Crusader Kings III

Crusader Kings III

Talamu-Anu: Full Culture Expansion
215 Comments
Guts 26 Mar @ 1:55am 
sktr eleq
T̪ʼæɽǫɽ  [author] 7 May, 2024 @ 8:36am 
@Thợ Săn Trẻ Em I've seen Culture Expanded before, their mod would heavily conflict with mine. RICE used to be compatible with mine mostly because I worked around it, but I needed too much direct access to major files that they also used so it is now no longer compatible. Someone could make a patch to merge them but for now my work is about expanding this mod even further and it will only create more and more conflicts.
Thợ Săn Trẻ Em 7 May, 2024 @ 5:04am 
May i ask, is this mod compatible with mods like RICE or Culture Expanded ?
T̪ʼæɽǫɽ  [author] 17 Apr, 2024 @ 5:57pm 
If you want to add me on here, I can show you all the planned work for Georgia in particular and of the Transcaucasian Empire history. It's quite substantial and honestly could be its own mod, but I have much less time now than when I started making this.
T̪ʼæɽǫɽ  [author] 17 Apr, 2024 @ 5:48pm 
I have a lot planned for Upper and Lower T'ao, and the combined Kingdom and Duchy of T'ao-K'larjetɪ. Kingdom of Iberia (Kartli) is already represented in the mod, along with the Duchy of Upper T'ao. This is shown in the 19th screenshot on the Page. None of that area is Armenian or Apostolic, at least not in the mod already. I have created a massive map of every single city/castle/church built in their pre-history to 1453 CE, and plan to put as many onto the map as I can.
Demiurge Slayer 17 Apr, 2024 @ 11:52am 
What im trying to say is that the Duchy of "Tao-Klarjeti" is under researched in vanilla and it needs a little bit of tweaking in this manner, if a pointed out something you have already planned on working you may inform me I just wanted to correct some historical errors personally but i wish the best for your mod (sorry if this came out too long if you read this Im very thankful)
Demiurge Slayer 17 Apr, 2024 @ 11:52am 
The reason im pointing this out is because a major historical source is available (I dont know if there is an English translation of this text but i'd love to one day diligently translate it) which is the hagiographical text "Life of Saint Gregory of Khandzta" which perfectly narrated the 9th century political situation in Kingdom of the Iberians, It also showed the key role monasteries played in feudal caucasia (this leads me to say that historical monasteries are not represented such as the central khanzta monastery and such) and also touched upon the personal lives of both Ashot I and Bagrat I and both of them practiced Eastern Orthodoxy which lead to Ashots canonization.
Demiurge Slayer 17 Apr, 2024 @ 11:52am 
@Terror I just wanted to correct the historical inaccuracy of the duchy of Tao-Klarjeti (vanilla 86 start date) being represented as an Armenian Apostolic realm or even being called "Tao Klarjeti". Without getting too deep into historical/geographical analysis, Tao-Klarjeti is a geographical term applied to those territories and said territories were held by a state named "Kingdom of the Iberians" which held all those geographical places and it was an unified state after the reign of Ashot I.
T̪ʼæɽǫɽ  [author] 16 Apr, 2024 @ 3:39pm 
@Manfred Caucasus is actually a secondary main focus for now. I was working on a remake of locations, terrain, titles and cultures for both sides of the Caucasus; but I am having trouble with specific titles being added for Georgians that made me halt doing that and shift to my Greek rework. You can present ideas for stuff but it's likely they're already in progress or on my list.
Demiurge Slayer 16 Apr, 2024 @ 10:42am 
@Terror Alright im glad to hear that you didn't drop this mod and I admire this work. I just want to ask if i could help somehow with historical accuracy especially in the Caucasus due to many errors that were made by paradox themselves with the representation of the realms there.
T̪ʼæɽǫɽ  [author] 9 Apr, 2024 @ 3:47pm 
@Manfred It is, am currently working on a rework of Greek culture that's extensive. Just taking me a bit because of so many recent updates putting me behind.
Demiurge Slayer 8 Apr, 2024 @ 11:42am 
This Mod is no longer in development?
T̪ʼæɽǫɽ  [author] 21 Feb, 2024 @ 2:06pm 
@Auletes Yes, though I've ran into some issues with finishing my Georgian Title coding. Until I find a work around for it, I continue work on my Greek culture rework and updating the mod to the newest version, hopefully before they release any new DLC that completely messes with my mod's structure. If I get too far behind, I will likely rebuild the mod from scratch on a newest version and hopefully not lose too many features along the way.
Auletes 20 Feb, 2024 @ 6:19pm 
still going on working on it?
T̪ʼæɽǫɽ  [author] 16 Nov, 2023 @ 4:01am 
Just an update for those wondering, I am currently back on track for working on the mod after my BG3 binge. I am working on finishing my dynamic custom titles for Georgian rulers, both independent, ruling over Persians, and underneath the Byzantines. Soon I will release this patch, then begin working on updating the whole mod to 1.10, then to 1.11. Once I have it updated to the Persian DLC, I will be massively expanding the Greek culture to make it as historical as possible. I apologize for being gone so long, but we're back on track.
T̪ʼæɽǫɽ  [author] 1 Jun, 2023 @ 5:37am 
Mod slightly adjusted now for 1.9.1, though because I'm not a fan of the removal of placement for Windmills and Watermills, I have gone back on a few of the new changes within my mod. Mod should be playable, but if you encounter anything game breaking please let me know. Have a good day, enjoy the mod :)
Bullet 29 May, 2023 @ 12:17pm 
Nice! I love dynamic naming of cultures, I mean there are at least some mods that have a bunch of dynamic naming of provinces already so maybe you can try to ask if it can be implemented in your mod.
T̪ʼæɽǫɽ  [author] 28 May, 2023 @ 4:47pm 
@Bullet, ideally I'd love to expunge the idea of Localization within my mod. Where every title is dynamic as you play, based on your culture. It is a lot of work, and the only area that is like this so far is the Carpathians. But yes, I'd like to remake the whole world that way.
Bullet 28 May, 2023 @ 8:16am 
I notice that some of the cultures and titles you can form are in their endonyms. In the future, are you gonna have both the titles and baronies be dynamically named from said cultures?
T̪ʼæɽǫɽ  [author] 19 May, 2023 @ 3:27pm 
Somewhat updated to Patch 1.9.0.4 today, did a ton of bug fixes but there are still many many more. Most of them should not impede anything players experience, they're technical bugs caused by the new updates. You will notice that several places have had buildings drastically reduced, this is caused by the reduction in overall base building slots and not something I can fix just yet. Please report any major issues I have missed, the main ones now I have to work on is some nickname descriptions. I am beginning my rework of the Greek cultures back to pre-Doric stages and onwards until 867-1066. I've been enjoying the new Expansion and feel my mod will add some interesting key pieces to it. There is a crash that I can't seem to replicate that I will need to fix, and there is a problem with the Terrain map mod with the travel system that creates these weird blocks in the water terrain, not quite sure how to fix it yet.
T̪ʼæɽǫɽ  [author] 13 May, 2023 @ 3:22pm 
So patch 1.9 has majorly messed up how the history files for buildings work now, even within Paradox's own files. It seems that heavily prebuilt places like Shavarshan or Ani can no longer function as such, despite all my history work put in to make them ancient cities. They will start with 1, maybe 2 buildings, of their intended 6 or 7 now. For now I can't seem to fix this problem, and effects that add holding slots no longer seem to work. But i am working on cleaning up a few things for the update, and it should be out soon. I am having an issue right now with the terrain colouring system for traveling, that is making all water into Plains terrain, that I'm unsure for now how to fix.
T̪ʼæɽǫɽ  [author] 11 May, 2023 @ 2:32am 
My final patch of 1.8.2 is out now, it changes a significant amount of the game, mainly with Latin cultures and the Innovations tab. Changes are all in the update list. Once the DLC and Patch come out today around 18:00 CEST, I will be working to update it to Patch 1.9.* to have as little downtime of the mod as possible. Thank you all
T̪ʼæɽǫɽ  [author] 5 Mar, 2023 @ 6:49pm 
@The Real Saucy Egg McMuffin All good. Some places like Iberia have custom scripts that start their holdings at level 2, but it's very rare in the game. I am planning on making the 1066 start have several regions with ones with higher level holdings at the start.
The Real Saucy Egg McMuffin 5 Mar, 2023 @ 6:46pm 
big 'ol "nevermind" on that one boss, my mind was playing tricks on me it looks like. thought the mod was reducing holdings that were normally level 2 or 3 (keeps, large cities, etc) to level 1, when those holdings were already at level 1 in vanilla CK3.
T̪ʼæɽǫɽ  [author] 5 Mar, 2023 @ 6:38pm 
@The Real Saucy Egg McMuffin What do you mean by reverting holdings to their base level?
The Real Saucy Egg McMuffin 5 Mar, 2023 @ 6:35pm 
what exactly is the mod doing to revert holdings down to their base level? took me a while to find that this mod was the one that was getting rid of all the leveled holdings.
bingus the wizard 15 Dec, 2022 @ 8:54pm 
Thank you
T̪ʼæɽǫɽ  [author] 15 Dec, 2022 @ 4:14pm 
@[NUTS] Vladimir Lenin 867 is still Norse, though has three Hybrids (Norn, Hibernians, and Manx) within the British Isles. The culture still splits around 950 into Norwegian, Swedish and Danish. The 1066 start also includes Geats, Gutes, Skaneans, Icelanders, and Faroese, though for now the 950 split doesn't include the new ones. For now I have the Jutes still there in 867 for the House of Jylland, but it will likely be removed in the future, as it's mainly for Anglo-Saxon culture history. Also, all the Norse cultures still have Coastal Warriors and some including some Finnish tribes also have them. Sami hasn't been modified yet, but the Finns are divided by regional dialects and cultural differences.
bingus the wizard 15 Dec, 2022 @ 3:59pm 
In 867 bookmark, is Scandinavia still completely Norse (excluding Sami, Finnish and Karelian) or are there more cultures now?

Also, do the cultures in Scandinavia still possess the Coastal Warriors tradition?
T̪ʼæɽǫɽ  [author] 7 Dec, 2022 @ 12:15pm 
Updated to patch 1.8 today, as I am mid-reworking Scandinavia and several other regions such as Russia and Anatolia. Many many things changed in this patch, I will be putting them all that I can remember into the 26th patch notes here on this page.
T̪ʼæɽǫɽ  [author] 8 Sep, 2022 @ 2:52pm 
Small patch updated today, brought to version 1.7.0 though it doesn't require the new Event DLC. Added the Coptic culture back into Egypt that was present in CK2, though I have hand customized everything about the culture. Should there be any suggestions for things to add to Coptic feel free to present them. I am back to work on my Armenian rework for now, should be coming fairly soon. For now Coptic has an error in its naming when it comes to the culture panel. This is something that Paradox will have to fix themselves, as they only partially support using the Schwa (ə) letter. Thank you all, enjoy the mod, have a nice day. :)
El Chapo 4 Sep, 2022 @ 9:25am 
okay sweet thanks
T̪ʼæɽǫɽ  [author] 4 Sep, 2022 @ 9:12am 
@Baldilocks I've had to remove the massive description within Steam itself, so I will put one up later that includes more accurate information. But for now you can see by patchnotes on this page by clicking the "20 Change Notes (view)" button that is at the top right of the page. The most recent one will show first, which includes everything added yesterday. You can scroll down to see detailed lists of things I've added before as well.
El Chapo 4 Sep, 2022 @ 8:59am 
where can i find full notes for what this mod adds?
fisto the robo 3 Sep, 2022 @ 2:04pm 
:47_thumb_up:
T̪ʼæɽǫɽ  [author] 3 Sep, 2022 @ 1:16pm 
Today I am releasing a patch for 1.6.*, I am about halfway through my Armenian/Georgian rework. However with the upcoming 1.7 update on Thursday, there is a chance my mod will have current conflicts. So, since the Georgian side is at least done, and updates to Iberia are fully completed (Save Aragon and Valencia) I will be releasing this update earlier than expected. I will continue to work on the Armenian side of this update up until Thursday, and if the patch is easy to fix on my end then it will come soon after. This mod will unlikely need the new DLC as a requirement, so there is that to consider.
T̪ʼæɽǫɽ  [author] 3 Sep, 2022 @ 6:50am 
Patch notes are included on this page, they are very detailed and I hit the character cap on the page. I have more changes included in this update than what can be presented on Steam, but know they will likely be included into the next update coming soon. I will also be updating the images on the page, as they're very old and outdated.
T̪ʼæɽǫɽ  [author] 3 Sep, 2022 @ 6:09am 
If anyone has questions about things contained in the new update, feel free to ask. However if you want to snoop around to see the answers yourselves, within the history files of the mod I add a metric ton of notes while modding. Feel free to read these to get some insight into why some changes were made. I recommend using a Convert Holdings mod alongside mine, and perhaps I will integrate it natively into the mod in the future. This is to ensure you have full control over the holdings that I change with the games history, to further fit what they historically would have been. Thanks for your time, hope you enjoy the mod. :)
T̪ʼæɽǫɽ  [author] 20 Jul, 2022 @ 11:43pm 
@Historius_Rex.ttv It is very unlikely that any mod that touches on culture will be compatible with my own, especially ones that edit history files to put new cultures on the map.
Kaiser 20 Jul, 2022 @ 8:22pm 
Would this be compatible with cultures expanded?
Kangarus 17 Jul, 2022 @ 2:25am 
Loved this mod back in its earlier versions; looking forward to seeing the update when that's done.
Keep up the good work!
T̪ʼæɽǫɽ  [author] 4 Jul, 2022 @ 12:16am 
For those wondering, the update to Fate of Iberia has been done for a few weeks, but my mod is halfway done with an update to massively detail Georgian/Armenian Dynasties and local title history. This will be for both 867 and 1066 start dates, and vary up the dynasties working in the area, as well as the complexity of all the dynasties themselves. It will also include the introduction of several titular Kingdoms in the region, along with titular Duchies and several new rulers. While I am working on these details I unfortunately can't add the new Iberia update for you, so it will be a few more days. The Iberian update itself will add detail to nearly all of the Kingdoms by their barony history, excluding Aragon and Valencia that will be done in a later update.
Janx 7 Jun, 2022 @ 12:07am 
Btw, you should make a discord server
Janx 7 Jun, 2022 @ 12:06am 
Thank you for updating this mod, keep up the good work😁
I m gonna replay with the dacians and romanians for the 10 th time, can t wait to see what you ve added😂😂
The Holy Roman Empire 5 Jun, 2022 @ 5:24am 
@Terror Thanks
T̪ʼæɽǫɽ  [author] 4 Jun, 2022 @ 8:07pm 
@The Holy Roman Empire Dacian is under the Byzantine group, as Dacus. Thracian language and Byzantine heritage
The Holy Roman Empire 4 Jun, 2022 @ 2:58am 
what culture group is Dacian in?
T̪ʼæɽǫɽ  [author] 30 May, 2022 @ 8:52pm 
Patch 1.5.1.1, my most tedious yet, is now out for this mod, right before the Fate of Iberia release. The mod is still in a working stage while I iron out bugs created by the merger with 1.5 files. All cultures are present but some are not tied to proper innovations yet, such as the Finns with their Nordic innovations. Throughout the week I will release smaller updates to it, including the update for Fate of Iberia. Primary decisions that do not work at the moment are forming Prussia, and parts of Romania/Sumer, though they do work in their basic forms (except Prussia). Several innovations are missing artwork present in the files so I will also be working to correct their alignment to the proper innovations. Please comment here any strange bug that may happen in the mod, as it's likely something I have overlooked from the 1.5 files.
T̪ʼæɽǫɽ  [author] 30 Apr, 2022 @ 12:13pm 
@Skatelord141 I use a modified yearly_on_action file to remove traits I don't want on the Amazons and add ones that are missing each day. It checks every_living_character with a limit that they must be over age 0 and be female. Then it checks that they have to have Amazon culture before it removes all imperfections like the bad physique traits, bad intellect, bad beauty, or any of the other 3 positive physique traits including weak/spindly. Then it applies the physique_amazon trait which I've created to modify their bodies like the giant trait. You can check the code for it if you're confused by going into my mod files and look for swiss/common/on_action/yearly_on_actions.txt then just search for the word Amazon. The tick for it is under a 5 year pulse but for some reason it attempts to perform it every day instead. It was a trick I learned by studying how Tales of Ireland did an identical system to add their Formorian/Celtic traits to the different races.
Skatelord141 30 Apr, 2022 @ 4:08am 
How do you add cultural traits like the way you gave the amazon physical trait to all women of the amazon culture? I tried to imitate that in a personal mod I'm using but I can't get it to work.