Crusader Kings III

Crusader Kings III

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Dark Ages
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939.416 MB
2023 年 5 月 13 日 下午 3:55
11 月 2 日 上午 5:45
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Dark Ages

在 Cardolam 的 1 个合集中
Challenge, Realism & Roleplay
24 件物品
描述
*** UPDATED TO 1.18.0.1 *** (LATEST VERSION OF THE GAME)


Greetings and welcome to Dark Ages!



Abstract

Dark Ages is a mod designed for the segment of the players that have mastered the vanilla game and have a penchant for good role play. In Dark Ages you will face a more challenging, realistic and gritty game without providing the AI blatant bonuses.

You will lose battles and wars, your gold will not be enough to build everything, you will be presented with difficult choices and different aspects of gameplay will need to be juggled in a careful exercise of risk management. Expect sudden turns of fate and the unpredictability of fortune while a plethora of new events and decisions add significantly to the emergent narrative the player experiences. Hopefully, the lives of your digital rulers will be infused with much more drama and depth.


Translations

Dark Ages works with all languages (it displays its own text in English). There is a weekly updated translation to Spanish integrated in the mod.

External translations are also available in the workshop but I cannot vouch for their state or quality.


Important Note

Dark Ages has more than 30 game rules to allow the player to configure the gameplay experience according with his/her tastes. Browse through them and pick your way of playing exactly as you prefer.


Install Instructions

- Place Dark Ages as the last in the CK3 mod list
- For total conversions instead of placing it as the last in the list, try placing it immediately before the total conversion mod. Due to the complexity of Dark Ages compatibility with total conversions is not assured.
- If you are using More Provinces Expanded, even if it's not a total conversion, make sure you load Dark Ages BEFORE it


Submods Internally Developed

- Alternative Muster Time - Returns to vanilla the speed armies muster
- Increased MaA Size - Returns to vanilla the size of your MaA regiments
- Lifestyle Undone - Returns to vanilla the amount of XP needed (1000) to gain a perk
- Fleets Undone - Reverts the changes made to Fleets costs, army maintenance while embarked and fleets' speed to vanilla values.
- No Coloured Titles - Character Titles are not coloured anymore, reverting the change to vanilla experience.
- Vanilla Prowess - Prowess penalties due to old age are reverted to vanilla levels
- Dark Ages + RICE - Makes Dark Ages and RICE fully compatible
- Dark Ages + Culture Expanded - Makes Dark Ages and Culture Expanded fully compatible


Some Features

- Weekly updated (every Friday there are bug fixes, tweaks and new content)

- Warfare has been rebalanced and is now more unpredictable and consequential.

- Several new ways - mostly enacted through decisions - of earning gold, adding new layers of role play and management to the gameplay.

- Several money sinks have been introduced, to keep the game more challenging and interesting.

- Diseases can kill. Expect to get "under the weather" more frequently, sometimes leading to serious diseases.

- Distance to the Realm Capital will be factored in calculating the problems far away vassals will potencially cause.

- There are many different game aspects that might lead to murder attempts on the player character.

- Character development as well as lifestyle perks have been reviewed in order to produce less powerful characters.

- Traits are used aplenty as modifiers in Dark Ages. It feels like another game where the player must take notice of his Skills as they will be routinely tested

- Possibility to train your less endowed Knights to improve their Prowess

- Possibility to train yourself to increase your Prowess - if it is not good - with some complexity in the process.

- Pregnancies are risky affairs and children will die very young much more often.

- Characters can now be completely infertile and the respective trait only revealed later in life.

- Stress is given a new dimension in Dark Ages. It now increases progressively by participating in offensive wars, while being at peace decreases it. The amounts considered are based on the personality traits of the character.

- Going into aggressive warfare will increase Stress yearly by a certain amount dependent on the character personality traits - a Compassionate character will have a much harder time dealing with his/her conscience than a Callous one.
Conversely, when at peace, Stress will decrease naturally by itself, again dependent on traits - in this case Compassionate characters will recover Stress faster than Callous ones.

- If the player character is over 39, without a direct heir - for instance if he/she or his/her partner is infertile - and the character is not very principled, the player can choose to go in search for a impostor to pose as a legal heir.

- Vassals will have an opinion penalty if they are far from the capital of the player character and lack some personality traits (like Loyal, Content, Honest or Just). The farther they are, the higher the opinion penalty.

- The Dread concept has been reviewed to be a two edged sword. Besides all the bonuses the players already know from vanilla plus the capability of the player character to intimidate his vassals or courtiers to gain something through a character interaction, it progressively lowers vassal's opinions and may turn the character liable to assassination attempts.

- There are a couple of new Traits to attain.

- There are new decisions to help the player to administrate better his/her Domain. You can now implement Harsh Rule, Plan Purges, Confiscate Church Land, Help the Communities by spending gold or Lower Taxes, for instance.

- County Control has been used extensively and dynamically changes the financial well being of the player. It can even pose a risk to his/her life as travelling across one's own Domain can end up being a risky proposition.

- Popular opinion can also be dangerous if going heavily into the negatives. Some desperado might attempt a revenge on the player.

- If his/her Council lacks talented people, the player might elect to attempt to locate someone with a good skill in the profession sought.

- There are a few changes made to the Legacies, specially the Blood Legacy has been balanced. Ubbermenchen will be rarer.

- Characters have now the ability of borrowing money by asking the right people outside the vanilla ways

- Applied throughout the mod principles of diminishing returns, trying to prevent the nasty effects of snowballing so prevalent in vanilla that break the immersion and challenge of the game.

- many, many, many more changes... it is a whole new game, with different ways of playing it. Pick your strategy and tread carefully as in the end your life will be always on the line.






A word of deep thanks to The Professor as he allowed me to include his superlative Men at Arms Art into Dark Ages to provide each MaA unit with its own art.

Decisions to Massive demand obedience, ask for herd and ask for conversion were authored by Saltfish, NetFoley and 洛山达的法师.

Nomad herd reduction related to seasons was authored by Parttime Toast.
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calvinsoul 5 小时以前 
Do you know if its compatible with Culture Armies II?
Cardolam  [作者] 11 小时以前 
@ Proxima-b

Even before yesterday's changes I found Hindustan economically stable. Playing on normal difficulty setting but that should be even harder for the AI to cope with.
Proxima-b 11 小时以前 
I find that Byzantine and Hindustan can barely manage their finance with that modifier off.
They went catastrophically broke if I turn them on.
(hard difficulty setting)
Cardolam  [作者] 13 小时以前 
@Proxima-b

You mean the number of vassals modifier? I leave it by default on. Notice that yesterday I made a very meaningful change: only landed vassals count to the final modifier.

The problems with new governments were mostly due to the costs of armies and tranfers of treasury to vassals. Basically their income, significantly less in Dark Ages, was not enough to compendate for the huge modifier penalties added to these governments in CK3 1.18. It is reported that even in vanilla the AI is facing serious dificulties managing its finances.
Proxima-b 14 小时以前 
Cardolam
Did you leave the Bureaucracy debuff on, off or only for player.
Cardolam  [作者] 15 小时以前 
Version 3.05 (02/11/2025)



- Further tweaks to Celestial, Meritocratic and Administrative Governments
Cardolam  [作者] 15 小时以前 
@Proxima-b

Played for 50 years carefully monitoring Celestial, Meritocratic and Administrative Governments. It seems all is reasonable now.

There are some minor tweaks done but nothing too important. Will probably release this version today, anyway.
Cardolam  [作者] 16 小时以前 
@zaao

They increase the damage points done by point of advantage. In effect they make it harder for you (or the battle predictor) to know what will be the end result of a battle. Of course, if you outnumber the enemy 5:1 it is a very strong sinal your side is going to win...but even then, upsets are possible, something that happened in real life and that under the vanilla implementation it is not.

@Proxima-b

I cut the MaA maintenance for Celestial and Admin by a very large amount - and costs too. Playtesting for 20 years didn't show deficits accrued.
The report by @yhonatanthegreat was made before the changes were implemented.
Will test longer today as this is a sensitive issue.
Proxima-b 20 小时以前 
The balancing on the new admin government requires serious tweaking.
Even with the newly fixed vassal Bureaucracy modifiers, it still hits those empires pretty hard now. At best Dynastic cycles treasury is seriously broken.
Probably why someone said "this mod makes almost any country with a treasury be in crazy defcits and colapse thats its just unplayble"
zaao 11 月 1 日 下午 8:40 
what exactly do the warfare game rules do? I know it removes the 'Impact of Advantage' game rule - it must have something to do with that?