Crusader Kings III

Crusader Kings III

Seljuk Invasion of Asia Minor
 This topic has been pinned, so it's probably important
grandembassy  [developer] 6 Feb, 2021 @ 12:49pm
Bugs?
If you encounter any bugs, please leave them here! I'll try to address them as quickly as I can.

Before you ask: yes, Trebizond should continue belonging to the Byzantines. They maintained control of the city even after the invasion of the rest of Asia Minor. I tried matching the historical borders as much as possible.
Last edited by grandembassy; 8 Feb, 2021 @ 9:24am
< >
Showing 1-15 of 23 comments
OnlyGaming58 10 Feb, 2021 @ 3:01am 
I dont know why, but Alp Arslan doesnt die in 1072 and the Malazgirt Battle and the conquest of Anatolia isnt also in 1071. When Alp Arslan dies, is Ayaz Alp the Heir and not Meliksah.
grandembassy  [developer] 10 Feb, 2021 @ 4:32am 
So this mod doesn't make it exactly historical, killing off Alp Arslan in 1072. No Battle of Manzikert takes place either. This is just a mod that makes CK3 follow history at least a little more. As for the second part, that is indeed concerning. Make sure you load this mod after you load any other mod (you can drag around the load order of mods in the Paradox Launcher when you click Mod --> Manage Playset).
Gigachad12 10 Feb, 2021 @ 3:43pm 
The mod seems to conflict with the mod "more game rules" modifying the values of religious and cultural conversion speed ,

Since there is an option in the mod more game rules that allows to make county conversion speed 10 times slower , and this mod seems to make the conversion speed(for both religion and culture ) back to default values
Gigachad12 10 Feb, 2021 @ 3:46pm 
And the conversion speed is changed not only for asia minor but for the whole world basically
Gigachad12 10 Feb, 2021 @ 3:52pm 
I understand this might be connected to the migrants buff that is mentioned in mod description but could you please make it so that it has effect only in asia minor
grandembassy  [developer] 10 Feb, 2021 @ 4:30pm 
Yep, that's something that's going to be unavoidable. Paradox didn't make changing the conversion/culture convert speed very mod-friendly. Your solution is going to be to load "More Game Rules" after you load my mod. That means you'll lose out of the (minor) bonuses I give, but you'll be able to play with the game rules mod.

And it's not as easy as you say to just affect Asia Minor. You have to overwrite the entire councilor task file. Accordingly, only one mod can overwrite all others for this file.
Last edited by grandembassy; 10 Feb, 2021 @ 4:40pm
Gigachad12 11 Feb, 2021 @ 2:43am 
I have an idea on how to fix this and make it only affect asia minor , can you make this regional buff for migrants as sort of a bonus that cities and castles get once they are conquered by seljuk , so for example it would be similar to the regular random bonuses that counties get , like the ones that increase tax or buff levies u get from province , each of those bonuses are only applied to one particular county once you get them .
grandembassy  [developer] 11 Feb, 2021 @ 4:26am 
That's the thing. All these modifiers that I added on a county level (I do know what I'm doing, I insist) can only be applied by overwriting the entire councilor task. That's just how Paradox made the game. Taxes, levies, and dev growth can all be applied with a single modifier on a county. Not Culture/Religion conversion.
Gigachad12 11 Feb, 2021 @ 4:57am 
Ah then ok sorry , i see now
grandembassy  [developer] 11 Feb, 2021 @ 5:04am 
No worries! Paradox doesn't quite make things as "modder friendly" sometimes, I'd love to see some changes that would make these Culture/Religion conversion bonuses county-based instead of task-based in the upcoming update. Let's hope!
See ya 26 Feb, 2021 @ 3:32pm 
I have an idea on how to fix the migraants buff without conflicting with "more game rules" mod - can you , instead of giving this buff , just make it so that once the asia minor is conquered - the provinces immediaetly become ashari-faith and oghuz - culture ,

I know this isnt quite historical as the migrants couldnt settle there so quickly, but i think this is better solution rather than making the mod conflict with "more game rules" , as huge amount of people would prefer to still play with it
grandembassy  [developer] 27 Feb, 2021 @ 7:51am 
Hmm... the only reason I'm against that idea is that it just feels a little too ahistorical. I never like instant effects in games (think monarch points in EU4), and something I love about CK3 is that there are very few instant effects (MAA being able to be raised anywhere is the only big gripe I have with the game right now). So, from a game design standpoint, I'm sorry to say that I am very hesitant to implement such a fix.

I think loading More Game Rules after you load my mod will suffice, for the most part. You shouldn't see too big a difference if you load the mods in this order.
Ward47 22 Mar, 2021 @ 1:40am 
Hmm... is it me only me that the mod change after last update? Well there's no invasion of asia minor and there's no Rum at 1098. Well there's Alamut so i think the mod is working but after that there's nothing else.
grandembassy  [developer] 22 Mar, 2021 @ 4:30am 
Hmm... are you sure the mod is enabled? An easy way to tell is if Alp Arslan's successor is Malik Shah, not Ayaz Alp.
Ward47 22 Mar, 2021 @ 8:27am 
Originally posted by grandembassy:
Hmm... are you sure the mod is enabled? An easy way to tell is if Alp Arslan's successor is Malik Shah, not Ayaz Alp.

Yes the Mod is enabled. That's why i kinda wonder what happen. This is the fourth save game after the update and i just check it out the successor still the same as Malik Shah but no invasion
< >
Showing 1-15 of 23 comments
Per page: 1530 50