Crusader Kings III

Crusader Kings III

Natural Cultural Tech Era / Innovation Progression for 1.16.*+
27 Comments
Beorhthere Appleby Oct 3 @ 4:11am 
Oops sorry, for not coming back XD (It does work with it, meaning it won't crash the game if you use it lol)
Beorhthere Appleby Sep 29 @ 9:15pm 
Since you said probably, I will test it for you XD
kalanyr  [author] Sep 29 @ 9:12pm 
Probably not, I wouldn't expect it to work correctly with any total conversion unless they make only cosmetic changes to Innovations / Eras from the base game.
Beorhthere Appleby Sep 29 @ 8:56pm 
Is this compatible with EK2?
kalanyr  [author] Sep 21 @ 10:23pm 
This is already updated. It means the next Era starts to unlock as soon as the Innovation (and government for Culture Head ) requirements are met without needing to wait for the Era starting year to happen first.
Tezcat Sep 21 @ 9:08pm 
hello i hope you will update this , and to be clear when it does work right and able does this mean the time frame for era change is 1 year ?
kalanyr  [author] Apr 29 @ 10:03pm 
Forgot to give people a heads up. This is updated for 1.16 now and the update isn't backwards compatible, you can find the earlier versions on GitHub, including the 1.13-1.15 that I forgot to upload to GitHub before, sorry.
kalanyr  [author] Jan 3 @ 10:09pm 
I'll put it on the Feb to do list, I don't think it should take too long.
geilermagger Jan 3 @ 9:32pm 
Fallen Eagle reached RtP update now, would be very kind if you could make a version for it
kalanyr  [author] Sep 24, 2024 @ 5:49pm 
Backwards compatibility affecting update will be incoming shortly ( paradox changed the bonuses to Longbowmen ), I don't currently think it will break backwards compatibility but it will make Longbow men in later eras stronger than they would have been in that version. If you need prior functionality you should get the version for 1.90 from the Github.
kalanyr  [author] Sep 24, 2024 @ 5:45pm 
Backwards compatibility affecting update will be incoming shortly ( paradox changed the bonuses to Lomgbowmen ), I don't currently think it will break backwards compatibility but it will make Longbow men in later era's weaker than they would have been in that version. If you need prior functionality you should get the version for 1.90 from the Github.
kalanyr  [author] Aug 25, 2024 @ 9:39am 
Yes, should be able too.
geilermagger Aug 25, 2024 @ 8:25am 
Can you make a working version for the Fallen Eagle total conversion please?
kalanyr  [author] Aug 6, 2023 @ 11:29pm 
Hmmmm. Could you post a Screenshot of the issue vs what it looks like with no mod please ? Preferably one for every era with this issue. Doesn't need to be every activity though, just one activity and it's sub activities.

(As far as I can tell that's not actually possible from this mod alone, this changes only one file (and only the year an era can begin), which it overwrites in it's entirety so there's no possibility of stacking (also the file doesn't actually effect costs directly it's just a description of cost increases elsewhere ) . So I need more to work with. )
firespark84 Aug 6, 2023 @ 10:03pm 
this is weird, but the mod causes activites to be far more expensive, adding era costs to every option for the activity as well as the activity itself.
kalanyr  [author] May 27, 2023 @ 2:02am 
Nothing has changed structurally about this mod for 1.9, it's the same file with the same modification from the default as always.

I suspect the issue is that other mods now have a greater incentive to edit the file because it controls the Era bonuses that MAA particularly Accolade MaA get. Whereas before you only wanted to change it for Global Tradition maximums and negating the era increases to various costs.
desaix May 26, 2023 @ 9:11pm 
Just a note: Prior to 1.9.x, this mod worked for me wherever I placed it in the load order, but somehow, even though I've added no mods (and indeed removed a few that were no longer working), and everything was right where it has been since 1._6_ was introduced, it suddenly quit working. Not sure what it had to load behind\in front of, because I honestly wasn't paying attention and was just fiddling with things to try and get it to work, but apparently there's a new conflict with one of the 40 other mods I'm running that wasn't there, before. Fortunately, moving it in the load order seemed to fix the issue (and doesn't, so far, appear to be causing any problems with my other mods), so if you're having issues, try that.
Sträfe May 19, 2023 @ 7:05am 
any mod that accesses the debug menu in game would disable achievements ive found
CaliBlueBear May 18, 2023 @ 8:04pm 
I ask because there is a mystery mod in my list that is disabling achievements, and I'm trying to find it. :)
kalanyr  [author] May 18, 2023 @ 7:58pm 
Mods are achievement compatible by default now, so the answer will usually be yes, unless they use Game Rulers and those rulers have the Disabled mark.
CaliBlueBear May 18, 2023 @ 7:42pm 
Achievements compatible?
Sträfe May 18, 2023 @ 10:22am 
" for technical reasons" my fav part about this mod
SuperNova Dec 1, 2022 @ 9:15pm 
@kalanyr Thank you!
kalanyr  [author] Dec 1, 2022 @ 7:03pm 
Have confitmed those errors appear with an unmodded game, so should be fine.
kalanyr  [author] Dec 1, 2022 @ 3:26pm 
While these have been updated, I'm getting weird error messages that I noticed afterwards. Then CK3 decided to do bad Checksum thing when I tried to vanilla to compare. Reinstalling everything and then I'll see if I can work out what's going on.
kalanyr  [author] May 9, 2022 @ 1:47pm 
It should work until they change either the era setup or change the number of extra allowed innovations or the mercenary hiring cost era adjustment (or introduce new governments that can't progress past an era or allow tribals to advance past the Tribal Era)

It's a pretty simple mod that just sets the minimum unlock year for each era (except Tribal) to 1.
SuperNova May 9, 2022 @ 12:21pm 
Does this still work with the game as of 5/9/2022?