Introducing the Independent Counties Of Crusader Kings scenario! Yes, the I.C.O.C.K. Scenario has come.
Setup
Here is the setup of the scenario. I'm open to any suggestions to improve gameplay. Multiplayer feedback is especially useful, since I don't multiplay.
Every county is free and independent. Three generations of a randomly created dynasty inhabit each county. Dynasty name is based on the name of the province. Dynasties are connected by randomly-arranged marriages. Laws are Semi-salic Consanguinity, Traditional Customs, and Ecclesiastical Balance.
All characters have the appropriate religion and culture for their province. Each starts with 100 gold, prestige, and piety. Attributes are all value 5. No one has traits, or an education. Beginning counts are about 17 years old, and already married, but without children.
No duchies or kingdoms have been claimed. Duchies and kingdoms as defined in vanilla CK can be claimed, provided that all requirements have been met. Good luck! No republics exist.
The pope is the only non-county level country. The pope is initially his own controller, for balance purposes. He is still unplayable.
Provinces retain their original religion and culture from vanilla CK. Technology has been set to none, and no improvements exist. Privileges are equal for the social classes, and loyalty starts at 100%. Other properties are generally unmodified.
Vanilla CK events are used.
Status
Latest version is 24 Apr 2004 Beta. It passes the smoke-test of actually being able to start a game. Be prepared for a slow start. Extensive testing has not been done. Feedback is very welcome!
BUG: The current version of CK (1.01) does not properly save dynasty file information when playing non-standard scenarios. This bug has been logged. Result of this bug cause the game to crash after restoring a savegame. For a work-around, you must manually edit the savefile. Simply replace the line in the savefile
with
The scenario creation is automated by a python script. I run it on a linux box, and then ftp the output to windows. Sorry, I do all my programming on linux. Every time it's run, a different combination of dynasties is created. It's not intended for end-user use at this time. But if someone wants to develop this into a windows application, feel free!
Files
Hosting provided by richvh. Can I get these files hosted on the forum here?
Scenario zip file: icock-2004apr24-beta.zip (211 kB). Download and place in your C.K. directory. Unzip it. It'll put the necessary files in the correct subdirectories. No original game files will be over-written.
Optional scenario creation code file: icock-code-2004apr24-beta.zip (6 kB). This is the code I used to create the scenario. Use and abuse at will.
Setup
Here is the setup of the scenario. I'm open to any suggestions to improve gameplay. Multiplayer feedback is especially useful, since I don't multiplay.
Every county is free and independent. Three generations of a randomly created dynasty inhabit each county. Dynasty name is based on the name of the province. Dynasties are connected by randomly-arranged marriages. Laws are Semi-salic Consanguinity, Traditional Customs, and Ecclesiastical Balance.
All characters have the appropriate religion and culture for their province. Each starts with 100 gold, prestige, and piety. Attributes are all value 5. No one has traits, or an education. Beginning counts are about 17 years old, and already married, but without children.
No duchies or kingdoms have been claimed. Duchies and kingdoms as defined in vanilla CK can be claimed, provided that all requirements have been met. Good luck! No republics exist.
The pope is the only non-county level country. The pope is initially his own controller, for balance purposes. He is still unplayable.
Provinces retain their original religion and culture from vanilla CK. Technology has been set to none, and no improvements exist. Privileges are equal for the social classes, and loyalty starts at 100%. Other properties are generally unmodified.
Vanilla CK events are used.
Status
Latest version is 24 Apr 2004 Beta. It passes the smoke-test of actually being able to start a game. Be prepared for a slow start. Extensive testing has not been done. Feedback is very welcome!
BUG: The current version of CK (1.01) does not properly save dynasty file information when playing non-standard scenarios. This bug has been logged. Result of this bug cause the game to crash after restoring a savegame. For a work-around, you must manually edit the savefile. Simply replace the line in the savefile
Code:
include = "db\dynasties.txt"
Code:
include = "db\ICOCK_scenario_dynasties.txt"
The scenario creation is automated by a python script. I run it on a linux box, and then ftp the output to windows. Sorry, I do all my programming on linux. Every time it's run, a different combination of dynasties is created. It's not intended for end-user use at this time. But if someone wants to develop this into a windows application, feel free!
Files
Hosting provided by richvh. Can I get these files hosted on the forum here?
Scenario zip file: icock-2004apr24-beta.zip (211 kB). Download and place in your C.K. directory. Unzip it. It'll put the necessary files in the correct subdirectories. No original game files will be over-written.
Optional scenario creation code file: icock-code-2004apr24-beta.zip (6 kB). This is the code I used to create the scenario. Use and abuse at will.
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