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ck2plus_rewrite's Introduction

What is it?

As the name implies, CK2+ exists to give you more—more content, more choices, more fun. The goal is to offer a deeper and more challenging CK2 experience without straying too far from the original game mechanics or adding overly deterministic events. The purpose of this mod is not historical accuracy (although we try to preserve it whenever it’s not detrimental to gameplay), but rather to enrich the medieval sandbox that CK2 offers.

Manual Installation Instructions:

  1. First find your installation directory. This will depend on your OS, and may not be (especially in the case of Windows) the directory where you actually installed CK2 itself:
    Windows: ~\My Documents\Paradox Interactive\Crusader Kings II\mod\
    Linux: ~/.paradoxinteractive/Crusader Kings II/mod/
    Mac: ~/Documents/Paradox Interactive/Crusader Kings II/mod/

  2. If the "mod" subdirectory doesn't exist in the above location, create it.

  3. If you already have a "mod" sub-directory there, excellent. Make sure you delete anything related to CK2Plus prior to the manual installation -- this includes any old versions of the mod, anything that was installed by Steam Workshop (which we no longer use), etc. You want a clean slate when installing, even if you're just updating to a new mod version.

  4. Make sure you've downloaded the .zip file from the link at the top of this page.

  5. To extract the files from within, you'll first need a program like WinRar or 7-Zip. Once you have that, you should be able to just click to open the .zip file and you can move the files over to the "mod" sub-directory. Alternatively, you can use the extractor program to select the .zip file and select where you want the files extracted (the installation directory in #1).

  6. Start the CK2 launcher. Check the "CK2Plus" box in the list of mods. When the title screen comes up make sure the checksum (the four-letter code to the left of the title screen buttons) matches the one listed for that CK2Plus version. If so, you're good to go. If not, you've either made some other alterations, installed some other mods, or made a mistake.

Useful Links

CK2 Plus Official Forum: https://forum.paradoxplaza.com/forum/index.php?forums/ck2-plus-mod.841/

Disclaimer & Legal:

This mod for Crusader Kings 2 is offered as is. CK2Plus Team, hereinafter referred to as "modder", takes no responsibility for harm done in using this mod. Modder makes no guarantee of support or update of this mod. Modder does not take any responsibility for results of further modification. This mod can only be distributed on official Paradox Interactive forum by the modder, and any other distribution of the mod, or part of the mod, without an explicit permission by the modder on the official Paradox Interactive forum is strictly forbidden.

Paradox Interactive Mod Policy: http://www.paradoxplaza.com/mod-static-info-ca.html

CK2Plus Team

Whizzer - Lead Dev
Aerkhanite
daniloy
Fall of Stars
mightnight
schwarherz
vukica

ck2plus_rewrite's People

Contributors

brucewayne-dk avatar lordpeter avatar maalunar avatar mightnight avatar nicholasbright avatar questionmarkexclamationpoint avatar schwarherz avatar thandley avatar whizzer avatar

Stargazers

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ck2plus_rewrite's Issues

Metagroups: Cultures

Create scripted triggers of cultures based on cultural similiarities for use in the design and implementation of plus-specific events and features in place of hard culture calls.

  • specifics TBD

Culture Script

Create script which assigns Plus cultures at the start of the game based on timeline

Metagroups: Core

Apply the metagroups to all of the existing code to remove hard culture and religion calls in mechanics in the core mod, ensuring minimal need for compatching.

Laws rewrite - fix problems

After the ambitious rewrite by MightNight, some succession laws are not properly assigned at start-up and some laws' requirements don't properly account for all government types and active DLC.

Furthermore, some succession laws' pass effects seem to activate even when being assigned through automated ways, contrary to the wiki. Hopefully this too can be fixed.

Religion: Celtic (Ancient)

  • Add Celtic Pagan religion

  • Add Mechanics for Celtic Pagan religion

  • Add Societies for Celtic Pagan religion

  • Ensure Celtic Pagan has reformation options

Buildings: new ideas

  1. Special building which represent importance/size of holding. High bonuses to levy size/garrison and tax base with big holdings. Penalty to levy size/garrison and tax base with little/unimportant holdings. Maybe affected by terrain as well. Can be changed by long prosperity,war, epidemics and so on.
  2. More unique buildings(can be altered by Great Works)
  3. More buildings based on terrain(not just stables)
  4. Cultural buildings inspired by HIP mod

HF/Crusade: Papal representative

The Pope will not join the war, but rather appoint a Papal Legate who will act in his stead (temporary title-holder who will declare the actual war).

HF/Bloodlines: Inactive Bloodline

Bloodlines become inactive on characters too far removed from the main-branch who havent held titles in generations. Can be reclaimed under certain circumstances, mimicking the Alexander-bloodline event chain.

Factions: General

  • Add general faction events in meetings for members

  • Add general faction events for members

Factions: Interactions

  • Add cross-faction hostilities/partnerships

  • Add more depth to cross-faction hostilities and partnerships (Pending better triggers)

  • Add faction revolts (Pending better triggers)

Religion: Saxon (New)

Split Germanic (Saxon) religion from Norse Germanic and make give it enough flavor to actually be interesting to play.

  • Split Saxon into its own religion away from Norse

  • Make Saxon religion more defense-based and semi-mystical

  • Add flavor based on Anglo-Saxon mythology and beliefs due to lack of surviving Continental Saxon sources

CAUTION due to the potential unreliability of sources. Much information on the non-Norse versions of this religion have been largely destroyed

  • A reformed and unreformed religion
  • Flavor items
    • Description for religion
    • Good and Evil Gods
    • Scripture name
    • Temple titles
    • Priest titles
  • Societies
    • Warrior
    • Evil
  • Traits
    • Crusader
    • Leader
    • Bad priest
  • Reformation
    • Reformation events
    • Unique reformation doctrine
    • Artifact for reformer
  • Holy Order
    • Events for people to join holy order
    • Donations to holy order
    • expulsion of holy order
  • Placement in playable history or a way to convert
  • Crusade target weights assigned to kingdoms
  • 5 holy sites with names for the sites
  • Some at least semi-unique features

1st Crusade: Council of Clermont and the Byzantine alliance

The 1st Crusade doesnt feel as groundbreaking in-game as it ought to. Needs a bit more tension and event-chainyness. Also, it was (officially) undertaken to restore the ERE's borders in order to rebuff the Muslims and the majority of the Crusade's leaders even swore an oath to the Emperor (which they immediately broke, but w/e). Would be nice to include as well, if only for fluff.

Traits

  • Rebalance All Vanilla Traits so that all have some use
  • Add new CK2+ personality & congenital traits
  • Provide basic gameplay integration for the new traits by writing events that assign them

Ambitions

Port over non-vanilla ambitions from the old Plus branch, to give the player more choices

Traits: Personality Trait Removal Events

  • Write scripted effects that automatically provide an alert to the player when a trait is added/lost. These should be used whenever a trait is assigned by chance from a random/random_list or through a hidden tooltip effect. The player should always know when they have gained/lost a trait!
  • Write alert events (lost/gained) for the new personality traits (and vanilla traits that are missing them).
  • Replace vanilla bland personality trait removal events with immersive events that allow player interaction/choice of the trait to remove, while still enforcing the removal of a trait.

Coronation and baptism events

Only emperor-tier and powerful kings can request Papal coronation/baptism. Depending on distance from Rome, a Papal legate will be send if request is accepted

Religions: Hellenic/Roman (Ancient)

  • Re-add CK2Plus's Hellenic religion (name it greek_pagan to avoid vanilla conflicts)

  • Modify Vanilla's Hellenic pagan to be Roman Pagan

  • Blend Vanilla's mechanics with new Plus mechanics to make both variants enjoyably playable

  • Add Promethean as either a heresy or a society (modder's choice)

Note: If re-adding the secret societies (e.g. Mithraism) from old CK2Plus, make them societies, not traits.

Note 2: Remember, no copy/paste allowed to ensure the code is up-to-date with current available modding tools and properly efficient.

Religion: Arabic (Ancient)

Features TBD. Research required.

CAUTION due to the potential unreliability of sources. This religion has been heavily slandered over the centuries.

Religion: Canaanite (Ancient)

  • Implement Canaanite religion to represent the pre-judaism faith of the tribes of Israel.

  • Give Canaanite religion some Jewish mechanics as they are directly linked

  • Flavor events relating to sacred duty to care for parents. Sons were responsible for burials and maintenance of tombs.

More info TBD

CAUTION due to the potential unreliability of sources. This religion has been heavily slandered over the centuries.

Metagroups: Religions

Create scripted triggers of religions based on religious similiarities for use in the design and implementation of plus-specific events and features in place of hard religion calls.

specifics TBD

Cultures: India

  • Add Bihari

Split off Indo-Aryan into groups.

  1. Western ( Rajput, Punjabi, Gujarati, Sindhi)
  2. Eastern ( Orissa, Assamesse, Bengal, Bihari)
  3. Central ( Hindustani, Marathi, Sinhala)

HF/Crusade: Adventurers

Landless nobles may attempt to gather a host and join the Crusade to claim territory for themselves (or just b/c deus vult)

Crusade: Appoint representative

Kings, emperors and powerful vassals can appoint lesser lords or unlanded relatives as their representatives (temporary title ala adventurer's host: Commander of [Nation] Crusader Host) in the Crusade, allowing them not to join the actual war without the Papal-malus hitting them.

Cultures: Supergroups

(Not to be confused with Metagroups, which are a scripted backend system for use in events.)
"Supergroups" would be larger groups that encompass several culture_groups, and provide an opinion bonus between those, effectively simulating a third layer above those currently ingame. This would help to mitigate gameplay upsets from the culture group splitting.
An example would be e.g. "Slavic" which consists of west_slavic, east_slavic and south_slavic, and provides <culture_group>_opinion boni between each.

  • decide on what culture_groups should make up a "supergroup"
  • implement opinion boni between these
  • provide opinion boni between "hybrid" cultures that should be part of 2 culture_groups. Examples would be Nepali (in Central Aryan, bonus towards Tibetan group), Occitan (Occitano-Romance, bonus towards Gallo-Roman) and Catalan (Occitano-Romance, bonus towards Iberian).

Units: Retinues

Create old CK2+ retinues system (3 "unique" retinues types per culture group)

Move/rename

  • Altaic -> Turkic
  • Georgian -> Kartvelian

Copy/give access to

  • Indo-Aryan -> East-Aryan, West-Aryan
  • Iranian -> East-Iranian

Uncomment/restore

  • Maghrebi

Add

  • Chadic
  • Cushitic
  • North-East Caucasian (use Georgian/Kartvelian for now?)
  • North-West Causasian (use Georgian/Kartvelian for now?)
  • Nuristani (or use another group's units)
  • Occitano-Romance
  • Samodeic
  • Tungusic

Religion: Bedouin (Ancient)

Features TBD. Research required.

CAUTION due to the potential unreliability of sources. This religion has been heavily slandered over the centuries.

Religion: Berber (New)

  • A reformed and unreformed religion
  • Flavor items
    • Description for religion
    • Good and Evil Gods
    • Scripture name
    • Temple titles
    • Priest titles
  • Societies
    • Warrior
    • Evil
  • Traits
    • Crusader
    • Leader
    • Bad priest
  • Reformation
    • Reformation events
    • Unique reformation doctrine
    • Artifact for reformer
  • Holy Order
    • Events for people to join holy order
    • Donations to holy order
    • expulsion of holy order
  • Placement in playable history or a way to convert
  • Crusade target weights assigned to kingdoms
  • 5 holy sites with names for the sites
  • Some at least semi-unique features

Religion: Vanilla Heresy Flavor

  • Restore the Vanilla Heresy flavor from the old mod, ensuring that it is documented and efficient

  • Add additional Heresy Flavor (e.g. moving of holy sites, creation of wonders, etc)

Religion: Apostolic (New)

  • Re-add the main-branch "Apostolic" religion to the mod

  • Re-add the Apostolic heresy "Tondrakian" to the mod

  • Move "Paulician" to be an Apostolic heresy.

  • Ensure features of religions are complete and efficient using current paradox scripting (NO COPY/PASTE ALLOWED)

Religion: Norse (Revamp)

Revamp Norse religion to be less "Look at me i'm a viking lul" and have some more deep flavor

  • Add Asatru society

  • Add Vanatru Society

  • Add Rökkatru Society

More TBD

Religion: Chalcedonian (New)

  • Re-add Chalcedonian Christianity to the mod

  • Mechanics for preventing the Schism

  • Mechanics for mending all Christian Schisms

  • Re-add Chalcedonian Heresy "Adoptionist" to the mod

Religion: Quranist (Heresy)

  • Re-add Quranist heresy to Sunni Islam

  • Ensure the religion has all features from the previous version of the mod

Remember: Do not copy/paste

Religion: Kemetic (Ancient)

  • Add Kemetic Pagan religion

  • Add Mechanics for Kemetic Pagan religion

  • Add Societies for Kemetic Pagan religion

  • Ensure Kemetic Pagan has reformation options

Cultures: Middle East / Caucasia

Split Iranian (~same tier and thus treatment as Indo-Aryan):

  1. Western Iranian (Kurdish, Baloch, Daylamite, Persian, Luri)
  2. Eastern Iranian (Saka, Khwarezmian, Sogdian, Afghan[Pashto], Alan)
  • move Azerbaijian to Turkic because apparently it isn't an Iranian culture (my mistake). And maybe also rename them to "Azeri" because it sounds more... idk, archaic, and less like the modern country.
  • move Alan back to Iranian (eastern), because Caucasian is to be split and they would then belong here (as before).

(All credit for ideas go to Wikipedia)

Factions: Leadership

  • Add self centered choices for faction leaders

  • Add faction centered choices for faction leaders

  • Add liege meeting choices for faction leaders

  • Add realm meeting choices for faction leaders

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