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Out of curiosity, how do you plan to handle the differences in how Mistral was depicted in Volumes 1 and 2 to how it was depicted Volume 3 and after? More specifically I'm referring to how in V1 and V2, Mistral seemed to have a more Greco-Roman feel to it, with all the characters we know as coming from Mistral in those volumes being distinctly, well, Greco-Roman. And of course once V3 and especially V4 came around it turned into an East Asia expy.

Because while it would be easy and understandable to disregard the earlier depiction of the kingdom, I feel like it could be quite interesting to draw inspiration from both depictions. After all, Mistral is cited to be the largest of the kingdoms with a variety of cultures on the continent. Why not have some fun with it? Do some worldbuilding and make the discrepancies a natural part of the world.

Huh, yeah, I totally forgot about that. We don't actually know where Pyrrha comes from, either. Maybe the Greco-Romans could be from Hermissia? IDK why but I get the feeling that would fit until we actually get to meet the Nikos', which may be a bit unlikely anyways. Maybe when you have the Ancient Kings bookmarks ready to be worked on, the Valish Hermissians could be called Ermions or maybe something fancier like Ermionites and have a similar greco-roman thing going on, though since Pyrrha is closer to Greece, maybe they could be closer to Rome. Especially since the way the Hermissians have been built up in this version of Remnant, they could be reasonable kinda rome-esque.

Edit 1: Although, with the new map, you might have room to put a new culture that Pyrrha could be from in the north, too, or maybe in the south above the Pollonisian archipelago.

Hey, whatever works works!

Yeah, while it's never been directly stated where Pyrrha comes from, we know that she won the Mistral Regional Tournament and she went to Sanctum, the Mistral combat school, before attending Beacon. So all indications point to her being from Mistral.

Then you have characters like Neptune Vasilias (based on, well, Neptune), Sage Ayana (based on one of Aesop's fables), Reese Chloris (who's name is Greek), and Arslan Altan (who has a Turkish name) attending Haven Academy. Notably, it's really the only academy that has these sort of Mediterranean themed characters. So something to think about.

And I don't even want to open the can of worms Jaune's statement of having visited Shion a lot as a kid implies for where he's from.
I think creating a new culture in Mistral would be appropriate, perhaps a coastal fisher culture in either gulf of Pollanisia or near Dashert. I actually used to have a pirate culture in Pollanisia when I worked on Mistral, but I removed for balance reasons. As for Hermissians in my head-canon (or just canon? Mod-canon?) they're a cousin of Zhaozerens who mixed with and were influenced by their Ermish kings until they were defeated by Vale. Slowly, Hermissians were absorbed by their cousins who were more of a fan of Haoren rule at the time. In the end, they got stuck on the island and it was named Hermissia.
 
Here's a question: Would there be any way to use the Jade Dragon dlc? Would that be used for Ozpin or Salem, maybe?
I doubt it, maybe something with Salem and Grimm, but I'm not sure. Other option could be a "World Council" type of title active if enough "Great powers" are active. This could help simulate some concepts like world tension. Actually, the more I think about it, that could be a interesting mechanic. What'd you think?
 
I doubt it, maybe something with Salem and Grimm, but I'm not sure. Other option could be a "World Council" type of title active if enough "Great powers" are active. This could help simulate some concepts like world tension. Actually, the more I think about it, that could be a interesting mechanic. What'd you think?

Hm, that would be pretty cool. I don't know enough about the Jade Dragon DLC to have any ideas (I literally just got it today lol) but that would make a lot of sense. Or maybe have it be the academies, who also act as a world council like in the show, since Ozpin did say he built the academies to be controlled by his most trusted lieutenants... Although, that route might be really hard to do, if it's possible at all. No matter which way you do it, a world council is definitely a good idea.
 
Are there any plans to implement anything to do with the White Fang? Granted, given how CK2 works I'm not entirely sure how they would be implemented, considering they're more of an organization than an actual sovereign power. Although I suppose it wouldn't be too much of a stretch to assume they control the immediate area around their headquarters, wherever that may be... Somewhere in Anima, I believe it was mentioned.

But then one must also consider the different factions in the White Fang itself. The Belladonna's whole plan to take back the Fang, Sienna Khan's (ironically) more centrist faction, and Adam's radicals.

Admittedly, I'm just rambling off vague ideas. But the White Fang are such a prominent part of the show, so it seems a shame to not have them represented somehow. Maybe a society of sorts... Or maybe something like the old Teutonic Order?

Also while I'm here and didn't mention this in my last post, thank you so much for creating this mod! I've been waiting for a RWBY CK2 mod for years.
 
Are there any plans to implement anything to do with the White Fang? Granted, given how CK2 works I'm not entirely sure how they would be implemented, considering they're more of an organization than an actual sovereign power. Although I suppose it wouldn't be too much of a stretch to assume they control the immediate area around their headquarters, wherever that may be... Somewhere in Anima, I believe it was mentioned.

But then one must also consider the different factions in the White Fang itself. The Belladonna's whole plan to take back the Fang, Sienna Khan's (ironically) more centrist faction, and Adam's radicals.

Admittedly, I'm just rambling off vague ideas. But the White Fang are such a prominent part of the show, so it seems a shame to not have them represented somehow. Maybe a society of sorts... Or maybe something like the old Teutonic Order?

Also while I'm here and didn't mention this in my last post, thank you so much for creating this mod! I've been waiting for a RWBY CK2 mod for years.
I could see the White Fang being represented in a fashion similar to the vanilla Assassins; primarily as a "secret" society, but they can have control of a few independent baronies here and there.
 
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Earlier in the thread it was mentioned that the White Fang would indeed be a society, and that it would have a mechanic where it could go either pacifistic (Under Blake) defensive (Under Ghira) aggressive (Under Sienna) or radical (Under Adam).
 
Oh! Another idea! Maybe the native faith of the Greco-Roman culture could be based off of Maritime Folklore, since RWBY is based on IRL myths and legends, greco-roman influence is extremely prominent in the maritime folklore (King Neptune, Sirens, etc. etc.) and they're a fishing culture. Could also have a raiding mechanic to represent pirates.
 
Oh! Another idea! Maybe the native faith of the Greco-Roman culture could be based off of Maritime Folklore, since RWBY is based on IRL myths and legends, greco-roman influence is extremely prominent in the maritime folklore (King Neptune, Sirens, etc. etc.) and they're a fishing culture. Could also have a raiding mechanic to represent pirates.
That's... not entirely accurate. Pirates were generally the lowest of the low in both cultures. And for that matter, only Greece was fairly maritime. The Romans HATED the sea, their navy was utter garbage and they were much more focused on land. Which makes sense, because Greece is extremely mountainous and Italy... isn't, not really. Italy can farm. Greece can't as much, so they had to fish.

Ah, sorry though. Not trying to rain on your parade or step on toes or anything, just fact checking. It's a fictional culture in a world you're crafting yourself, you have free reign to do and create what you want!

Although that raiding idea made me wonder if you're going to represent bandits at all. I could foresee them working as some weird mix of nomads and raiders.
 
That's... not entirely accurate. Pirates were generally the lowest of the low in both cultures. And for that matter, only Greece was fairly maritime. The Romans HATED the sea, their navy was utter garbage and they were much more focused on land. Which makes sense, because Greece is extremely mountainous and Italy... isn't, not really. Italy can farm. Greece can't as much, so they had to fish.

Ah, sorry though. Not trying to rain on your parade or step on toes or anything, just fact checking. It's a fictional culture in a world you're crafting yourself, you have free reign to do and create what you want!

Aha, no worries, that's perfectly fair, and since it is a fictional culture that's both greco-roman and a fishing culture we don't even need to debate this, but actually sailors throughout history had their own mythology that was honestly pretty pagan, borrowing various figures from Celtic, Norse and Hellenic paganism, even if it obviously had christian elements to it (Davy Jones could be interpreted as either Satan or the biblical Jonah, among other things). Again, they were the ones who made King Neptune, as opposed to just Neptune, and they're where Davy Jones originated from. https://en.wikipedia.org/wiki/Category:Maritime_folklore http://tvtropes.org/pmwiki/pmwiki.php/Myth/NauticalFolklore

I just thought it'd be most true to the spirit of RWBY if we took inspiration in IRL cultures and faiths. He's been doing well so far, the Alkhalidis are very obviously reminiscent culturally of Arabia while the Vacuan outliers have clear roots in African Shamanism, religiously. (Granted I don't think my giant bird idea has any real counterpart, but they could be culturally akin to either the Altaic hordes or the Tibetan Buddhists, or maybe some other culture entirely, they just practice sky burials because birds.)

And the reason why pirates is because... Well honestly now that I think about it, it could have a pirate-like heresy that worshipped the Remnantian equivalent to Davy Jones. Possibly a pirate trait like in AGOT that gives negative opinion penalties to every other faith but increases Piety and Prestige (and especially decreases opinion with the orthodox equivalent trying to just make a living off trade and fishing in the exact same area...)

Edit: And the equivalent of Davy Jones would probably be a female being syncretized with Salem and associated with aquatic Grimm, but they wouldn't have anything to do with the traitor faith but instead consider aquatic Grimm the same way Nautical Folklorists see Krakens and Leviathan.
 
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The interface skins based on being a specific religion is no longer fully hardcoded:
  • Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. Can be defined in both a religion and a religion group. The definition in the religion overrides that of the religion group
  • Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins can be defined in both a religion and a religion group with the definition in a religion overriding that of the religion group
This means you can make custom interface skins for specific religions and override elements of another skin to build up an interface skin.
eg: In vanilla the Taoist interface would go:
Code:
interface_skin = { taoist_interface indian_interface muslim_interface }
So for each interface element it first looks for it in the taoist interface folder, then the indian interface, then muslim and then finally default versions.
So does this mean that we can have Han title frames on the Mistralians?
 
you're right tho but that still means there's a wider variety now since the graphics can be applied more directly now. Just in case that the Mistralians be split up to their own branch as well as making the Hermissians more distinct
 
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So does this mean that we can have Han title frames on the Mistralians?
The interface skin work is purely on a religion and religion group level.

But you can still do custom government ribbons around the character portrait and governments can be based on any triggers.
 
Okay, got what might be a bug, or might have been intentional for time constraints: The Parliamentary Republicans don't have a portrait border. If it was intentional for the sake of time and will be fixed after your hiatus, that's fine.

Edit 1: And the icon for the government also doesn't appear in character pages. Also, might I ask why the idea that we could somehow integrate colonies as vassals through decision/interaction didn't happen yet? Was it time constraints or did you just forget? I just wanted to make sure you didn't forget. I guess that's something for 1.7.1 once you come back from haitus! Maybe another thing for after the hiatus is for there to be a colonial government type that's objectively inferior to parliament, giving you good reason to either break away or allow yourself to be integrated as soon as possible?

Edit 2: Oooh, and due to the fact for some reason having other mods on wouldn't allow the governments to change between updates (fixed by turning said other mods off, entering the game, closing it, and turning them on again if anyone else is having that issue with this or any other overhaul) I wasn't able to notice this one, but since the Grimm are Nomadic, you have the "Liberation" Casus Belli against them, which just lets you take a duchy without needing to colonize it...

Edit 3: Oh! Nearly forgot to mention that it's not possible to hire a Physician as a Parliamentary Republican.

Edit 4: Oh, also, is this Giltay culture the Greco-Roman culture that Pyrrha and Neptune are from?

Edit 5: Oh, and are Uzra, Obazzer, and Hanattixi meant to be wasteland? I assumed they were with the map redo, because desert, but I just wanna confirm that's not a mistake.
 
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Okay, got what might be a bug, or might have been intentional for time constraints: The Parliamentary Republicans don't have a portrait border. If it was intentional for the sake of time and will be fixed after your hiatus, that's fine.

Edit 1: And the icon for the government also doesn't appear in character pages. Also, might I ask why the idea that we could somehow integrate colonies as vassals through decision/interaction didn't happen yet? Was it time constraints or did you just forget? I just wanted to make sure you didn't forget. I guess that's something for 1.7.1 once you come back from haitus! Maybe another thing for after the hiatus is for there to be a colonial government type that's objectively inferior to parliament, giving you good reason to either break away or allow yourself to be integrated as soon as possible?

Edit 2: Oooh, and due to the fact for some reason having other mods on wouldn't allow the governments to change between updates (fixed by turning said other mods off, entering the game, closing it, and turning them on again if anyone else is having that issue with this or any other overhaul) I wasn't able to notice this one, but since the Grimm are Nomadic, you have the "Liberation" Casus Belli against them, which just lets you take a duchy without needing to colonize it...

Edit 3: Oh! Nearly forgot to mention that it's not possible to hire a Physician as a Parliamentary Republican.

Edit 4: Oh, also, is this Giltay culture the Greco-Roman culture that Pyrrha and Neptune are from?

Edit 5: Oh, and are Uzra, Obazzer, and Hanattixi meant to be wasteland? I assumed they were with the map redo, because desert, but I just wanna confirm that's not a mistake.
Well, I said I could do a small fixing patch, so those bugs can be dealt with. The cb should be easy to fix, I might as well go through all of them to make sure. The phycisian thing is kinda WAD, since around 3 services diseases are whole less dangerous and disappear within months. Obviously I can reintroduce it, but disable the absurd treatments since you know, going to an actual hospital might be a bit better than chopping your arm off.
Yeah Giltays are Greco-Roman, though I made them use Celtic portraits. The colony intergration somehow dropped out of the update and wasn't meant to, I'll reintroduce it quick. And lastly, those are indeed wastelands. I could add a bit of Thanatolia with the bug fix update.