Crusader Kings III

Crusader Kings III

Tribalism Improved 1.9
54 Comments
Lord Haelor Jun 6 @ 12:22pm 
Man, we need more Tribal content.
Daimon Frey Nov 29, 2024 @ 6:46am 
Does not work with Roads to Power - the decision popup is empty and when you confirm, nothing happens.
Assassin36789 Nov 5, 2024 @ 11:10am 
does the mod still work?
The Renegade Oct 13, 2024 @ 9:08am 
Since 1.13, some things are not working correctly like the decision to make your feudal lands tribal again.
SuperNova Sep 7, 2024 @ 11:21am 
Does this still work?
Dr Jimothy  [author] Jun 19, 2024 @ 10:08am 
There should already be a decision for it. I've looked at the decision file and it has being a tribal government as a requirement (my mistake):
Use devmode to change your gov type to tribal, then the decision should become available. Keep in mind the decision is pricey af. It might be better to save scum.
Genesisroyal Jun 19, 2024 @ 9:25am 
is there a way to add a decision to return to tribal?
Genesisroyal Jun 19, 2024 @ 9:24am 
the holdings manager mod forces feudalization if you press the upgrade all button more than three times. cause it upgrades the tribal hold. now i know.
Genesisroyal Jun 18, 2024 @ 6:38pm 
accidentally became feudal how to undo
PerfectKid Apr 7, 2024 @ 5:09am 
this there a reason why I cant build extra tribal holdings?
PerfectKid Mar 7, 2024 @ 10:57am 
will this get updated?
Dr Jimothy  [author] Jan 21, 2024 @ 2:04pm 
Works off alphabetical order. Load order only matters if files have the same names. Put more Zs in your personal patch's holding file than are in the More Buildings Redux file.
It's a very annoying thing in CK3 modding that it goes off alphabetical order when deciding what overwrites what, before load order. Literal Z arms race fuel over who thinks their mod is the best to use in conjunction with other mods.
More Buildings Redux seems to have a lot of IDs, probably including ones from other mods as a kind of auto-patch, hence seeing it as appropriate to include the stupid number of Zs.
macluk Jan 21, 2024 @ 12:22pm 
It doesn't take long and i had done that before :)
it didn't work though.
Only when going to the More Buildings mod and changing it there, it started to work (and that's when testing these two mods plus my patch).
So i had to then change every single compatch for my current game and the said mod on top of that, for these buildings to appear. Not sure why but obviously any update to those mods will change everything.
Not ideal but it works :)
Dr Jimothy  [author] Jan 21, 2024 @ 11:18am 
- Copy in a holdings file from the previous advice
- Add to it the building IDs of all building mods you want to use. Best part is, IDs from absent buildings (as in, you not playing with the mod that adds them) won't affect your game, just that those buildings won't be there.
- Use it in your games!

Looks like a lot of steps but each takes like... 10 seconds, only one that might take a while is finding your paradox folder.

To find the ID of any mod (big number, for this mod it's 2978576724), right click, click on "copy page URL", paste that somewhere, take the big number, that's the ID. Use that after the "1158310" step to find any mod you wanna look inside of (you can paste the ID into the search bar of your file explorer by the way)
Dr Jimothy  [author] Jan 21, 2024 @ 11:18am 
*well, buildings are copied+updated from another, old mod.
The previously mentioned method only works until the mod is updated again by its creator. So, a more long-term solution:

- Open your launcher
- All Installed Mods
- Upload Mod
- Create Mod (it doesn't get put on the workshop until you publish it, don't worry. Like a third of mods I've made aren't on the workshop because they're unfinished, bad, or sus)
- Name, version, tags, directory. Directory will be the name of its folder in the next steps, and can't have any spaces. I use underscores _ as a substitute for spaces.
- Then open your File Explorer. Find your Paradox Interactive folder (usually in Documents).
- Crusader Kings III
- Folder with same name you put in the "directory" step earlier
- Make a folder called "common" <- NO CAPITAL LETTERS
- Make one in that called "holdings"
Dr Jimothy  [author] Jan 21, 2024 @ 11:03am 
In your steam browser:
Library
Right click CK3
Properties
Installed Files. This will open your computer files.
On the top bar, next to the search bar, click "steamapps"
workshop
content
1158310
2943715129
common
holdings
open the holdings file with the Zs

in that buildings section, add the IDs of the buildings you wanna see. In this case, these are the ones from my mod so:
hunting_parties_01
tribal_raiding_parties_01
tribal_smith_01
slave_market_01
macluk Jan 21, 2024 @ 5:33am 
Is it possible to make this mod work together with More Buildings Reboot: https://steamcommunity.com/sharedfiles/filedetails/?id=2943715129 ?
I can ghet the option to construct a new tribal holding but not the buildings - all that appear are from the More Buildings Reboot mod only. And changing loading order does nothing.
Dr Jimothy  [author] Aug 14, 2023 @ 8:58am 
If I remember correctly, it was castles.
أبو مقرن Aug 14, 2023 @ 7:09am 
Do additional tribal holdings change to temple and cites upon converting, or all to castles?
dgallagher4 Aug 12, 2023 @ 2:35pm 
I'm gonna try the COW3 patch too.
Dr Jimothy  [author] Aug 8, 2023 @ 6:40am 
Yes. AI can use this. The main difficulty there for them will be getting the prestige and gold to do it, especially since they don't like spending unless they'll still have plenty to spare after doing so. It's likely a lot of them will go feudal before becoming tall tribals.
rustydragonling Aug 8, 2023 @ 4:20am 
Just curious: can the A.I. also utilize this feature? Am I going to also see my tribal neighbors growing taller?
Alora Jun 14, 2023 @ 7:24am 
As the Joel Haver RPG guy would say: HUZZAH!
Dr Jimothy  [author] Jun 13, 2023 @ 7:45pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2989022187

@Alora
Made a patch. I hope you enjoy risk, adventure and uncharted territories because you'll be the first person to ever launch a game with this patch active... because I haven't tested it.
Alora Jun 13, 2023 @ 4:54pm 
Having City of Wonders 3 installed at the same time removes the ability to make Tribal Holds. Not sure if that's a thing that should be addressed in a compatch, here, or commented on over there.
MsL229 Jun 6, 2023 @ 9:48am 
Noted, thank you!
Dr Jimothy  [author] Jun 6, 2023 @ 9:40am 
@MsL229

Sorta. You need to use the 1.9 version of the Grander Building Compatch if using this with other mods that add buildings.

The mod linked here might also be needed if you're using any of the other mods it compatches, but I'm not 100% sure on that. The only difference between this mod and its pre 1.9 version is changes to fit the new men-at-arms system, so the patch *should* work just as well for this as it did for the older version.
https://steamcommunity.com/sharedfiles/filedetails/?id=2922692987&searchtext=tribalism+beyond
MsL229 Jun 6, 2023 @ 9:19am 
any particular compatibility things to be careful about with this mod?
Dr Jimothy  [author] May 31, 2023 @ 7:15am 
@EinZwei
... I've never actually feudalised while using this mod. I've conquered counties with multiple tribal holdings and then fuedalised them, making every one of them into a castle, so I *assume* you'd get only castles.
Remember that whenever using a game you like to test something, you should save it before doing that something in case you dislike the results.
EinZwei May 31, 2023 @ 6:38am 
When you feudalize, what do the tribal holdings turn into? Do they all turn into castles or can you choose between churches and cities?
Gretschory May 25, 2023 @ 3:38pm 
Thanks for the answer. Yes, the decision is possible. Well, I just finish that playthrough and restart again ;)
Dr Jimothy  [author] May 25, 2023 @ 11:34am 
Building mods are never save game compatible. Buildings are loaded on the creation of a new game and tied to the save game from then on. I think you'd need to alter the save files to make it compatible... don't ask me how to do that idk but if you go in the CK3 modding discord someone there probably will.
You should still be able to access the decisions and interactions tho, if you're strongly attached to your current playthrough.
Gretschory May 25, 2023 @ 11:10am 
Hey that does not seem to work for me at all. Any known incompatibilites? Or is it not save game compatible?
Almatar May 24, 2023 @ 11:02am 
@Dr Jimothy
Thanks you
Dr Jimothy  [author] May 24, 2023 @ 10:50am 
@Almatar
Sure. Super easily. Barely an inconvenience.
Almatar May 24, 2023 @ 8:58am 
Would you be able to make compatibility with more buildings?
Dr Jimothy  [author] May 22, 2023 @ 6:36pm 
There might be issues if you're trying to continue a save. The IDs are the same tho, so I'm not sure what exactly the issue is / how to fix it.
The Renegade May 22, 2023 @ 6:32pm 
No idea why, but replacing the old mod with this one, same position in the load order, but I can't access tribe_04 anymore. Swapping this out with this old mod fixes the issue. I tried this using new games as well to the same result. I also couldn't build more tribe holdings in counties..
Boozerbeef May 21, 2023 @ 1:07pm 
nice work again, thanks man! =)
Dr Jimothy  [author] May 21, 2023 @ 12:08pm 
Idk how. I might do it but, given work needing to be done on other things and the fact that I don't play TFE, it's unlikely that I'll take the time to do that.
Quinzle May 21, 2023 @ 11:52am 
Could you make this compatible with TFE? )
Dr Jimothy  [author] May 21, 2023 @ 10:14am 
I don't mod GUI stuff so I wouldn't know. The person who made Extra More Building Slots is more likely to know what to do about that.
macluk May 21, 2023 @ 10:01am 
Hi, is it possible to make that holding window compatible with Extra More Building Slots(16 slots) mod? or any other that adds more building slots?
at the moment they are all (well... most likely not all as it's 9 of them only) in one row, hiding "Grant to..." button :)
Dr Jimothy  [author] May 21, 2023 @ 9:20am 
Updated it again just in case it's that I forgor to earlier. It's showing fine when I test it.
Almatar May 21, 2023 @ 8:19am 
I rebooted the mod, but the text in the interactions folder still doesn't work for me. Perhaps it is better to move tribal_boost_l_english.yml to the main file??
Dr Jimothy  [author] May 21, 2023 @ 7:21am 
Fixed!
Almatar May 21, 2023 @ 7:17am 
no text building_war_camps_03_desc
Almatar May 21, 2023 @ 7:13am 
I translate into Russian for myself to play comfortably and when I put the text from the jimtribal_interactions.yml file into the tribal_boost_l_russian file.yml when everything works. By the way, there is still a shortage of lines, I can write you out later if you are interested.
Dr Jimothy  [author] May 21, 2023 @ 1:30am 
@Almatar
Look again ;)