Crusader Kings III

Crusader Kings III

Rise and Collapse: Cycles of History
173 Comments
Zorhan Mamdani 31 Oct, 2024 @ 8:53am 
id die for an update
Donald Trump (Hammer30) 1 Feb, 2024 @ 1:44pm 
Looks nice, im following up to know if it's working :)
Shuhrat 8 Jun, 2023 @ 10:15am 
Hello! I would like to know if this mod is compatible with the latest version of the game?
Elements08 21 Oct, 2022 @ 11:57am 
are there any plans on developing/updating the mod?
Edge 12 Aug, 2022 @ 4:59pm 
Is there nothing after Decadence?
One Proud Brazilian 15 Jul, 2022 @ 11:46am 
A Natural Disasters system would be a greath addition to this mod :)

The disasters needs to happen accordingly to the terrain type of the holding, such as floods for wetlands and farmlands, earth colapses in hills and montains, etc.
Yngis Khan  [author] 21 Jun, 2022 @ 9:51am 
Might make another new version that doesn’t require Sinews. Maybe during the summer when I’m off work
Leviathonlx 20 Jun, 2022 @ 11:53pm 
Seems that way. Unfortunate since I have zero interest in ever using Sinews.
Chuckawookie 18 Jun, 2022 @ 12:51pm 
So since the sequel requires Sinews of War will this no longer be developed?
Yngis Khan  [author] 31 May, 2022 @ 10:20pm 
@pepega should be same as Sinews of War. Neeeds to be tested, not sure.
Pepega 31 May, 2022 @ 1:25pm 
How compatible will this new system be with other mods that change the map?
Pepega 29 May, 2022 @ 12:45pm 
Geesh, getting me kinda hyped there bruv.
Yngis Khan  [author] 28 May, 2022 @ 10:22pm 
@Pepega New version is 99 % done. Just waiting for the dlc to be released. I'm really happy with the new mod. Non-deterministic collapse mechanics tied to population system with complex stability system. Everything that happens in your realm affect stability. And it's very transparent what's going on. You can also see population growth of your realm, of cultures or the world as a whole.
Pepega 28 May, 2022 @ 1:54am 
Been checking this mod almost every day for updates. So glad my long wait will be soon over lol
Fillyshellz14 25 May, 2022 @ 3:32pm 
that sounds good, all i want from it is something to regularly manage throughout your rulers life, The current city management is so boring.
Yngis Khan  [author] 25 May, 2022 @ 11:19am 
@Aziz1310 new mod coming very soon. Currently I'm using Sinews of War population system. I think it works really good!
Jared 24 May, 2022 @ 9:56pm 
Ah, a mod based on based books
Fillyshellz14 24 May, 2022 @ 12:54pm 
when is the new population system going to be added by?
Yngis Khan  [author] 18 May, 2022 @ 9:08pm 
@aciforem I'm aware, but it doesn't affect the mod so you're good
Yngis Khan  [author] 18 May, 2022 @ 6:44am 
@n00bGingrich I just might do that. At first, I am going to take a look at the SoW-code and figure out ways of adding such mechanics.
Yngis Khan  [author] 18 May, 2022 @ 6:42am 
@Turtleshroom yes, it's entirely possible to survive the cycle. In fact, most realms survive!
n00bGingrich 17 May, 2022 @ 12:57pm 
Message the devs on the SoW discord. They might be receptive to working with you.
TurtleShroom 17 May, 2022 @ 10:37am 
Is it possible for a player, or a really lucky computer player, to break this cycle, or at least survive it intact?
Yngis Khan  [author] 16 May, 2022 @ 11:28am 
@nOObGingrich Might make a submod from SoW soon to add collapse mechanics.
n00bGingrich 12 May, 2022 @ 8:00am 
TBH, i think depopulation/collapse mechanics should be built into SoW itself. It makes a lot of sense given that SoW keeps expanding its scope.
Yngis Khan  [author] 11 May, 2022 @ 12:38pm 
@noobGingrich works fine with those. Working on my own pop system for the sequel. Will still make sure that it's compatible with Sow even then.
n00bGingrich 11 May, 2022 @ 7:48am 
any incompatibilities with CMH/SoW? I wish mechanics like this were more deeply integrated into SoW.
Yngis Khan  [author] 8 May, 2022 @ 10:55pm 
@firespark84 and @prolet the latest updates must have caused some issues. Will fix this.
@Pepega probably will incorporate new mechanics in the mod sequel.
@narcissistic very good idea!
firespark84 6 May, 2022 @ 8:30pm 
I had the same issue as prolet
Private Pyle 6 May, 2022 @ 7:40pm 
Almost all regimes in my game were in Age of Commerce and I never saw other phases. Do you have any ideas about it?:steamfacepalm:
Pepega 27 Apr, 2022 @ 2:56pm 
Out of curiosity, any thoughts about incorporating the upcoming struggle mechanic into all this?
Nesserino Scissors 22 Apr, 2022 @ 11:08am 
If possible, I'd make it so the HRE experiences the collapse mechanics if it overextends itself (annexing france, poland, etc).
Yngis Khan  [author] 18 Apr, 2022 @ 11:18am 
@waldenser due to the nature of the HRE empire, I felt like it didn't fit the model. Maybe it should be added after all?
Yngis Khan  [author] 18 Apr, 2022 @ 11:16am 
@Theshir thank you! Cycles will follow the realms capital cycle, but with lag. If you conquer counties in a different cycle position, they will join your cycle in anywhere from a year to twenty, it's random. New version of the mod will see it tied to many more factors, like state strength, population (yes malthusian sociodemographic pop system with integrated collapse mechanics are coming), nobility strength and instability. Will be much better than the current mod!
Yngis Khan  [author] 18 Apr, 2022 @ 11:10am 
@marcius that must be a bug, haven't seen that happen before. Working on a new and highly improved version of this mod, will solve whatever is causing the issue.
Waldenser 17 Apr, 2022 @ 5:06pm 
Why is the HRE excluded from getting any ages?
TheShir 17 Apr, 2022 @ 7:19am 
Also can confirm cycles themselves work well on countries, I saw Byzantine decline from 8k troops to 800 troops in their 10 year decline and eventual collapse
TheShir 17 Apr, 2022 @ 7:13am 
Fascinating concept to say the least. On that account alone the mod is commendable. Quick question, in my experience I found that the economic cycles are within their cycle county by county, and the ages are also progressing independently of economic cycle of the counties. Also, the counties differ in their growth or decline, (ie my native counties vs the ones I conquer). Furthermore, this difference is also causing Empires to feel decline or collapse in their age of affluence, or me staving off decline by conquering like a medieval monetary policy lol. Just wanted to confirm that this differing cycles between the counties and the country itself is intended
Marcius 17 Apr, 2022 @ 5:17am 
I ran timelapse and I found every realm being in age of commerce. Is that normal ?
instantgaming 8 Apr, 2022 @ 3:32am 
my fault...im using more game rules.
Maybe incompatibility between mods.
Yngis Khan  [author] 7 Apr, 2022 @ 11:03am 
@Lurumagno Really? That is very strange, I don't see how that is possible. Will investigate when I have time.
instantgaming 6 Apr, 2022 @ 7:12am 
@Yngis Khan

if I play with random religions and cultures the mod is disabled, can it be? is incompatible with this game rule?.

Regards.
Yngis Khan  [author] 30 Mar, 2022 @ 11:37pm 
@rainmaker66. It will work fine, you don't have to start a new save. It might take a few years before your empire gets the effects.
rainmaker66 29 Mar, 2022 @ 9:02pm 
in one of my saves i all ready Formed Empire will Work will the Empire as already been formed or do i have to Start over to make it work?
Yngis Khan  [author] 25 Mar, 2022 @ 11:24pm 
@firespark yes
firespark84 25 Mar, 2022 @ 10:23pm 
can this be added to a currently running save
Yngis Khan  [author] 18 Mar, 2022 @ 10:46pm 
@Xxwayofthesunxxx it definitely affects AI realms, and big ones sometimes collapse. I did a major nerf on collapse mechanics a while ago after user feedback, and I agree with you that it probably doesn't affect them enough at the moment. Working on a new version of the mod that will handle things differently.
xxwayofthesunxx 18 Mar, 2022 @ 2:20pm 
Mod is a neat idea but it doesn't provide any means of controlling large numbers of counties in an empire that are uncontrolled, and doesn't seem to affect AI realms at all. Just adds an obnoxious negative modifier to everyone in the world, including all your vassals.
Yngis Khan  [author] 16 Mar, 2022 @ 12:00pm 
@thatonecelt good input, I agree that crisis and collapse needs to be (at times) more violent and unstable than what it currently is. I am improving this in the completely new mechanics that I'm working on. Eventually I'll also try giving player choice with regards to cycle lengths and magnitude-
ThatOneCelt 16 Mar, 2022 @ 4:38am 
Thank you again, the era started about 30 years after load. So 2 new ideas (dont know if they are that relevant) Perhaps adding a decision to choose duration of eras for save files.
And perhaps added factions / claimants interaction as although the collapse can be felt, it still seems quiet. (As an example, during the collapse of Rome, multiple factions wanted to put their "emperor" on the throne, resulting in a lot of infighting and short reigns)