Crusader Kings III

Crusader Kings III

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Tribalism Improved 1.9
   
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20 May, 2023 @ 7:36pm
21 May, 2023 @ 7:21am
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Tribalism Improved 1.9

In 1 collection by Dr Jimothy
Jimothy's Abandoned But "Beautiful" Babies
66 items
Description
Continued version of Tribalism Improved, cos OneDrive nuked my modding files so I can't update the old version, but I *was* able to subscribe to my own mod and make all the alterations needed for it to work with the new update.

The previous mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2775373473
Patch for COW3 users:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989022187

Quick rundown of the mod for those who don't wanna read the desc in the link:
- Upgrade all tribal buildings to level 4
- Build tribal holdings in empty holding slots
- AI can use, but usually won't. More specifically, by the time they're even able to, they'll probably be capable of going feudal, and will do so. There are difficulty setting mods that you can probably use to change this, such as making AI get prestige faster so they can afford the buildings more easily before being able to feudalise, or making it harder to get development.

Changes / new stuff:
- Buildings now follow the new troop stationing system (duh)
- Added a decision to tribalise any feudal domains you have. Decision chosen instead of messing with GUI for compatability purposes, and converts all counties. Keep in mind that cost scales with number of counties altered.
- Interaction to force fuedal vassals to become tribal, complete with holding conversion.
- Integrated, updated and made level 3+4 versions of the buildings from More Tribal Buildings by DiamondNova. These might be removed as I've kinda done this without permission.*

*In short the More Tribal Buildings Mod hasn't been updated, and I've asked permission but not gotten a response yet. Under the admittedly very presumptious presumption that Diamond (is unbreakable) will be cool with this, partially based on them being cool with the add-on mods I've made of their mods in the past, I've integrated the mod. Obviously the integration makes like my money whenever I am given an opportunity to feed my crippling gambling addiction (scientifically proven fact: 100% of gamblers quit or run out of money right before they would've hit big) and disappears if Nova requests, demands, asks for or informs me that me or my loved ones will meet untimely ends unless I do that.


Shilling. If these all do well enough I will violate the 17th Amendment:
My modding discord: https://discord.gg/UbJAjKfTCM
My youtube channel: https://www.youtube.com/channel/UCq2ULiT-uUkuIDXLY8JYxtA
A playlist of all the mods I've made: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2777025419
54 Comments
Lord Haelor 6 Jun @ 12:22pm 
Man, we need more Tribal content.
Daimon Frey 29 Nov, 2024 @ 6:46am 
Does not work with Roads to Power - the decision popup is empty and when you confirm, nothing happens.
Assassin36789 5 Nov, 2024 @ 11:10am 
does the mod still work?
The Renegade 13 Oct, 2024 @ 9:08am 
Since 1.13, some things are not working correctly like the decision to make your feudal lands tribal again.
SuperNova 7 Sep, 2024 @ 11:21am 
Does this still work?
Dr Jimothy  [author] 19 Jun, 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 19 Jun, 2024 @ 9:25am 
is there a way to add a decision to return to tribal?
Genesisroyal 19 Jun, 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 18 Jun, 2024 @ 6:38pm 
accidentally became feudal how to undo
PerfectKid 7 Apr, 2024 @ 5:09am 
this there a reason why I cant build extra tribal holdings?