Crusader Kings III

Crusader Kings III

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Dark Ages
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970.224 MB
13 May, 2023 @ 3:55pm
18 Jul @ 5:57am
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Dark Ages

In 1 collection by Cardolam
Challenge, Realism & Roleplay
24 items
Description
*** UPDATED TO 1.16.2.3 (latest version of CK3) ***


Greetings and welcome to Dark Ages!



Abstract

Dark Ages is a mod designed for the segment of the players that have mastered the vanilla game and have a penchant for good role play. In Dark Ages you will face a more challenging, realistic and gritty game without providing the AI blatant bonuses.

You will lose battles and wars, your gold will not be enough to build everything, you will be presented with difficult choices and different aspects of gameplay will need to be juggled in a careful exercise of risk management. Expect sudden turns of fate and the unpredictability of fortune while a plethora of new events and decisions add significantly to the emergent narrative the player experiences. Hopefully, the lives of your digital rulers will be infused with much more drama and depth.


Translations

Dark Ages works with all languages (it displays its own text in English). There is a weekly updated translation to Spanish integrated in the mod.

External translations are also available in the workshop but I cannot vouch for their state or quality.


Important Note

Dark Ages has more than 30 game rules to allow the player to configure the gameplay experience according with his/her tastes. Browse through them and pick your way of playing exactly as you prefer.


Install Instructions

- Place Dark Ages as the last in the CK3 mod list
- For total conversions instead of placing it as the last in the list, try placing it immediately before the total conversion mod. Due to the complexity of Dark Ages compatibility with total conversions is not assured.
- If you are using More Provinces Expanded, even if it's not a total conversion, make sure you load Dark Ages BEFORE it
- If this is the first time with the mod, play with a King or Emperor. You will need to adapt your style of play to the vast changes to game balance Dark Ages introduces and you are better off if you start the game in a consolidated position.


Submods Internally Developed

- Alternative Muster Time - Returns to vanilla the speed armies muster
- Increased MaA Size - Returns to vanilla the size of your MaA regiments
- Lifestyle Undone - Returns to vanilla the amount of XP needed (1000) to gain a perk
- Fleets Undone - Reverts the changes made to Fleets costs, army maintenance while embarked and fleets' speed to vanilla values.


Some Features

- Weekly updated (every Friday there are bug fixes, tweaks and new content)

- Warfare has been rebalanced and is now more unpredictable and consequential.

- Several new ways - mostly enacted through decisions - of earning gold, adding new layers of role play and management to the gameplay.

- Several money sinks have been introduced, to keep the game more challenging and interesting.

- Diseases can kill. Expect to get "under the weather" more frequently, sometimes leading to serious diseases.

- Distance to the Realm Capital will be factored in calculating the problems far away vassals will potencially cause.

- There are many different game aspects that might lead to murder attempts on the player character.

- Character development as well as lifestyle perks have been reviewed in order to produce less powerful characters.

- Traits are used aplenty as modifiers in Dark Ages. A rival might hate the player but if he has some "good" personality traits he will refrain from planning a murder attempt. Or a Herculean character will have a much lower chance of getting a serious disease than a Weak one. In the same vein, Loyal, Just, Content or Honest Vassals will not cause special troubles due to distance from capital.

- Possibility to train your less endowed Knights to improve their Prowess

- Possibility to train yourself to increase your Prowess - if it is not good - with some complexity in the process.

- Pregnancies are risky affairs and children will die very young much more often.

- Characters can now be completely infertile and the respective trait only revealed later in life.

- Stress is an important variable in Dark Ages.

- Going into aggressive warfare will increase Stress yearly by a certain amount dependent on the character personality traits - a Compassionate character will have a much harder time dealing with his/her conscience than a Callous one.
Conversely, when at peace, Stress will decrease naturally by itself, again dependent on traits - in this case Compassionate characters will recover Stress faster than Callous ones.

- If the player character is over 39, without a direct heir - for instance if he/she or his/her partner is infertile - and the character is not very principled, the player can choose to go in search for a impostor to pose as a legal heir.

- Vassals will have an opinion penalty if they are far from the capital of the player character and lack some personality traits (like Loyal, Content, Honest or Just). The farther they are, the higher the opinion penalty.

- The Dread concept has been reviewed to be a two edged sword. Besides all the bonuses the players already know from vanilla plus the capability of the player character to intimidate his vassals or courtiers to gain something through a character interaction, it progressively lowers vassal's opinions and may turn the character liable to assassination attempts.

- There are a couple of new Traits to attain.

- There are new decisions to help the player to administrate better his/her Domain. You can now implement Harsh Rule, Plan Purges, Confiscate Church Land, Help the Communities by spending gold or Lower Taxes, for instance.

- County Control has been used extensively and dynamically changes the financial well being of the player. It can even pose a risk to his/her life as travelling across one's own Domain can end up being a risky proposition.

- Popular opinion can also be dangerous if going heavily into the negatives. Some desperado might attempt a revenge on the player.

- If his/her Council lacks talented people, the player might elect to attempt to locate someone with a good skill in the profession sought.

- There are a few changes made to the Legacies, specially the Blood Legacy has been balanced. Ubbermenchen will be rarer.

- Characters have now the ability of borrowing money by asking the right people outside the vanilla ways

- Applied throughout the mod principles of diminishing returns, trying to prevent the nasty effects of snowballing so prevalent in vanilla that break the immersion and challenge of the game.

- many, many, many more changes... it is a whole new game, with different ways of playing it. Pick your strategy and tread carefully as in the end your life will be always on the line.





A word of deep thanks to NoHackToday as he allowed me to include his superlative More Background Illustrations into Dark Ages to enrich the variety of the events' backgrounds with many, many new beautiful contextual art.

A word of deep thanks to The Professor as he allowed me to include his superlative Men at Arms Art into Dark Ages to provide each MaA unit with its own art.

Decisions to Massive demand obedience, ask for herd and ask for conversion were authored by Saltfish, NetFoley and 洛山达的法师.

Nomad herd reduction related to seasons was authored by Parttime Toast.
Popular Discussions View All (17)
6
10 Jun @ 9:05am
War Exhaustion Bug?
Captain Chaps
54
28 Jun @ 11:16am
My Mods List..
tilarium
19
1 Jan @ 9:58am
Error Log
TheLoneWanderer
2,553 Comments
Cardolam  [author] 20 Jul @ 7:42am 
@ Yankas

Some thing is strange with your install. Bowmen are numbered at 50 in Dark Ages. Basically I halved all the MaA numbers. If it was 100, now is 50, if it was 50, now it is 25 and if it was 25, now it is 13.
Yankas 20 Jul @ 6:12am 
I noticed that cultural retinues like Huscarl and Vigmen have size of 50, while the regular versions like Bowmen are still at a 100.

I was just wondering if this is intended, or if some other mod is overwriting some changes here, which really shouldn't be the case since dark ages is at the bottom of my load order.
Cardolam  [author] 20 Jul @ 4:22am 
@Captain Smollett

Good catch! An event with improved effect description is always a better event. Was not aware of the syntax. Thx!
Captain Smollett 20 Jul @ 12:41am 
events/darkages_swap_traits.txt events should use add_trait_force_tooltip for adding opposing trait in option c so you could actually see the effect in-game
Captain Smollett 19 Jul @ 7:50am 
Ahhh, i didnt look there, oops, ok then, fair enough, although i still think it kind of ruins funerals a lot. Maybe feasts too? But i didnt click them much so i can't tell. Hunts are surprisingly fine though.
Cardolam  [author] 19 Jul @ 7:49am 
@Captain Smollett

Check file \common\activities\activity_types\hunt.txt . You'll see the only difference between vanilla and Dark Ages is the parameter "chance_of_no_event". The same goes for every other activity implemented by Paradox.
Captain Smollett 19 Jul @ 6:01am 
@Cardolam i see you may have done it for grand activities and funeral, but not for hunts or feasts and judging by my experience with hunts you didnt change event frequency there.
Cardolam  [author] 19 Jul @ 5:46am 
@ Captain Smollett

I did reduce the number of events by the same amount for all activities. Also edited out bonus for them. But funerals seemed to me quite unbalanced, even by Paradox standards.

@Dr.Vaфе!ь

Investing on grandeur is one of the many strategies available to you. Pick another path if it is far from good for your case. You can also avoid assembling the "Estates of the Realm"... for a "price" of course. As for vassal taxes, their nerf was done because they were so abusable by Admin Govs.
Dr.Vaфе!ь 19 Jul @ 2:41am 
@Cardolam

Thank you for reply, I understand playing wide is very difficult task. What the point then to play as admin gov. if the whole point of admin is low individual power but high amount of vassals.
All Kings spend almost zero gold to sustain required minimum grandeur, they simply cannot afford it. Even the Byzantine empire falling apart because dukes breaking up, leading count rank vassals ending.
I can still play as duke, spend almost none on grandeur and get my 1-2gold from 1-3 vassals, I don't have to deal with powerful whiny vassals because all of them are counts and I get full levy.
As Emperor I deal with very powerful factions, sinking a lot of gold on "Estates of Realm" and grandeur, no levy contribution, no tax contribution. Maybe vassal taxes game rule has to be somewhat relaxed for admin govs.
Captain Smollett 18 Jul @ 9:29pm 
@Cardolam sure, but why didnt you nerf the other activities then? You still get plenty of event spam in hunts and feasts...