Dark Ages v.1.2.51

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Author: Cardolam

Last revision: 28 Apr, 2021 at 22:22 UTC (10)

File size: 10.42 MB

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Description:

= DARK AGES =

GAME VERSION: CK2 v.3.3.5.1 (but 3.0 should be enough)

COMPATIBILITY: *Compatible with all mods that run at least on CK2 version 3.0* – HIP, CK2+, AGoT, Elder Kings, Lux Invicta, LMM mods, WWSMS, Warcraft – Guardians of Azeroth, After the End, etc.
Can be added anytime at running games with no problems.

MOD VERSION: 1.2.51 (28/04/2021)

DARK AGES MANUAL: The manual of Dark Ages is included as a docx file in the main folder of the mod. You also have a detailed guide here: Link

DIRECT DOWNLOAD: Link

As my development of Dark Ages is now fully finished for more than a year, I believe it is time to change the one’s standing to gain something out of my pleasurable work. As such, if you feel this mod is worth a donation, please use this
Link[www.alimentestaideia.pt]. And thank you!

Russian Localisation: https://steamcommunity.com/sharedfiles/filedetails/?id=2023077890

NOTICE: If you have installed any of my other mods and chose to install Dark Ages, uninstall and unsubscribe all my other mods as they can cause compatibility issues and Dark Ages already includes all my standalone minor releases.

= ABSTRACT =

Dark Ages is a mod that is being developed with three objectives in mind:

1) Provide depth to the immersion and Role Play experience by adding close to 800 events at this time – the number is ever growing – that help detail the story the player experiences, while giving him/her many more options to chose from and dilemmas to face.

2) Be compatible with every other mod out there… or vanilla, of course.

3) Continuously develop for the mod, releasing updates on a weekly basis and expanding the mod to provide ever more content along the objectives defined in 1)

DUE TO THE EMINENT RELEASE OF CRUSADER KINGS 3 I AM NOT DEVELOPING MORE OF DARK AGES FOR CRUSADER KINGS 2.

I WILL CONTINUE TO SUPPORT DARK AGES FOR CK2 IN REGARDS TO BUGS REPORTED.

Some of the elements included in Dark Ages (not an exhaustive list at any rate):

MERCENARY COMPANIES

In Dark Ages the player can ask the captains of Mercenary Companies he/she established for the money the mercenary captain holds from the various contracts he fulfilled. Sucess is not guaranteed however. It all depends on the personality and stats of both the player character as well as the mercenary captain.

STABILITY SYSTEM

Provinces will have different Stability levels and the player will have a new concern in managing the stability of his/her demesne. Deciding where to apply the Crown Focus, appointing a Province Overseer from the court, when to exert influence to increase stability or when to order the Overseer to plan a special mission to raise Stability are a few of the actions that can be taken by the player.

DELAYED GENETIC TRAITS

In Dark Ages the genetic traits children are born with remain hidden until revealed later in the childhood. Carefully consideration was given to different traits to make them appear within different time frames. For instance, detecting if a character is a dwarf happens much faster than if a character if fair. Some traits, like harelip, remain detectable on birth as they are immediately evident.

PIRACY SYSTEM

A system where the player and the AI might elect to become a pirate, managing the fleet to increase the treasury. Different challenges might appear, from rebellions of the pirates to punitive raids of the victims, all forming a narrative that will enriches the player’s session and gives depth to the player’s character.

MIGRATION SYSTEM

Migrants can now appear in the demesne of a character and he/she must decide what to do about the situation. Migrants can prove to be a hindrance to the demesne management but can also provide good help in certain circumstances. Migrants can split communities and move around the map.

FRAME CHARACTERS

The player – and the AI – can pick characters to frame, turning them much less popular than were previously. The success of this action depends on a large number of factors, from the strategy of the character framing the target, to various stats – diplomacy and intrigue – and traits. The stats and traits of the target will also come into play, of course. Finally and during the months while the framing is taking place, the character framing the target will have the opportunity to sway several groups with her/his lies, turning the plan more successful to happen.

MURDERS

Your character can now commit murder in a personal way. Instead of ordering the evil deed, the character can perform the murder himself/herself, turning the process much quicker than using a plot and getting close and personal to the action. Levels of alertness of the victim, botched jobs, complete successes and many more can happen during an assassination. Finally, the player can be the victim of an assassination, a system where his/her nerves will be tested as nobody knows if paranoia or a real murder is happening. Check the mod rules in the main folder of the mod for more details.

POLITICAL DEBATES

A player might enact a decision or be presented with an event to debate with another member of the council. There are five areas of discussion (Diplomatic, Military, Management, Intrigue and Religion), each one with different stats and traits influencing the outcome of the discussion. There is also a stance, where the player picks what his/her strategy will be for the debate. This will interact with the traits the player and the opponent have, to give a final chance of success.
In the end, the player has to decide what strategy to pursue, two of them are more suited to win or lose the debate while a third one is more suited to draw it. Draw can be important if one feels the other two options favour the opponent more, based on his/her traits.

MENTAL INSTABILITY EVENTS

Characters that are Lunatic, Possessed or Paranoid will be subject to three different pools of events depicting their mental instability. Expect to face wild situations that lead to unforeseen and radical consequences, all structured into three different gameplay approaches, one for each trait. In addition to this the contrary trait to Trusting is now Wary, with Paranoid being relegated to the list of mental conditions. Please note that Wary characters are at a higher risk of becoming Paranoid…

SPOUSES EVENTS

Now spouses play a more important role along the game, being more active in seeking different objectives along the time. Among other plot lines, expect to be asked a Council position by your spouse, requested to clean the name of one of your spouse’s friends or to deal with a spouse that tries to manipulate you and your decisions.

FEWER WOMEN GENERALS

Dark Ages makes it a very rare occurrence to have women with military education traits as it does not befit the age displayed in the game. This only applies if the status of women in the game doesn’t allow it.

SHIPWRECKS

Dark Ages also has an event that creates a sea storm that drowns generals embarked and their troops. With luck almost no troops get killed. With bad luck your embarked army will be all wiped out. Plan out your sea expeditions carefully as storms will increase as winter approaches…

GAME RULES

Dark Ages also has game rules to adapt the playing experience to the player’s taste. Several of the different implementations can be customized to fit the player taste.

…and much more (click the Link to the manual addressing the whole true scope of the mod)!