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Both files are updated in 1.18.0.2, which includes the code to opt in family members. which is missing in dark ages overwritten files.
Can you be more specific?
Compatched it yesterday and didn't notice anything. I don't even know what has changed. I'll play the game and check what you mean.
What settings? The Game rules? They should be readily available and even have a custom group for them.
@PYTUH
I don't find them strange, neither do I have received reports about anything odd about them. I play with them enabled both for the player as well as the AI but YMMV.
@sephiroxical19981202
I believe allt of the events that address domain or realm management don't fire for landless characters. What are the events that you see firing? Geographically, where are you playing?
I am satisfied with the current values of Dark Ages, tbh.
What I discovered today by investigating the complaints of @anc12nt was that playing as a vassal - certainly not as the top honcho! - in several government types was not that fun due to the very limited monthly income available. Promptly addressed it in a way that even furthers the story being weaved by the game.
After all, the idea of the mod is not to force the player to abuse the rules and minmax to be successful.
Perhaps further adjustment should follow?
I am interested in your report.
Can you be more specific in your analisys?
When I start the game in 1066 as the Byzantine Emperor I am making a very generous sum of around 15 per month in monthly income plus around 9 per month for the treasury. This treasury balance is achieved while paying full maintenance of the armies of the Theme of Thrace that are reinforcing, so...
Troops are expensive and you should save your gold to finance your wars. Also raise only the armies you need, not eeveryone.
Unfortunately, no.
Even before yesterday's changes I found Hindustan economically stable. Playing on normal difficulty setting but that should be even harder for the AI to cope with.
They went catastrophically broke if I turn them on.
(hard difficulty setting)
You mean the number of vassals modifier? I leave it by default on. Notice that yesterday I made a very meaningful change: only landed vassals count to the final modifier.
The problems with new governments were mostly due to the costs of armies and tranfers of treasury to vassals. Basically their income, significantly less in Dark Ages, was not enough to compendate for the huge modifier penalties added to these governments in CK3 1.18. It is reported that even in vanilla the AI is facing serious dificulties managing its finances.
Did you leave the Bureaucracy debuff on, off or only for player.
- Further tweaks to Celestial, Meritocratic and Administrative Governments
Played for 50 years carefully monitoring Celestial, Meritocratic and Administrative Governments. It seems all is reasonable now.
There are some minor tweaks done but nothing too important. Will probably release this version today, anyway.
They increase the damage points done by point of advantage. In effect they make it harder for you (or the battle predictor) to know what will be the end result of a battle. Of course, if you outnumber the enemy 5:1 it is a very strong sinal your side is going to win...but even then, upsets are possible, something that happened in real life and that under the vanilla implementation it is not.
@Proxima-b
I cut the MaA maintenance for Celestial and Admin by a very large amount - and costs too. Playtesting for 20 years didn't show deficits accrued.
The report by @yhonatanthegreat was made before the changes were implemented.
Will test longer today as this is a sensitive issue.
Even with the newly fixed vassal Bureaucracy modifiers, it still hits those empires pretty hard now. At best Dynastic cycles treasury is seriously broken.
Probably why someone said "this mod makes almost any country with a treasury be in crazy defcits and colapse thats its just unplayble"
- Celestial government characters can now have lowborn concubines without penalties
So, Chinese Emperors get assigned concubines automatically? Thanks for the report!
Description size of this mod is close to maximum, which means I cannot include your link plus the text. This being said, thank you very much for your time.
@Proxima-b
Now only landed vassals should contribute for vassal limit in terms of Bureaucracy modifiers
- Fixed incorrectly written description of modifier "Martial Tuition"
- Fixed missing " in a tooltip of the event "Life on the Line"
- "Seek Higher Education" decision now has a proper cooldown period
- Fixed "Harsh Rule" event from consecutively firing
- Fixed Governments with treasury going bankrupt
- Fixed tribal holdings giving two extra slots to Wanua governments
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Should be barony and above imo.
Did you install this mod mid-game.
Due to how it handles Maa, it's best installed in a new playthru.
I understand now. Thank you for your help and keep up the great work on the mod, it's one of my favorites for modded CK3
Due to rounding in the stock game and the new reinforce % per month in Dark Ages it causes that quirk with siege weapons. Increase them to level two and from then on they will reinforce.
@Мотя))
You can download it HERE [filedn.eu]
If they're meant to reinforce, I'm having issues with them saying they'll take 10 months to reinforce fully, but they never do. All other MaA reinforce fine, tried fixing it by reinstalling the mod and checked if it was conflicting with another mod by running Dark Ages on vanilla CK3 by itself and the siege weapons still don't reinforce.
It seems domiciles of characters consider the county they are as their own. I think I have solved the issue for next week's update.
Thanks for the detailed report.
@Nizon
Yes it helps! Thx!
Fixed, thanks for spotting and reporting!
@conqueror101
Nothing to do with Dark Ages
@ NotSoPro
Seems something is amiss with the harsh rule decision then. Will take a look at this.
I was playing in China (celestial), and my character had recently become a governor, but even after I had given up the governor title it kept asking me even though i didnt have any land.
Nothing in the logic of those decisions was changed. Need more info, though. Where are you playing? What type of game (normal game, landless play, china, mandala...)? Had you implemented harsh taxes?
I need info to try reproducing the behaviour on my end.
The tiger event killing you is definitely not from Dark Ages. That part I can absolutely rule out being a problem with the mod.
mods used is only Viet + more tranditions and community flavor pack
- Added basic support for Japanese language (+)
(+) - Displays the mod text in English