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On some very positive news, from next week forward, Dark Ages will be available in Spanish too. Everything is being done by K4ssplay on Steam. Thanks very much for her work!
 
Hi, can I somehow change the limits for the personality traits from 5 to 7 ? In my opinion 5 is a little bit harsh, and with 7 I can collect all virtues or sins. :) Maybe I can ask you to make that game rule ?
 
Hi, can I somehow change the limits for the personality traits from 5 to 7 ? In my opinion 5 is a little bit harsh, and with 7 I can collect all virtues or sins. :) Maybe I can ask you to make that game rule ?

There is already a game rule covering personality traits. You can disable the limit of 5.
 
Yes, but I don't want to disable the limit completely. I just want to increase it from 5 to 7. So, game will delete randomly traits if I have more than 7 personality traits.
 
Yes, but I don't want to disable the limit completely. I just want to increase it from 5 to 7. So, game will delete randomly traits if I have more than 7 personality traits.

Hummm... ok, I see your point. I can work out a new level for the traits, yes.
 
As some people over Steam keep bringing the frequency of murders in Dark Ages being too high, I will be testing this aspect of gameplay this week as I clearly am not seeing such high numbers of murders using the "murder" feature of Dark Ages.
So, I'll create an internal variable and will check how many murder attempts using the implementation present in Dark Ages there are over a period of ten years in the whole world to gauge its frequency. Then I'll see if something needs to be done to the base values of Dark Ages, something I don't feel is warranted before looking at raw data and that my experience does not validate.

Furthermore and to help the players of Dark Ages to fine tune the experience, I will implement a new rule that will have 5 values: Normal murders, 25% murders, 50% murders, 75% murders and no murders.

Expect this to be delivered on this week's release.
 
This week, besides creating another game rule for all to fine tune better your play experience, I have been busy with detailing the Paranoid side of the character's personality. So, I came up with this for married characters:

ugh8pPG.jpg





The Paranoid event pool is based in three modifiers of progressive worse consequences. Over time, for the first and milder one to appear, it is enough to be Paranoid. For the others, the character must choose to be pressured in certain events designed for the purpose (as this one is) and only then the mental condition might worsen.
Events like this one to flesh out the implementation will give a chance of escaping unscathed - this time! - but also risking a significant social and mental fallout... or, by picking the bottom option, the possibility that sometime in the future the character's mental illness worsens. There are several different outcomes, should the player pick the top option in the event.


Ready for next Friday release. Hope you enjoy!

Over the next weeks I will greatly expand this type of event in order to tell another story, ever different, to the players who are unfortunate enough to be Paranoid...
 
This week, besides creating another game rule for all to fine tune better your play experience, I have been busy with detailing the Paranoid side of the character's personality. So, I came up with this for married characters:

ugh8pPG.jpg





The Paranoid event pool is based in three modifiers of progressive worse consequences. Over time, for the first and milder one to appear, it is enough to be Paranoid. For the others, the character must choose to be pressured in certain events designed for the purpose (as this one is) and only then the mental condition might worsen.
Events like this one to flesh out the implementation will give a chance of escaping unscathed - this time! - but also risking a significant social and mental fallout... or, by picking the bottom option, the possibility that sometime in the future the character's mental illness worsens. There are several different outcomes, should the player pick the top option in the event.


Ready for next Friday release. Hope you enjoy!

Over the next weeks I will greatly expand this type of event in order to tell another story, ever different, to the players who are unfortunate enough to be Paranoid...

Looking very nice!. Are you going to do this for other traits as well in the future?
 
Looking very nice!. Are you going to do this for other traits as well in the future?

Thanks.

My idea is to use event pools to cover the three traits that can be defined as mental instabilities. These are the Lunatic, Possessed and Paranoid traits. With the delivery of the Paranoid events I finish the triad, as Lunatic and Possessed are already covered.
 
Version v.1.1.80 - Download HERE

Fixes & Tweaks:

- The decision to rest only appears in the Intrigue Menu if the player has the Stressed trait


New Content:

- Translated the mod to Spanish (thanks to the commendable efforts of K4ssplay at Steam)
- Started to code content for the new event pool for Paranoid characters
- Implemented a new game rule to better define the Dark Ages murders (frequency can now be set at 25% normal, 50%, 75%, normal, 125% or 150%. Also there is an option to turn the system off)
 
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This week I've been busy coding a new addition to Dark Ages. So, besides the development of the Paranoid event pool, I implemented the capability of offering (and receiving) Non Aggression Pacts to other rulers.

If it is the player that decides to make an offer it all starts like this:

rHEz4Mr.jpg


Then it is up to the parties to reach a sound agreement... or not!

In this case everything went smoothly and a new Non Aggression Pact was formed:

d8ZkIvZ.jpg



For the curious, the base chance of success to establish a Non Aggression Pact is 40%, with the opinion, traits and stats described in the text of the first picture influencing this base chance.
A character can attempt to negotiate at most one Non Aggression Pact every two years and the same character cannot be offered a new pact within 5 years.
A refusal gives Prestige penalty to the party proposing the deal, incurs an opinion penalty from the party refusing the deal and the character proposing the deal suffers a minor, stackable opinion penalty with his/her vassals for being a poor negotiator.

Will be released next Friday. Enjoy!
 
As some people over Steam keep bringing the frequency of murders in Dark Ages being too high, I will be testing this aspect of gameplay this week as I clearly am not seeing such high numbers of murders using the "murder" feature of Dark Ages.
So, I'll create an internal variable and will check how many murder attempts using the implementation present in Dark Ages there are over a period of ten years in the whole world to gauge its frequency. Then I'll see if something needs to be done to the base values of Dark Ages, something I don't feel is warranted before looking at raw data and that my experience does not validate.

Furthermore and to help the players of Dark Ages to fine tune the experience, I will implement a new rule that will have 5 values: Normal murders, 25% murders, 50% murders, 75% murders and no murders.

Expect this to be delivered on this week's release.

I wonder if also, when a close immediate family member dies under "mysterious circumstances", a close family member (parent or sibling) may request his suzerain that an official inquiry be opened to seek justice.

The cost of refusing would be higher depending on whether the person holds a title, is clergy, or has high family prestige. Furthermore, the use of a Favor could be use to force an investigation.

Opening such an inquiry would involve cost in money, prestige, and selecting an official "coroner". However, the coroner's stats and event choices by various witnesses, suspects, or characters, would influence the odds of discovering whether it was a murder (with a right or wrong culprit) or that the victim indeed died from a natural death (whether it is true or not).

Do you think it would be feasible? If we are to have more murders, we ought to have more justice and prosecution as well to implement consequences. Else, it just becomes whacky.
 
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I wonder if also, when a close immediate family member dies under "mysterious circumstances", a close family member (parent or sibling) may request his suzerain that an official inquiry be opened to seek justice.

The cost of refusing would be higher depending on whether the person holds a title, is clergy, or has high family prestige. Furthermore, the use of a Favor could be use to force an investigation.

Opening such an inquiry would involve cost in money, prestige, and selecting an official "coroner". However, the coroner's stats and event choices by various witnesses, suspects, or characters, would influence the odds of discovering whether it was a murder (with a right or wrong culprit) or that the victim indeed died from a natural death (whether it is true or not).

Do you think it would be feasible? If we are to have more murders, we ought to have more justice and prosecution as well to implement consequences. Else, it just becomes whacky.

A very interesting suggestion.

Feasible? Yes, I think so.

It would involve a considerable amount of time and there are aspects of the implementation that I am not sure how to code, even if I feel confident it could be done. I am not going to commit myself at this time to do this, however. It will be added to my suggestions folder.

As for having more murders, I didn't find anything out of the ordinary in my tests, that's why I ended up offering the chance in the new Game Rule to increase murders too.
 
A very interesting suggestion.

Feasible? Yes, I think so.

It would involve a considerable amount of time and there are aspects of the implementation that I am not sure how to code, even if I feel confident it could be done. I am not going to commit myself at this time to do this, however. It will be added to my suggestions folder.

As for having more murders, I didn't find anything out of the ordinary in my tests, that's why I ended up offering the chance in the new Game Rule to increase murders too.

How about making the results of the investigation/trial randomized based on the ruler's Diplomacy and Learning (and traits), against the culprit's Diplomacy and Intrigue (and traits)? Would that make it simpler for you to code?
 
How about making the results of the investigation/trial randomized based on the ruler's Diplomacy and Learning (and traits), against the culprit's Diplomacy and Intrigue (and traits)? Would that make it simpler for you to code?

No, that's not the challenging part. One of the challenges is taking care of more than one murder at the same time, for instance. What happens if two murders are committed and brought over the same character? I can only consider one for investigation but that would be very limiting...

Another problem that comes to my mind is if I can change the murderer of someone who is already dead. It would be strange the description in the dead person would not match the discovery (or "discovery" for wrong accusations) of the murderer.


For now I have my plate full with the Paranoid events. After that I'll give this a deeper thought.
 
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I've been giving some more love to paranoid characters. Now they can suffer from more dellusions... Like this one:

qUqujm8.jpg


The choice here is to investigate the matter and go public with your madness or keep it to yourself and add pressure to your already pressed mind.

Available tomorrow, hope you all enjoy!
 
This is an incredible mod. Thank you so, so much for taking the time to develop it. I hope that more people make stackable mods like this.

Thank you very much.

Hope you enjoy the latest additions and fixes when I release them later today. :)