Imperator: Rome

Imperator: Rome

TE : Crisis of the third century BetterBlobs Submod
37 Comments
Hunkulous  [author] 8 Jul @ 5:19pm 
@Aoife, The Vampire Queen @ronnieraso2005

When any non-tribal nation conquers provinces that have the cold, arctic or arid climate that has a population of 33% or more tribesmen in the province, the land is released as a tribal vassal, simulating foreign lands that were difficult to settle in this period. This also applies to formables that change government from tribal to monarchy.

This mechanic is responsible for having more historicity, such that rugged regions with weaker tribal nations (which now often split) are not conquered by the end of the game-

Eventually the tribes will reform and then they can be taken directly-
Aoife, The Vampire Queen 8 Jul @ 12:22am 
I think this mod makes it pretty much impossible to take land off of tribal countries, like they are just re-released as vassals. I cant seem to fix this.
ronnieraso2005 29 May @ 1:46pm 
As Dacia using invictus. I just reformed into a monarchy and very shortly after, a massive amount of my territory becomes a tribal vassal and no matter what I do when I take it back it immediately becomes a tribal vassal again, any advice?
Hunkulous  [author] 5 Apr @ 4:46pm 
Major update, generally improved all systems addressed or added by this mod comprehensively. I'm very proud of the state this mod is in, but I will be updating further in the future.
Hunkulous  [author] 27 Oct, 2024 @ 6:39pm 
@Barry Fasif yes, good job. I can add a command for a global flag that can be typed in the console to turn that off. Good idea-
Wise Chinese Uncle 22 Oct, 2024 @ 2:01am 
solved my own issue - I added is_ai = true to the trigger for tribal_flavour_events.451
Wise Chinese Uncle 22 Oct, 2024 @ 1:53am 
love the mod, but any clue how i would change the mod so that tribal vassals arent created when the player takes land? the border gore around bactria is dreadful
Hunkulous  [author] 17 Oct, 2024 @ 9:00pm 
@Artic thanks! I appreciate it.
Artic 17 Oct, 2024 @ 10:47am 
@Hunkulous Anytime! and thanks for the quick update.I recently started a mega campaign with a friend and noticed it during the game, love the mod and it will always be in my modlist o7.:steamthumbsup:
Hunkulous  [author] 16 Oct, 2024 @ 8:09pm 
@Artic this case happened in the variant event & I believe was introduced also in the last update. Apologies, has been fixed in the update today. Thanks for letting me know!
Artic 2 Oct, 2024 @ 4:53am 
Something i've noticed while playing, is this mod will take land from other non tribe powers when they split, leading to for example Carthage being deleted over the course of the first 50-100 years due to the split lands steal their coast territories(and any coastal power for that matter) Is there anyway to make the spit event fire but make sure if two powers share a province the split doesn't take the whole province. otherwise love the mod ^^
Wodan 13 Jul, 2024 @ 2:03pm 
thank you.
Hunkulous  [author] 12 Jul, 2024 @ 11:37am 
@Isidor_von_Edelsburg I would use the load order in DISKIANT's 'TE : Crisis of the third century' what is recommended to use with Invictus

But generally I would load this mod and Diskiant's TE : Crisis of the third century last.

I use:
Imperator: Invictus
INR - Invictus
Culture Conflation (For Invictus)
Imperator: Invictus More Cultural Names
Timeline Extension For Invictus
Always Show Christian/Gregorian Date
TE : Crisis of the third century
TE : Crisis of the third century BetterBlobs Submod


Are you having an issue with another load order? If so, this should work regardless.
Wodan 9 Jul, 2024 @ 6:27am 
whats is the load order?
Hunkulous  [author] 1 Jul, 2024 @ 7:16pm 
@Razy also apologies, about interrupting your campaign. This mod should be save game compatible however, but perhaps accidentally overriding the defines file can conflict with with over mods in strange ways.

That error is fixed now, apologies. My future updates will never cause something like that to happen again. I appreciate your kind words though, awesome!
Hunkulous  [author] 1 Jul, 2024 @ 3:29pm 
@Hegan Tank Yes, this mod is 100% working and completely fine to reactivate (I have tested it myself) this and is compatible with most every I.R. mod (Which is compatible with Crisis of the Third Century). I just updated this mod and also readded back the initial changes but without the bug. Everything should be fixed.

@Viisuri I appreciate it. I definitely will be monitoring this mod, polishing, and possibly bigger changes in the near future. Currently I am focused on making a CKIII version of this mod, as I already have one completed and in a good state for Europa Universalis IV. Part of the grand vision is a Mega-campaign with lots of *historicity*, rather than railroading, which I am very excited for.

I appreciate the feedback and apologize for not fixing this sooner.
Hegan Tank 1 Jul, 2024 @ 3:19pm 
ey thanks i can turn the mod back on now
Xsythi 1 Jul, 2024 @ 3:12pm 
all good man a mod like this was exactly what i was looking for. the tribes constantly blobbing was extremely annoying so i thank you for making this
Hunkulous  [author] 1 Jul, 2024 @ 3:10pm 
@Viisuri @Hegan Tank @Razy
Extreme apologies. I reverted the version. I was attempting to adjust some localization and allow the game to pause on November 17 316 (for easy continuation with the CKIII Fallen Eagle Mod)

But I did not properly test this & with other mods and I accidentally affected the defines file.

Such an error in an update will not happen again, my mistake. I appreciate your patience, and apologies this took me so long to address.
Hunkulous  [author] 1 Jul, 2024 @ 3:08pm 
@Vohen the BetterBlobs Mod for CKIII is almost finished, most mechanics are done but need some extra polish. I definitely will be excited to showcase Megacampaign with all 3 BetterBlobs mods in their full potential. I think some very interesting scenarios can occur.
Xsythi 27 Jun, 2024 @ 4:38pm 
tech advances incredibly fast and it says -3700 years behind of time (2869 percent increase) tech speed
Hegan Tank 25 Jun, 2024 @ 2:24pm 
this update broke the tech in my save help
Razélle 25 Jun, 2024 @ 8:27am 
The mod broke the game with today's update (25th June). After choosing a nation at the start, the date gets set to -5000 AVE, and it has also transformed a ruler into a baby in one of the nations I frequently play (Rhodes).

Thanks for all the work you've put into this mod, by the way. It's truly appreciated 💜
Vohen 19 Jun, 2024 @ 7:50am 
Very nice, looking forward to see these timelapses. Also, you mentioned a CK3 betterblobs mod, but I couldn't find it, aside from an apparently outdated version. Can you give a link?
Wodan 16 Jun, 2024 @ 2:41am 
oh okay. what is the Load order?
denimlevi100 15 Jun, 2024 @ 10:00am 
load order?
Hunkulous  [author] 7 Jun, 2024 @ 10:47am 
Mod just updated, adding new restrictions on AI colonization to massively help with historicity (Details in desc.)
Hunkulous  [author] 7 Jun, 2024 @ 10:38am 
@Isidor_von_Edelsburg you can see a recommended list of mods in the collection at the top of this mod page. But my mods I make them to be dynamic & compatible with 99% of mods. It should even work with a bronze age total conversion and still help make things more plausible regarding with tribes.

However, of course--some mods are incompatible with Invictus or Crisis of the Third Century, which I can't do anything about
Hunkulous  [author] 7 Jun, 2024 @ 10:28am 
@Isidor_von_Edelsburg yes. 100%. Invictus is actually highly recommended. Crisis of the Third Century is what is required. Also I recommend timeline extender for invictus
Wodan 6 Jun, 2024 @ 1:35pm 
its compatible with invictus?
Hunkulous  [author] 6 Jun, 2024 @ 7:22am 
@kiorobbo However, the next update within a week will fix AI colonization and border forts. So it might accomplish what you may be looking for with more uncolonized provinces.
Hunkulous  [author] 6 Jun, 2024 @ 7:10am 
@kiorobbo Apologies for the confusion. I will update the image. And include a timelapse showing how different and more plausible this causes the campaign to be by 365 AD. This mod doesn't add new provinces, and doesn't do anything that Crisis of the Third Century mod, Invictus mod, and Timeline Extender for Invictus Mods don't do besides rebalance and add a new collapsing mechanic for tribes.
kiorobbo 6 Jun, 2024 @ 7:01am 
do you add new provs to the map
Hunkulous  [author] 6 Jun, 2024 @ 6:57am 
@kiorobbo
I will also publish a small easy to run collection of mods that work with this. I use a mod that allows sailing up rivers, as well as a few graphical mods-

But this mod mostly serves to keep the amount of nations that are settled by the year 335 much more plausible, as tribes tend to shatter even more in a Megacampaign in CK3. (In vanilla there are way fewer tribes by the end date) This also serves to possibly enlarge empires, I am constantly doing testing and will upload a screenshot that replaces the image currently attached to this mod-

I will also post a video of a timelapse too-

And I might be making adjustments to non-tribes in a following Major Update #1 within the next week
Hunkulous  [author] 6 Jun, 2024 @ 6:57am 
@kiorobbo -and alos using "TE : Crisis of the third century" along with invictus you won't always find historically accurate borders, but borders with much more historicity than you'd find than just using Imperator running until 345 AD. I run this until the first start date of the 'Fallen Eagle' mod in CK3 (For a Megacampaign) where I have a BetterBlobs mod there. I also have a much larger BetterBlobs mod on Eu4. All four of these mods serve to be dynamic, but not cause the games to become completely implausible towards their end date for a much more cohesive and plausible alternate reality-megacampaign.
Hunkulous  [author] 6 Jun, 2024 @ 6:51am 
@kiorobbo this mod rebalances the tribes to make it much more historical, it massively helps the major empires. I am going to update this more, but when used with "Simple i:R Timeline Extender"
kiorobbo 6 Jun, 2024 @ 3:39am 
how do i get the map in the pic above