• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.769
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
| Bug Reports | Quick Questions | Suggestions | Usage Policy | Wiki |

uw0aiI8.png


[Download CK2Plus Beta]

This is BETA version of the mod. If you're looking for the stable version of the mod, please see this thread: LINK
So, this is a new thing we're doing in order to make sure the mod is at it's finest by the time Holy Fury arrives, and to test out a few save-incompatible features.
This is currently compatible with CK2 2.8.
A few things worth mentioning about the beta:
  • This beta is not save-compatible with the *CURRENT* version of the mod (v4.07). You can't use both.
  • We recommend using the installer when switching between regular Plus and beta Plus.
  • There's no save compatibility guarantee between BETA versions.
  • Use the same threads for questions and bug reports. Please remember to mention you're using the beta.
  • Please refrain from using any other mod with the beta. Even if they say they're compatible.
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 or its installer.
Modder makes no guarantee of support or update of this mod. Modder does not take any responsibility for results of further modification.

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

Due to a recent change in Paradox's Policies, we can now accept donations..

  • What does this mean for CK2+?
Nothing will change with how we operate. Donations won't make us go faster, nor will they make us go slower. This is purely an optional thing for those who feel so inclined to donate any amount. We will not judge you for giving a lot, nor will we if you give a little. Most importantly, you will not get any perks for donating, period.

  • What will you guys do with the money?
It will be given out in this order of priority, as the needs are filled:
  1. The money will be used to buy any missing DLC for active developers of the mod.
  2. GitHub subscription fees, as we use that as a development platform
  3. In the unlikely scenario that we get enough donations to achieve 1 and 2 in a given month, we'll save money for future months.
This money will never go directly into anyone's pockets. It is not fair to any one person on the team, both past and present, to accept donations for a team project. This is very important to us as a team that it is outlined as such.

If you still want to donate, know that we appreciate the gesture and you may do so using only the link below.

 
Last edited:
ADD:
  • Duchy of Bukhara formed from Khiva.
  • Restore Papacy CB for Chalcedonian faith.
  • Restore Papacy decision for Chalcedonian faith.

TWEAKS:
  • Culture tweaks for Beja.
  • Egypt made majority muslim in the 13th century.
  • Druze will use ordinary feudal government.
  • Ability to make a donation to holy order is now based on diplomatic range, and not random cultural triggers.
  • Renamed several Egyptian provinces.
  • Changed several baronies in Egypt.
  • Various Egyptian baronies had their names corrected.
  • Teate had it's fictional baronies replaced with real, historical, ones.
  • Nomads made more likely to attempt gaining tributary. In addition, tribals, other nomads, and broke-ass characters will be more likely to accept becoming tributary.
  • Restore Papacy decision will only be taken by zealous characters if it means that pope will become independent.

FIXES:
  • "Raise Chinese Regiment" and "Raise Honor Guard" decisions not working.
  • Buildings from historical setup removed on game start.
  • Bayeux castle having city buildings.
  • Prosperitiy events checking for deprecated Estates buildings.
  • Village to city upgrading decision not available for some holdings.
  • Sainthood narrative event not visible.
  • Some de jure laws not copied from Empire to vice-royal kingdoms.
  • Cordoba republic between 1030 and 1070.
  • Missing decision icon for "Donate to Ansar" and "Donate to Assassins".
  • ERE automatically given to independent orthodox owner of Constantinople.
  • AI dukes unable to demand tribute.
  • Homosexual trait not visible to character who has it.
  • Magrebi culture group not triggering Siculo-Arabic melting pot.
MAP:
  • Afghanistan, Persia and surrounding areas improved.
    • Many minor rivers have been added.
    • A few provinces have been changed to the more appropriate hill
    • Added the Kashafrud River through the province of Tus

ADDITIONS:
  • County of Phrah, split from Tis
  • Desert of Decht-e Margo added west of Bost
  • New CoA for Egyptian Pagans
  • Brand new holding system. All holdings start as "tribal" (renamed "villages") and must be upgraded.
  • New more historically accurate building chains. Buildings do not show in potential until technology requirements are met.
  • Tribal governments can hold Cities and Castles with no penalty as long as they share a culture or religion with the province.
  • Upgrading to Feudalism or a Republic now requires a castle or city as capital
  • New unique headgears for priests of the Hellenic Pagan group.

TWEAKS:
  • Moved a Zoroastrian holy site to where Mount Kajeh actually is
  • Merged the province of c_sistan into c_jask and distributed the holding counts to surrounding provinces to balance this loss
  • Split the duchy of Baluchistan off of Makran
  • Chagai made into a wasteland and renamed to Chagai Hills.
  • Birjand's size has been reduced and given to a new province, Zaveh
  • Dejure Kingdoms of East Africa have their proper duchies now
  • Culture tweaks for Assyrians, Bedouin and Beja in Iraq, Egypt and Levant
  • Separated Theodsian Walls from main wall build chain
  • Jewish Community will no longer show when not built
  • German and Celtic pagans made visually distinct from Nordic pagans.

FIXES:
  • New restrictions placed on Government types to prevent erronious behavior such as unexplained nomads/theocracies
 
Last edited:
uw0aiI8.png


Version 4.08 BETA1 released!
Compatible with CK2 2.8.3.2
Checksum: N/A

SAVE INCOMPATIBLE

MAP:
  • Afghanistan, Persia and surrounding areas improved.
    • Many minor rivers have been added.
    • A few provinces have been changed to the more appropriate hill
    • Added the Kashafrud River through the province of Tus

ADDITIONS:
  • County of Phrah, split from Tis
  • Desert of Decht-e Margo added west of Bost
  • New CoA for Egyptian Pagans
  • Brand new holding system. All holdings start as "tribal" (renamed "villages") and must be upgraded.
  • New more historically accurate building chains. Buildings do not show in potential until technology requirements are met.
  • Tribal governments can hold Cities and Castles with no penalty as long as they share a culture or religion with the province.
  • Upgrading to Feudalism or a Republic now requires a castle or city as capital
  • New unique headgears for priests of the Hellenic Pagan group.

TWEAKS:
  • Moved a Zoroastrian holy site to where Mount Kajeh actually is
  • Merged the province of c_sistan into c_jask and distributed the holding counts to surrounding provinces to balance this loss
  • Split the duchy of Baluchistan off of Makran
  • Chagai made into a wasteland and renamed to Chagai Hills.
  • Birjand's size has been reduced and given to a new province, Zaveh
  • Dejure Kingdoms of East Africa have their proper duchies now
  • Culture tweaks for Assyrians, Bedouin and Beja in Iraq, Egypt and Levant
  • Separated Theodsian Walls from main wall build chain
  • Jewish Community will no longer show when not built
  • German and Celtic pagans made visually distinct from Nordic pagans.

FIXES:
  • New restrictions placed on Government types to prevent erronious behavior such as unexplained nomads/theocracies

DELETE OLD MOD FILES BEFORE INSTALLING THE NEW VERSION, OR USE THE INSTALLER

 
Last edited:
That's unfortunate. Is there any way to apply to get access, thus keeping it still private? If no, there's no problem. It just sounds like something more up my alley. I wouldn't mind reporting problems and such, and would run just your mod (plus maybe one that removes baby cries). Thanks for your reply!
 
uw0aiI8.png


Version 4.08 BETA2 released!
Compatible with CK2 2.8.3.2
Checksum: N/A

SAVE INCOMPATIBLE

ADD:
  • Duchy of Bukhara formed from Khiva.
  • Restore Papacy CB for Chalcedonian faith.
  • Restore Papacy decision for Chalcedonian faith.
  • Decision which can make an empire a "rightful successor" to the Roman Empire, either in the West or the East. Requires Imperial Administration law and control of Thrace or Latium.

TWEAKS:
  • Culture tweaks for Beja.
  • Egypt made majority muslim in the 13th century.
  • Druze will use ordinary feudal government.
  • Ability to make a donation to holy order is now based on diplomatic range, and not random cultural triggers.
  • Renamed several Egyptian provinces.
  • Changed several baronies in Egypt.
  • Various Egyptian baronies had their names corrected.
  • Teate had it's fictional baronies replaced with real, historical, ones.
  • Nomads made more likely to attempt gaining tributary. In addition, tribals, other nomads, and broke-ass characters will be more likely to accept becoming tributary.
  • Restore Papacy decision will only be taken by zealous characters if it means that pope will become independent.
  • Imperial Reconquest CB is now available to rightfull succesors of the Roman Empire

FIXES:
  • "Raise Chinese Regiment" and "Raise Honor Guard" decisions not working.
  • Buildings from historical setup removed on game start.
  • Bayeux castle having city buildings.
  • Prosperitiy events checking for deprecated Estates buildings.
  • Village to city upgrading decision not available for some holdings.
  • Sainthood narrative event not visible.
  • Some de jure laws not copied from Empire to vice-royal kingdoms.
  • Cordoba republic between 1030 and 1070.
  • Missing decision icon for "Donate to Ansar" and "Donate to Assassins".
  • ERE automatically given to independent orthodox owner of Constantinople.
  • AI dukes unable to demand tribute.
  • Homosexual trait not visible to character who has it.
  • Magrebi culture group not triggering Siculo-Arabic melting pot.

DELETE OLD MOD FILES BEFORE INSTALLING THE NEW VERSION, OR USE THE INSTALLER

 

Attachments

  • CK2Plus_v408_beta2_installer.zip
    49,7 MB · Views: 1.028
  • CK2Plus_v408_beta2.zip
    69,2 MB · Views: 660
Last edited:
uhhh

1. yay!

2. uhhhh independent orthodox/hellenic rulers of constantinoples still get the empire

edit: and before you ask, I did a clean install and had deleted past ck2+ files and Plus.326 in the ck2+ maintenance text document only says



but apparently the game is still somehow using that event to grant the ERE to the owner of constantinople

a) This is not a bug report thread.
b) You're doing something wrong, are starting the correct mod?
 
You might want to state somewhere in the first post that you can build the Earth Hillfort or the Village Gathering Grounds building tree but not both in villages. That confused me in my first try.
 
Just curious, do you folks have any plans of adding some of the submods (in particular CPRplus with compatch, or Rex Teutencorum) to future versions of ck2+ as default? Or are those devs against the idea?

Those submods are bloody phenomenal, but often seem to need a patch with each major version. and they dont always seem to have people around to do it.

Great work as always devs. I love what you've done in the latest beta.
 
Last edited:
Just curious, do you folks have any plans of adding some of the submods (in particular CPRplus with compatch, or Rex Teutencorum) to future versions of ck2+ as default? Or are those devs against the idea?

Those submods are bloody phenomenal, but often seem to need a patch with each major version. and they dont always seem to have people around to do it.

Great work as always devs. I love what you've done in the latest beta.

We won't be adding game mechanics from submods. We may add some content in the future. We'll see.
 
Status
Not open for further replies.