Crusader Kings III

Crusader Kings III

Regional Immersion and Cultural Enrichment (RICE)
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Update: Apr 11, 2023 @ 11:12pm

Version 1.8.5.b Hotfix for "William the Conqueror"

  • Hrolfr is now titled “Hrolfr (Rollo)” in the relevant 867 bookmark to avoid confusion for players who didn’t know Hrolfr is meant to represent Rollo
  • Buffed Norman Cavalry/Marc’hegion MAAs
  • Several decisions are now available even if you’re sick with smallpox or Bubonic plague (other requirements still apply)
  • Made the AI less likely to go on Norman invasions
  • Reduced the likelihood AI will pick the rulers option when taking the decision to invite Norse/Norman settlers
  • The Icelandic Althing decision will no longer change the culture of rulers who have territory in Iceland, but don’t have a capital there
  • Tweaked Mehremist setup when running RICE with BAP
  • The cooldown for the Breton horse interaction is now 3 years rather than 1
  • Adventurers and Aristocrats and Peurajou Libr traditions now mention that the Norman Cavalry and Marc’hegion MAAs increase in stats with each era
  • Fixed possible cause of CTDs with TIP Vol. 2 due to conflicts with TIP’s Breton war over Avranches (for real this time)
  • Fixed bug where RICE potentially conflicted with vanilla’s 10th and 16th birthday on_actions
  • Fixed being able to pick two Adventurer and Aristocrat traditions at the same time

Update: Apr 5, 2023 @ 10:23pm

Version 1.8.5.a Hotfix for "William the Conqueror"

  • Music cues now play when completing the Historia Normannorum or Domesday Book
  • Slightly nerfed Norman Knights/Breton Marc’hegion MAAs
  • If the player does not start as Rollo in 867, and he gets a wife/children, they are now in the same court as he is
  • Fixed potential bug where the Domesday Book event might repeat itself
  • Fixed Adventurers and Aristocrats tradition being available before the Historia Normannorum decision is taken
  • Fixed Legacy of the Northmen tradition being available after the Historia Normannorum decision is taken
  • Fixed possible cause of CTDs with TIP Vol. 2 due to conflicts with the Breton war over Avranches
  • Fixed Sijilmasa Mint requirement loc not working
  • Fixed Mordvin not having Isolationist and Forest Warden traditions

Update: Apr 3, 2023 @ 11:09pm



Version 1.8.5 "William the Conqueror"

“See — I have taken England with both my hands.”
– William the Conqueror, after he stepped off his ship on the coast of England and fell into the sand


  • Added Normandy Flavor Pack: Adventurers and Aristocrats
  • Added 8 French Renaissance music tracks
  • Added decisions to Spread Culture/Faith Influence in Greenland, that makes your faith and/or culture involved in the Greenland struggle
  • Added Procreation as Purification doctrine option for Dualist faiths
  • Added global variable is_RICE_loaded_global_variable
  • Aksumitism renamed to Mahremism
  • Mahremism/Aksumitism now has the human sacrifice tenet instead of ritual celebrations
  • Adjusted Mahremist/Aksumitist holy sites
  • Pagan Ethiopian counties and courtiers are now Mahremist at game start
  • Added god names for Hubalists and Mahremists
  • Silk Road, Maritime Trade, and Trans-Saharan Trade dynasty legacies now only require directly owning a county in the right region, not a capital
  • Radhanite culture now starts with the People of the Silk Road tradition
  • Decision to Exhume Charlemagne’s remains now requires being in the early medieval era
  • Maghrebi and (if playing with a mod that adds in) Coptic cultures now start with the Qanat innovation
  • Replaced icons for most Semitic faiths with the versions from The Fallen Eagle
  • Fixed Ibrahim of Transoxiana not starting with any education traits in 1066
  • Fixed children being available to lead North Atlantic expeditions or to be exiled/sent to the Americas
  • Fixed random leader for expeditions not actually being paid 50 gold
  • Fixed CB names for North Atlantic variations of conquest/invasion CBs
  • Fixed Tiraz game concept not having any text
  • Fixed Tiraz Production Center localization referencing English wool
  • Fixed rulers getting duplicate North Atlantic invasion CBs in some cases
  • Fixed duplicate Hellenic syncretism tenet/doctrines for Harranism and Dusharism when playing with TFE
  • Fixed Argan Forest buildings being misplaced when running with IBL
  • Fixed Tuareg pagan distribution when running with IBL
  • Fixed code not working for adding Sami pagans to some counties when running with CE
  • Fixed Mandaean courtier spawn event not triggering
  • Miscellaneous bugfixes

Update: Jan 20, 2023 @ 9:51pm



Version 1.8.4 "Al-Biruni"

"For what the crowd calls courage - bravely dashing into the fight or plunging into an abyss of destruction - is only a species of courage, whilst the genus, far above all species, is to scorn death, whether by word or deed."

- Al-Biruni (973 - c.1050 CE), Khwarezmian polymath and scholar


Please note some changes only take effect with new games.

  • Added new Al-Fir Citadel building for mods with earlier start dates (like TFE), that will becomes ruins via event in the course of the game
  • Added Purported Armenian and Breton Noble Blood house modifier to the family of the bookmarked character Fernan of Braganza
  • al-Umari now starts off with a few Nubian courtiers to represent his slave raids into/connections with Nubia
  • Bactrian culture now starts with People of the Silk Road tradition when run with TFE
  • Amazigh faiths now have polygamy
  • To reduce errors when running with CE, tweaked requirements of some Khuzi related content to require descent from Khuzi culture, rather than Elamite culture (other errors might still remain)
  • Athinganoi from TIP mod now have food purification doctrine
  • Fixed several Sami counties not becoming Sami Pagan when run with CE
  • Fixed Ibn Tulun being labeled as the Abbasid Governor in the al-Umari bookmark
  • Fixed Behafaridism not being assigned the correct Yazata doctrine when run with TIP
  • Fixed Maritime Trade dynasty legacy being available for some rulers not bordering the Indian Ocean
  • Fixed the price of the Tiraz interaction not taking into account whether you or vassals own a Tiraz Production Center or not
  • Miscellaneous bugfixes

Update: Jan 15, 2023 @ 10:03pm

  • Added missing icon for Lowly Menials innovation

Update: Jan 15, 2023 @ 7:25pm




Version 1.8.3 "Šuš"

“Darius the King says: At Susa a very excellent work was ordered, a very excellent work was brought to completion.”

- Inscription at the Palace of Darius in Susa, or Šuš in Persian


Please note some changes only take effect with new games.

  • Added two Iranian flavor packs – Khuzestan: Land of the Sugar Cane and Khwarezm: The Oxus Borderlands
  • Added 3 Middle Eastern and 3 Central Asian themed music tracks
  • Added four new bookmark characters: Denha of Socotra (867), Muhammad al-Baridi (867), Eraq ibn Mansur (867), Bursuq the Elder (1066)
  • Lady Godiva now starts off as Countess under her grandson Eadwin, to represent her landholdings
  • Tweaked bonuses of the Harranian Neoplatonic Academy to be slightly stronger
  • Changed intro noise for several event backgrounds/themes
  • Changed Tulun (Ibn Tulun’s father) to Uyghur culture
  • Ibn Tulun’s mother Qasim now correctly has his mentor, Yarjukh, as her second husband
  • Some decisions now have a maximum cap of 150 gold cost to prevent them from costing an unrealistically large amount
  • Replaced icon for the People of the Silk Road tradition
  • Slightly expanded the range where you can take the decision to Patronize the Neoplatonic Academy
  • Added in “cheat” scripted effects to help with Greenland/Vinland when using console commands: RICE_give_greenland_resilience_effect, RICE_give_greenland_networks_effect, and RICE_give_vinland_viability_effect, to increase each resource by 100, 100, or 10 respectively
  • Fixed the Greenland difficulty rule not working for realsies this time, promise!
  • Fixed AI always taking the first option in several decisions with widgets where you can choose between different options
  • Fixed Kakuyid bookmark not working
  • Miscellaneous bugfixes

Update: Dec 19, 2022 @ 2:53am



Version 1.8.2 "Tyushtya"

Tyushtya is a hero, king, and god/demi-god in the mythology and folklore of the Erzyas and Mokshas, the two Mordvin peoples.

Please note some changes will only take effect with new games.

  • Added Mordvin Flavor Pack: Along the Volga
  • Added four new bookmarks, two for each start date, featuring recommended playthroughs that highlight various RICE content
  • Added new Erzya and Moksha namelists with more accurate names and dynasty names to replace the old Mordvin namelist (credits to Макс for compiling the list)
  • Added Finnic Sorcerers tradition for Balto-Finnic, Volga Finnic, and Ugro-Permian cultures; Finnish, Estonian, Sami, and Karelian cultures have it by default
  • Added Ahmad al-Daya and his family of Tulunid officials/scholars
  • Almeria now starts off as independent in 1066
  • Tweaked the family of Abu Bakr al-Madhara'i (RICE added character under Tulunids in 867)
  • Minor tweaks to Lady Godiva and Ealdgyth in the 1066 bookmark
  • Umar ibn Hafsun now always starts off with the vengeful, ambitious, and wrathful traits
  • Some features are now disabled when run with TFE (in preparation for the TFE update to 1.8)
  • Pamiri and Turco-Hephthalite culture no longer uses Indian clothing
  • Changed event backgrounds for a couple events in the Reindeer Sacrifice decision/event chain
  • Fixed Greenland difficulty rule not working
  • Fixed AI being more likely to levy extra taxes on whaling towns if they’re just and generous, and less likely if they’re arbitrary and generous, rather than the other way around
  • Fixed Buddhist doctrine icon names to match capitalization to prevent buggy appearance for linux users
  • Miscellaneous bugfixes

Update: Dec 7, 2022 @ 12:32am



Version 1.8.1 "Erik the Red"

“Men will desire much the more to go [to Greenland] if the land has a good name.”

- Erik the Red, in the Saga of Erik the Red


Please note some changes will only take effect with new games.

  • Added UI for some Greenland/Vinland decisions and events to show the current Resilience/Networks/Viability (credits to KeizerHarm, aka Mr. Sunset Invasion)
  • Added character interactions to send courtiers or exile prisoners to Greenland/Vinland, in order to raise Resilience, Networks, or Viability
  • Added decision to Found Iceland's First Major Religious School, available after the Althing is Convened
  • Added several new game rules:
    • Courtier Spawn frequency - how likely courtier spawn events will trigger (Very low, Low, Default, High, Very High)
    • Greenland Ending Difficulty - how much Resilience/Networks is needed for the Regional Integration ending, and if Greenland autofails or not (Cheat Mode, Easy, Default, Hard)
    • Vinland Realism - chances of success for Vinland outposts/colonies (Default, Unhistorical, Fantasy)
    • Greenland Costs - costs of decisions related to Greenland (Default, Lower, Even Lower)
    • Vinland Costs - costs of decisions related to Vinland (Default, Unhistorical, Fantasy)
    • Native American Frequency - how likely N.A. courtiers are to spawn or acquired through events (Rare, Uncommon, Common, Very Common)
  • Added events to spawn Greenlandic and Vinlandic courtiers occasionally, which increase the maximum gold/prestige/piety gain from Greenland estates if you allow them to stay
  • Expanded Isleifur Haukadalur’s family to include his wife Dalla, other son Gissur, and daughter-in-laws Jorunn and Steinunn
  • Bjorg Eyvindrsdottir and her husband Úlfr Högnason (Leif Erikson’s great-grandparents) now start in the court of her brother, Helgi Eyvindarson
  • Rebalanced the effect skills have on some Greenland expedition episodes, thus making it a little easier to gain good outcomes with average stat leaders in some cases
  • Decision to Organize a Walrus Hunt to Nordsetur now also decreases Networks by a random amount as well
  • Increased default cost of the decision to Support Vinland to 80 gold
  • Lightly rebalanced the chances which houses are randomly chosen to receive the Greenland Estate house modifier at game start
  • Added an option to gift gold to the Native American character to become your courtier in one of the rare Native American courtier events
  • Azur Jamshid’s son Garg will now convert to the faith he chooses at game start
  • Reduced volume of the Greenland-related cues
  • Increased base chance of support failing to arrive in Greenland to 25%
  • Chances of the support you send to Greenland or Vinland failing are increased slightly in the Marginalization and Subsistence phases by 10% and 5% respectively
  • Fixed Native Sovereignty ending for the Greenland struggle requiring less than 250 Resilience and Networks
  • Fixed Abandon Greenland ending for the Greenland struggle NOT requiring less than 250 Resilience and Networks
  • Fixed Native American courtiers not spawning during the Marginalization or Subsistence phases (however, during these phases, it is still extremely rare)
  • Fixed Support Vinland event saying you failed even though support arrived safely
  • Fixed Decision to Explore the Seas West of Iceland not requiring a capital in the Greenland struggle region
  • Fixed Greenlandic immigrant generated from the Attract Immigrants from Greenland decision not having the right culture if Greenlandic culture was dynamically generated
  • Fixed Native American courtier not spawning if you successfully captured one in the Greenland expedition episode where you encounter peaceful Native Americans
  • Fixed heir being unable to partake in any activities if they were in the middle of leading an expedition when they inherited a title
  • Miscellaneous bugfixes

Update: Dec 1, 2022 @ 12:29pm



Version: 1.8.0 "Tuniit"

In Inuit legend, the Tuniit are a race of giants who preceded them and who, despite being taller and stronger, were supposedly timid and fearful of the Inuit. The Tuniit might correspond to the people belonging to the so-called archaeological Dorset culture, a pre-Inuit people inhabiting Greenland and Northern Canada before the arrival of the Inuit, who may have interacted with the Norse. They disappeared by the early modern period for reasons that are still debated.

Please note some changes will only take effect with new games.

  • Updated to vanilla patch 1.8 “Robe”
  • Added new Kingdom Invasion CB that is functionally identical to the vanilla one for rulers in the Greenland struggle, as a workaround for the issue where the CB was disabled to avoid editing vanilla code
  • Added additional French and German localization (thanks to NicolasGrosjean and Dillo respectively)
  • Decision to explore the Americas is now more expensive than the one to explore Greenland (50 more gold by default)
  • Abandon Greenland decision requires being below 300 Resilience and Networks
  • AI will never take the decision to abandon Greenland unless Resilience and Networks are below 100
  • Vinland’s viability now starts at 10 in the 1066 start date
  • Increased the effect leader skills have on the results of some expedition results
  • Slightly increased the chances of getting Native American courtiers from expeditions (it should still be rare, though)
  • Made the AI slightly more likely to do walrus hunts and expeditions
  • Decisions to explore Greenland and Americas now require either your capital to have at least 10 development, or controlling the Duchy of Iceland, or being a King or Emperor
  • Decision to Sponsor a Whale Hunt now clarifies you need to own a coastal county
  • Decision to Sponsor a Whale Hunt is now visible even if you don’t own a coastal county, but requirements still apply
  • Temple of Hibis now gives 1% dynasty prestige instead of 0.5% (so it now displays properly too)
  • Counties of Aalborg and Aarhus have been added to the Greenland struggle region
  • Fixed being unable to retake the decision to Reinforce Relations with Silk Road after unlocking the second Silk Road dynasty perk, Envoys and Explorers (it was previously pegged to the third perk, rather than the second one)
  • Fixed Icelandic marriage event not checking for clergy or other situations where the character can’t marry
  • Fixed homosexuality doctrine of Semitic pagan faiths being accepted instead of shunned
  • Fixed Nordsetur hunts automatically succeeding if your character dies
  • Fixed modifiers from construction Shielings/Hunting Stations in Greenland not doing anything even though they’re supposed to (Temples doesn’t have a special effect yet, but this will be fixed in the next update)
  • Fixed Arctic Adaptations tradition not displaying requirement to own a county in the Greenland struggle region
  • Fixed missing loc for Vinland Support decision tooltip
  • Miscellaneous fixes for typos and minor bugs

Update: Oct 31, 2022 @ 10:55pm

Version 1.7.2.b Hotfix for "Leif Erikson"

  • Added new CBs that are functionally identical to the county and ducal conquest CBs for rulers in the Greenland struggle to use on those outside the struggle, as a workaround for the issue where the CBs we're disabled, to avoid editing vanilla code
  • Added counties of North Riding (York), Dublin, and Middlesex (i.e. London) and the Duchy of Mann to the Greenland struggle region
  • Added Eeyou (East Cree) and Innu names (credits again to Lahom for finding Native American names for me)
  • Decision to explore Greenland is disabled for pre-medieval dates (like in TFE and WTWSMS)
  • Reduced the discount you get on the decision to explore Greenland if you took the Icelandic Althing decision/are of North Germanic or Goidelic heritage
  • Increased the base cost of the decision to explore Greenland to 250
  • Increased how much Resilience and Networks can potentially increase when taking the decision to Support Greenland
  • Reduced failure rate of Supporting Greenland to 20% (was previously 30%)
  • Support Greenland decision now clarifies how much Resilience and Networks can potentially increase for each type of support
  • Tweaked Resilience penalty for hunting trips to Nordsetur to be a bit more forgiving, especially for major and great hunts
  • Increased grace period between each Vinland outpost failure from one year to five years (i.e. during the grace period, outposts will not fail)
  • Reduced the impact of Viability on the chances of Vinland outposts failing - Viability now increases the chances at half rate normally, and a fifth rate after the Greenland struggle is resolved with a good ending (it’s still going to be tough)
  • Reduced the chances of Vinland outposts failing if the Greenland struggle has been resolved with a good ending
  • Fixed Marginalization phase decreasing the chances of Vinland outposts failing instead of increasing it
  • Fixed Decision to Organize a Hunting Trip to Nordsetur not decreasing Resilience if you resolved the Greenland struggle with a good ending
  • Fixed localization error for the Decision to Explore the Seas West of Greenland