Crusader Kings III

Crusader Kings III

Dark Ages
2,979 Comments
von_das 13 Dec @ 10:23am 
I see, thank you. It looks like I will need to scrub the mods more thoroughly.
Cardolam  [author] 13 Dec @ 6:06am 
@von_das

For some months now that I don't have that file in the mod. I use replace folder inside localization and just place inside a file with the strings I want changed. So, there's something odd on your end.
von_das 13 Dec @ 1:17am 
Unsubscribing and resubscribing didn't help.
von_das 12 Dec @ 9:50pm 
That's odd, I checked again and the concept descriptions definitely go away when I add Dark Ages and come back when I remove it. They're missing from game_concepts_l_english.yml in the mod files, but the version in the descriptor is the latest one. Might be some weird mod download issue...
Cardolam  [author] 12 Dec @ 12:43pm 
@von_das

No, I can see those concepts in my computer.
von_das 12 Dec @ 11:58am 
Weirdly, this mod appears to have erased a bunch of concepts from the encyclopedia (Hegemon, Wanua, Bloc stuff, etc., plus an economical archetype I think).
Cardolam  [author] 12 Dec @ 4:43am 
@ moose_irl

I'll reduce the ocurrence oof purges, yes.
moose_irl 11 Dec @ 6:01pm 
Is there a way to turn off the decision to hold purges, or perhaps make it less likely that my vassal will murder their own children/relatives/soulmates? Titles are constantly reverting back to me because my vassals purge all of their children and siblings.
Cardolam  [author] 11 Dec @ 11:49am 
Version 3.13 (11/12/2025)


- Compatched with CK3 1.18.2
- Updated all language files (*)



(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Iustus Lannister 10 Dec @ 7:56am 
Okay, thanks!
Cardolam  [author] 10 Dec @ 7:19am 
@Iustus Lannister

I guess Crusader Wars is compatible, yes. Regarding Fallen Eagle and Shogunate try running Dark Ages before these mods.
Iustus Lannister 9 Dec @ 7:51pm 
Hello! Does it work with Crusader Wars mod? The one that makes you able to play your battles through Attila Total War?
Also, what about conversion mods like Fallen Eagle/Shogunate?
Sorry if it's been asked before, but I couldn't find compatibility list nowhere.
Cardolam  [author] 6 Dec @ 9:48am 
@reulov the DEUS.

No, no way to do that.


@Aodhdelweiss

No.
Aodhdelweiss 6 Dec @ 8:58am 
Does this mod remove fabricating claims?
reulov the DEUS. 6 Dec @ 8:29am 
hello Cardolam,

is there any way to disable the maa like gendarmes caballeros etc... ?
willing to play the mod with a total conversion one but it adds those maa to every culture and its a big no no
Cardolam  [author] 5 Dec @ 4:50am 
Version 3.12 (05/12/2025)


- Fixed event "The Industrious Local Council" firing for the Estate of a character
sephiroxical19981202 4 Dec @ 8:45pm 
@Cardolam Love your mod! And thanks for always being so responsive.
Cardolam  [author] 4 Dec @ 4:06pm 
@@sephiroxical19981202

Maybe I solved the issue. Try it in the release tomorrow. Thx for the report!
Cardolam  [author] 4 Dec @ 3:57pm 
@sephiroxical19981202

That's odd. The trigger "any_held_county" should only consider counties, not estates...
Obviously I am not contesting your report, just that I am a loss about what should I place there.



@NumberOneNoob

There is not a full list of changes. But after more than 5 years, they number in the thousands, for sure. You can however read the change notes here in the webpage.

Only troops that don't replanish at first level are siege weapons. That is because of a rounding issue in the engine, when combined with the new replenish rates the mod introduces. Upgrade siege engines to level 2 and the units will start to replenish.
NumberOneNoob 4 Dec @ 8:37am 
Hi. I'm sorry if this was asked before but may I ask where I can find a full list of all the changes this mod does if it exists. Also I noticed in my game that when I'm in a war my troops don't replenish. Is that intended by this mod? Thank you.
sephiroxical19981202 4 Dec @ 6:56am 
@Cardolam The potential modifiers (punishments for not spending gold) only apply to my estate title, that isn't affected by those modifiers in the first place, whereas the land I ruled that would suffer from those modifiers somehow isn't affected at all.
Cardolam  [author] 3 Dec @ 9:44am 
@Flamebite

No, sorry.
The mod is balanced with all the changes and additions. Also it would be a lot of work. You can tweak much of its content through the game rules.

@ sephiroxical19981202

It should only fire if you are landed, yes. What is the problem with it?
sephiroxical19981202 3 Dec @ 5:17am 
"The industrious local council" event fires for family estate when I'm ruling land.
Flamebite 2 Dec @ 12:38am 
hi, i reviewed the code you've made. seems there are too much balance content overriding the vanilla files. it's possible for us to get a lite version?like a mechanic and events only version.
Ozare 1 Dec @ 12:13pm 
okok thnx for all the help and the amazing mod
Cardolam  [author] 1 Dec @ 8:38am 
@Ozare

I can confirm the vassals of the Emperor start with a ballista unit, yes. But the Emperor starts with a Ballista plus another unit type, which suggests the AI will not only pick Ballistas for the armies. I don't know what is happening and can only speculate thats because the Ballista is a unit with combat as well as siege capability that is majored by the heuristics of the AI.
Cardolam  [author] 30 Nov @ 4:04pm 
@Ozare

Will check what is afoot. Thanks for the report!
Ozare 30 Nov @ 11:11am 
Hi I have a lil bug to report, I only have This mod on, and when starting a new game 867 all the themes on the byzantine empire have the same Ballistrai MAA, on vanilla you see variations; that being skoutatoi or akritai, but literally every single themes has the same Ballistrai and they don't seem to be recruiting anythong other than that
Cardolam  [author] 30 Nov @ 10:14am 
@Hedj

I can only say that denounce/disinherit happy House Heads have nothing to do with Dark Ages.

@Spectre016

Dark Ages is balanced for the Far East but no content developed specifically for the region at this time. Of course, you will experience lots of content that applies to the whole world.
Spectre016 30 Nov @ 6:51am 
I wonder how optimised is this with china and japan gameplay?
Hedj 30 Nov @ 4:42am 
Listen, when this happened i had a bunch of other mods so i can't exactly pin point the issue exactly but i definitely do not recommend LMF with this.
I don't know which mod it is but one of them makes House Heads extremely denounce/disinherit happy, i had a grand marriage arranged with a ruler once, the house head disinherited her, it cancelled the grand marriage and my character had no access to the marriage option anymore, so i'd be careful.
[23rd] Ozan 30 Nov @ 3:03am 
I tried it with LMF this week, i think it got a large overhaul recently. I'm not sure but I felt like (with no real proof but vibes) marriage options felt kind of strange. But I hadn't seen any actual problems beyond that.

I disabled LMF's pregnancy modifiers though. I wish there was a way to fully disable all LMF marriage options.

That said, what would you recommend for the LMF settings?
n00bGingrich 28 Nov @ 6:49pm 
LMF definitely played fine with Dark Ages a few months ago. The compatibility might have changed since then.

I haven’t played the game since, but it was honestly a great experience.

I recommend loading LMF last and disabling all of Dark Ages pregnancy and fertility effects and see if you run into any issues.

LMF is a near essential mod for the marriage rebalance and the pregnancy location check makes the game feel so much better.
sephiroxical19981202 28 Nov @ 3:46pm 
@Cardolam My bad, turns out it's caused by a mod conflict. Sorry for bothering you without doing my due diligence.
Cardolam  [author] 28 Nov @ 2:20pm 
@Tiberivs

As the author of LMF states in the description of the mod, LMF can cause troubles with major complex mods, where Dark Ages fits. I would say there will be some minor issues that probably will not be noticed.

Load Dark Ages last in your mod order, otherwise it is possible that bigger complications might arise.


@ BlueTh4nus

It is done like that on purpose. You can stop the mustering of troops when you decide. So longer for bigger army, shorter for smaller one. Vanilla mustering times are gamey in the extreme and go against the strategic depth this game begs to have.

This being said I have good news for you. Check the description of Dark Ages and you'll find a submod that does exactly what you want.
BlueTh4nus 28 Nov @ 10:10am 
Can you change how long army gathering takes in the game rules or is it always going to be incredibly slow?
Tiberivs 28 Nov @ 7:04am 
Dark Ages is compatible with LMF?
(Love Marriage Family)
Cardolam  [author] 28 Nov @ 6:40am 
Version 3.11 (28/11/2025)


- Tweaked Administrative Government modifiers
- Balanced Mandala Capital Great Projects 3rd party contributions
- Opened Influence events to a bigger range of characters (!)
- Fixed many instances where events for landed characters were firing for landless
- Updated all language files (*)





(!) - Was being limited to Admin Byzantium
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Cardolam  [author] 28 Nov @ 6:30am 
@sephiroxical19981202

Yes, you are totally right on events that should not be targetting landless characters. Thank you for reporting this.

Regarding levy modifiers, can you be more explicit?


Will be releasing a new version of the mod in a few minutes. Stay tuned for a version with the fixes to the problems you reported!
sephiroxical19981202 27 Nov @ 8:39pm 
The levy size modifiers from the game rules are applied twice to the player's realm. Also I get an event called "seasonal markets" that only applies irrelevant modifiers to my estate, even though I'm actually governing a county already. It seems that quite a few events from this mod treat family estate title as a county title.
Cardolam  [author] 26 Nov @ 2:27pm 
@Falvick

Check

HERE

and report back if the attempt at compatching has been successful.
Cardolam  [author] 26 Nov @ 2:07pm 
@Hedj

My personal preference are the default game rules. But I am not going to suggest my way of playing is "better" than any other, though.

@Falvick

I'll see what I can do. Dark Ages is fully compatible with CFP, EPE and Cultures Expanded (with its own submod). I am not sure about More Holding Graphics.
Falvick 26 Nov @ 11:18am 
@Cardolam, i don’t mean to include Jimmy’s mod. I mean possibility to use it with Dark Ages
So that they will replace MAA pictures that are in Dark Ages and maintain the overall visual style throughout the game. And at the same time, to not break anything in work of Dark Ages or game functionality.

Because, according to estimates, there are certain top of visual mods in the community that are used by most people who play CK3

These are CFP/EPE/Cultures expanded/More holding graphics and this mod that changes maa
Hedj 26 Nov @ 11:15am 
This mod is too much of a ♥♥♥♥ you destined at meta gamers than role players like me but i'll be testing further, i'm using more interactive vassals in conjunction with this to try to circumvent every battle being some insane slaughter on either side, do you have any recommended settings for the rules ?
Cardolam  [author] 26 Nov @ 10:48am 
@ Falvick

Cannot add the images by myself on moral grounds. Will not include a mod inside Dark Ages without proper agreement of the developers, sorry.
Falvick 25 Nov @ 3:48pm 
Is it possible to add patch to replace maa pictures in this mod with cultural armies 2 mod, please. They already add a lot of good fit vanilla style MAA unique images?
Cardolam  [author] 24 Nov @ 11:07am 
@ miguelmonte2005


Without the battle modifiers, the odds in any of the settings of the Warfare game rule are the same for both sides. So, the battle roll can be 50 for you or against you with the same probability.

It should also be noted that the battle roll, given the length of time a battle usually lasts, is performed more than once but much less than in vanilla, where the rolls are so frequent the law of averages nullify any randomness warfare certainly has.

What the setting of the game rule influences is in the damage done per point of battle advantage, that in turn has a big impact in the final outcome of battle, specially mixed with the much rarer change in the battle rolls, as said above.

(cont)
Cardolam  [author] 24 Nov @ 11:07am 
(cont)

The present system, using the "Realistic" setting, is able to depict historical upsets where the clear underdog is able to win battles, much as it happens from time to time in History.

Thus, contrary to vanilla, the present system in Dark Ages is able to depict catastrophic and unexpected defeats such as presented in the battles of Agincourt or Aljubarrota, for instance.
Captain Smollett 23 Nov @ 8:10pm 
@miguelmonte2005 there's a gamerule about combat or smth like that, move it off "realistic"
miguelmonte2005 23 Nov @ 4:01pm 
gr8 and absolutely infuriating mod. 4 out of 4 battles with -50 modifier... what can i do about it? thk u in advance for any help!