• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Version v.1.1.82 - Download HERE

Fixes & Tweaks:

- Fixed an event in the Paranoid pool that had a non localized option
- Fixed a typo in the Privileges event pool
- Fixed a description in the Murder System "Normal" option Game Rule
- Fixed a misspelled trait in a courtier event that was not being considered in an evaluation
- Added an internal modifier to fix a Lord Spiritual event that was firing when it was not supposed to
- Fixed the text of the option of the event "Economic Status"
- Fixed a trait that was incorrectly preventing an instance inside a random list to fire in a courtier event
- Fixed the text of the third option of the event "The Great Ball" to present a sensible option
- Added a cost to the option to rebuild roads in event "Road Improvements"
- When Patricians send help during war a proper army spawns in the relevant capital
- In one of the options when the Patrician helped the war effort a proper control modifier (to prevent the event to soon repeat) was not being set
- The check in a trigger to determine if the Patrician had helped before in event "The Good of the Republic" was not being set
- The check in a trigger to determine if the Doge had helped in the event "Request From Peers" before was not being set
- In the event "New Migrants Arriving" the option to anihilate them should carry several costs that were not set
- In the event "Settlements Raided" there is now a cost for the various options
- In the event "Stability Woes" there is now a cost for the option
- In the event "Trade Curtailed" there is now a cost for the option
- Fixed different instances in Privileges events where a limit within an else clause was included
- Removed the faulty inherit property from an opinion modifier in the Privileges event pool

New Content:

- Capability to offer and receive Non Aggression Pact proposals
- Continue to develop the Paranoid event pool
 
Just a word about today's CK3 announcement and its impact on Dark Ages.

I am planning to develop weekly for CK2 until CK3 release and, if the new game fulfills my expectations, I'll stop the development of Dark Ages for CK2 and start developing a mod from day 1 of the new game release. The only thing I can add at this time about it is that it will keep the same approach of being compatible with everything. Other than that, I feel it is better that I start from day 1 of the release than arriving at the mod scene 3 months after the last upgrade the product received (HF) before the end of the development cycle.

To fulfill my expectations, CK3 needs to be much more than a map painter, being able to generate different stories every time and with many objectives other than those within the military sphere and territorial growth. So, more like a continuation of CK2 instead of the EU4 or worse, I:R approach. But even with the recent release of the lackluster I:R, I believe Paradox is not going to fail on this one as CK2 is clearly a good reference to build on.
 
After the announcement of CK3 I went to work a bit more on Dark Ages (for CK2!) and come up with a few new paranoid events. Like this one:

WNvVate.jpg



That, after picking the top option, might lead to this one:

NwDSzMj.jpg



...and things might not end here!

All this available on next Friday release. Hope you all enjoy!
 
What happens if you choose the last option where you take his wealth ? Very nice event series you have going on here. Makes it more immersive as well!

Thanks!

There are penalties that you can see are applied, the character becomes a worse person ( * ) which in more circunstancies than not bring bad consequences and the "Insane Behaviour" modifier, while it lasts, might lead to a cascade of events of... unpalatable consequences. ;)


( * ) - Now that I am seeing it, I'll add a "no effect" probability to the list of traits that can be added by picking the third option in the event.
 
Last edited:
Version v.1.1.83 - Download HERE

Fixes & Tweaks:

- Fixed a opinion modifier used in several instances of the Paranoid event pool. Instead of being the opinion of the target towards the player it is the player towards the target
- The situation where the player character attacks the victim due to the paranoid trait will now carry a Prestige penalty

New Content:

- Expanded the Game Rule about Personality Traits to include thresholds for 3, 5 and 7 traits. The default is 5, like before.
- Continue to develop the Paranoid event pool
 
I have another suggestion, hopefully easier to implement than my first one.

When holding two kingdom titles under different cultures, there is currently no significant pressure to have at least one powerful vassal of the secondary culture on the Council. This makes it relatively easier to manage such kingdoms than it should be; in real life, not including vassals on the council from that junior kingdom would often be a significant cause for unrest and even revolt. That is why, usually, kings in personal unions would keep a separate council of state for each kingdom.

I propose that vassals under a non-primary kingdom title should suffer a negative opinion modifier if no powerful vassal sharing that culture group is seating on the ruler's council; non-powerful vassal would not count. The more are seating on the council, the lesser the penalty.

The penalty would reach 0 at 4 councillors. It could be as simple as -20/-10/-5/0.

For example, in my current game as Sovereign Duke of Swabia I successfully pressed my claim as King of Poland, which I keep as non-primary title. In real life I would probably keep two separate councils and institutions, one for each Crown, but this cannot be represented in the game. That instead, if my Council contains no members of the Polish culture group, all vassals in Poland sharing the culture group would suffer a significant opinion penalty would force the player to consider adding some of these magnates as Councillors as a balancing factor.

Also, it adds an additional use for the Advisor position.
 
Last edited:
Huummm... sorry but I never modded it... is culture tied to titles?

With cultures being a province variable, in your example how can I check the culture of the Kingdom of Poland to have a reference to which I compare?

This doubt notwithstanding, It seems easier to implement, though...
 
Huummm... sorry but I never modded it... is culture tied to titles?

With cultures being a province variable, in your example how can I check the culture of the Kingdom of Poland to have a reference to which I compare?

This doubt notwithstanding, It seems easier to implement, though...
You can scope to a title's culture from the title scope. This could be the trigger block of said event.
Code:
 any_title = { limit = { owner = { character = ROOT } tier = KING NOT = { culture = ROOT } } }
 
You can scope to a title's culture from the title scope. This could be the trigger block of said event.
Code:
 any_title = { limit = { owner = { character = ROOT } tier = KING NOT = { culture = ROOT } } }


My ignorance precedes me. :)

Yes, I was thinking about the trigger, thx @Keizer Harm

Will keep this for the future as of now I am busy with paranoid events.
 
Neat. :)

Also, would it be possible to limit the "Negociate Non-Agression Pact" event so it triggers only with characters one tier below the player character? While I love this feature, as a King I shouldn't care about the random lord, bishop, mayor, or count that beseech me for a Non-Agression Pact. They have too few troops to make the possible Alliance worthwhile at that tier.

Now when I'm a count, that's different. For Kings, though, Dukes would be a decent minimum because, often, their max troops makes it the high cost in Gold and Prestige associated with it.
 
Neat. :)

Also, would it be possible to limit the "Negociate Non-Agression Pact" event so it triggers only with characters one tier below the player character? While I love this feature, as a King I shouldn't care about the random lord, bishop, mayor, or count that beseech me for a Non-Agression Pact. They have too few troops to make the possible Alliance worthwhile at that tier.

Now when I'm a count, that's different. For Kings, though, Dukes would be a decent minimum because, often, their max troops makes it the high cost in Gold and Prestige associated with it.

Ok, I'll take note of that and will do something to that effect for next week (not this Friday).

Thanks for the suggestion.
 
...and for this week one might expect some more love given to the Paranoid event pool.

Here we have a game of dice... and the problems it might carry to a disturbed mind!


lRnNk89.jpg



Picking the cheat option might lead to this... and it may not end there!

5lewMFN.jpg



Available next Friday, as always!
 
What counts as a 'personal trait', for the only 5 trait limit game setting?

The traits defined as such in the relevant trait files.

This is the full list:

lustful
chaste
gluttonous
temperate
greedy
charitable
slothful
diligent
envious
kind
wroth
patient
proud
humble
deceitful
honest
craven
brave
shy
gregarious
ambitious
content
arbitrary
just
cynical
zealous
paranoid
trusting
cruel
cheerful
dour
 
Interesting. My character has had 8 of those traits for a few years now, the game doesn't seem to be removing any of them. Is this a bug?

Ah yes...!

Unfortunately I made a mistake and changed the names of the options within the rule. This turned the default set in previous versions of Dark Ages void. I will add a new code block for the cases where people started the game with previous versions of the mod.

Will be available next Friday.

Thank you!