• 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 1.72 (26/09/2024)

Download HERE

- A Landless adventurer marrying a lowborn bride will not receive Prestige and Renown penalties
- Dark Ages Decisions that should not be available to landless characters are now unavailable to them
- Clan and Tribal governments will not suffer penalties for picking lowborn concubines
 
  • 2Like
  • 1Love
  • 1
Reactions:
Version 1.73 (04/10/2024)

Download HERE

- Added more than 200 new background event art, more than 100 background barbershop art and 7 new icons to the game (!)
- Added 17 new soundtracks to the game
- Increased volume in 42 soundtracks (volume was too low)
- Implemented the possibility of paying more for CBs
- Coded a game rule to define CB costs
- Coded a game rule to define whether distance from capital enables a vassal Opinion penalty (#)
- Now Tribal Realms have 300% distance bonus to calculate distance penalties between Vassal's and Realm capital
- Now Clan Realms have 150% distance bonus to calculate distance penalties between Vassal's and Realm capital
- EXPERIMENTAL: Landless characters now pay a number of Provisions as upkeep every three months ($)
- Game rule to define the cost of the upkeep in Provisions characters must pay (there is an option to select no upkeep)
- Colored the new administrative titles included in RtP
- At game start the player will have a bigger court with some potencial talent to appoint to the council
- New game rule to select whether the player will have a good chance of better courtiers at game start
- Fixed trigger in the event "Trespassing the Fence". It should only fire while the era is tribal
- Fixed the decision to plan a border raid. It should only be available if the era is tribal, on top of all the other limitations

- Updated all language files (*)

(!) - Included in the excellent More Background Illustrations mod
(*) - The language displayed is always English except for Spanish translation that is for now included natively in Dark Ages (updated to this version). There are other submods for Spanish, Chinese and Russian translations. I don't have a clue how update they are
(#) - Remember that Friends, Lovers, Soulmates, Just, Content and Loyal Vassals never experience opinion penalties due to distance from Realm capital

($) - Total MaA number of regiments are cardinal to define the number of provisions lost every three months. There are 5 levels considered: up to 5 regiments, from 5 to 10, form 10 to 15, from 15 to 20 and >= 20. I need feedback from the players about the numbers considered and the rule automatically selected is Very Low number of provisions paid. For some context, selecting very low level of provisions lost makes a character lose 40 provision yearly if he has up to 5 MaA regiments and an increment of 40 for the other groups of number of MaA regiments, up to the maximum of 200 provisions (at >= 20 regiments owned). Other levels of the rule (there are 5 levels: Very Low, Low, Average, High and Very High) these values go up. As stated earlier, the rule defining the levels of upkeep paid also considers the option of paying no upkeep.




ENJOY!
 
  • 1
  • 1Love
  • 1Like
Reactions:
If you want to help, provide your opinion on the balance of Provisions paid regarding the Upkeep for landless characters.

Thanks!
 
Is there a chance I could get a download link for the last version of the mod that worked with the 1.12.5 version of the game? Older links in this thread have sadly expired:( I would love to play this fantastic mod with obfusCKate. Unfortunately, obfusCKate only works with 1.12.5 at the moment.
 
Is there a chance I could get a download link for the last version of the mod that worked with the 1.12.5 version of the game? Older links in this thread have sadly expired:( I would love to play this fantastic mod with obfusCKate. Unfortunately, obfusCKate only works with 1.12.5 at the moment.

I tried downloading the relevant version from Steam - being the author I can try to do that - but sadly it claims the file is too large.
Unless some kind soul can send it to you, it is not possible anymore, sorry.
 
The provision system you are implementing is really a must.

How does AI handle provisions now with the mod? Did you try fast-simulating some years as observer? Is it able to not starve?

I will get back to the game once the major patch is released. I also don’t have much time to play lately due to irl issues, so I still can’t provide proper feedback.
 
  • 1
Reactions:
I tried downloading the relevant version from Steam - being the author I can try to do that - but sadly it claims the file is too large.
Unless some kind soul can send it to you, it is not possible anymore, sorry.
Ahh, that's a shame. Thank you for trying, though. I really appreciate you developing this mod, by the way, the vanilla game is just ridiculously easy.
 
  • 1Like
Reactions:
The provision system you are implementing is really a must.

How does AI handle provisions now with the mod? Did you try fast-simulating some years as observer? Is it able to not starve?

I will get back to the game once the major patch is released. I also don’t have much time to play lately due to irl issues, so I still can’t provide proper feedback.

Have you experienced the provision system? There was a bug in the trigger of the event controlling it.
As far as AI goes, at this time it is exempt from the system. Also, according to the design, there is always a minimum provisions kept below which the value will not decrease. In the future, when the system is balanced, I am open to make it also work for the AI.

When you are ready to come back to CK3, I'll gladly pay attention to your thoughts.
 
  • 1
Reactions:
Ahh, that's a shame. Thank you for trying, though. I really appreciate you developing this mod, by the way, the vanilla game is just ridiculously easy.
Best of luck. Hopefully Obfusckate will update soon and you can then return to Dark Ages, too. Thanks for the kind words.
 
  • 1Like
Reactions:
Is there a way to get the original army sizes? I really like this mod but it is somewhat immersion breaking to see Byzantium/Arabian Empire with 1k available levies.

Dark Ages doesn't reduce the size of levies. Only halves the size of all the MaAs.
Now if you go over your domain limit, the penalties to levy numbers are 33%, while in vanilla it is 20%. Also, if you have vassals over your limit, each one above contributes with a 5% penalty, up to 95%.
 
Last edited:
  • 1
Reactions:
The biggest army size on the map I could find in my save is 3500. Something is off here.

Changes done to the formula, as well as tech and lifestyle bonuses, of domain limit and to the number of vassals reduce the number of available setup troops, both levies as well as MaAs.

There are rules to deal with these two designs. Vanilla has a rule to increase (or decrease) Domain Limit, while Dark Ages has a rule to increase Vassal Limit.
 
  • 1
Reactions:
The biggest army size on the map I could find in my save is 3500. Something is off here.

Increased the number of levies and decreased their maintenance cost for next version of the mod. Notice that in terms of engine, this is globally modified by a percentage linked with Development, so at low development you will not see a great improvement at the base number of overall troops.
 
  • 1
  • 1Love
Reactions:
The biggest army size on the map I could find in my save is 3500. Something is off here.

Did you unpause the game? Many large AI realms start with too many vassals (due to the low vassal limit) and take some time to distribute them. Once they get rid of the penalties the numbers go up. Still slightly lower due to less direct vassals though.
 
  • 1
Reactions:
yeah im 50 years into the campaign.
I noticed your enthusiasm about my newest implementation, but to be honest don't be too hopeful for something radical.

I upped the number of levies by 33% but this number is then modified by a variable interpolated between 0 and [DEVELOPMENT LEVEL] with a maximum value of 66%, which means at 100 development you will get the base number of levies*1.33*0.66.

You might ask why don't I make this 0.66 variable bigger. Well, because the bigger the increase of this variable - BTW it is a worse 0.5 in vanilla - the more dilluted the overall weight of the MaAs are in the army. As I am adamant about reducing their value through halving the size of their regiments, the previous sentence is a path I don't want to tread as the devaluation of MaAs along the whole game arc would be far too great.
 
  • 1
  • 1Like
Reactions:
Version 1.74 (11/10/2024)

Download HERE

- Fixed an option in the event "A Far Reaching Proposal". Now a consequence of one of the options might trigger another event
- Fixed an option in the event "The Infamy of [PLAYER_CHR]!"
- Fixed an immediate section being declared twice in the event "The Annals of History"
- Fixed the title of a follow up event of "The Annals of History"
- Fixed how AI decides on the event "The Solidary Tax"
- Fixed 2 instances of modifier in the event "The Solidary Tax"
- Fixed a description in setup event
- Fixed a flag not being removed in the event "The Foul Play"
- Fixed event "Stroke!" that was not firing
- Fixed hook in option of event "A Useful Friend"
- Fixed death reason in option of event "Popular Revenge"
- Fixed 2 bugs in event "Markets and Fairs"
- Fixed a modifier wrongly set in event "Dangerous Whispers"
- Landless upkeep should now work correctly (!)
- Fixed a wrong scope in event "Religious Plead for [TITLE]"
- Fixed an effect in event "A Lesson in Infamy"
- Fixed modifier in event "A Stranded Relative"
- Fixed event "The Master Plan of [CHAR]"
- Fixed modifier "Powerful Spy Network Defeated"
- Fixed modifier "Internal Security"
- Fixed a toast message in event "A Talented Councillor"
- Fixed a toast message in event "The Right Word"
- Added a tooltip to the event "Solving Everyone's Problem"
- Assign the correct trait in the event "A Living Legend"
- Fixed character generated in event "An Eye for Talent"
- Fixed 5 instances of a modifier in the event "Quarrel in the Council"
- Fixed how the AI picks an option in the event "Quarrel in the Council"
- Fixed how the AI picks an option in the event "A Matter of Respect"
- Fixed trigger in event "Heroic Deed"
- Fixed modifier in event "A United Front"
- Fixed an option possibly not showing in the event "Seasonal Markets"
- Fixed opinion of extra courtiers generated at start about player character
- Fixed some descriptions from the rule about Provisions upkeep
- Fixed non supported syntax in music entries
- Properly initialize disinherit counter
- Cleaned deprecated modifiers in custom defines
- Increased the volume of 19 more songs added by the mod (was too low when considering the ambient sounds)
- Compatched with official CK3 v1.13.1
- Compatched with official CK3 v1.13.1.2
- Coded a new game rule to deal with Dark Ages' Dread implementation
- Fine tuned the bonuses given by event "Long Term Plans"
- The last option of the event "Long Term Plans" now considers also Lazy characters on top of Greedy ones
- Increased the base amount of levies by 33% ($)
- Decreased maintenance cost of Levies by 20% (@)
- Updated all language files (*)




(*) - The language displayed is always English except for spanish that has now a translation in Dark Ages. There are submods for Spanish, Chinese and Russian translations. I don't have a clue how update they are
($) - Notice this value is subject of a calculus based on Development, so at start it will be much smaller than a true 33%. It will grow percentualy as the Development of a province increases up to a maximum of a real 21.78%, excluding other modifiers
(@) - This is in part to balance the above point in economic terms, in other part to free a bit more money to new MaAs or the hiring of Mercs
(!) - Total MaA number of regiments are cardinal to define the number of provisions lost every three months. There are 5 levels considered: up to 5 regiments, from 5 to 10, form 10 to 15, from 15 to 20 and >= 20. I need feedback from the players about the numbers considered and the rule automatically selected is Very Low number of provisions paid. For some context, selecting very low level of provisions lost makes a character lose 40 provision yearly if he has up to 5 MaA regiments and an increment of 40 for the other groups of number of MaA regiments, up to the maximum of 200 provisions (at >= 20 regiments owned). Other levels of the rule (there are 5 levels: Very Low, Low, Average, High and Very High) these values go up. As stated earlier, the rule defining the levels of upkeep paid also considers the option of paying no upkeep.
 
  • 1
  • 1Like
Reactions:
Hello there, thank u for this mod! At what age will a child reveal if he has any congenital traits inherited from his mom or dad (and will it tell u if there is any? And have the % chance of the congenital traits been changed?)

Thank u very much :)
 
Hello there, thank u for this mod! At what age will a child reveal if he has any congenital traits inherited from his mom or dad (and will it tell u if there is any? And have the % chance of the congenital traits been changed?)

Thank u very much :)

It is a bit random and varies by trait. For instance, it is much faster for the Blind trait to be revealed than the Beautiful one. Beautiful reveals itself between the 6th and the 14th year of a character, while Blind reveals between the 100th and the 365th day.
No changes at all made to the chance of congenital traits.
Notice the blood legacy was significantly nerfed mostly to (partly) avoid the booooring and gamey ubbermenchen.
 
Last edited:
  • 1
  • 1Like
Reactions: