TE : Crisis of the third century BetterBlobs Submod
This is a vanilla-friendly, compatible-friendly submod of Diskiant’s ‘TE : Crisis of the third century’ meant to more smoothly transition to a 361 AD Fallen Eagle CK3 conversion from Imperator Rome in a Megacampaign.
It causes tribes to collapse more, (player tribes having a choice to collapse or chose a malus as in the ‘TE : Crisis of the third century’ mod) Introduces a new collapsing mechanic that depends on the government type of the tribe, steppe hordes don’t always collapse every province, but barbarians do. The event for a tribal collapse can occur on ruler death when the conditions are met, which involve not having high centralization (90+) or having below 30 stability while the ruler dies.
It also makes it as hard for the AI to settle as the player. There is no tag limit as this was fixed in patch 2.0.4, but with all the collapsing the previous tag limit is definitely exceeded, but the mod does not lag with pretty thorough testing–I will be uploading a comparison timelapse with and without this mod.
"TE : Crisis of the third century" is required for this mod to work! https://steamcommunity.com/sharedfiles/filedetails/?id=2858320715&searchtext=Crisis+of+the+Third+century
(Invictus Highly Recommended, Compatible)
"Simple i:R Timeline Extender" or "Timeline Extender for Invictus" (Invictus is recommended) required : https://steamcommunity.com/sharedfiles/filedetails/?id=2729500336
Invictus compatible 1.7 (with the correct TE corresponding version : https://steamcommunity.com/sharedfiles/filedetails/?id=2845446001).
Forum thread : https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/
Should be compatible with the 2.0.4 Maintenance patch
This mod was made to be an interesting addition to the Timeline Extender, and a nicely addition to any Megacampaign.
During your continued gameplay in the years from 750 to 1229, you will notice that many of the mechanics have become trivial due to the accumulation of bonuses and technologies. As the Imperator : Rome original experience is made for a short span of time, from 450 to 750, many new mechanics have to be implemented to keep the game entertaining 500 more years !
Do you want to witness the decline of antiquity, and get internal turmoils, distracting you from the upcoming barbarians ? Are you bored on witnessing large blobs growing larger over time ? This mod aims to offer interesting challenges and to emulate some of the great empires tearing apart, simulating the great crises of the third century and beyond by adding new mechannics, new devastating events and more content to the late antiquity era.
Duly note that this is not an overhaul : this will not prevent you from continuing to make your empire prosper under the blows of crises and other invasions, if you manage efficiently. There will just be more opportunities to see your creation shattered. The very vision of this mod is to make things harder the larger you grow, while keeping the initial fun for everyone wanting to play small and chill, in order to prepare the conversion to Crusader King
Features :
– A new Monetary Crisis system inspired by the historical one will bring challenges to Great powers :
* Through time, the needs of your citizens will demand more and more wealth from your empire, putting it at risk of running out of steam. Every pop of an integrated culture is considered a "consumer" while unintegrated are "exploited", the larger your main culture will grow, the more you will need to find new sources of wealth… or maybe, reform your monetary system ?
* Several events, decisions and a new set of laws and mission have been added to manage this new mechanic.
* Around 700, new inventions are unlocked in the civic tree around monetary crisis.
– From ~800 and beyong, civil war will trigger an stability decrease modifier and take a bunch of your stability
– From around the third century timing :
* A modifier will trigger to every empires and powerful nations, applying a series of modifiers to counterbalance the various bonuses due to the technologies/inventions
* In the third century, generals and governors are more likely to befriend/rival each others
* Republics will begin to face political instability, leading eventually to their reform in monarchies. Oppose it, or accompagny the reform.
* Generals will start to challenge your authority and will try to impose their diplomatic and political views.
*Tribes face collapse on a ruler’s death, but if high enough centralization has multiple options to sacrifice political influence, or stability to avoid the risk of collapse.
* Monarchies are subjected to a risk of Military anarchy, leading to generals crowning themselves emperors… or worse
—-> Dozen of events added to manage any consequences of the Anarchy
* Low stability will trigger an internal collapse, forcing your country to slowly lose control over your governorates.
– Additions to the Simple Timeline Extender barbarians invasions :
* Provinces occupied by barbarians will trigger internal turmoils
This mod will surely get more adjustments there and here.
The next major update will adjust AI colonization, so they must follow the same rules as the player. As well as reducing AI and player use of Roman Border forts depending on climate. This will drastically improve historicity, especially into CK3. Expect this update from a week of this mod’s published date (June 2024)
CREDIT TO DISKIANT FOR ‘TE : Crisis of the third century’