Crusader Kings III

Crusader Kings III

Tales of Ireland
Feedback
This is a fantastic and ambitious mod. I'm not sure when I'll actually give it a proper try, as I've barely played the base game itself so far, but I can give a bit of feedback on the few observe games I ran.

I like the loading screens, but I do think you've gone a little overboard with the filter. I can't help but feel they'd look better with more detail. Load_2[i.imgur.com] is probably the worst example. So much of the detail has been washed out by the filter, all I can see is some rocks in the foreground and maybe some hills in the background. If you're not limited by the game, may I suggest using an image of the Giant's Causeway for one?

The paper map could use some more detail. Some Irish-themed sea monsters or maybe boats would be neat to help spice up the flat blue colour. The best suggestion I have would be a selkie.

The music is very nice. It's worthy of release in a professional product. Just fantastic.

It seems weird that the duchy of Killarney doesn't geographically include the actual town of Killarney. Most wouldn't notice this, though.

It would be a nice touch if mousing over Britain would have the tooltip say Terra Incognitum rather than Mare Incognitum.

I'm kind of confused as to why Tara and Cashel start with ringforts but other important royal sites like Tullyhogue Fort, the Grianán of Aileach, and Rathcroghan don't. In fact, the latter two don't even have holdings.

I'm disappointed that the de jure kingdoms are the modern, traditional counties. I would much prefer to see ancient kingdoms like Iarmuman, Bréifne, Osraige, Airgíalla, and Brega. I have similar feelings about the use of the modern provinces for the empires. Where's Meath? And why is Cavan not part of Connacht? It just feels out of place given the time-frame.

For the cultures, seeing historical dynasties like Ui Maine and Ui Failge right next to mythological peoples like the Tuatha Dé Danann, the Fir Bolg, and the Fomorians seems really out of place. There might be some sort of logic behind this, though.

It's hard to fault you given how annoying the creation of coats of arms for this game is, but your coats of arms clash stylistically with the vanilla ones. I'm not sure how much use they'd be given that you've chosen to use modern counties instead of dynastic coats of arms, but if you want, I'd be willing to share the ones I've made. For the most part, they're based on WappenWiki,[wappenwiki.org] which is also what the vanilla game is styled after. I've implemented them via coloured emblems instead of textured emblems like you've done, so maybe you'd be interested in the gfx files at the very least. Here's a preview[i.imgur.com] of some of the coats of arms that I've implemented. Let me know if you're interested.
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Showing 1-15 of 18 comments
hutma009  [developer] Apr 12, 2021 @ 11:58pm 
Thank you for your feedback.

I'll see with Snoe if we can lower the filters on the pictures used for loading screens.

For the placement of ringforts we are working on those details, there are a lot of them and it will take a bit of time to spot all that but we work toward it.

We used modern dejure kingdoms because it's the only accurate map we could find, we needed complete and accurate maps to pain the provinces. When it comes to Meath as an empire, it was not an empire until much later the 5 provinces were Ulster, Connacht, Leinster, South Munster and North Munster. But to keep the game balanced we decided to keep Munster unified.

For dynasties we used some historical ones that was a choice of design, to add more variety and more different dynasties, the ancient times are not well doccumented and we had to find dynasty names wherever we could find them xD

For the County crest I'm very interested in your work indeed, seems very well done, I will ask to the discord server if they wish to see this change or not, but I think the answer will be yes.


Hope you are not too disappointed about all that, but it represent a huge amount of work, we will try our best but compromise with accuracy will always need to be made.
Brave Sir Robin Apr 13, 2021 @ 1:35pm 
I have no issues with how you've painted the provinces. Modeling them after the baronies like you've done is probably the best choice you have. The main difference between the baronies and the counties is that the baronies are largely based on the territorial extent of former Gaelic and Hiberno-Norman kingdoms whilst many of the counties are based upon Anglo-Norman divisions. If it were my mod, given the time-frame, I would want to avoid foreign influence as much as possible, so I would strive to model the de jure kingdoms on major Gaelic kingdoms instead of the counties. It's an aesthetic choice, though, so you can do what you like. Although if it's more a barrier of research required, I have a fairly comprehensive knowledge of medieval and early modern Irish political divisions. I could create a map with suggestions for you.

I've never heard of North and South Munster being regarded as provinces. My understanding is that they were successor kingdoms of the kingdom of Munster, created after High King Turlough Mór O'Conor partitioned it in 1118. I've not heard of there being a significant split in Munster prior to that. Meanwhile, legend states that Meath's creation was sometime during the first century A.D., when Túathal Techtmar annexed territory from the other four provinces to create a demesne for the high king. I have seen Meath referred to as "North Leinster" before. Maybe that's what you're thinking of?

I think you've misunderstood my comment on the historical dynasties. I'm not speaking of the "Houses", as the game calls them, but rather the cultures. I just don't really understand what you're doing with the cultures. I don't know if they're meant to be clans or what exactly, but seeing cultures named after individuals who wouldn't exist until nearly a millennium after your start date confuses me. If the cultures are meant to represent clans, I think it might be neat for them to dynamically be created and replace the mythological peoples, rather than just having some historical ones sprinkled in there anachronistically. I'm not sure if that would even be possible, though.
Last edited by Brave Sir Robin; Apr 13, 2021 @ 3:19pm
hutma009  [developer] Apr 14, 2021 @ 12:13am 
In truth, when I started working on this mod I didn't thought it would end up being such a big mod. And map modification require a lot of work. I think you are right on the about the counties, gaelic kingdoms would be cool. Nonetheless I don't think redoing them would be a priority at alll, because we are a small team and map modifications are a hassle. But I have noted down in my numerous notes your suggestions. I can't promise we will ever have the time to adress that and also rebalance things out depending on these changes.

For South and North Munster I'm nearly 100% sure about them, you can find one reference to this information on the wikipedia page https://en.wikipedia.org/wiki/Fir_Bolg , I've also read it in other sources but I would not remember which...


For the cultures, once again, I totally get what you mean but if I didn't chose these names there are no sources (or at least I didn't found them, maybe you have some ?) about more ancient clans. Here is the page I used for that : http://sites.rootsweb.com/~irlkik/ihm/ire000.htm

And replacing mythological people would make sense because it's the way that things had evolved both in the myth and ancient Ireland. But the objective is to keep them around during the spend of the game. If you have better ideas for cultures for the Celtic tribes I'm open to them as I chose these names mainly because I lacked information.

Thank you again for your feedback :)
Brave Sir Robin Apr 14, 2021 @ 1:48pm 
Yeah, I understand how that goes when working on a project. Ambition gets the best of us, and the next thing you know, you've got more ideas than completed content. And no matter how amazing what you've created is, you're left haunted by the thought that it could be even better.

So North and South Munster would have been considered provinces/fifths in myth. That would explain why I've never heard it. I've really only read on the medieval era and beyond.

I unfortunately do not have any suggestions for culture names that would fit better for the period you're modeling. I know very little about the prehistory of Ireland. I recognize the names of the mythological peoples you've used but know very little beyond that.
Last edited by Brave Sir Robin; Apr 14, 2021 @ 1:52pm
hutma009  [developer] Apr 15, 2021 @ 7:08am 
Yeah, the problem about this period of Ireland's history is the cruel lack of sources.

I loved having this conversation about Ireland and the choices we made for the mod.

I hope you'll keep on enjoying the mod (here's a secret : another hotfix + content update is planned for Sunday), thank you again for your feedback :)
DryReef May 1, 2021 @ 3:49pm 
Quick little feedback as i probably have like 50 hrs in at this point haha.
first off amazing mod.
its extremely hard to keep control over areas which is fun.

heres some things ive noticed.
i wish the formorian culture was tied to the religion or some other way to avoid the mass assimilation of formorions into other relms . ive just written it off as an rpg element where i have to constantly avoid them intermingling. but its off putting when no one else cares about them hah

this is the big one.. Cattle! so by late game almost every county has 100 development.
in base game development growth was slow and had to be deliberately sought out. i love the fast paced and fluctuating cattle development and works perfectly for the first couple generations.
i wish there were events that reduced cattle or every offensive war decimated the defending cattle herds upon winning.
or making cattle growth really slow to promote cattle theft.
late game is like a bunch of billionaires in a pissing competition haha
in late game almost everyone has armies of 5k

theres a bunch of deity names still missing ie. "Celtic_deity_name"


hutma009  [developer] May 2, 2021 @ 2:56am 
Hey! Thank you for the feedback! I'm really happy to hear you like the mod.

For the fomorians, a lot of features will be added making them more "evil" than they are at the moment. But it's a long process to work on that.

For the cattle we have some event to regulate the number of cattle and some other features related to them that should counter that, but again, it will take time to implement everything, we are working on it.

For the localisation, I track them down and try to fix as many as possible but there are a lot of them, eventually we will get them all xD

I hope you'll keep on enjoying the mod, next update is flavor + the isle of Mann!
DryReef May 3, 2021 @ 12:42pm 
its hard not to enjoy! its the best mod for ck3. I'll let you know if i see anything else note worthy when im another 50hrs deep hah. i got to the preset end date without any of the empires forming so time to restart and conquer!
DryReef May 11, 2021 @ 8:35pm 
just want to give an update as I've gone through another play through.
oddly enough the first playthrough didn't have any cattle reduction events or any cattle events at all.
my second playthrough actually had a lot of cattle events almost so much that it was overbearing the amount of pop ups 😂 but fortunately that playthrough I didn't end up seeing the entire map painted bright gold with everyone having 100 development it was much more scattered.


I've also noted that if you are a Duke under a king you will often get cattle raids on you that immediately become invalidated.

looking forward to the updates to come 🙇
Last edited by DryReef; May 11, 2021 @ 8:36pm
hutma009  [developer] May 11, 2021 @ 11:34pm 
@taylorcreef Thanks for the feedback again, we have reduced the amount of "Redistribution of cattle events" to avoid them to be too spammy.

For the war that invalidates it should then be turned into a real cattle, it doesn't do that?
hutma009  [developer] May 11, 2021 @ 11:36pm 
and we have put a delay on cattle event so that they don't pop up at the same time as regular events
AsterParadox May 20, 2021 @ 8:54am 
as someone who wrote some irish mythic fiction and studied it for a degree, just the preview I've seen gives a ton of depth and logic to make an interesting world built in irish mythos. Great job on all that! I'm gonna give it a try here soon.

If you'd like any more writers or help on such things I'd be happy to help out as well.
hutma009  [developer] May 20, 2021 @ 8:58am 
Thanks for this feedback, if you want to give us a hand you can join our discord and send me a message, you will be welcome!
Redbirdzzz Jun 24, 2021 @ 2:15pm 
This is a great and really extensive mod, and I'm very impressed with the level of detail. The cattle mechanic is very creative, even though I agree with a poster above that the redistribution event is a little too frequent. The new size of Ireland's counties makes the island feel incredibly large, and the overall scaledown of maa/levies creates a bit more balance and realism. I also really like the 'get land for son' casus belli, that would be a great option for tribal rulers in the vanilla game.

I know a little bit about Irish mythology, but not enough to comment on the implementation of different peoples (fir bolg, fomorians, etc.). I imagine some creative writing has been required to make everything fit a ck3 mold, and also because many parts of mythology are of course contradictory, vague, or outright missing by nature of it being myth. Has that been the case? Particularly interested in all the different religions and the inspiration for Fomorian names. Either way, I applaud the mod team for the creativity of this mod, and for taking on such an ambitious project.

After playing for around 30 hours, I did come across a few issues:

- My main one is the text quality in descriptions and events. There are a lot of spelling errors and grammatical mistakes. Many sentences/paragraphs don't flow very well due to style and formatting issues, and there are strange jumps in register that don't quite fit the atmosphere. It detracts from the roleplaying aspect a bit, although I admit I'm more finicky about such things than most.

- The ethnicity system sometimes creates children that do not resemble either of their parents. For example, two Fomorian AI characters with very dark skin had an Irish-looking child, even though the child did have the full-blooded Fomorian trait.

- It feels like killing/defeating the Tuatha Dé is a bit too easy if they are supposed to be magical and immortal. I don't know if that will change when the magic system is implemented? Or is it an intentional effect of them being human and diminished now?

- I like the Fomorian contract option for flavor/roleplaying purposes, and the Fomorians themselves being visually different. Overall though, the different peoples feel a bit similar. I can't really keep anyone besides the Fomorians and the Tuatha Dé Danann apart. Are there plans to make the different ethnicities seem more distinct? Visually and/or in gameplay?

- Due to the addition of grain storages and cattle lookouts, there are a lot of buildings available. So, lots of scrolling to get to the new ones. Some buildings now have fairly similiar effects, so maybe the mod buildings could replace some vanilla ones?

This is all fairly minor stuff, of course. I'm very much enjoying the mod as it is now, and looking forward to seeing it develop further!

(About the text thing: do you have anyone focusing on text quality in your team? If not, I would be happy to take a look. I know next to nothing about modding itself, but I've done a lot of editing and re-formatting during my degree.)
hutma009  [developer] Jun 25, 2021 @ 7:07am 
Hello and thank you very much for this feedback, I'm glad you are enjoying the mod.

For the rewriting of the myths to fit CK3 gameplay, we made massives changes the main one being putting all the different cultures and race present at the same time whereas they only show up one at the time in the myths.

When it comes to the texts, this is the main weakness of the mod but I can't do much about it. I'm not a native English speaker and my writing level is not good event for quality event writing. I have now people rewriting them which make it better now and someone re read all the files to spot and correct a bunch of spelling mistake, I hope he got them all. If you want to rewrite or help with this aspect of the mod don't hesitate to join our discord and help us. We are doing the best we can with our small team.

If the child is Fomorians he will have dark skin too, maybe you spotted just after the child was born and the game didn't had the time to update skin color or he had another physical trait like albino.


The Tuatha Dé Danann will be more powerful with the magic system when it will come but they are still supposed to be relatively weak at the beginning as they just came back from the otherworld (and cursed too)


For how the people look, the thing is that they are all Irish nonetheless. When we will get a 3D artist we will work on some ethnicities but nothing drastically different. But we hope for a 3D artist for different clothes and armor, maybe someday we will be able to work on this.

In gameplay though we will add more unique decisions for each race, more events for each culture, race and faith and so on, so far only a small amount of race have those but we aim to add more and more, update after update.

Replacing the vanilla one is a possibility that I have to examine because it can have an important impact on late game economy.

Next update will come this Sunday and will be followed by weekly minor-save compatible updates (to flesh out what will be added and correct reported bugs)

Hope to see you on our discord then :)

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