Crusader Kings III

Crusader Kings III

Historic Invasions
1,635 Comments
Kevin.Minty Jun 12 @ 5:54am 
Would be great if the mod allowed us to individually buff/nerf each invasion
ølfrygt Jun 9 @ 4:41pm 
Would be nice to have an option to prohibit scripted invaders from spawning within your own borders. Can easily be a game over/major setback on ironman, and is in general quite annoying.
Samaj Jun 8 @ 12:41pm 
Which setting turns off modded Temujin? I couldn't find it.
Ramuné  [author] Jun 7 @ 10:44am 
@Aizer There will be complications if any modded titles are currently created.

@Anxiety I might be remembering it wrong, but I believe the Bulgarians don't get such an event.

@Em The vanilla changes are fairly recent and I haven't actively developing mods for many months now. Unless something spectacularly breaks, I won't be making many changes to the mod.

@Canuck It fires some time after Rurik's death.
Sir Canuck Jun 7 @ 9:56am 
What are the conditions for the Rus? I've been playing Rurik and even when I control the Novgorod Kingdom title plus all its de jure I don't seem to be becoming an invader.
Em Jun 7 @ 2:03am 
but wouldn't it be better to disable the vanilla Temujin by enabling your modded one?
Darknight36 Jun 5 @ 8:18am 
@Useless Broly you can reduce the number of speciaI soIdiers they get in game ruIes
Useless Broly Jun 5 @ 8:06am 
maybe nerf the special soldiers a bit, or like remove the modifiers after the person gains their historical territory, cause after a while there is like only 3 people on the whole map
Borjigin Jun 5 @ 4:29am 
Already disabled the mongol empire mod but genghis khan still spawn. is anyone else having this problem?
Canned Anxiety Jun 4 @ 9:41pm 
I don’t know if this is an existing issue but the Bulgarian invader doesn’t get a notification for me. They get the special soldiers and all but it doesn’t show up. Just something I noticed.
CaelReader Jun 4 @ 9:18pm 
Wish there were versions of the game rules to make the invader spawns more context-aware. I was the Sassanid Flame of Persia and still had to fight the Daylam uprising.
Capitán Aizer Jun 4 @ 8:10am 
Can the mod be removed mid game?
The_Original(HUN) Jun 3 @ 5:38am 
for some reason the HRE doesn't get any dejures.
SL9 Jun 1 @ 4:28am 
Love it, great mod
schweppestr Jun 1 @ 3:39am 
I must've missed that setting, thanks for letting know
Ramuné  [author] May 31 @ 11:48pm 
Yes, the mod intentionally spawns a fresh copy of the invaders. You can disable the modded version of Temujin via an existing game rule.
rainmaker66 May 31 @ 8:47pm 
disable mongol empire mod system let vanilla take over to not cause confusion in the game rules until Mod creator applies affects to DLC Steppe dlc or disable like in the Game Rule
schweppestr May 31 @ 3:18pm 
Great mod, my only feedback is to handle Temüjin differently because the mod spawns a second one even if the "real" Temüjin is alive or dead and that's rather silly. The base game pushes Temüjin to become Genghin Khan by giving him a bunch of buffs, so something similar could be implemented here maybe (or just let the base game handle this case). If Temüjin dies before the invasion date, maybe a random Mongolian dynasty could be created instead.
Elzeruth May 24 @ 10:57pm 
When playing Genghis Khan with this mod, the game will spawn another Genghis Khan.
RandoMash123 May 24 @ 8:28am 
Why does Fairhair lose the kingdom invasion casus belli after the invader event fires?
Amarock May 19 @ 11:44pm 
Have anyone tested new version, does Temujin works correctly?
When update just rolled out the mod was broken, Temujin immediately died in my games everytime
G-Unit May 19 @ 10:47pm 
Agreed on the Teretoba, the Kyivan Rus have been fine since they ride the line of tribal and nomad, and tribal seems a bit less likely to confederate as quickly but the confederations definitely prevented the Cumans from growing in both of my games
mdma May 18 @ 4:45am 
update 16.2 pls
merci.stephens May 17 @ 2:41am 
Could you please hardcode Harald Fairhair to get his invasion event for Norway within a year or two of the game beginning because I would like to do a historical game with him by becoming an invader but that's hard to do when he often only invades after a decade has passed.
Sex Defender May 15 @ 10:12pm 
Great mod, though with the addition of nomadic governments and confederations the cuman-kipchak confederation conquests are consistently squished before the terterobas actually get any bigger than a duchy or so. The Kyivans have a similar issue, but its not as common. Would really appreciate a massive buff to the Terterobas to make sure they actually get big lol, endgame khazars make me sad
Sir Canuck May 10 @ 9:33pm 
What are the conditions for the Rus? I've been playing Rurik and even when I control the Novgorod Kingdom title plus all its de jure I don't seem to be becoming an invader.
ArtistVoid11 May 9 @ 3:44pm 
I love this, but I really really wish Portugal had one of the historical invasions event.
Krage May 7 @ 6:54pm 
@Ramune
Yes, that's what I was going for. Especially because Nikea was Rum's historical capital, and the Byzzies are much stronger as of 1.15. I think it would help both balancing an historicity, so please consider it. Great mod by the way, one of the best on the workshop, so keep up the good work!
Fillyshellz14 May 7 @ 3:30pm 
hi the game spawns in the kayi family in the 1170 bookmark, is it possible to have that family line eventually get the invader event and not spawn in new characters to make the ottoman invasion?
Chicken_Smuggler May 6 @ 5:47am 
@darkofknight lol same thing happening in my current run rn
darkofknight May 6 @ 4:49am 
Why are there two Temujin
Vielus May 5 @ 8:01am 
@Ramune AI usually forms e_hindustan the moment they fulfill requirements, which happens often with 1066 ghaznavids and 1178 ghurids.
Ramuné  [author] May 5 @ 7:34am 
Thanks for the kind words :)

@Vielus Oh right, I must have forgotten to reply to you. Yes, I've added that to my internal to-do list. I haven't played the game in a long time - how often does the AI create that empire title?

@Falubo2008 I don't like modifying base game mechanics, as those tend to break in-between updates.
Falubo2008 May 5 @ 4:59am 
Why is there no invasion plot armor for the sons of ragnar in the creation of the danelaw?
Vielus May 3 @ 9:16am 
@Ramune Now that e_hindustan is possible to create and basically replaces e_rajastan for Muslims, it would be a good idea to make sure that e_hindustan is also the target of decisions and events for e_rajastan.
Khagan May 3 @ 7:51am 
I love this mod. I don't think it has any shortcomings other than the Safavids. I understand that you continue to update this mod even though you stopped playing the game. I owe you a debt of gratitude.
TheLoneWanderer May 3 @ 7:24am 
@Ramune -

Thank you for continuing to update your mods even though you stopped playing this game.

Your commitment is truly amazing.
Ramuné  [author] May 2 @ 11:57pm 
@⸸Speltok⸸ Sorry, I won't change their migration mechanics.

@LuvsMufs historicinvasions_plot_armor

@Mintr I don't quite remember, but some might work like that. But the point of this mod is to more or less force things to happen.

@Годрик The load order shouldn't matter.

@Loading... Thank you :)

@EldritchEmbers I honestly don't remember, sorry :( I believe it's a forced event.

@Luke I believe the 4th crusade was made part of the base game a few months ago, but I haven't played the game since then. The easiest way around this was to simply disable it.

@Krage You mean conquering the entirety of Anatolia? That used to be the case, but the ERE used to splinter immediately after.

@Maurice No, it doesn't.

@Politically Hm, that's not great to hear, thanks for the heads-up. I might need some time to fix that since I don't plan on purchasing any future DLCs.
hdc99 Apr 30 @ 6:16pm 
@SaintMaurice that rule is in vanilla
Hegeno Apr 30 @ 6:42am 
plz update
_Politically_Incorrect_ Apr 28 @ 1:08pm 
This no longer works with the latest DLC. After Extensive testing, with Historical invasions on each Nomadic Government reverts back to Tribal
Saint Maurice Apr 28 @ 11:04am 
Does this mod add the "extra administrative realm - Caroliginians" rule (as well as the other extra admin rules)? If so it is worded very poorly and doesn't make any sense.
[ARCH] Zirjareddhnerzengl Apr 28 @ 8:29am 
I hope the Step mechanic doesn't make you any problems.
Krage Apr 26 @ 5:49pm 
Can you make it so Rum gets it historical borders?
Luke Apr 25 @ 3:13pm 
Why does the Fourth Crusade Invasion say Currently Disabled with seemingly no way to turn it back on?
Darknight36 Apr 22 @ 12:34am 
@kingrobot.221 You can disable them, reduce their special troops, or not give them any extra troops at all in settings
kingrobot.221 Apr 21 @ 7:56pm 
The mod is made well, but its concept is very annoying, acting as an impossible roadblock to get past, especially if you are playing Persia or the Steppe. These overpowered A.I's appear out of no where and take your land. It is especially annoying if your playing a really small religion. E.g, Zoroastrianism, and then the Ghurids come in, vassalise you, force you to convert, and if your trying to recreate a the first persian empire, thats extremely annoying.
TheLoneWanderer Apr 21 @ 7:09pm 
@ ⛧m⸸keauxmawl⛧ - what in the world are you going on about?

--actually don't answer, I have put you on my block list. Or answer to make yourself better, however I will not see it
⛧m⸸keauxmawl⛧ Apr 17 @ 12:32am 
@TheLoneWanderer bro thinks he's slick with the obvious projection "heh, yeah, I don't know what a boob feels like" remark
EldritchEmbers Apr 14 @ 9:09am 
How does this mod handle the Norman Conquest of England if the Normans don't end up sticking around in the world? Are all of these invasions 100% guaranteed to occur, or are there certain criteria that need to be met in order to prevent them?