like that. At the very least, what other mods do you have running? Because I'd suspect it's less an issue with this mod and more an issue with what this mod is doing that some other mod interferes with.
Faninfo_YT 11 Jun @ 12:00pm 
Hey, I noticed a bug that cause adventurer 0 years old named "Placeholder" with the incapable and immortal trait to keep spawning, I deactivated the mod and it work fine now. If you have any idea of what is causing that.
Combustible ice 9 Jun @ 9:33am 
@Rylock Thank you for the update you made.I'm also confused about this sudden death event or random_dynasty_member.
Rylock  [author] 9 Jun @ 12:07am 
@Combustible ice Didn't see any reason why the events should affect characters outside of the Karling dynasty (the random_dynasty_member command only picks up actual dynasty members, insofar as I can tell), but I added a bunch of redundant checks into those events just to make sure something else strange didn't happen (like your non-Karling child inheriting the main story). It's in the latest update.
Rylock  [author] 5 Jun @ 4:39pm 
@Combustible Ice Mmm that would be extraordinary, if true, as the "sudden death" event uses the 'random_dynasty_member' command specifically on the Karling dynasty... so the only way it could point to someone outside the dynasty is if that command included non-dynasty members in its scope. I'll do a test to see whether that's the case, but outside of that I'll just point out that the Karling event isn't the only way that a character could suddenly die.
Combustible ice 5 Jun @ 8:06am 
@Rylock My child is not a member of the Karling Dynasty. I read this save file many times, but still died suddenly. But after I turn off this MOD and then read this save file, it won't suddenly die.
Rylock  [author] 5 Jun @ 6:20am 
@Combustible ice If your child isn't a member of the Karling dynasty, then he isn't subject to any of the decline. Everything, from the overthrow to the sudden death events, only affects members of that specific dynasty.
Combustible ice 5 Jun @ 1:08am 
Regarding the decline of the Carolingian Dynasty. By seducing the king, I enabled my child to inherit his kingdom directly. However, my child will still be subject to immediate death, even if he is not a member of the Carolingian family and there is no event of feudal inheritance law when he inherits the kingdom.
Comrade Mango 1 Jun @ 3:26pm 
Idk if you want to branch into the 1066 start but adding the Seljuk invasion of Asia minor would be a nice addition to the mod, maybe also Tamerlane too after mongols/greatest of khans?
Rylock  [author] 1 Jun @ 8:05am 
@Headhunter2 I can assure you, the Magyars do not stay there. I just loaded up an 867 with that game rule and the Magyars were indeed at war and moved to their new homeland upon victory. If you have that happening, you have another mod interfering - it's not MH's doing.
Headhunter2 1 Jun @ 6:54am 
I know it. But even if the game rule is adjusted to start the Magyar migration at the beginning of the game, the Magyars will still stay there. This is just a suggestion. If there is a way to modify or override this game rule, I think it would be good.
Rylock  [author] 1 Jun @ 3:26am 
@Headhunter2 You know that that's handled by vanilla events, yes? There's even a vanilla game rule regarding it, whether you want it triggered immediate or on the historical date (or never). Personally, I do notice that they tend not to fare very well if you don't have them migrate immediately, but other than possibly enhancing their survivability until the migration there's not much for me to do on that front.
Headhunter2 31 May @ 10:41am 
I would like to kindly request that you create an event similar to the "Invasion of Neustria" to simulate the Magyar invasion and occupation of Pannonia in the late 9th century. In several of my recent playthroughs, I've noticed that the Magyars do not migrate even after the year 925. I would greatly appreciate it if this historical event could be represented more accurately in-game, just as it happened in history.
Rylock  [author] 28 May @ 4:29pm 
@Taspher True enough! The fix for it is up.
Taspher 28 May @ 9:50am 
@Rylock, yep!
I agree it would be cool if CK3 let titles float, so you could get a prince-Archbishop who could be elected King, but the realm still be feudal. However with the current mechanics, forcing the title to be theocratic forever isn't that cool sadly :(
Rylock  [author] 28 May @ 6:46am 
@Taspher Oh, is this for the event where a powerful vassal takes the realm from a Karling child heir? That would make sense, if I didn't add a check for government... though that IS kinda cool lol
Taspher 28 May @ 4:06am 
For the decline of the Carolingians events, in one of my playthroughs with this mod Germany ended up being theocratic. Given that this seems highly unlikely, would it be worth adding a "is feudal" trigger? I'd do it myself in my local version but I can't quite work out which file it is that needs changing.
Rylock  [author] 20 May @ 4:28pm 
@rathinaman001 Maybe? I've focused mostly on things I believe have a profound impact on the balance of things if they *don't* happen, as opposed to wanting to make things historically accurate for the sake of historical accuracy, but even then it's mostly things I also find personally interesting.
rathinaman001 19 May @ 10:22pm 
Can it touch that part of Europe if you are willing, because it too is extremely interesting and a major part of Spanish history.
Rylock  [author] 19 May @ 4:41pm 
@rathinaman001 Nope, it doesn't touch that part of Europe at all. Everything the mod touches is listed above in the description.
jacrispy360 19 May @ 4:15pm 
Historically accurate CK3?? No. Nothing ever happens...
rathinaman001 19 May @ 9:15am 
Does this mod also deal with the Spanish succession of Austrias in 867 AD. In particular how Alfonso III realm was split between Leon, Galica and Austrias between his sons and how Leon became the suzerain for the other two kingdoms. Castille only became a different polity in 1065 separating it from the Kingdom of Leon.
Rylock  [author] 16 May @ 6:31am 
@rathinaman001 If you have the Salic Law set to "Women Receive Claims", then that effect applies to all realms with Male Only inheritance law even after game start. The part of it that sets titles to Male Only inheritance, however, only applies to game start.
rathinaman001 16 May @ 4:11am 
Hi just to ask, does the Salic law work on newly created in game titles or is it applicable only one the ones at game start?
Rylock  [author] 12 May @ 7:45pm 
@Headhunter2 好的,我明白了。在原版 CK3 中,决策不会告诉你你需要什么,只会说“你没有满足所有要求”,所以他们没有本地化这个触发器。我会修复它。
Rylock  [author] 12 May @ 7:32pm 
@NEST-7 I always account for the possibility of multiple players whenever I deal with code, but nobody's ever come back to say how well (or poorly) it works. So I assume it works fine.
MetaMasterpiece 12 May @ 9:21am 
Does it support multiplayer? I really want to share it with my friends!