Crusader Kings III

Crusader Kings III

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Regional Immersion and Cultural Enrichment (RICE)
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1.216 GB
31 Oct, 2020 @ 10:21pm
3 Oct @ 10:34pm
106 Change Notes ( view )

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Regional Immersion and Cultural Enrichment (RICE)

In 2 collections by cybrxkhan
Cybrxkhan's Library (for Patch 1.9.X)
32 items
The Fallen Eagle - Minmalist Collection of Compatible Mods
17 items
Description


Current Version: 1.17.0.a Hotfix for "Makuria" (Released 10/3/25, Compatible with vanilla patch 1.17.X)

Newest Flavor Pack:
Nubia: Heirs of Kush

Next Flavor Pack:
Mayo: Heather and Yew
(Maybe, depending on AUH release date)

Discord Server for my mods[discord.gg]
Official Website for my mods[cybrxkhansmods.godaddysites.com]
Paradox Forum Thread[forum.paradoxplaza.com]
Manual Download/Older Versions available on Github[github.com]
Paradox Plaza Download[mods.paradoxplaza.com]

RICE, or Regional Immersion and Cultural Enrichment, adds immersion to different regions, cultures, and religions in CK3. As a spiritual successor to my Immersion Packs for CK2, it is a collection of "flavor packs" similar to PI's official flavor pack DLCs. RICE's guiding philosophy is to keep a focused scope that won't change gameplay significantly, but instead adds flavor across the world that is grounded in historical authenticity, especially for lesser-known places, peoples, and histories.

I do NOT recommend adding RICE to existing saves. A new game is advised to be safe.

Feel free to use my work in your mods - all I ask is that I am credited and (if possible) to give me a heads up. If you liked the mod, feel free to favorite and rate it up!





RICE is designed with compatibility in mind, and runs fine with most mods - for more info, please see this webpage[cybrxkhansmods.godaddysites.com]. I avoid editing vanilla files to prevent conflicts with other mods. For example, new cultures are added via hidden events at game start instead of directly through history code. Compatches are available for:


Special content provided if you also play with The Fallen Eagle or Rajas of Asia[google.com], which do not require compatches.

I WILL NOT maintain compatches for most mods that may need one. Feel free to make your own (let me know so I can link it here). If you're a modder, don't hesitate to contact me on the forums or Discord about compatibility!




Each RICE flavor pack adds features to a region, culture, or religion, that include new activities, decisions, events, music, and more. Read the RICE wiki[ck3.paradoxwikis.com] and Flavor Pack Guides[cybrxkhansmods.godaddysites.com] for more info on new features, tips and tricks, and selected lists of academic sources I used for further reading.

There are currently 40 new flavor packs, shown on this map:





By default, RICE uses the original English text as a placeholder so you won't see gibberish for other languages.





Version 1.17.0.a Hotfix for "Makuria"

"The Nubians are Christians whose country is larger and richer than Ethiopia. The Nile of Egypt runs through their cities and regions. Their villages are prosperous and they have fertile land."
- Ibn Hawqal, 10th century Muslim traveler and geographer


Please note some changes only take effect with new games. As changelog is too big to list here, see the full changelog here: https://steamproxy.net/sharedfiles/filedetails/changelog/2273832430







Thanks to all I worked with, took stuff from, and provided me encouragement and feedback over the years. Huge thanks also to the translators who put up with my erratic update schedule.

The credits list has gotten so long that it won't fit Steam's small word count restrictions for the description. Please see the following link for a full list of credits.
Popular Discussions View All (10)
368
2
8 Oct @ 10:30pm
PINNED: Bug Reports/Balance Issues
cybrxkhan
17
13 Sep, 2024 @ 4:40am
Music track titles
Increasecouncilpower
1
9 Apr, 2023 @ 10:21pm
How to make a perfect combination of Additional start dates and cultures epe rice cfp
Cataphractii
3,279 Comments
gdough 9 Oct @ 10:41pm 
Ok ty
cybrxkhan  [author] 9 Oct @ 8:14pm 
@gdough It's to represent how Normans would sometimes have common law wives or concubines that didn't fit the usual Western European marriage at the time and could sometimes allow for a sort of polygamy.
gdough 9 Oct @ 5:42pm 
Can I ask why Norman's get a tradition that only grants them 1 wife/ concubine?
gdough 9 Oct @ 3:37pm 
OHHHHH okay thank you that makes total sense
cybrxkhan  [author] 8 Oct @ 10:32pm 
@gdough The Norman culture gets a tradition that lets you have one concubine, which will override the limits based on religion. So, if the Harem mod is the one that modifies how much spouses or concubines you can have, it may conflict and one would need to create a compatch. (However, when you upgrade the Norman tradition, the overriding behavior disappears.)
gdough 8 Oct @ 1:38am 
love this mod sucks it stops working with the Harem mod after forming Norman culture
cybrxkhan  [author] 6 Oct @ 6:23pm 
@Proxima-b Are there any counties of your faith *outside* the duchy of Normandy? The way struggles are hardcoded, if the religion requirement is 50% for instance, this does not mean that 50%+ of all counties in the struggle region are of that faith, it means 50%+ of all counties around the world are in that struggle region. (It's weird, yes.) There's nothing much I can do about this.

If you want to manually take care of yourself, you can use the following console command while playing as your character in Normandy:

effect struggle:RICE_normandy_struggle ?= { set_faith_as_involved = root.faith }
Proxima-b 6 Oct @ 11:15am 
The Normandy mini-struggle seems bugged, I had my new faith complete control and converted all of Normandy but somehow it's still not "involved"
cybrxkhan  [author] 6 Oct @ 12:52am 
@osas Based on the DDs, it appears the new flood disasters in AUH are more like random occasional instances of a flood, whereas my Nile situation represents the regular flood cycle of the Nile. Thus, my plan is my Nile situation will automatically go into the Overflooding phase in the next phase, if a flood disaster hits. Obviously this depends on how the code for the actual flood disasters work, but I hope that option is doable.
osas 5 Oct @ 9:08pm 
This has probably been asked before, but I'd like to ask. In Dev Diary #181, when they revealed the "natural disasters" mechanic, they also introduced the Nile flooding situation. How will this interact with the similar mechanic added by the mod?