Imperator: Rome

Imperator: Rome

TE : Crisis of the third century BetterBlobs Submod
56 Comments
thepoweredminers 4 hours ago 
as Rome Idk if i'm supposed to have tribal vassals released in pannonia
QOMRADEQUEER Nov 21 @ 12:50pm 
I will say, it does make trying to do any of the Kush mission tree quite difficult at the start of the game. Being pinned in by the Ptolemais to the north and being unable to expand due to forced tribal vassalisation is quite an interesting place to be (and lead to some truly brutal defensive wars as the Ptolemais repeatedly tried to take Aswan).

And whilst that was fun in a masochistic way, it wasn't quite the game I was looking for.

Thank you for the explanation and how to disable it for the player. :EyeRa::PharaohPyramid::Ra:
QOMRADEQUEER Nov 21 @ 12:43pm 
Oh, well. My bad. Thanks!
Hunkulous  [author] Nov 20 @ 11:29am 
@QOMRADEQUEER this is intentional, areas with greater than 50% tribesmen, while in a “harsh” non settleable terrain (in your instance, arid) are released as tribal vassals, intended to reform before being able to be directly ruled like a settled territory-

If you absolutely want to disable this feature for a player, add is_ai = true to the trigger for tribal_flavour_events.451

But this is not intended in the current update-
QOMRADEQUEER Nov 19 @ 2:34pm 
I'm having a strange issue where conquering a tribal nation as Kush causes that nation to become a tribal vassal rather than cedeing me the territory directly. I thought this might be an issue with Virtual Limes, but it appears not. The issue only happened after stating a new game with this enabled (with or without Virtual Limes).
Hunkulous  [author] Oct 24 @ 10:35am 
@Ahoward32803 thanks for the feedback! I really appreciate it. A tribal run will definitely be a challenge, but interesting. Always very interested in feedback as a tribal nation as I have only had a few playtest on the rebalancing of several common tribal modifiers, ect. Gl!
Ahoward32803 Oct 22 @ 7:50pm 
I love this mod man! It feels way more immersive and historical to watch the tribal nations splinter and form little confederations with alliances and defensive leagues. Seen a couple blobs pop up that usually end up falling apart within a decade or two, and the four nations I've seen reform in my current playthrough all completely make sense, either sitting on trade goods and becoming civilized through trade or neighboring a civilized nation. Also trying to conquer Gaul was a blast after the Arvernians broke apart, taking out a couple tribes at a time and slowly pushing the borders north. I really appreciate your work! Honestly don't think I could play without it now. Can't wait to try a tribal run!
Hunkulous  [author] Oct 8 @ 3:43pm 
Update, more re-balancing to reduce the amount of random centralized states in a sea of tribes.

A few other minor changes, will update changelog soon-
Diskiant Aug 27 @ 2:14pm 
@Hunkulous nice ! thank you for your feedback !
Hunkulous  [author] Aug 27 @ 1:17pm 
@Diskiant also disregard everything I said about your mod being unstable. I ran a save to 550 CE with no crashes, I was testing a slightly older version of my mod locally that was broken was the problem. I am going to push a new update within 24 hours.

In this submod the focus is trying to keep many tribes staying tribal, so I might test slightly adjusting the barbarians_border modifier.

Once again thank you very much for your help, I'm going to run one more test before I push an update, so far both your mod and this mod run perfectly.
Diskiant Aug 26 @ 11:16pm 
@Hunkulous you might think of the "barbarians_border" modifier
It's a modifier that apply when the capital of the province and more than half the province is occupied by barbarians, it serves as a marker to identifies the province out of your control.
Also, it does create/expand tribals if too many provinces are occupied. But the conditions are quite specific, you'll find it in c3rd_barbarian_occupying_land. I never saw it being too out of control tbh, maybe you'll prove me wrong.

There is also the c3rd_barbarian_fury_discipline_1, c3rd_barbarian_fury_discipline_2 that are the end-game fighting buff added on newly created tribals there.
Hunkulous  [author] Aug 26 @ 8:09am 
@Diskiant also just curious, did your new update specifically do anything that might make it easier for tribes to reform?

The “barbarian modifier” for bordering nations, I’m curious what the id/exact name of that modifier is-

No pressure if you are busy, I appreciate you updating; love your mod-
Hunkulous  [author] Aug 26 @ 6:53am 
@Diskiant it may not be true that anything from your recent mod update made the game more 'unstable'. I just had a miscellaneous crash around 120 BC and had almost never experienced that before, but it is not necessarily more laggy.

The second crash is because this mod makes tribes split extremely frequently and also tribal vassals released when non-tribes try to 'colonize' or conquer hostile terrain (like frigid, ect.), and therefore 700 years into the game the tag limit is actually reached-

I'm going to run some more tests-

Thanks for your help and feedback!
Diskiant Aug 25 @ 11:36pm 
@Hunkulous i fixed the is_war_leader, thank you.
How do you find the mod "unstable" ? Is it more laggy, or there is some game freeze ?
Since 2.0.5, tag limit is mostly a define problem, so the previous limits i put in the game to prevent tag multiplication might be no longer useful
Hunkulous  [author] Aug 25 @ 7:35pm 
@Diskiant The second crash is around '350 AD'. I will note for this reason the mod seems anecdotally more unstable but still works. I don't see any 'crisis' in the error logs, the last main print in the error.log is many variants of this:

' is_war_leader trigger [ target country not in war! ]'


Although I think I will have to slightly rebalance/reduce the amount of tags with your changes--as with this version I reached the maximum amount of tags 10 years before 361 AD (The point that this mod causes the game to end-)

Which previously was not possible. This is acceptable, I will engineer another solution to more efficiently recycle tags-
Diskiant Aug 19 @ 9:16am 
@Hunkulous if you have something related to crisis in the error log, let me know !
Hunkulous  [author] Aug 19 @ 5:21am 
@Diskiant Ran decently for about 200 years--I encountered a crash around 120 BC, but I am resuming. It could just be a miscellaneous IR crash, further testing now-

I'll definitely update the mod regardless to be in line with your new changes. Thanks for letting me know-
Hunkulous  [author] Aug 18 @ 2:28pm 
@Diskiant Thank you so much. I will check this immediately and respond within 15 hours
Diskiant Aug 18 @ 12:45pm 
Hello, i updated crisis few weeks ago, tell me if you encounter problems with compatibility
Hunkulous  [author] Jul 8 @ 5:19pm 
@Aoife, The Vampire Queen @ronnieraso2005

When any non-tribal nation conquers provinces that have the cold, arctic or arid climate that has a population of 33% or more tribesmen in the province, the land is released as a tribal vassal, simulating foreign lands that were difficult to settle in this period. This also applies to formables that change government from tribal to monarchy.

This mechanic is responsible for having more historicity, such that rugged regions with weaker tribal nations (which now often split) are not conquered by the end of the game-

Eventually the tribes will reform and then they can be taken directly-
Aoife, The Vampire Queen Jul 8 @ 12:22am 
I think this mod makes it pretty much impossible to take land off of tribal countries, like they are just re-released as vassals. I cant seem to fix this.
ronnieraso2005 May 29 @ 1:46pm 
As Dacia using invictus. I just reformed into a monarchy and very shortly after, a massive amount of my territory becomes a tribal vassal and no matter what I do when I take it back it immediately becomes a tribal vassal again, any advice?
Hunkulous  [author] Apr 5 @ 4:46pm 
Major update, generally improved all systems addressed or added by this mod comprehensively. I'm very proud of the state this mod is in, but I will be updating further in the future.
Hunkulous  [author] Oct 27, 2024 @ 6:39pm 
@Barry Fasif yes, good job. I can add a command for a global flag that can be typed in the console to turn that off. Good idea-
Wise Chinese Uncle Oct 22, 2024 @ 2:01am 
solved my own issue - I added is_ai = true to the trigger for tribal_flavour_events.451
Wise Chinese Uncle Oct 22, 2024 @ 1:53am 
love the mod, but any clue how i would change the mod so that tribal vassals arent created when the player takes land? the border gore around bactria is dreadful
Hunkulous  [author] Oct 17, 2024 @ 9:00pm 
@Artic thanks! I appreciate it.
Artic Oct 17, 2024 @ 10:47am 
@Hunkulous Anytime! and thanks for the quick update.I recently started a mega campaign with a friend and noticed it during the game, love the mod and it will always be in my modlist o7.:steamthumbsup:
Hunkulous  [author] Oct 16, 2024 @ 8:09pm 
@Artic this case happened in the variant event & I believe was introduced also in the last update. Apologies, has been fixed in the update today. Thanks for letting me know!
Artic Oct 2, 2024 @ 4:53am 
Something i've noticed while playing, is this mod will take land from other non tribe powers when they split, leading to for example Carthage being deleted over the course of the first 50-100 years due to the split lands steal their coast territories(and any coastal power for that matter) Is there anyway to make the spit event fire but make sure if two powers share a province the split doesn't take the whole province. otherwise love the mod ^^
Wodan Jul 13, 2024 @ 2:03pm 
thank you.
Hunkulous  [author] Jul 12, 2024 @ 11:37am 
@Isidor_von_Edelsburg I would use the load order in DISKIANT's 'TE : Crisis of the third century' what is recommended to use with Invictus

But generally I would load this mod and Diskiant's TE : Crisis of the third century last.

I use:
Imperator: Invictus
INR - Invictus
Culture Conflation (For Invictus)
Imperator: Invictus More Cultural Names
Timeline Extension For Invictus
Always Show Christian/Gregorian Date
TE : Crisis of the third century
TE : Crisis of the third century BetterBlobs Submod


Are you having an issue with another load order? If so, this should work regardless.
Wodan Jul 9, 2024 @ 6:27am 
whats is the load order?
Hunkulous  [author] Jul 1, 2024 @ 7:16pm 
@Razy also apologies, about interrupting your campaign. This mod should be save game compatible however, but perhaps accidentally overriding the defines file can conflict with with over mods in strange ways.

That error is fixed now, apologies. My future updates will never cause something like that to happen again. I appreciate your kind words though, awesome!
Hunkulous  [author] Jul 1, 2024 @ 3:29pm 
@Hegan Tank Yes, this mod is 100% working and completely fine to reactivate (I have tested it myself) this and is compatible with most every I.R. mod (Which is compatible with Crisis of the Third Century). I just updated this mod and also readded back the initial changes but without the bug. Everything should be fixed.

@Viisuri I appreciate it. I definitely will be monitoring this mod, polishing, and possibly bigger changes in the near future. Currently I am focused on making a CKIII version of this mod, as I already have one completed and in a good state for Europa Universalis IV. Part of the grand vision is a Mega-campaign with lots of *historicity*, rather than railroading, which I am very excited for.

I appreciate the feedback and apologize for not fixing this sooner.
Hegan Tank Jul 1, 2024 @ 3:19pm 
ey thanks i can turn the mod back on now
Gilbus Bergert Jul 1, 2024 @ 3:12pm 
all good man a mod like this was exactly what i was looking for. the tribes constantly blobbing was extremely annoying so i thank you for making this
Hunkulous  [author] Jul 1, 2024 @ 3:10pm 
@Viisuri @Hegan Tank @Razy
Extreme apologies. I reverted the version. I was attempting to adjust some localization and allow the game to pause on November 17 316 (for easy continuation with the CKIII Fallen Eagle Mod)

But I did not properly test this & with other mods and I accidentally affected the defines file.

Such an error in an update will not happen again, my mistake. I appreciate your patience, and apologies this took me so long to address.
Hunkulous  [author] Jul 1, 2024 @ 3:08pm 
@Vohen the BetterBlobs Mod for CKIII is almost finished, most mechanics are done but need some extra polish. I definitely will be excited to showcase Megacampaign with all 3 BetterBlobs mods in their full potential. I think some very interesting scenarios can occur.
Gilbus Bergert Jun 27, 2024 @ 4:38pm 
tech advances incredibly fast and it says -3700 years behind of time (2869 percent increase) tech speed
Hegan Tank Jun 25, 2024 @ 2:24pm 
this update broke the tech in my save help
Razélle Jun 25, 2024 @ 8:27am 
The mod broke the game with today's update (25th June). After choosing a nation at the start, the date gets set to -5000 AVE, and it has also transformed a ruler into a baby in one of the nations I frequently play (Rhodes).

Thanks for all the work you've put into this mod, by the way. It's truly appreciated 💜
Vohen Jun 19, 2024 @ 7:50am 
Very nice, looking forward to see these timelapses. Also, you mentioned a CK3 betterblobs mod, but I couldn't find it, aside from an apparently outdated version. Can you give a link?
Wodan Jun 16, 2024 @ 2:41am 
oh okay. what is the Load order?
denimlevi100 Jun 15, 2024 @ 10:00am 
load order?
Hunkulous  [author] Jun 7, 2024 @ 10:47am 
Mod just updated, adding new restrictions on AI colonization to massively help with historicity (Details in desc.)
Hunkulous  [author] Jun 7, 2024 @ 10:38am 
@Isidor_von_Edelsburg you can see a recommended list of mods in the collection at the top of this mod page. But my mods I make them to be dynamic & compatible with 99% of mods. It should even work with a bronze age total conversion and still help make things more plausible regarding with tribes.

However, of course--some mods are incompatible with Invictus or Crisis of the Third Century, which I can't do anything about
Hunkulous  [author] Jun 7, 2024 @ 10:28am 
@Isidor_von_Edelsburg yes. 100%. Invictus is actually highly recommended. Crisis of the Third Century is what is required. Also I recommend timeline extender for invictus
Wodan Jun 6, 2024 @ 1:35pm 
its compatible with invictus?
Hunkulous  [author] Jun 6, 2024 @ 7:22am 
@kiorobbo However, the next update within a week will fix AI colonization and border forts. So it might accomplish what you may be looking for with more uncolonized provinces.