Crusader Kings III

Crusader Kings III

Historical Accuracy
68 Comments
AquilaESP  [author] Aug 25 @ 4:57am 
@daftwars: Hello, mod compatibility is very difficult in Paradox games. It's probably because the files for those cultures are also modified in the rest of the mods, which is why it causes problems.

Try changing the loading order of the mods. For this, in the list of mods in the launcher, try putting this mod in the last position, and if it still fails, try putting it in the first position.
daftwars Aug 25 @ 3:25am 
I really love this mod, but i have to report a problem, dont know why characters of Irish and Gaelic culture are wearing nightgowns by default, when i play with other mods. Without this mode all work perfectly.
AquilaESP  [author] Jul 14 @ 10:43pm 
@Who_ci: Los mods suelen tener muchos problemas de compatibilidad entre ellos, yo te recomiendo que solo tengas uno activo a la vez.
Who_ci Jul 14 @ 1:52am 
Vale, Aquila. Soy más o menos nuevo con el tema mods en CK3. ¿Qué mods me recomiendas mezclar con el tuyo?

Busco algo que complemente el juego hacia el tema histórico y con nuevas mecánicas o cosas que se echan en falta del CK2

Gracias :MPShield:
AquilaESP  [author] Jul 13 @ 10:46pm 
@Who_ci: I didn't change the Mozarabic religion to culture, because many files had to be modified and it was difficult to keep them updated. Regarding Aragon, I have changed the coat of arms and cultural traditions.
Who_ci Jul 12 @ 3:08am 
Does this mod add Mozarabe as culture or modify Aragon titles?
Thanks you!
AquilaESP  [author] Jun 14 @ 1:57pm 
@KingRedfern: You're right, I just updated the mod to remove it. I hadn't realized the Normans now have a new tradition. Thanks for letting me know.
KingRedfern Jun 14 @ 10:46am 
Can I ask why give the Normans the Swords for Hire tradition? I thought they had their own special version called Audacious Cadets or something like that which is essentially an upgraded version of Swords for Hire.
Swordsman Chinchilla May 26 @ 12:46pm 
Thanks for the update!
AquilaESP  [author] Jan 24 @ 1:15am 
@Sinkeerz: The mod is updated, there are no screenshots of all the mod changes, but you have them in the description.
Sinkeerz Jan 24 @ 12:45am 
Hello ! Any plans to update with the new bookmark ? thanks for your job :)
tilarium Oct 14, 2024 @ 10:38am 
@Aquila Finally in my game someone founded a catholic holy order. The Knights of the Chalice have been founded, so looks like that was indeed the file that needed to be edited.
AquilaESP  [author] Oct 10, 2024 @ 1:59pm 
@DroZzhat: Thanks for letting me know, I replaced the mod file with the game file and then applied the changes.
DroZzhat Oct 10, 2024 @ 12:25pm 
@Darknight36 You can actually do that if you want. Just open the mod's folder and delete the files you don't want. It should be particularly easy to do if all you want are the CoA changes. Nice thing about modding games with this engine is the content is actually really well sorted by folder and filename.
DroZzhat Oct 10, 2024 @ 12:14pm 
"[14:05:42][E][lexer.cpp:288]: File 'common/defines/ai/ha_ai.txt' should be in utf8-bom encoding (will try to use it anyways)"
I assume this just needs to be resaved in the correct format.
AquilaESP  [author] Oct 4, 2024 @ 9:21am 
@Darknight36: I have all the changes in a single mod because it is easier for me to manage it by this way than in separate mods.
Darknight36 Oct 3, 2024 @ 8:52pm 
Can we just have the CoA edits? I like the mod but it conflicts quite a bit
tilarium Sep 30, 2024 @ 9:39am 
Already did. Might be a while until I get to them but once I do, I'll post back with what happened.
AquilaESP  [author] Sep 30, 2024 @ 9:18am 
@tilarium: You can try removing it from there and see if errors don't occur during the game.
tilarium Sep 28, 2024 @ 1:32pm 
Ok, a little more digging and the names at least are in "common/religion/religions 00_christianity.txt"
tilarium Sep 28, 2024 @ 1:23pm 
I decided to take a look into the files and see if I could find anything and I haven't the foggiest idea either. I can find the decision for creating a holy order but it doesn't seem to direct to an event or anything else that actually makes it. While I can find where the names are in the localization, there is no indication in there either of where to actually find the relevant files.
AquilaESP  [author] Sep 28, 2024 @ 8:18am 
@tlarium: I think the solution is delete the religious orders that have names of specific places, but I don't know in what file they are in and if modify this file will cause problems.
tilarium Sep 27, 2024 @ 4:01pm 
Hey Aquila, as I'm reworking my mods list for 1.13 I started to think about one of the things that annoys the crap out of me with CK3. I don't know if it's possible or in the scope of work you want, but sense it has to do with Historical Accuracy, thought I'd drop it here and see if it catches your fancy.

Holy orders, or more specifically, the Holy Orders of Christianity. I hate, and I mean HATE, that the Knights Templar, Knights, Hoispitaller, Teutonic Order, Order of Calatrava, order of Alcantara, and Knights of Santiago are created before all others, putting them outside of their historic origin and away from their historic area. The first 3 are more broad, but the last 3 are literally named after the city they are supposed to be founded in. Do you think there is anything you can do to fix it? Make it so they need a time and/or location condition to be founded? Or barring that, just flat out taking them off of the list and even making the list random.
AquilaESP  [author] Sep 19, 2024 @ 3:20am 
@spielgamer: In Eastern Europe, I changed many coats of arms as in the rest of Europe. If there are incorrect coat of arms or cultural traditions, you can comment it to correct them.
spielgamer Sep 19, 2024 @ 1:29am 
@AquilaESP
I understand,:peace_hoi: I also love this mod, thank you.
AquilaESP  [author] Sep 18, 2024 @ 9:02am 
@spielgamer
1) If Hungary's content have not been changed, it is because they are fine in the base game.
2) The Spanish coats of arms are made in the same way as the base game coat of arms. Since many Spanish coat of arms are very simple, they may seem disproportionate to others that have more details, but they are correctly created.
spielgamer Sep 18, 2024 @ 2:20am 
1) According to Western sources, the Kingdom of Hungary was among the 6 most important kingdoms of Europe at the time. Why is it not represented here?Is it because of the distance from Spain or the dislike of BolsheWokes?
2)The Spanish details are disproportionately oversized..:turkishtea:
AquilaESP  [author] Apr 6, 2024 @ 4:28am 
@The_Original(HUN): Compatibility between mods is very difficult in Paradox games, although I think it will work. The game prioritizes mods starting with the last one in the launcher playsets, so I would put Historical Accuracy in the first position to be the one with the lowest priority.
The_Original(HUN) Apr 5, 2024 @ 2:50pm 
is this mod compatible with RICE?
AquilaESP  [author] Mar 6, 2024 @ 11:50am 
@jysgaming06: Yes, I don't think there is any problem. The game prioritizes mods starting with the last one in the Playsets, so put the mod that you want to give priority in the last position to make sure it loads all its changes.
jysgaming06 Mar 5, 2024 @ 11:59pm 
Is this mod compatible with Patrum Scuta?
Vegas Got Ya Jan 15, 2024 @ 4:41pm 
Love this mod, thank you.
AquilaESP  [author] Nov 14, 2023 @ 1:11pm 
@Alcor: Thank you, I don't want to eliminate empires, but I have made their coats of arms as historical as possible.
Alcor™ Nov 14, 2023 @ 8:59am 
Great mod! Would it perhaps be possible to also have it remove non-historical de jure empires(britannia, carpathia, hispania, etc.)?
Swordsman Chinchilla Oct 24, 2023 @ 9:20am 
Ok, thx for the answer! I was just checking bc I play with a lot of mods and my game could be bugged :P
AquilaESP  [author] Oct 23, 2023 @ 12:24pm 
@Swordsman Chinchilla: Yes, there are many Portuguese coats of arms that derive from the Kingdom of Castile coat of arms.
Swordsman Chinchilla Oct 23, 2023 @ 12:18pm 
Just a question: do the Braganza county and the Castille kingdom have the same flag?
AquilaESP  [author] Sep 28, 2023 @ 4:20pm 
@Alastor: Basically, fertility increases from adolescence to young adulthood and then decreases little by little with the age. Additionally, parameters that increase fertility based on character rank have been removed.
Alastor Sep 28, 2023 @ 3:05pm 
"The parameters that determine pregnancy have been changed to make it more realistic"
So, is it increased or decreased? How was it changed?
Richard "dick" Nixon Aug 31, 2023 @ 7:23am 
"-The fertile period of females has been changed from 18-45 years to 12-45." FBI OPEN UP
TsumaTek Aug 23, 2023 @ 2:04am 
Thanks for the mod....been using it for a while now with no issues
tilarium Aug 22, 2023 @ 2:14am 
Got it, I'll have it at the top of the mods list and see how it goes.
AquilaESP  [author] Aug 21, 2023 @ 5:00pm 
@tilarium: It's best to put this mod in the first position, since the game loads the mods starting from the end, so the others will work.
tilarium Aug 21, 2023 @ 4:28pm 
Can anyone give ideas how how this places with RICE? Working on putting together a new mod list for later this week after Wards & Wardens comes out.
CaliBlueBear Jul 8, 2023 @ 5:31pm 
Thanks for the info!
AquilaESP  [author] Jul 8, 2023 @ 10:04am 
@CaliBlueBear: Compatibility between mods is very difficult in the Paradox Games, although I think parts of this mod will work. The game prioritizes mods starting with the last one in the list, so I would put Historical Accuracy in the first position to be the one with the lowest priority.
CaliBlueBear Jul 8, 2023 @ 9:18am 
Any notes on compatibility with major mods like CFP, CE, and EPE? Where in the load order should this mod go?
AquilaESP  [author] May 19, 2023 @ 11:21am 
@Karmapowered: Thanks for your interest in my mod.
Karmapowered May 16, 2023 @ 12:35pm 
I also am a bit surprised that so many historical inconsistencies remain in the game 3 years after it has been released... but then it's Paradox we're talking about here. Yeah, your mod definitely has piqued my interest by now.
Karmapowered May 16, 2023 @ 12:33pm 
> The shattered retreat is more realistic because the armies regroup in a nearby county and don't travel hundreds of kilometers until they regroup. In addition, it's now easier to chase armies and fight around the dispute zone.

Thank you so much for this.

I do not know who at Paradox thought that playing whack-a-mole was a thing during the middle-ages, but chasing armies all over the place is definitely not an enjoyable thing for me to do in CK3 over and over again.

I know there are other mods already implementing this, but it's good to see that more authors, especially the ones building overhauls, adopt this feature.

I also like your "gathering levies takes time" feature, but I'll have to check how the AI adapts to it before fully committing to your mod.

Thank you for creating, supporting and especially sharing your mod with us.