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Alpha 0.1.7.1

Important: This remains an alpha build which is in development. We have made the choice of sharing it with you to get a maximum of feedback while advancing towards a stable beta.

Download:

STEAM WORKSHOP

<PARADOX MODS - WORKING ON>

MANUAL (see attached file)

Compatibility
: CK3 Vanilla 1.16.*
Checksum:
e36e

Changelog:
- Updated the mod to Vanilla 1.16.2.1

Mechanics:
- Added some new permanent tributary types for centralized governments (Roman, Persian, Indian)
- One for Non-Tribal, Non-Nomadic and another for Nomadic and Tribal
- Non-Tribal, Non-Nomadic adds tributary tax while tribal does not
- These tributaries types are inherited, even after claimant wars
- Re-added Federates as a type of tributaries
- Available only with "Khans of the Steppe" DLC
- Both Suzerain and Tributary Guarantee laws are always on
- Is creatable via interactions, like previous federate interactions
- Federate Gains:
- Receives subsidies from the suzerain, improving domain taxes
- Improved levy size and reinforcement rate, Men-At-Arms cost and maintenance
- Pays levies to the suzerain
- Suzerain Gains:
- Decreased Men-At-Arms cost and maintenance
- Pays gold subsidies to the Federate, loosing capital development growth and domain taxes

Culture:
- Changed Cultures:
- Punic: Gave it a new "Punic" heritage to distinguish the colonial Phoenician population from the Levantine population
- Galatian: Changed to be an Anatolian heritage culture instead of a Continental Celtic heritage culture
- New Cultures:
- Romano-Punic: Represents the Romanization of the relic Punic population in the Vth-IXth centuries, Roman/Punic hybrid
- This is separate from Romano-African culture, with slightly different traditions

Casus Belli:
- Migration Wars:
- Counties that convert to tribal holdings during Major Migrations now destroy all other holdings in the county
- Modified Major Migrations to better match desired conversion of territories to Tribal holdings
- Migration Wars are disabled within the Great Steppe Situation region
- Nomadic migration is instead used in that area
- Extended lowered required fame level CB requirements to WtWSMS Wars & the effect is compounded for traditions enabling easier migrations

Tweaks:
- Removed extraneous claims for Romulus and Beuka at the appropriate bookmarks
- Removed "Settle as Tribal" Decision, as it is superseded by Khans of the Steppe nomad mechanics
- Blocked some chars from autopopulating families where they did not have any historically
- Re-enabled the "Expand the Steppe" decision
- Reduced at-start Men-at-Arms to be in line with Vanilla, in preparation for more precise evaluation of at-start armies
- Counties with Greco-Roman Social Traditions will not create populist revolts against Roman governments
- Added Vanilla Tribal Innovation Nomad buffs to WtWSMS Tribal Innovations

Bugfixes:
- Fixed bug in the localization of some Senate-related events
- Fixed duplicate dynasty/house banners being created at start

Installation:
Steam Workshop

1. Go to the WtWSMS workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2858562094
2. Click "Subscribe"
3. Launch CK3
4. Wait for mod download to complete in Steam client
5. Select the mod "WtWSMS" in the Mod tab
6. Play!

<Paradox Mods - WORKING ON>

Manual

1. Remove any WTWSMS mod folders and .mod files inside Documents\Paradox Interactive\Crusader Kings III\mod
2. Clear your gfx cache, by deleting the folder Documents\Paradox Interactive\Crusader Kings III\IWTWSMS\gfx
3. Extract the downloaded archive
4. Enter in the first folder of the extracted file and transfer it's content to Documents\Paradox Interactive\Crusader Kings III\mod
5. Launch CK3
6. Select the mod "WtWSMS" in the Mod tab
7. Play!

Credits: This release was brought to you by the WtWSMS team. Others contributed too, and we want to thank all of those that tried to help us in any way! Full credits can be found in the second post.
 

Attachments

  • WtWSMS-v0.1.7.1 for 1.16.zip
    79,2 MB · Views: 0
  • 3Love
  • 2Like
  • 1
Reactions:
Alpha 0.1.7.2

Important: This remains an alpha build which is in development. We have made the choice of sharing it with you to get a maximum of feedback while advancing towards a stable beta.

Download:

STEAM WORKSHOP

<PARADOX MODS - WORKING ON>

MANUAL (see attached file)

Compatibility
: CK3 Vanilla 1.16.*
Checksum:
9b3a

Changelog:
Mechanics:
  • Titular Roman Empires will be destroyed if one of the historic Roman Capitals for that title are not in the realm during succession
    • This models the very tenuous position Julius Nepos found himself in after the deposition of Romulus Augustulus
      • For the Western Roman Empire, holding one of Rome, Ravenna, Trier, or Milan will prevent this event
      • For the Eastern Roman Empire, holding one of Constantinople or Bithynia will prevent this event
      • For the Roman Empire, holding any of the six will prevent his event
  • Permanent Tributaries are now generally accessible
    • They are created de facto next to Centralized Governments (i.e., Roman, Iranian, and Indian governments) during tributary creation
    • If not directly bordering the core polity, it instead becomes a vanilla tributary of the appropriate type

Casus Belli:
  • Added Federate Border Raid CB
    • Models the occasionally contentious relationship between federates and Rome, especially with the Goths
    • Temporarily breaks tributary status and launches a raid war against a county of the suzerain
    • Victory also increases subsidies from suzerain, while defeat reduces subsidies
    • Requires one of "Fate of Iberia", "Legacy of Persia", "Roads to Power", or "Khans of the Steppe"

Cultures:
  • Angle culture replaces "Warrior Culture" Tradition with "Hirds" Tradition
  • Old Saxon culture replaces "The Witengamot" Tradition with "Hirds" Tradition
  • Jute culture replaces "Coastal Warriors" Tradition with "Hirds" Tradition, regardless of DLC

Traditions:
  • Hirds Tradition made unselectable by Scandzan Heritage Cultures with "Northern Lords" DLC

Tweaks:
  • Blocked "Cease Paying Tribute" if you are involved in the same war as your suzerain
  • Cimbrian Heritage now has Nordsee Kulturbund as well

Bug Fixes:
  • Fixed generic tributaries not being able to fight for independence
  • Blocked "Expand Duchy" and "Set De Jure Capital" decisions when primary titles are titular
  • Fixed Elamite heritage being available on Culture Divergence

Localization:
  • The Frankish kingdom is now localized as "Francia" instead of "The Franks", in line with other post-Roman Germanic states
  • The Germanic religion is localized to "Germanic" for consistency

Installation:
Steam Workshop

1. Go to the WtWSMS workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2858562094
2. Click "Subscribe"
3. Launch CK3
4. Wait for mod download to complete in Steam client
5. Select the mod "WtWSMS" in the Mod tab
6. Play!

<Paradox Mods - WORKING ON>

Manual

1. Remove any WTWSMS mod folders and .mod files inside Documents\Paradox Interactive\Crusader Kings III\mod
2. Clear your gfx cache, by deleting the folder Documents\Paradox Interactive\Crusader Kings III\IWTWSMS\gfx
3. Extract the downloaded archive
4. Enter in the first folder of the extracted file and transfer it's content to Documents\Paradox Interactive\Crusader Kings III\mod
5. Launch CK3
6. Select the mod "WtWSMS" in the Mod tab
7. Play!

Credits: This release was brought to you by the WtWSMS team. Others contributed too, and we want to thank all of those that tried to help us in any way! Full credits can be found in the second post.
 

Attachments

  • WtWSMS-v0.1.7.2 for 1.16.zip
    79,3 MB · Views: 0
  • 2Love
  • 1Like
  • 1
Reactions:
Alpha 0.1.7.3

Important: This remains an alpha build which is in development. We have made the choice of sharing it with you to get a maximum of feedback while advancing towards a stable beta.

Download:

STEAM WORKSHOP

MANUAL (see attached file)

Compatibility
: CK3 Vanilla 1.16.*
Checksum:
880b

Changelog:
Bug Fixes:
  • Fixed a bug with the Titular Roman Empires disintegrating regardless of capital's being held.

Installation:
Steam Workshop

1. Go to the WtWSMS workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2858562094
2. Click "Subscribe"
3. Launch CK3
4. Wait for mod download to complete in Steam client
5. Select the mod "WtWSMS" in the Mod tab
6. Play!

<Paradox Mods - WORKING ON>

Manual

1. Remove any WTWSMS mod folders and .mod files inside Documents\Paradox Interactive\Crusader Kings III\mod
2. Clear your gfx cache, by deleting the folder Documents\Paradox Interactive\Crusader Kings III\IWTWSMS\gfx
3. Extract the downloaded archive
4. Enter in the first folder of the extracted file and transfer it's content to Documents\Paradox Interactive\Crusader Kings III\mod
5. Launch CK3
6. Select the mod "WtWSMS" in the Mod tab
7. Play!

Credits: This release was brought to you by the WtWSMS team. Others contributed too, and we want to thank all of those that tried to help us in any way! Full credits can be found in the second post.
 

Attachments

  • WtWSMS_v0.1.7.3_for_Vanilla_1.16_all.zip
    79,3 MB · Views: 0
  • 1Love
Reactions:
Great mod. I also like that you came up with a british-romance language. However I think it would make more sense if the british-romance language was not present at the start of the game in 476 AD. As far as I know it is the general consensus that late Latin (though in the form of local dialects) was still spoken till the late 6th century in those countries which eventually evolved into the current romance language countries; Old Gallo-Romance as the I think earliest attested romance successor language to Latin is thought to have come into existence by around 600 AD. The local dialects of late Latin (or vulgar Latin if you would prefer to call it that way) were probably easily mutually intelligible (unlike the early romance langauges which despite their similarities were already distinct enough linguistically that this intelligibility was no longer automatically given); so it would not make sense to have the local dialects of late Latin represented as individual languages in the game. Also the old british-romance language currently present in the mod is from a linguistic-evolutionary point of view on the same level as old Gallo-Romance. So therefore I would suggest that in 476 AD Latin is the language of the Romano-Britons and all other cultures that eventually develop into romance language speaking ones. Then there could be an event or so which has an old british-romance language (and other old romance languages) come into existence.
 
  • 1
Reactions: