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Having fooled around with the mod a little I have a wish for a feature to be implemented; a game rule that disables advanced succession laws until the required tech is researched for them, currently the Visigoths start the game with High Partition and the Roman Empires, all of India and probably also the Erenshar with Primogeniture. I understand why they have this from a historical perspective, but it completely breaks the game.

CK3s balance is not designed for anyone to ever have primogeniture and without the player interfering realms who have it will almost never collapse, instead they will slowly gobble up each other through intermarriage until you end up with a handful of giant empires splitting the world between each other due to certain faiths being incompatible, without the dynamic tension created by realms rising and falling the game becomes rather stale and an AI with primogeniture won't experience realms falling.

While it may be historically accurate for certain realms to have primogeniture, the results of this coupled with the CK3 AI produces wildly ahistorical results.
 
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Leaving a post for the 457 bookmark update and variations on elective monarchy to balance out ai blobbing.
 
Having fooled around with the mod a little I have a wish for a feature to be implemented; a game rule that disables advanced succession laws until the required tech is researched for them, currently the Visigoths start the game with High Partition and the Roman Empires, all of India and probably also the Erenshar with Primogeniture. I understand why they have this from a historical perspective, but it completely breaks the game.

CK3s balance is not designed for anyone to ever have primogeniture and without the player interfering realms who have it will almost never collapse, instead they will slowly gobble up each other through intermarriage until you end up with a handful of giant empires splitting the world between each other due to certain faiths being incompatible, without the dynamic tension created by realms rising and falling the game becomes rather stale and an AI with primogeniture won't experience realms falling.

While it may be historically accurate for certain realms to have primogeniture, the results of this coupled with the CK3 AI produces wildly ahistorical results.
Thank you for the feedback.

In 0.1.5, we've fixed some issues with nation fracturing mechanic, so it should fully fire now, so coupled with a few other changes, things should be making realms more unstable.
 
Last edited:
Dev Diary 16.2: The Echo Dev Diary that Won't Stop Ringing (0.1.5 Changes)

It's been a while, so time for another DD.

Standard Warning: As always, everything featured here can be completely changed or even removed before release.


Changes since Last Time
With Legacy of Persia and High School of the Dead Legacy of the Dead dropping since last time, we've integrated some of those features into WtWSMS.

In particular, we've tied the Senate into the new legitimacy mechanic, meaning Romans and Sub-Roman governments have a little bit of additional reasons to interact with the Senate.

senatorial_legitimacy.jpg

augustulus_senator.jpg

A/N: The legitimacy gain is a cultural feature of the trait, so only "Romans" get that boon.

And all the burial traditions have been review/implemented. Only real surprise would be the Caucasian Pagans having Sky Burials, representing the Tree Burials they historically did, and Semitic Pagans using Bewailing Burials, which the Hadiths prohibit (and seem to have been a Pre-Islamic practice among the Arabs).

As an aside, we also have new, improved sexy bookmark graphics. So that's nice.


bookmarks.jpg

Ain't that just so gosh darn beautiful?

De Jure Title Decisions
Looking into the mechanics, the old de jure title drift for titular kingdoms and empires didn't really work well, so we've ripped that out and replaced it with decisions. If you've looked into Fate of Iberia's "Form the Kingdom of Toledo" decision, it's somewhat similar to that.

Here's the default "drift" mechanic.

(NB: Final requirements in 0.1.5 will possibly deviate a bit, but most of this will be correct).

20240422232149_1.jpg

20240422232154_1.jpg


This simultaneously makes it simpler and more difficult to convert your titular title into a true legal de jure title. Additionally, if you're within the Roman Empire and are a Sub-Roman government, the institution must decay enough for you to establish your title, even if you're a Goth.

The last requirement actually changes depending on what sort of government you have, but for nations with crown-authority-like laws, it's always maximal crown authority.


sarir_de_jure.jpg


At this time it is not possible to do this decision if your government is nomadic or tribal, but that's something we'll probably revisit in the future. Perhaps if all holdings that would be absorbed into the new kingdom are tribal. But we'll see about that later.

hunnic_de_jure.jpg

Not like the Hunnic or Rouran Empires are long for the world anyway...

If you manage to meet all the requirements, your little notional kingdom or empire becomes a real one.

the_effect.jpg

the_event.jpg

Dammit Honorius, this is all your fault.

Sub-Roman Romans
For Sub-Roman Romans, making your title de jure like on the historical Roman Empire this would be an affront to Rome and that would just not do. Instead, what you can do is replace the old diocese with your titular title, if you completely control the old diocese and meet the other requirements.

subroman_example.jpg


Most requirements are similar, and all you really do is make your title a new de jure part of the empire. It is slightly different though, in that it starts cheaper, but as feudalization progresses, it becomes more expensive.

feudalization_view.jpg

cost_shot_up.jpg

Well, that's just a wee bit expensive now...

But, if you manage to get it done, your titular kingdom now replaces the old diocese.

soissons_event.jpg

new_diocese.jpg


Why bother?
So why do this song and dance? Well first, if your title is titular, your vassals will owe you no allegiance and that nerfs your taxes a levies a bit. But also, there is a game rule (off by default) that if you have only titular kingdom or empire titles, you cannot create de jure ones!

de_jure_block.jpg

Game rule is on, so now you're blocked

Bug Fixes
As always there's a bunch of bug fixes:

  • Fixed a bug with the Fall of Rome Event
  • Fixed a bug with Independent Marauders Tradition depending on DLC available
  • Fixed a bug where Hinduism was missing the Eastern religion doctrine
  • Fixed a bug with some combinations of religious reformation and tenets not being selectable properly
  • Historical hybrids added so that AI chars will favor them over creating new versions of Romano-Gallic, Helleno-Aramean, or Romano-British

Path Forward
With Roads to Power coming 2024Q3, we've pretty much put all the Roman overhaul work on the back-burner; no reason to do a massive overhaul there that PDX will obviate in about than six months. Which is fine, because there's lots of other things we're looking at, such as:

  • Look over the economy & buildings and fix it up, especially now that we have plagues and such to drive down development regularly
  • Fix up Persia: Cultures, Governments, Religions (the later two especially)
  • Matter of Britain struggle
  • Look at Church Councils (minor synods; think Councils of Toledo or Carthage) and make those the vessels for creating Autocephalous Churches (instead of a decision)
    • If doable, implement proper Roman concubinage and councils to obliterate such marital practices, as per history.
  • Clean up cultural emergence/divergence events; Vanilla needs some tweaks still
  • Overhaul the endless mega-tribals on the map, like the giant Sami blob up north
  • Look into fedualization event chain for more clarity to players and clearer sequencing
  • Give Rome ability to reform old dioceses in the face of new, improved titular de juring decisions (replacing the borked council action)

Conclusion
Took longer than I'd like, but that's life; and I am pretty happy with things so far. 0.1.5 features are frozen, and working on bug fixing.

PS: Finally fixed the Ritual Doctrines being off-center!


ritual_doctrines.jpg

Clearly the biggest issue in the mod before now...
 
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Release Alpha 0.1.5
Alpha 0.1.5

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

MANUAL (see attached file)

Compatibility
: CK3 Vanilla 1.12.4
Checksum:
????

Changelog:
0.1.5
General:
- Updated the mod to vanilla 1.12.4

Defines & Game Rules:
- Added default game rule slowing hybrid and divergence
- Reduced a number of hard-coded defines, slowing the growth of cultural acceptance
- Added game rule restricting the creation of de jure titles if the ruler's primary title is titular; off by default and has an "AI only" variant as well.

New Mechanics:
- The Senate:
- Created two Senate institutions, with Roman and Constantinopolitan Senates, instead of having them on the map as a title
- The institution is interactable through the GUI as a new menu item
- Senate Interactions:
- Request Recognition:
- An event fires several days after taking the Senate Seat, where the Consul requests that you request Senatorial recognition
- You can Accept, Ignore the Senate, or Stall; all actions costing prestige and conferring modifiers
- After that event, players may request through the GUI that the Senate recognize them if they chose to stall instead of making a decision
- Rather than a decision, players may disestablish the Senate in the GUI if they are not a Roman-type culture or a Roman government
- Senatorial Recognition:
- Getting the recognition of the Senate confers a modifier which negates short-reign penalties, at the cost of prestige, but also gains an opinion bump with Senators
- Ignoring the Senate gains one prestige at the cost of an opinion malus with Senators
- Stalling the Senate hurts one's opinion with Senators, and each new consul will both the Senate Seat top liege, requesting that they seek the approval of the Senate
- Senate Character Interactions:
- The top liege of the Senate seat (Rome or Constantinople for East and West, respectively) and the consul may use Senate Interactions
- They may nominate a new Senator from characters in the "Senatorial Regions" around the Senate Seats or within the top liege of the Senate Holder's realm
- They may elevate dynasties to join the ranks of the senate
- The top liege of the Senate Seat may also nominate the next consul
- However, Senators react negatively to such interference by the top holder and such actions give negative opinion modifiers and cost variable prestige (depending on the nominee's traits and standing)
- Senatorial Families:
- Senatorial families have some implicit modifiers, granting prestige gain for dynasty members as well as bolstering diplomacy and intrigue
- Senatorial families expect to have a certain number of non-capital (or capital) baronies in their family
- Senatorial family dynasts will bother the holder of the Senate seat if their family has fewer holdings than desired
- Accepting grants a random non-capital barony to the Senator's family at the cost of aggrivating vassals
- Refusing irritates the whole Senate
- Traits and Modifiers:
- Senators for both the East and West have traits which denote their membership and provide some prestige gain
- The Consuls have a character modifier indicating their consulship
- Previous Consuls have a trait indicating their prior consulship
- These Traits have additional, culture-related modifiers
- Senate leadership is elected yearly
- The Senate will behave somewhat autonomously, electing Consuls every January, or sooner if the consul dies mid-term, from among their ranks
- Players may nominate Consuls if they hold the Senate Seat, annoying the Senate but giving their nominee prestige and renown, as well as making them next consul
- Senate and Title Revocation:
- Revoking non-capital baronies from Senators _without a revocation_ reason angers all Senators
- Applies even for bureaucratic and gubernatorial governments (who otherwise have very liberal revocation rules)
- This does not extend to Senators with counties or greater
- Either of the Senates may collapse if no senator is available to maintain the Senate's functions
- Rajamandala and Eranshahr governments cannot request interact with the Senate, as they function under very different understanding of universality than the Roman Empire
- Senatorial approval and disapproval comes with legitimacy gain and loss, modified by government type, held titles, and culture features
- Title Creation:
- Titular Cultural Titles and related concepts removed
- Holding only Titular Kingdoms or Empires prevents you from creating de jure kingdoms and empires
- Added a decision for making titular Kingdoms into de jure Kingdoms for characters who cannot establish Roman empires, or for land outside the Roman Empire
- Only available to non-tribal, non-nomad, non-Gubernatorial governments
- Requirements:
- Have held the duchy in which the capital county resides for at least 30 years
- Complete control of at least two duchies within the same de jure kingdom, one of which is the capital duchy
- The capital duchy is your culture and faith
- Your culture has Social Stratification and Writing Innovations
- Legitimacy Level of 3
- Prestige Level of 5
- Maximum Crown-Type Authority if government has it, or sufficient fedualization for Sub-Roman governments
- Added a decision for replacing de jure Roman Provinces with titular Kingdoms for characters who can establish Roman empires, for land within the Roman Empire
- Similar to the above, but requires complete control of the associated kingdom
- Prestige prices increases quadratically with the degree of feudalization in the Realm
- Also requires Legal Codex Innovation
- Added a decision for making titular Empires de jure
- Added a decision for making titular Roman Empires de jure

WtWSMS Mechanics, from Previous Releases:
- Minorities:
- Faith Conversion (by event/decision/interface): a large minority of your old faith will still exist in your capital if you convert
- Culture creation removes parent culture minorities in counties of the new culture
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes
- Conversion (by any means) now will keep a large minority of the old faith in your capital county
- Rites and related faiths do not leave behind a minority if converted to the main faith, _unless_ it is a holy site of the Rite and not the main faith

Map and History:
- Adjusted position of the Ostrogoth presence around Lake Balaton
- Increased number of size and Amazigh minorities in North Africa
- Minor fixes to some minorities around the map
- Daylamite Zoroastrian and Iranian Polytheist counties use Afridunism

Government:
- Nomads obligations function like clan obligations in 1.10.*

Religion:
- Zoroastrian faiths no longer have access to Rite tenet, instead using the branch mechanic from Vanilla
- Added Bosnian Church to Christian religion, but made it unconvertable for the time being
- Manicheanism has "Clerical Vegetarianism" Doctrine
- Tenets:
- Hellenic Syncretism is extended to Mazdan faiths as an option
- Patron Gods available to Zoroastrians
- Faith Changes:
- Scythian Paganism replaces "Sky Burials" with "Communal Identity"
- Mazdayasna replaces "Sky Burials" with "Ecclesiarchy", Replaces "Pluralism" with "Righteous"
- Zurvanism replaces "Sky Burials" with "Ritual Celebrations"
- Khurmazta replaces "Sky Burials" with "Communal Identity"
- Arewordik replaces "Sky Burials" with "Communal Identity"
- Funeral Rite Changes (beside Stoic):
- Religions:
- Arabian Paganism uses Bewailment
- Celtic Paganism uses Cremation
- Egyptian Paganism uses Mummification
- Georgian Paganism uses Sky Burials
- Hepthalite Religion uses Cremation
- Indian Tribal Religion uses Cremation
- Iranian Paganism uses Sky Burial
- Khasi Religion uses Cremation
- Peristani Religion uses Cremation
- Proto-Carpathian Religions use Bewailment
- Faiths:
- Illyrian Paganism uses Cremation

Cultures:
- Add ability to have more than one parent culture for historical cultures (enabling hybridization locks)
- Updated custom culture name triggers so they should appear more often in games
- Tweaked Sanitization innovation so that its available during classical antiquity to any culture that can build cities during that era
- Traditions:
- Hereditary Hierarchy unlocks the ability feudal government for government changing decisions, just like Divine Right Doctrine
- Xenophobic Tradition adds a malus to minority opinion (on top of the previous negative opinions)
- Heritages and Languages:
- Kemetic language added for Kemetic (Ancient Egyptian)
- Trojan language added for Trojan
- Trojan heritage added for Trojan
- Culture Tweaks:
- Qatarye's innovations at start have been slightly changed
- Sardinian starts with Proto-Sardinian instead of Sardinian Vulgar in 476
- Suebi (as in, Iberian Suebi) replaces Agrarian with Strong Believers
- Lusitanian is a parent culture of Romano-Hispanic (to prevent hybridization)
- Coptic is a divergent culture of Kemetic (Ancient Egyptian)
- Helleno-Coptic is a hybrid of Greek and Kemetic
- Trojan has its own heritage and language
- Made Indo-Scythian Indo-Aryan instead of Sakan heritage, to prevent hybridization with surrounding Indo-Aryan cultures
- Tradition Changes:
- Medio-Persian Traditions
- Unlocks Deqhan Tax Jurisdiction
- Makes characters better Tax Collectors
- Is not selectable with Engligthened Magnates
- Culture Tradition Changes:
- Afghan:
- DLC Triggered: Jirga (with Legacy of Persia)
- Brahui:
- DLC Triggered: Staunch Traditionalists (with Royal Court) / Isolationist (without)
- DLC Triggered: Jirga (with Royal Court) / Tribal Unity (without)
- Cyrtian
- DLC Triggered: Fierce Independence (with Legacy of Persia) / Swords for Hire (without)
- Daylamite
- Removed: Refined Poetry
- Added: Stallwart Defenders
- DLC Triggered: Pragmatic Creed (with Legacy of Persia) / Futuwaa (without)
- Khotanese:
- DLC Triggered: Frontier Warriors (with Legacy of Persia)
- Khwarezmian:
- DLC Triggered: Frontier Warrors (with Legacy of Persia) / Futuwaa (without)
- Parthian
- Removed: Ruling Caste
- DLC Triggered: Beacon of Learning (with Legacy of Persia) / Philosopher Culture (without)
- Sogdian:
- DLC Triggered: Frontier Warriors (with Legacy of Persia) / Futuwaa (without)
- Tocharian:
- DLC Triggered: Frontier Warriors (with Legacy of Persia)

Traditions:
- Roman/Latin Traditions have a feature reducing occurrence of the Dissolution Faction for Roman Empires
- Extended Byzantine Dissolution Faction blocker to all Roman Empires
- Frankish Traditions have looser can_keep conditions to model the continuation of Salic Law into the Medieval Period
- Added parameter to Colonizers so that your heritage and language are kept during event hybridization and the capital county's ethos is adopted
- Added parameter to Culture Blending & Malleable Invaders, where the capital county's heritage and language are kept during hybridization and your ethos is adopted

Innovations:
- Hospices are available from Classical Antiquity Era
- Writing is required to unlock all scriptorium buildings, in addition to any other innovations

Council Tasks:
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes

Events:
- Overhauled Vanilla Culture Hybridization Event
- By default, the hybrid culture uses the capital county's heritage and language, along with your ethos
- If you have Colonizers tradition, instead your heritage and language are used by the hybrid, along with the capital county culture's ethos
- If you have Malleable Invaders or Culture Blending, the default is always used
- Extended Staunch Traditionalist hybrid event protection to a number of other cultures (Greek, Egyptian, Armenian, &c.)
- "Intransigent Marital Practices" event
- Fires if:
- A culture head converts to a reformed faith from an unreformed faith
- He controls 50%+1 of the culture counties
- The unreformed faith is present in 50%+1 of the culture counties
- The culture gains the corresponding marriage type tradition of the old faith
- Feudalization Event Chain
- Players have the option of converting to feudal or clan, depending on faith and culture parameters

Traits:
- Added Senate-related traits and modifiers

Other:
- Greatly simplified title revocation for bureaucratic and gubernatorial governments
- Vassals who both Greco-Roman Social Traditions will not take minority stance against their liege if their liege has a Greco-Roman Social Tradition as well
- Dissolution factions are fixed, so they large realms should shatter more readily
- Vassal stances applied to Crown-Authority like laws
- Vassal stances applied to minority laws
- Realm succession laws tweaked at start, so there's more "Male-Only" succession for cultures that are male biased

GUI:
- Re-aligned the Ritual Doctrines GUI; should be properly centered now
- Overhauled Realm GUI:
- Non-Crown Authority-like laws are now shown in the Law Tab instead of as a Realm Law
- The feudalization progress, influencing how like the feudal shift is to occur, is now shown to the Players
- Added tool tips to feudalization progress which show when feudalization can occur

GFX:
- Overhaul bookmark graphics to be closer to Vanilla
- Added new loading screen illustrations
- Updated loading screens so that Vanilla loading screens do not show
- Slightly changed Zurvanism, Arewordik religious icons

Localization:
- Cleaned up bookmark localizations
- Added localization for case where Roman culture heritage drifts in the heritage/language drift events
- Restored dynamic localization of Legalism for Hellenic and Egyptian religions
- Changed Localization:
- Renamed "Byzantine Traditions" to "Eastern Roman Traditions"
- Renamed "Coptic Heritage" to "Kemetic Heritage"
- Renamed "Divine Ontology" to "Perichoresis"
- Renamed "Heritage Culture Tradition" to "Legal Tradition"
- Fixed various missing localizations

Bug Fixes:
- Fixed a bug with the Fall of Rome Event
- Fixed a bug with independent Marauders Tradition depending on DLC available
- Fixed a bug where Hinduism was missing the Eastern religion doctrine
- Fixed a bug with some combinations of religious reformation and tenets not being selectable properly
- Fixed an arithmetic bug causing culture shift events to happen much faster than desired
- Ensured the AI properly references existing, historical hybrid cultures at game start for culture divergence events
- Fixed a bug with cultural tradition triggers preventing some traditions from being selectable
- WtWSMS Main Menu Theme "From the Hills" plays correctly
- Fixed error where some patron deity modifiers wouldn't be cleaned up during conversion
- Improved Character View GUI so that the triburtary tab functions like all other tabs
- Added travel point of interests for WtWSMS buildings
- Various other bugfixes

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
1. Go to the WtWSMS Paradox Mods page: https://mods.paradoxplaza.com/mods/49737/
2. Click "Add" and select the appropriate playset
3. Launch CK3
4. Wait for mod download to complete in the launcher
5. Select the mod "WtWSMS" in the Mod tab
6. Play!

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-v0.1.5 for 1.12.4.zip
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So, if I'm already subbed to the mod on the Steam Workshop, am I good?
 
So, if I'm already subbed to the mod on the Steam Workshop, am I good?
You should be, unless the Steam Workshop is bugged once more. I can only control the uploading process, then whether or not it updates for you depends on the platform. Sometimes it prevents updates if you are subscribed to too many mods (over 50 previously, but it may have changed), so if it doesn't work try unsubscribing and resubscribing.
 
You should be, unless the Steam Workshop is bugged once more. I can only control the uploading process, then whether or not it updates for you depends on the platform. Sometimes it prevents updates if you are subscribed to too many mods (over 50 previously, but it may have changed), so if it doesn't work try unsubscribing and resubscribing.
I wasn't really worried about it updating, it's just that some mod creators will simply upload an entirely new instance of their mod when there's a major update.

Also, Loup, are you excited about the possibilities with landless character play?
 
Also, Loup, are you excited about the possibilities with landless character play?
It could be very interesting depending on how moddable it is. Beyond adventurers wandering around the map, will we be able to to play characters at the service of a ruler, tribes on the move or landless rebellions? Maybe it could also imply more flexibility for titular titles, so that we can make good use of those without being as restricted as we are currently.
 
It could be very interesting depending on how moddable it is. Beyond adventurers wandering around the map, will we be able to to play characters at the service of a ruler, tribes on the move or landless rebellions? Maybe it could also imply more flexibility for titular titles, so that we can make good use of those without being as restricted as we are currently.
Yeah, the expansion of titular titles would be good for so many things... clergy, republics, sainthood (no longer having to give the characters a new nickname- just a "saint" title), and so on...
 
Im sorry if im cluttering the thread with this, but it sorta relates to the last dev diary. I cant seem to enact the "de jure title" decision since i cant become feudal due to needing to research "Mundium" which i cant and thus cant form dejure title. How do i start researching as a barbarian? Or is Ostrogothic italy doomed to stay a high tribal backwater in the tribal tech group?:p
 
Release Alpha 0.1.5.1
Alpha 0.1.5.1

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

MANUAL (see attached file)

Compatibility
: CK3 Vanilla 1.12.5
Checksum:
ca60

Changelog:
0.1.5.1
Tweaks:
- Reduced the income multiplier of the Roman/Byzantine forums so they are not so overpowered.
- Reduced the cost of level 0 buildings, making them easier to build and start up an economy
- Overhauled development history to better line up with Vanilla 867
- Added some random non-dynastic senators at game start so the Senate is not so empty in 476
- Vache II of Albania has no claims in 476
- Romulus Augustulus is now part of Orestes dynasty
- Set Mottos for a handful of dynasties
- Updated some character's traits
- The rulers of Caucasian Albania and Sarir know the locals' language at start to reduce the odds of revolt
- Added Amun to the Egyptian religion pantheon localizations
- Added new icon for Gothic Christianity, replaced Arianism icon with old Gothic Christian icon

Bug Fixes:
- Fixed 476 Turkic powers having primogeniture at start
- Fixed wrong senate shield being shown for some senate events
- Fixed bug with Iranian culture building graphics
- Reduce the occurrence of courtiers having ethnic religions and incorrect cultures
- Fixed characters not learning the new language when their culture shifts language
- Fixed bug where western or eastern senators could be nominated to be consuls in opposing senates
- Fixed an error with conversion to feudalism decision being unavailable
- Fixed an error with being able to declare war on tributaries
- Fixed bug with Vlach culture divergence name

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
1. Go to the WtWSMS Paradox Mods page: https://mods.paradoxplaza.com/mods/49737/
2. Click "Add" and select the appropriate playset
3. Launch CK3
4. Wait for mod download to complete in the launcher
5. Select the mod "WtWSMS" in the Mod tab
6. Play!

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-v0.1.5.1 for 1.12.5.zip
    138,2 MB · Views: 0
Last edited:
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Im sorry if im cluttering the thread with this, but it sorta relates to the last dev diary. I cant seem to enact the "de jure title" decision since i cant become feudal due to needing to research "Mundium" which i cant and thus cant form dejure title. How do i start researching as a barbarian? Or is Ostrogothic italy doomed to stay a high tribal backwater in the tribal tech group?:p
I apologize for not seeing this sooner. There was an issue with the `is_shown` conditions on the government conversion decisions that has been fixed with the latest update.
 

When the World Stopped Making Sense​

A Migrational Era mod for CK3. This mod builds upon the existing WtWSMS mod for CK2, which you may or may not be already familiar with (if not, do not hesitate to check it out, CK2 is free!). It aims to represent the period known as the Early Middle Ages, Late Antiquity or "Dark Ages", with start dates in 476, 535 and much more.

Features​

  • New bookmarks and timeline, play between 476 and 800, with all emblematic dates being featured
  • Complete redesign of the culture map, dozens of new cultures with accompanying melting-pots
  • Overhauled religions, with unique heresies and schisms, ranging from Christian church councils to the Rise of Islam
  • A unique government system with transitions and continuities, from Bureaucratic, Gupta and Sassanid rulers to Sub-Roman realms becoming Feudal
  • Dynamic decisions and events giving birth to new empires and leading to the implosion of old realms
  • Migration mechanics designed dynamically to give choice to players and the AI, with special features for Slavic tribes
  • Decaying Roman legions, reconquest mechanics and foederatus contracts
  • Flavour events to give a distinct feeling while playing in all regions across the map
  • Play in your language of choice - full translations for English, French and Spanish

Download​

Links​

Good mod, i hope people's make video playing your mod, i honestly don't understand why your mod underrated. Stay healthy as usual and thank you for the mod
 
Good mod, i hope people's make video playing your mod, i honestly don't understand why your mod underrated. Stay healthy as usual and thank you for the mod

I think most people have moved on to the Fallen Eagle for CK3.
 
Alpha 0.1.5.2

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 1.13.2
Checksum:
cf7b

Changelog:
General:
- Updated the mod to Vanilla 1.13.2

Major Changes:
  • Complete overhaul of governments and related mechanics in light of 1.13.0 features
  • Created "Eranian Dynastic" and "Roman Dynastic" to replace Eranshar and Bureaucratic/Gubernatorial governments
    • The dynastic term is to inform players that it has mostly feudal-type inheritance mechanics
    • Created notion of "Centralized Governments" for features in common in Iranian, Indian, and Roman governments
  • Governments:
    • General:
      • Government flags overhauled for greater clarity
    • Tribal Government:
      • Tribal vassals get a -10 opinion of nomads, others get a -25 opinion
    • High Tribal Government:
      • High Tribal obligations now scale 11% for levies and taxes for each level of fame
      • High Tribal Organization has modified opinions
    • Pre-Feudal Government:
      • Pre-Feudal Authority 3 now makes vassal refusal a crime
    • Rajamandala Government
      • Can now grant baronies to non-family members, but counties and higher must go to family members if possible
      • Cannot use the County View to grant titles, given the difficulties in building the necessary triggers in the GUI
      • Civil Service flag explicitly marks landed vassals as unemployable as councillors
    • Iranian Dynastic Government
      • Removed Republican tax & levy buff from Eranshar Government
      • Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
      • Secular Authority is now consistent across the realm, like Vanilla "Imperial Bureaucracy"
        • Clerical Influence overhauled
          • Modified piety cost to decrease Clerical Influence
          • High levels do not enable temporal condemnation anymore
          • Does not interface directly with Zoroastrianism anymore; instead applies directly to court chaplain rules for that polity
          • Applies throughout the hierarchy like Vanilla "Imperial Bureaucracy"
      • Gets a Vizerate (the Framadar being the inspiration for the later Islamic Vizerate); therefore, does not get Co-Monarchy
        • Uses Tax Jurisdictions with a few non-basic jurisdictions
          • Wuzurgan for powerful or well-established families of the same religion as the ruler
            • Liege gets increased domain limit, tyranny gain, legitimacy, vassal limit, and renown; and decreased prestige and enemy hostile scheme success
            • Vassals get increased prestige, domain limit, owned hostile scheme success chance, and liege opinion, and cannot join the dissolution faction
            • If you can have this tax decree, your Chancellor, Steward, Marshall, and Spymaster must be from these vassals
            • It is always tyrannical to revoke Wuzurgan titles (scaling inversely with Secular Authority), but having a title revocation reason halves the tyranny
          • Deqhan available with the new Deqhan Innovation for the growth of smallholders
            • Increases taxes and decreases levies provided
            • Increases liege prestige per month
            • Increase vassal prestige gain and development
    • Roman Dynastic Government
      • Only applicable to Kingdoms and Empires
      • Merge of Bureaucratic and Gubernatorial governments
      • Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
      • Tyranny-free revocation of titles not in the same duchy as the vassal capital
      • Dissolution and Independence factions invalid when your liege shares this government type with you
    • Sub-Roman Dynastic
      • Uses the same Authority laws as Roman Dynastic government
      • The character modifiers implicit in Roman Dynastic are tied to the Sub-Roman Taxation law
      • Become Roman Dynastic if vassalized by a Roman Dynastic ruler
      • Eventually changes into Clan or Feudal governments
Minor Changes:
  • Removed old Succession Expanded Co-Emperors in light of Vanilla Diarchy changes
  • As Asoristan was the core of Sassanian power, made all non-tribals in the region Iranian Dynastic with religious protection
  • Orestes gets the "Power Behind the Throne" trait preventing him from inheriting titles
  • Romulus Augustulus' regency starts entrenched at 50 instead of firing one day later
  • Roman, Sub-Roman, and Iranian governments use special election laws automatically at title creation
  • "Independent Marauders" now tweaks vassal opinion so that direct vassals have a -20 opinion, but same culture vassals have a +20 opinion
  • Tax Revolt faction has been removed in line with government overhaul
  • All governments now have liberty factions as applicable
  • Added "Roads to Power" buildings to game history
  • Added the WtWSMS Soundtrack to the music player
  • Various other minor cleanups

Culture:
  • Renamed "Medio-Persian Traditions" to the more inclusive "Eranian Traditions"
  • Updated some culture tradition graphics
  • Updated some faith icons, courtesy of "Faith Icon Collection" on Steam
  • "Eranian Traditions" no longer block dissolution factions against the Persian Empire
  • Remove "Romano-Frankish" culture, as it is a poor fit for the CK3 culture system
  • Disabled "Indomitable Azatani" from selection, folded its effects into "Highland Cavalry" and "Armenian Traditions"
    • Those effects require Roads to Power DLC and both Roads to Power DLC and Royal Court DLC to get the special effects
  • Culture Changes:
    • Armenian:
      • Removed "Highland Warriors", Added "Highland Cavalry"
Bug Fixes:
  • Fixed some missing language colors
  • Roman Empire should show up in the Senate window now
  • Fixed Sea showing up as plains in the Terrain GUI window

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

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Dev Diary 17: Marching Towards Rome

It's been a while, so time for another DD. We’re touching on some map changes for 0.1.6, focusing on areas away from Rome since Roads to Power overhauled the Greco-Roman regions.

I want to give a special thanks to Tawani of Cultures Expanded, who provided some useful feedback.

Standard Warning: As always, everything featured here can be completely changed or even removed before release. Also, these images were complied over an extended period of time, so there’s some slight differences between a few; consider it a glimpse into the modding process.


Ērān and Anērān

With PDX’s next DLC pretty much making any Roman-related work a fool’s errand, we’ve turned our attention first to Iran, the other Empire.
Makran
First, looking towards Southeast Eran, we can see things look very different. Yes, we know this looks a lot like what you see in Cultures Expanded, but this is mostly a case of convergent evolution from a limited set of sources; we’ve already spoken with them about it.

pic_of_makran_cultures.jpg


Indo-Parthian was a placeholder culture and one that did not make much sense, so we’ve been hard at work cleaning up the region with more accurate historical cultures (where possible). So now we have added the Meds, the Jats, and the Qiqanans, all of whom played a role in the eventual Islamic conquest of Sindh.

med_culture_highlight.jpg

The Meds... the pirates of the Arabian Sea
jat_culture_highlight.jpg

kaikanan_culture_highlight.jpg

The Jats and Qianans...

The remaining culture is Dranganain, which, unfortunately, remains a placeholder for the various tribal proto-Baloch Northwest Iranian speakers in the region; the history of Balochistan before Islam is unfortunately poorly documented, so we have to reach back to the Dranganians for a name, but oh well.

dranganian_culture_highlight.jpg


During the Sassanian Period, Middle Persian was already displacing Parthian in Northwest Iran. To that end, we’ve added Seyansihi culture, representing the proto-Dari/Tajik/Khorasani culture in the region. Thankfully, PDX has an effect that’ll let us rename the culture to Khorasani or Tajik when it would be appropriate. Eventually. You know, when we to the VIIth Century and [REDACTED] happens.

seyansihi_culture_highlight.jpg


Also, Hind was probably still a part of Persia until sometime after Peroz I’s death, so the poorly attested Rai dynasty remains subordinate to Ranaditya in 476.

hind_1.jpg

hind_2.jpg


Transcaucasia

Transcaucasia, naturally, also went under review, as it was the flash point between Rome and Persia. First things first, we reviewed the county map and made some alterations, for both historical and economic reasons. The overly large counties of Aghwank have been broken up into more, smaller counties and some borders have been moved around.

transcaucasia_counties.jpg


There’s a few major changes here: Khachan has been split into Gardman and Artsakh, Aran has been moved to a more accurate location, and we’ve added Maskut as a separate county. This will hopefully make Caucasian Albania less economically overpowered in the future. Additionally, we’ve made a few minor improvements to history; Gardman is a part of Caucasian Albania, as it was ceded to it in the Peace of Acilisene in 387. With Albania being kingless, this necessitated making the Mihranids of Gardman counts, but they still control Gardman proper.

transcaucasia_current_borders.jpg


Doing more reading left us with a few minor areas of concern: Maskut and Balasagan. The former was of some import, as it was the main way by which Huns would raid Transcaucasia. Unfortunately, the history of that region is incredibly scant, and after review options, we made Maskut Mazdayasna Persian, in anticipation of the later Tats that would occupy that region.

The other issue was Balasakan. By the Late Antique period, the Caspians were gone, but few records remain of the people living in the region; Kartir would call the region Iranian, but Shapur II would say the opposite. To make it Albanian seems likewise incorrect; it was not tied politically to Albania and Balasakan was a target of missionary activity by the Albanian Church as late as the IXth century, with references to Mazdan-influenced paganism. After some consideration, we created Balaskan a Caucasian heritage, Adharic speaking culture to model the complicated cultural identity of the region, with both Strong Believers and Religion Blending Traditions, complimenting the complicated religious of the region during the period.

balasakan_culture_1.jpg


So here’s the changes to Transcaucasia, culturally and religiously.

transcaucasia_culture.jpg

transcaucasia_faith.jpg

Still some pagans and Mazdans, just in time for a certain future king to clamp down on them...

Asoristan and Oriens

Naturally, we couldn’t stop at just Transcausasia, so we had the opportunity to look more deeply at Oriens and Asoristan. This is a big section, so we’ll talk about culture and religion in separate sections.

Cultural​

One of the biggest current issues with the region is the giant blob of Aramean with Assyrian poking in the middle. As always, the exact nature of ethnic identities was fluid 1500 years ago, and that is only exacerbated with current political considerations. After weighing our options, we elected to split the Aramaic blob (patent pending) into two parts for a number of reasons.

1. We want to keep a separate Assyrian identity for the north, even though that’s not necessarily how the groups would have viewed each other.

2. There were clearly some stark differences between each part; in South Asoristan, there were a multitude of religions in the Vth Century through the Islamic period, including Manicheanism, Mandeanism, Mesopotamian Paganism, Christianity, and Judaism. While Paganism remained extant in northern Asoristan as well, the sheer variety of religions (in the CK3 sense) wasn’t matched elsewhere in the general Aramaic culture space.

3. Under Roman domination, the Syrians adopted Christianity, but remained steadfastly split into a number of groups, divided by liturgy and Christology.

4. The Aramaic speakers spanned a number of terrain types, principally drylands and floodplains, and it seemed incorrect to make them all be tied to just one or use two whole tradition slots for both the drylands and floodplains.

So, we decided to make Aramean a dead parent culture for what was the old, giant Aramean blob, which has been split into Syriac and Chaldean.

dead_aramean.jpg


Syriac represents the Arameans who lived under Roman influence who eventually adopted West Syriac liturgies of varying Christologies. We made Syriac and Greek/Aramean hybrid to hopefully discourage hybridization between the two, as the Syriac identity remained strong until Arabization occurred under the Islamic Empires.

Chaldean (A/N: I’m open to better names, but I want to avoid using some variant of Aramean) represents the Arameans of the rich floodplains of Southern Asoristan. Here, they are different than their co-culturalists in Rome, having admixed with the old Babylonian peoples. To reflect the religious diversity, they are both Strong Believers and Religion Blending, reflecting both the diversity of the region as well as the long-term survival of its various faiths.

chaldean_culture.jpg


The old Aramean blobs both have “Aramean Traditions”, giving them access to the Ancient Urbanites innovation and mimicking some of the effects of “Loyal Subjects”. To make the Assyrian difference more apparent, it has some features of “Loyal Subjects” as well as “Hereditary Hierarchy”, and the features it gets from “Loyal Subjects” is somewhat different. All three groups, however, have a higher baseline acceptance with one another, like the Greco-Roman traditions do, although the baseline effect is even higher; that baseline acceptance is our attempt to model the cultural differences between the groups while simultaneously allowing them to view each other as the “same” culture.

Sharp eyed readers will notice that there’s no Helleno-Aramean anymore. After discussion, we decided that CK3 has made its historical role superfluous and its actual map presence incorrect, so we’ve removed it from the game. You’ll also note that Cyprus is not Helleno-Aramean anymore, but Cypriot. In order to interface with the autocephaly mechanics, as the Church of Cyprus was autocephalous in the Late Vth Century.

cypriot_culture.jpg


In addition, with the work we’ve done on on Oriens, we’ve elected to tweak the Israelite cultures a bit. Hebrew has been relocalized to “Israelite” and is a dead culture in 476. It instead has two child cultures in Palestine: Samaritan and Judean, both of which now speak Aramaic instead of Hebrew. We do this to better model the split between the Samaritans and the Jews by this point in history, so that Samaritanism remains an Ethnic Religion but does not admix with Rabbinism and to give the Samaritans a bit of a more militaristic streak, in line with the Samaritan Revolts that occurred during the late Vth and VIth centuries.

samaritan_culture.jpg

judean_culture.jpg

If you get two Jewish cultures together, you'll get three... somethings.

Finally, after some discussion with RICE, we’ve imported Elymaean from RICE to mode the remnant Elymaean culture that like contributed to Khuzi in the Islamic period.

elymaean_culture.jpg


Other Minor Changes​

  • Renaming “Helleno-Libyan” to “Cyrenaican”
  • Revamping minority locations and distributions
  • Made Urmia Assyrian
Religion
Religion has undergone some noticeable changes, although not as extensive as culture. Here’s a quick overview of the religion changes.

asoristan_oriens_religion.jpg


In Oriens, not too much has changed. The Autocephalous Cypriot Church has been added and Ebionite has been moved to the Trans-Jordan based on some scant Patristic sources from the period, but pretty much little else has changed. Oh, but the Ebionites are vegetarians now, so that’s something to note.

In Asoristan, you’ll note Ashurism is no longer present. That’s because by the Vth Century, the old more-distinct Ashurian faith had been subsumed into the more general Assyro-Babylonian religious complex, which was slightly less warmongering. So we’ve add Anunnakist to model the later religious milieu of Assyro-Babylonian paganism (which was both polytheistic in general and monolatrist in behavior and thus has no Head of Faith). Ashurism remains in game for those that want to try and resurrect the old Assyrian Empire.

anunnakism_highlight.jpg


Cyberxkhan has also been kind enough to let us use two religions from RICE: Mehrism and Shamsi Paganism. These have a place in WtWSMS, the former modeling the Pre-Zoroastrian religion of the Persians (much better than my bland “Iranian Paganism”) and the later to be a particular difficult to dislodge piece of disorganized Mesopotamian Paganism.

shamsism_highlight.jpg

mehrism_highlight.jpg


As you can see from the map, the religious diversity (in the CK3 sense) of the south is a stark contrast to North Asoristan or Oriens.

We’ve also touched up the Maronites a bit, replacing the “Communion” Tenet with the “Acesticism” tenet, in line with the origins of the Maronite Church beginning with Saint Maron, the hermit, and changed their orientation from “Fundamentalist” to “Righteous”.

maronite_church.jpg


Finally, we’ve adjusted the location of Takht-e Soleymān to Shiz; one of the more likely locations of the Great Fire.

holy_site_location_moved.jpg


Finally, there’s been a slight modification of some counties in south Asoristan, to better model the Wall of the Arabs, the Sassanian defensive line west of the Euphrates, and to follow the river boundaries a bit more. Of particular note is Al-Hilla is now part of Batiha proper, instead of being part of the Wall of the Arabs.

south_asoristan_counties.jpg


In Oriens, we’ve modified the duchy and county boundaries a bit in line with our changes to cultures and faiths. Namely, we’ve made enough room to put Palestina Secunda on the map, separate from Palestina Prima. Additionally, the boundaries of the duchies were moved slightly in Oriens to better match history.

palestine_de_jure.jpg

oriens_de_jure.jpg


Northwest Africa
The other region having received some attention is Northwest Africa. It even starts with a new, sexy bookmark, titled (creatively) “Vandals, Romans, and Moors”!

vandals_romans_moors.jpg


The region needed some extensive attention; while it is likely that all of the post-Roman polities covered in Courtois' "Les Vandales et l'Afrique" existed in some form during the period, not all of them were extant at the same time (Cabaon stands out in this respect, not possibly being extant before the early VIth century). As such, we went through the Prosopography of the Later Roman Empire and tried to make improvements.

Before maps, I’ll make two notes:
  • We did presume Masuna and Massonas were the same person, but one can argue they were different.
  • We presumed that Altava had suzerainty over Ouarsenis and Hodna until the 570s, but that might not have been the case.
With that in mind, let’s take a look at the new political map:

north_africa_political.jpg


First, you can note that some of the polities closest to the Vandals are tributaries under them. Based on what is known of Vandal-Amazigh relations, this sort of relationship probably best models the tensions between the Vandals and the Amazigh at the time, with Auresia, Sicca Veneria, and Capsa tributaries. Nemenchia is a tribal confederation and was left free, being too poor and unimportant for the Vandals to dominate.

Sharp-eyed readers will not that Sicca Veneria has moved; we’ve made a number of improvements to the region to better model the polities’ locations from “Les Vandales et l’Afrique”.

north_africa_counties.jpg


Masties of Auresia would go on to lead an Amazigh revolt against the Vandals in the 470s and eventually claim the title Imperator, so he starts as a lowly duke, as most of the Post-Roman states do, but has a decision to become a Kingdom cheaply, like the Albanians of the Caucasus do.

aures_decision.jpg


To the east, the Mauro-Roman Kingdom exists, under the domination of Altava. We took some time and better delineated where the Ouranesis and Hodna borders would be, so now Caesarea is a port for the Vandals, like history.

All the Post-Roman states are some sort of advanced (or semi-advanced) government, excepting Nemenchia, with only Aures and Altava being Sub-Roman; those two states were the only ones, to our knowledge, that made even token efforts to continue the Roman legacy, and such have that government. The others are High Tribals, and all of them are ruled by Amazigh culture leaders, not Romano-Africans (more on that later).

north_africa_governments.jpg


Religiously, the primary change is making Donatism a more Amazigh phenomenon, as it seemed to be by the late Vth century. It’s not to say that Donatism doesn’t exist elsewhere in Romano-African lands, just that it’s not a majority in Romano-African counties; instead, to represent that lasting presence we instead compensated for the removal with substantial minorities in the provinces where Donatists are attested.

north_africa_faiths.jpg


Culture, however is a more complicated thing; the CK3 mechanics, tying technology (and thus government) to culture does make things… interesting. So we went back and forth and eventually decided to overhaul cultural relations.

Romanization of the countryside of Africa was rather sparse, so beyond Lambese, Constantine, Tabassa, and Sufes, it is a strictly coastal phenomenon. As the Punics were primarily urban dwellers, we made the Romano-Africans a Roman-Punic hybrid without Numidian admixture.

romano_african.jpg


Likewise, the Punics received a touch up, emphasizing their historical republicanism and attested longevity after the loss of Qart-hadasht, possibly as late as the IXth Century AD. It combines some features of Staunch Taditionalists and Legalism, with a bonus towards development and unlocks the “Ancient Urbanites” innovation, enabling city building before the Early Middle Ages.

punic_highlight.jpg


For the Amaizgh, it gets more complicated. We first scrapped the multitude of Amazigh cultures, as it represents much later linguistic diversification and we want to move away from “Culture==Language” in CK3 (We’ve elected to save those culture names for divergent Amazigh cultures). That still leaves us with some difficulties.

We elected to make Gaetulian as the progenitor culture for the Northwest African Punics and made Numidian a Punic/Gaetulian Hybrid. This lets the Numidians represent the more sedentary Amazigh peoples that built the Numidian polities. To the further west are the Mauri, who are a divergent culture from Gaetulian.

gaetulian_highlight.jpg


numidian_highlight.jpg


mauri_highlight.jpg


This still leaves complications; there was a continuity between the Numidians and later Amazigh in the region, but ethnic identities were rather fluid. Making things more difficult, the term “Moor” was used often as self-identification for Amazigh (and that writing there is tends to be in Latin, for which Moor referred to pretty much all non-Romans in Northwest Africa). Yet, we don’t want to make the Mauri and post-Numidians the same culture because of game mechanics. Ultimately, we decided on making a new culture, Mauritanian, to represent the partially Romanized Numidians of the Late Antique period, when Northern Amazigh language began to fracture.

mauritanian_highlight.jpg


Mauratanian is a hybrid of Romano-African and Numidian, and thus will prevent Romano-Africans from hybridizing with them, regardless if Masties throws off the Vandal yoke or the Romano-Africans slay the Vandal oppressors. This particular side effect was desirable, but it does leave us with the issue of introducing somewhat artificial divisions between peoples who viewed themselves as more-or-less a single “culture”.

Enter the “Autochthonous Identity” tradition.

autochthonous_identity.jpg

Like the Greco-Roman traditions or the Aramean/Assyrian traditions, it increase the cultural baseline acceptance between cultures sharing the tradition. By this mechanic we can introduce a sense of shared cultural identity between cultures we must split for the purpose of game mechanics. The Gaetulians, Mauritanians, Numidians, Mauri, and Libyans have it at start. To encourage cultural fluidity among the Amazigh, it also unlocks the ability to diverge cultures even if you are the Culture Head, in a break from the rest of WtWSMS culture effects.

It also lets us segue into a discussion of a new, Amazigh-centric succession law.

berber_confederate.jpg


Amazigh Tribal confederations tend to be both static and dynamic; they’d combine more-or-less the same sub-tribes for a specific purpose, such as defense or conquest, then melt away afterwards. CK3 does not provide use good tools for modeling such dynamics and we didn’t want to break up confederations either. Enter this new succession law.

It is very similar to tribal succession with three major differences: vassals contribute more levies, the title allegiance opinion is higher, and there’s a strong bias against kin of the current ruler of the confederation in succession.

berber_confederate_voting.jpg

Your going to need to use some hooks to keep yourself running the show...

This will cause the top level title to bounce around the Confederation, which should discourage blobbing; cultures with “Autochthonous Identity” must use this title succession for Kingdoms and Empires during the Tribal Era, so even large confederations like the Laguantans should expand too much.

libyan_culture.jpg

libyan_political.jpg


The Laguantan Confederation was expanded to its more historic extents, being a moderate threat to Vandal power in Tripoli.

The last major Amazigh culture that got an overhaul are the Garamantes. We removed “Qanat Irrigation” as an innovation and replaced it with “Foggara Builders”, for somewhat similar effects to Irrigation Experts in Legacy of Persia.

garamantian_culture.jpg


Additionally, with the CK3 map being what it is, Garmantian blobbing is less of a threat, so they’ve been unified under a single duchy now.

And with the changes to Gurzilism in CK3, there was no more reason to have the Garamantians be Kemetic, so both the Libyans and Garamantians are Gurzilists.

gurzilism.jpg


Other Changes​

  • The Roman presence in Tingtiana was changed to be Romano-Hispanic, in line with the region being more tied to Hispania than Carthage.

Mechanics and Improvements

Well that’s exciting! What else is the team doing? Well, most of that is close to the chest, but I will note some other tweaks:

Minimal Speed for Conversion: We’ve added a minimal speed for conversion council tasks, so now trying to convert Ethnic Religions with Chthonic Redoubts will be possible. We cap the minimal value such that it will take approximately 50 years at the worst, no matter how illiterate your chaplain, how low your fervor is, and how high theirs is.

Senators Spawn Occasionally: We’ve added on actions to periodically spawn new Senators on a semi-frequent basis, so you should find it a little easier to keep the Senates alive so long as Roman governments hold Rome/Constantinople.

Major Migrations Damage Development and Flip Holdings: Successful Major Migrations have a chance of damaging development when titles are seized and the degree of damage is influenced by by the size of the resultant minority in the county. Additionally, Major Migrations have a chance of converting castle holdings to tribal holdings if the development is low enough. These odds are influenced by the number of tribal innovations a culture possesses, with Writing and Social Stratification being the most crucial of innovations.

@pdxDevs: We wanted to be able to remove holdings, but that function appears broken at the moment; might be useful to look into fixing that.

Major Wars:
We’ve added a new concept called Major Wars, which represent particularly damaging wars of great consequence. During Major Wars, county occupation damages development. We hope to build on and extend this concept in future versions.

Modified Culture Hybridization Costs: Cultural hybridization is 200%, 100%, and 50% more expensive, depending on if the two cultures share a Kulturbund, Heritage Group, or Heritage Family.

Faith Icons: We’ve been giving Faith Icons an overhaul. AlphaQmaster on Steam has been kind enough to let us use some of his icons, which help replace some of our… less than desirable icons. Additionally, we’ve been overhauling the remainder to at least make them… not so terrible; for example, while the Hypsisterian icon isn’t fundamentally changing, it at least looks a bit better.

Plan Forward

We have no set date for when 0.1.6 will drop, other than we'll have some compatches between now and then. We have absolutely no ETA on when we can start using the features of Roads to Power, so don’t ask; I’m thinking weeks to months, considering everything else in the pipeline. So Administrative Rome/Persia will have to wait for a while. Sorry, but thems the breaks.

They say brevity is the soul of whit, and here I’ve gone and written over 3500 words. So I’ll stop here.
 
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