Crusader Kings III

Crusader Kings III

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Cultural Tribe Names
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Jun 28 @ 8:53am
Jun 29 @ 5:23pm
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Cultural Tribe Names

Description
All tribal realms will have cultural or dynastic names, just like the nomadic realms. When playing as a tribal nation you will remember what really matters - your people.

Finally, just as you typically see on educational maps, all the tribal nations beyond the frontiers of major civilization will be named after the Goths, Saxons, Frisians, Vandals, Bedouins, Slavs, etc instead of whatever modern city they happen to inhabit. Instead of rebranding whenever they conquer a higher title, they will carry their name with them.

This mod works synergistically with Culture Expanded, as it tends to split many tribal cultures.

Mods which add additional governments are incompatible, but I can explore compatibility if requested in the comments.

The mod shines on The Fallen Eagle, and a TFE compatible version is downloadable here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3551064128

Screenshots depict vanilla, Culture Expanded, and The Fallen Eagle.
36 Comments
buraktekden12 Nov 27 @ 8:57am 
update?
PocketTJ Nov 26 @ 1:34pm 
Update?
Clumsy  [author] Oct 28 @ 9:15pm 
I'll update it by the weekend. Thanks for letting me know.
T Oct 28 @ 8:48pm 
fyi everyone: this mod will break the game on the current version, as it's a straight overwrite of \common\governments\00_government_types.txt, which was updated with the new patch

for the mod author: consider renaming the file to something like "zzz_CTN_00_government_types.txt" and only including the "tribal_government = { ... }" definition; it wouldn't help in this specific case (since paradox changed some stuff in their tribal_government definition), but in certain cases your mod wouldn't need an update (i.e., when paradox doesn't edit the tribal_government definition but DOES otherwise alter the 00_government_types.txt file).
cuomo860 Oct 6 @ 7:46am 
It’s because elder kings probably uses an edited government file with this one overwrites. So they are likely incompatible. All this mod does is add one line to tribal governments.
le_jfc Oct 6 @ 6:23am 
Strangely, when playing this together with Elder Kings 2 (which adds its own autocratic government form) the vast majority of rulers that are supposed to start as autocratic start as feudal instead. I say vast majority because by some miracle one single random ruler in the middle of nowhere is unaffected (Custodian Zizyxe of Blackprison, if that information is of use to anyone; I could have sworn though that on previous tests more rulers remained autocratic, so maybe it's somewhat luck based on map generation.)

It's a crying shame, because I love this mod and I got really used to it passively being there. It's kind of jarring now. Does someone have any ideas?
Lord Sep 21 @ 3:59pm 
Love your mod!
Cat_and_cat_inc Aug 17 @ 2:52pm 
Thank you, I will be adding that mod to my TFE playset :steamthumbsup:
Clumsy  [author] Aug 17 @ 2:50pm 
@Cat_and_cat_inc - I backed up the dev build of this mod sometime back, and now steam is not recognizing the back-up copy as valid, so I can't directly update this mod. I added a link in the description for the TFE compatible version. If there are further bugs notify me and I should be able to update it directly. Cheers.
Clumsy  [author] Aug 16 @ 1:07pm 
Thanks, I fixed that in the dev build but forgot to update it, I'll do it tonight!