Crusader Kings III

Crusader Kings III

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COW3 x Tribalism Improved 1.9 (patch)
   
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13 Jun, 2023 @ 7:42pm
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COW3 x Tribalism Improved 1.9 (patch)

Description
Tribalism improved 1.9 good.
COW3 good.
Cannot play both at same time.
Sad.
Patch exist.
No more sad :)

Changes made for compatibility:

- Stats of the tier 3 tribal hold match those of the Tribalism Improved mod, as COW's tier 3 tribal hold is equally powerful to Tribalism Improved's tier 4 tribal hold.
Actually kinda interesting: Tribalism Improved follows addition logic, as in "tier 3 hold = tier 2 hold + tier 1 hold, because tier 2 hold = tier 1 hold + tier 1 hold", while COW follows multiplicative logic, as in "tier 3 hold = tier 2 hold x 2, because tier 2 hold = tier 1 hold x 2." Try to say that out loud without having a stroke.

- Added a Sinews of War related thing from the COW version of the vanilla buildings into the buildings added by Tribalism Improved. A "manpower" thing from the War Camps is also present in the Raiding Camps and a "trade" thing from the markets is present in the slave markets.




I can't open CK3 to test my own mods atm. Big dog sat on laptop. Laptop broke. Bad dog used to get chocolate as treat now never allowed choclate again. Using potato laptop that cannot launch ck3 but can launch the launcher, so funny situation where I can code the mods but not actually test them.
All that is funny words for "let me know in the comments if this is working fine or not, cos I haven't yet had the chance to test it myself."
2 Comments
Alora 14 Jun, 2023 @ 8:18am 
Pro Tip for anyone using Tribalism Improved, Cities of Wonder 3, and More Buildings Reboot, they CAN All work together.

I got a weird mix of the three the last time I played. Now I believe I have it all.

Load Order:

COW3
MBR
MBR+COW3 Compatch
Tribalism Improved
COW3 x Tribalism Improved 1.9 (patch)
Alora 14 Jun, 2023 @ 7:53am 
Smoke Test initial checks:

Loads up with just these 3 mods just fine.

+Tribal Holding, Tribal Docks, etc are all there.