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Orinsul

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Feb 7, 2008
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The Thread for the Ideas for Mods

The Purpose of this Thread so that before proposing a mod idea youll be able to easily check if the same idea has already been proposed by someone else so ill try to collate as many of the Ideas as i can in one place and if you have an idea you can post it here instead of needing a whole new thread just for it



Proposals & Concepts

Game of Thrones Mod - http://forum.paradoxplaza.com/forum/showthread.php?540410-Game-of-Thrones-mod Status - Active
A thread for discussion of a Mod to be set in the world of the Song of Ice and Fire books series and the accompaning television series.

Elder Scrolls Mod http://forum.paradoxplaza.com/forum/showthread.php?570253-Elder-Scrolls-Mod Mod Thread for discussion of mods int he universe of the Elder Scrolls games

Space Mods http://forum.paradoxplaza.com/forum...A-WIP-Galactic-Feudalism-Mod-Looking-For-Help! http://forum.paradoxplaza.com/forum...dalism-Mod&p=12846526&viewfull=1#post12846526 Threads for creation and discussion of Space Mods for Crusader Kings in Space

Post-Apocolyptic Mod by Joal, Gloa, Orinsul and Others - http://forum.paradoxplaza.com/forum...lyptic-Mod&p=13184445&viewfull=1#post13184445 Thread for discussion of a mod set in a world that developed out of the ashes of the end of the world in North and Central America.

Sword of Truth (Legend of the Seeker) http://forum.paradoxplaza.com/forum...he-Seeker)-Mod&highlight=legend+of+the+seeker
http://forum.paradoxplaza.com/forum...eas-Thread&p=13466334&viewfull=1#post13466334
I think its based on a book, if you recnogise the title then you'll know or i could check the thread and write a better description.

884 A.D. Mod http://forum.paradoxplaza.com/forum/showthread.php?583530-Carolingian-Mod Mod Set in 884 AD

World of the Witcher http://forum.paradoxplaza.com/forum/showthread.php?588503-Idea-The-Northern-Kingdoms
For a mod set in the world of the novel and computer game franchise of 'the Witcher'

Warhammer http://forum.paradoxplaza.com/forum/showthread.php?588292-request-Warhammer World of Warhammer
http://forum.paradoxplaza.com/forum/showthread.php?591304-Mod-Idea-Warhammer-Fantasy-setting Warhammer Mod Proposal

Historical Improvement Mod Consolidation http://forum.paradoxplaza.com/forum/showthread.php?588928-Colaborative-historical-fixes-mod

Map Extension http://forum.paradoxplaza.com/forum/showthread.php?588964-Mod-Umbra-Spherae

Early Modern Age Ideas http://forum.paradoxplaza.com/forum...-in-a-renaissance-baroque-setting-(1450-–-1700)

Byzantine/Greek Improvements http://forum.paradoxplaza.com/forum...corum-Rome-Revamped-Mod-for-Crusader-Kings-II
http://forum.paradoxplaza.com/forum/showthread.php?585714-Byzantine-Classical-Greek-Spelling-Mod

Regency Events http://forum.paradoxplaza.com/forum/showthread.php?587279-MOD-Regency-events-add-on

Alternative Historys
Western Roman Empire 1066 Alt. Orbis Romanus http://forum.paradoxplaza.com/forum/showthread.php?587207-ORBIS-ROMANUS-Alternate-History-Mod Alt-history with centralised WRE surviving into the game
No Moslemshttp://forum.paradoxplaza.com/forum...-Eliphants-In-Mecca-Alt-History-without-Islam Eliphants In Mecca: Alt-History without Islam
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Alot of Mods never happen. A great majority of the threads in any mod forum end up as nothing, each idea has its own thread and they all fall in with all the others. So if three or four people all have pretty much the same idea for a great mod, rather than working together to create a great mod, they each weeks apart make an isolated little thread about their idea that goes unnoticed and falls pages back under the weight of all the little threads about ideas thatll never come to pass.
So what i reckon is need is a thread which is not for making mods, not for discussing or for planning mods, but simply an open and in one place spot for the expression of ideas.
Maybe you want to start a mod but it'd take more work than one person can put into it and you don't think its one anyone else would be interested in, maybe you have a great idea for a mod but don't have the skills to bring it to fruition, maybe you want to make a mod but cant come up with anything good, maybe you just have a great idea for a mod but don't really want it to exist, just like it as an idea and if someone else comes along and wants to make it reality well, good for them.
So here is a thread for just that, to share brainstorms and collate ideas. So that rather than the CK2 User Modifications forums become so swamped with just-floating-the-idea threads doomed to fall into the unlooked pages, the threads can be saved for the discussion and creation of actual mods. So that if six people all come up with the same brilliant idea, rather than it fading away they might hear of the others and join together in common cause!

So here is the Mod Ideas Thread. Post an idea, with a name of that Idea and a description of it hidden in a quote [] and then maybe if i can be bothered in the first post ill make a list of what the idea titles are on each page so they'll be easy to find and find it harder to be forgotten. So All Mod Ideas can stand a chance to atleast be seen and heard rather than lost forever on the bottom of pages 23, 45 and 167.
And maybe get this stickied too, but only if it turns out to be a good idea and not lots of work.


If you see any Idea threads that look to be disapprearing back pages please post in this thread with a link to them, i can probably catch all the big ones that get posted on every week but the hundreds of littles that just get forgotten are harder to catch and are precisly the point of this thread.
 
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Example Format.

Title
Idea Type: X
Free Idea - Just an idea, anyone can use
Plan - An Idea you want to start on if others are interested
Solid Plan - An Idea youre going to start on/have already started even if you have to do it yourself but help would be welcome
etc - if it doesnt fit, make up a new type these are probably rubbish


----Examples*-----

Napoleon of Notting Hill Mod
Based on the Novel by GK Chesterton where in an age of apathy a mad king as a joke divides londons boroughs into feudal kings and as the generation who grew up with it come to age it becomes a serious matter and a new civilisation.
A map of london with streets as countries and boroughs as duchies with nothing above or maybe as kings with nothing inbetween. The CoAs and styles as in the book but made-up along the same lines for those not described there or new since the writing of the book [as london has grown so and doing greater london would give a greater map or maybe the then map will be big enough who knows]. And the Setting a decade or two after the collapse of the Empire of Notting Hill, where the system has become both intrenched and completely serious and to explain how its turned hereditary. The Religions one group but divided along political lines or something with the serious and alien, infidel Moderns to invade from outside as mongols might do.
As things go it is pretty much perfect for CK2, being built of fantasies over the period the game is set. The only issues would be the inheritance but as time has traveled it would be easy enough to say that the barkerian succession was usurped by the more natural hereditary in the time between book and mod.
Idea Type: Free Idea

British Aristocracy Mod
About the Aristocracy of the last three centuries, maybe alittle less, maybe alot less. The Idea from downtown abbey watching as must be admitted, but saved alittle from also being of reading Mitford and Huxley. All the War and Military aspects of the game are removed and no vassalage either and its solely dynastic and dynastic finances. You play as a landowning Aristocrat from 1780ish or maybe 1820s, the countries are individual properties or Manors, the Baronies the tenants, one a pub another a common another a village. The different levels of title there are still there but only for prestige and title-differencing purposes. And the map is maybe england or maybe just a bit of england.
From the start of the game there is a constant drain on finances but as time continues the income becomes less and the expenses greater. The game is not such much about losing wars, but losing to debt. When a family runs out of money, either another character who has it can buy it to save it, an american heiress can be wed. but if not then the the country is annexed by the Emperor level title, of the Nation, a republic which represents houses and land being taken out of the game, being taken out of the aristocracy and into the hands of the middle-class.
So as the game goes on, less and less landed characters remain in the game, and more and more dynasties die out not just by death by but irrelevancy and poverty. Slowly becoming harder and harder to find a suitable fiancee and see how long you can maintain your rightful lands, duties and place in society in the face of changing times.
Idea Type: Free Idea

land of Ooo
An Adventure Time Mod, speaks for itself really. Silly and impratical as every province would need its own culture AND graphical culture set but had to be said
Idea Type: Free Idea

Historical Names Mod
Adds more names, pretty boring but an example of how most ideas probably wont be total conversions but additions and changes on the game itself
Idea Type: Free Idea

Faerie/Fairyland Mod
A mythical land on which we could paint without the limitations of reality or cannon text our own vision of the place. Of magic and the old laws eternal, in the graphics some hair styles might be given Rams Horns or Antlers, others might obsurce all other features to make a son of two fey of like normal men in image be as if born to foxes or cast of stone, donkeyheaded or green of skin.
The religions, the Light and the Dark in eternal and unending battle, the map a continent with seas all around great kingdom of the light ruled by the Queen of Hope and lords of Joy on the west, and on the east the Dark, a culture of cartoon villainy of men who while not dark of dress or cruel of intention are atleast so of dress and ceremony, and the Great Kingdom of Despair caught in civil war betwist claimants and the many sons of a just-dead Horned-King of the Dark, King of Despair and Half-King of Broken Hearts and lord of that great city of Forgotten-Fantasies. His Kingdom collapsed between the sons and attacked from outside by the other Half-King of Broken Hearts, a once hero who rose from nothing to title and princess-hand by the slaying of cruel dragon but now seeks to unjustly take that other half of his kingly title, and maybe even further to see his son to rise to both thrones.
And Between them the Oberon, the Emperor title, elective and striding the great marches between the two and traditionally alternating between the two [events to boost prestige/relationships of the preferred candidate or something to try and keep it going] so as neither side of that great divided people sees the Universal and totaly authority as being on the side of the other. and around them the barrows, dream-marches, dragonscountry and the wildlands and the other mad and unaligned places.
To take CK2 to its full potential, not just a fuedal system but a wild one of strict, mad and unbreakable laws and where the character of a man, if in deed any are truely men or as men, is the true meaning and purpose of the world and where inspiration and effect of events need not be limited by such restrictions as sense or logic but free as only those things only bound by poetry and fantasy could ever be free.
Idea Type: Free Idea

Space Mod in Space
THE SETTING
The Universal Empire ruled all of the Universe. that is they ruled enough of the universe that they felt confidant in ignoring the existence of the rest. For athousand years the Empire was peace and stability and civilisation throughout all of known space.
An illness started to spread throughout the Empire. Highly contagious and dangerously lethal but the first symptoms taking years to show, by the time it was noticed it was too late to stop. An order was put out to temporally close the borders to stop and decommission all civilian faster-than-light vessels the sickness from spreading but put every Administration in complete isolation. As billions began to civilisation collapsed into generations of chaos but by the time the threat was past the isolationism had become a dogmatic principal and the reason behind it forgotten or unimportant in the face of local reconstruction demands and the technologies to recover from it [most notably faster-than-light communication] lost and forgotten.

Without any means of communication with the Centre the old bureaucratic structure was lost and paralysed. The Fleets left alone in isolation slowly changed in form and function. Throughout the Universe the same thing happened, differently and for different reasons but it all ended the same. Lost without the chain of command or out of need for stability, Command was passed from Father to Son, within three or four generations of the isolation and eventually over time also the Fleet came to serve the same function. In some administrations the Planets and Stations and Star Nations turned to the fleet for protection, from banditry, barbarians or each other and offered supplies in exchange for keeping the peace. In others the Fleet itself turned robber baron and enforced the same price but in the end the end result was the same. To the people who had once looked to the Empire, the Fleet became the source of Peace, Safety and Stability and humanity began to recover.

Starting in 264 P.I. the Academy began sending out teams with two-way long range communications to re-establish contact though always through them between the Administrations. Slowly spreading throughout the old Empire, restoring civilisation, science and literacy hand in hand with its own influence. Reclaiming space for Civilisation and working to once more restore Unity to the Empire but under Academic not political authority. [Filling the role of the Church. Academy Civilisation is playable]
Past the Fringe in the depth of uncharted space seven hundred nations gathered in a grand council in common cause at the call of the Shadowmen, a militant philosophical movement which spread itself quickly through the fringes by proselyting and conquest before sweeping in and conquering half the old Empire away before splintering and falling at war with itself. [Filling the requirement for an opposing civilisation, moslems in CK]

In 524 the Lion, a barbarian from beyond the fringe, betrayed and exiled fled into the Administrations of Ebin-il and Ezion-Zurubac with his sons and their retainers and his retainers and their sons, conquering and crowning himself as an Emperor, joining himself to the Civilisation and Truth of the Academy but asserting authority over it and starting a war that would wrestle a third of the Empire [as is left of it] into his Dominion. [Same civilisation, different rules, i.e. Orthodox.]
[Those regions unclaimed by either Academy or Shadowmen civilisation are pagans, maybe somewhere there would be another orthodox equviliant for a Celtic Christianity type group where in isolation from the Centre the Academy survived elsewhere and developed differently too for another faction.]

In the 9th Century P.I. [Or whenever a couple centuries into the game is] the Known Universe is invaded suddenly and without warning from [something scary, maybe space nazis, or a group believing themselves the true heirs to the government of earth and so rightful rulers of humanity, or an army of mad clones, maybe blue skinned just cos thats cool, or something fundamentalisty and unstoppable. for Mongol Equivalent.]

[[More or less, exact situation as Europe in CK2 only in Space and alittle more dramatic, villains being actually bad and sinister rather than just having different perspectives, etc. So that it both fits all the mechanics and situations, and would allow alot of CK2 events fit in a Space setting and all others fit with only small localisation changes.]]

The game starts in 766, at the moment the Universal Communications Network comes online, allowing for the first time faster-than-light communication directly between secular lords without the need of going through the Academy and allowing communication from any point to any other point without the need for a fixed point at one end allowing communication between two moving points at little to no cost. Changing the very nature of diplomacy. [As day one in Paradox games are always full of a mad rush of diplomacy from the AI. and it makes as good a starting point as anything.]

DEFINING TERMS.
I. Imperial Year. Years after or before the founding of the Universal Empire.
P.I. Post Imperial, reckoning from a year or two [historians argue over it] the order of isolation and the end of the Empire. wasnt used until a couple hundred years after the fact. Years used for the in-game date.

Nobles - The Fleet. No longer just being a word used for the Military, after generations of Fleet membership being Hereditary, the Upper Space Class, 'those who Fight' and 'those who Rule in Space' are known as the Fleet. The Game is concerned with the Fleet, characters who are not of the Fleet are not featured in the game.

Empire - The Universal Empire [re-established in-game by an Academy Fleet holding enough 'land', highest Academy title], the New Empire [functionally BYZA], High Council [Caliphate.] As there's only one for each 'religion' they can all have different titles. Highest Secular Authority in respective civilisation. Styled 'Emperor of the Universal Empire', 'Emperor of the New Empire', 'Light of all Lights'.

Kingdom - Admiralty - None at game start [or maybe only a couple], commander of multiple fleets. Styled 'Admiral of the Admiralty of' for Academics. King for Pagans and New Academics. King of the Kingdom of, 'Light of Lights of the Council of'. [Maybe not King for anyone, but for those who have it as a created from no-where into vanity rather than reclaimed from the past it probably works.]

Duchy - Administration - Traditional level of authority, what most regions start as, consisting of four-five Districts. Styled 'Commander of the Administration of' for Academics, 'Light of the Council of'.

County - District - A region of space as defined by the requirements of law enforce and tax collection in the old empire. Set along natural, cultural or traditional lines or where none exist set by the amount of space covered by a standard 3rd Imperial Century starship traveling straight in any direction in a week. [or some other amount of time, maybe how far a signal will carry from a given point] - District Supervisor, Styled 'District Supervisor of'. Solar for Shadowmen, 'Lord of the Solar of'

Barons - Grand Captains, rulers of Fleet-run Solar Systems, individual but rich or important Planets, Moons, Stations, Nations, Corporations, etc. Maybe representing important not fleet-run ones as well depending on whether or not CK2 uses them for Free-Cities, Abbeys, Monasteries etc or just things run by Nobles. Only the most important would be shown in any situation as each province has the same number regardless of the number of worlds, nations etc within it.

Examples. The same character told as though in one civilisation or the other.
Academic - Amori of House Suusaandar, Commander of the Administration of Banuru, District Supervisor of Haanuri, Kaalbek and Denisian. Vassal of Diarian of House Nainandar, Admiral of the Admiralty of the Seven Marches.
New Academic - Amori of House Suusaandar, Commander of the Administration of Banuru, District Supervisor of Haanuri, Kaalbek and Denisian. Vassal of Diarian of House Nainandar, King of the Kingdom of the Seven Marches.
Shadowman - Amori of House Suusaandar, Light of the Council of Banuru, Lord of the Solar of Haanuri, Kaalbek and Denisian. Vassal of Diarian of House Nainandar, Light of Lights of the Council of the Seven Marches.

PROVINCES - Districts, see county.
Terrain Type
Cenre - Only used in the heart of the old Empire, highly taxes, extremely defensible. [To give the Academy a home field advantage, but also to make it special, overpowered and a rich and enviable target, The Academy itself might have limitations preventing it from holding land out side of the Centre as well.]
Overpopulated - very high taxes, think worse than mountains in CK for combat and travel.
Dense- high taxes, forestish defensive bonus, slow travel.
Average - Standard everything.
Sparse - low income, light defense bonus, fastish travel. high chance of gold rush etc events.
Practically Empty - almost no taxes, no defensive bonus, fast to travel through.
Maybe the Winter mechanic [if its still around] could be used for galactic radiation storms or something nonsense like that but to have similar strategic effects.

OCEANS.
Only one Sea Province which by way of being spread out across the entire map as a tiny, invisible dot on all provinces corner or maybe just touch all borders between de jure administrations. Navy levies unable to be raised until late in the game when it represents super-fast travel, as a game changer where instead of marching in straight lines they allow any country to attack any other as there's only one sea province so from it you can disembark anywhere on the map and as there are no naval battles no way for anyone to stop you.
So for a late game challenge the way wars work is changed completely and given its science fiction its a good way to do it. Space doesn't have oceans so the mechanic can be used for something else.

RELIGIONS/CIVILISATIONS
Academics - Analogous to Catholic in CK2. Founded in -14 I. to serve as a forum for scientific discussion on an equal footing regardless of where in the Kingdom or the conquered territories the scientist came from. After the Universal Empire was established it grew in power and prestige until it eventually became an arm of the Imperial bureaucracy, acting as ministries of educations and science, and holding a monopoly over all scientific development throughout the Empire. Blamed for the Great Death in the panic at the end of the Empire throughout most of the empire its offices burned and its members hunted. Small isolated pockets remained, but in the Centre it stood power and unmolested, quickly filling the void left when the Death finished off the central government. Over the Centuries it preserved knowledge and technology as the universe collapsed around it and eventually it sent forth agents and ambassadors and technicians to re-establish civilisation. To peoples and systems who had for centuries been too busy just trying to survive they brought technology so advanced it looked like miracles but always shared it only at the cost of their control and influence.
New Academics - Split from the Academy a hundred years of so before the start of the game over the issue of Secular patronage and Academic corruption. Analogous to Greek Orthodox in regards to game mechanics and Church of England as to backstory, no real philosophical differences just one answers to no one and the other answers to the King, and then you have a couple hundred years of policy going in different directions from each other, generally one doing something and the other not doing it but doing the opposite instead to prove the fundamental wrongness of the other.

Children of the Light - Analogous to the Moslems, the rival civilisation having once conquered half the know universe, have crusades and reconquestas launched against them. A militant religious movement. First called the Shadowmen as a derogatory insult against them but taken up with honour and as it comes from a simplification of one of their theological concepts, that a man's body is nothing but the shadow cast on the world by his soul. The Lightless, the Children's Clergy dress in flowing black robes, showing no part of their body leading to the common though never officially repeated or confirmed belief that they that have no souls from which to have bodies from. Unlike the Academics, the Children of the Light are 'Democratic' that both Shadowmen States and the Church are run on a system of councils. Theoretically when they take assimilate a District/Solar into their control all nations, planets, countries and lesser governments in the district will be given one seat on that Districts council under the moderation of the Lord of the Solar. In practice however the smaller governments are generally quickly consolidated leading to a council of a few with only the most powerful and populated nations and planets having individual representation and it means all under their rule use the same system of government, while Academics rule space and leave the planets that pay their fees and taxes to rule themselves as they please. It is widely held by foreigners and onlookers that the Shadowmen maintain their civilisation through the use of Alien technology and the true purpose of the priestly robes is to hide the truth of their alien masters, this is of course just superstition...

Pagans - A large variety of local interests, none actually called Pagan but using the same mechanics. Small local academies, existing alone since the empires fall, new things, cults and societies of the fringe. But mostly consisting of those societies where people are too busy with merely surviving to waste time on Science or culture. Those places who have never recovered from the Empires fall or take isolation seriously and are only local concerns. Basically all peoples and systems who are unaligned with either Academies or the Shadowmen, the neutral, the ignorant and the unconcerned. Those who for whatever reason are not part of any Universal Civilisation and do not have the numbers, power or unity to be enough of a threat to them to be taken notice of.

Mongols - Something scary and powerful. what do you think would be good? Space Nazis are always popular, not just going to conquer you but wipe you out afterwards. Extremists with powerfully 'advanced' technology who invade suddenly from the edge of space forcing all to unite in common cause against them or be destroyed. But they've got to be human, cos in CK characters of all cultures can marry and have children with all others. But given Space is in the future, where colonists stranded of strange planets in small enough numbers to bottleneck and go weird or genetic experiments by mad scientists happen all the time, being human doesn't mean they have to look human. And if they don't look human then they wont think anyone but them looks human so you can do, they're so evil they treat people of other races like things or animals and hunt them for sport, or farm them and eat them. Or they could just be all military dictatory and foreign. who knows. someone will come up with something good, this is only a brainstorming sheet anyway it doesn't have to be complete.

Dragon Mod with Dragons In
A minor mod with aim of adding in an event chain, and maybe a couple others and its effects to bring alittle more story, life and magic in CK2 while being an intrusive as possible to be compatible with all other mods. The purpose to add Dragons and their consequences in Crusader Kings II.

Concept of the Primary event chain.
1. A province event. Triggered only for Kings or above with more than four counties in their personal demisine. Picture of a burnt out village. A village is found burnt the the ground, the news is brought to the king. A province flag is set. The options are given.
a, "its a tragedy but nothing can be done", no effect
b, "must be bandits, order local lords to post guards", minor prestige gain
c, "commission an investigation to find the culprits responsible", gold loss, prestige gain

2. A character event for the King. within a month or so of the first event. Generic Court picture. Rumours spread throughout the kingdom and into the royal court of a dragon seen in said province and of missing caravans. The options are given.
a, "Nonesense!", no effect, only option if you have the trait scepitical and not the trait romantic
b, "Dragons! warn the local lords to be on guard", no effect
c, "Dragons! where is my sword? we march at dawn", no immediate effect but triggers an event a week or so later along the lines of, wild goose chase wastes everyones time which causes great prestige loss.

3. A month or so later [to give time for c consequences], province/holding event. Picture of a Dragon! $baronyname$ Attacked! The holding of ##### has been attacked by a Dragon! the barony randomly selected in the province is destroyed outright and kills its baron, with preference given to city baronies but if province doesn't have one then any other will do. The options given.
a, "this is an atrocity! what shall we do?", option for incapable rulers, prestige loss.
b, "Raise the local levies to protect other settlements", makes that provinces levies unavailable and puts a modifier on it costing money. Lessen the chance of this even repeating [already a very small chance after the first time] and lessens the chance of Reign of Terror [next event] of happening.
c, "Dragons! where is my sword? we march at dawn", only option for rash or romantic kings. Gives a small chance for a 'King kills dragon' event where the king kills the dragon, gains a hero trait and lots of prestige, and gives quite a good chance for a 'Dragon kills King' event, where the king dies and theres a chance of the marshal dying too.

4. Happens many times until the dragon is kill, a province event for the province in question and those bordering it. The same Dragon picture. Reign of Terror. The Dragon has attacked again.
a, "We are helpless to stop it", loots the province, hurts the kings prestige and the prestige of local ruler if not the king.

5. Happens after a couple months of Reign of Terroring or immediately if the king is killed by the dragon. A character event. Picture of the Dragon. What to do about this Dragon? The Estates gather in urgency to find a solution.
a, "Turn to the vassals for Aid", gives an event giving the options "Dragons! where is my sword? we march at dawn" and "we can do nothing/its not our responsibility" to all vassals. leading to either this event coming around again in a couple months or one of your vassals killing the dragon then getting lots of prestige, money and a claim on the king title.
b, "Turn to our neighbours for aid", likewise but for independent neigbhours. bigger prestige loss.
c, "Issue a bounty on the Dragon's Head"/"Put out the word", dramatically increases the likelihood of the next event happening.

6. Small likelihood of happening from after event 3 A province event, picture of a dead dragon. A Hero Comes! The Dragon has been slain and the Kingdom saved! Creates a new courtier in your court, with the Hero trait and high martial skill and prestige. the options are.
a, "A True Hero! grant him the traditional reward and honours" Only option for Romantic Kings, grants him half your county titles [maybe duchy too] and if you have an unmarried daughter she and the hero are married. Boosts your prestige and your relations with all barons in the province and surrounded provinces and all rulers of surrounded provinces of said province.
b, "A True Hero! shower him with riches and grant him a place in your court" cost alot of money, all of which goes to the hero. give a little prestige and relationship boosts but not as big as above.
c, "A True Hero! good he came along, make sure everyone thanks him" the Hero defects to another court, gets the prestige and relationship boosts you would have gotten if youd taken the first option, and claims on half your titles [20% of a claim on the crown too]. Basically places a popular and prestigious character with claims on you in the hands of your enemies and perfectly placed to plot against you.

Other events and even chains could be about elves taking children or the wild hunt killing people or seamonsters sinking ships, Witches or Fairy-queens offering magical cures for great prices [i.e. ill cure you if you give me your son [who dies not being dead just removed from the game]], princesses being kidnapped by elves or having bastards by them, getting to hunt a unicorn or a griffon or something as with the wild boar event from CK and other magic events, maybe a Green Knight or Holy Grail event chain. But mostly itd be a Dragon Mod.
Sound a good idea?

See how easy it? If you have an idea, you can enter it here! and if someone likes it or wants to make or has a similar idea and wants to make it they can. If you want to make a mod but would need to know other people were going to help before committing youtself to it in a thread of its own, then again, heres the place to pitch it!
And then if folks want to discuss it [i.e. if it has more than two specific replies about it or something] then you go off to make a thread just for it, which gets linked here for something.

All the ideas in one place, easy and safe.
So post your ideas when you have good ones and ill reference them and then theyll be there for others to find, see and etc, anyway, games finished downloading now so you know, bye.
*Also the ideas i currently have already written up.
 
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Anyond keen on working on a small modular mod to just add more Mercenaries and Holy Orders?
Knights of Toledo or more likely fictionals, the Knights of St-Peter with a black flag with a white cross of st-peter [the upside down one] on it who form by event only after Rome has fallen to infidels, Free Company of saxon Mercenaries to form if England falls to either invader or the Black Dragon Company of mercenaries who have a cool flag and no specefic back-story, that type of thing.
Id do a few but i dont really think itd be enough to justify being a whole mod all its own so contributions from others would make the difference. Also i havent looked to see how knights forming works yet so who knows.
 
Anyond keen on working on a small modular mod to just add more Mercenaries and Holy Orders?
Knights of Toledo or more likely fictionals, the Knights of St-Peter with a black flag with a white cross of st-peter [the upside down one] on it who form by event only after Rome has fallen to infidels, Free Company of saxon Mercenaries to form if England falls to either invader or the Black Dragon Company of mercenaries who have a cool flag and no specefic back-story, that type of thing.
Id do a few but i dont really think itd be enough to justify being a whole mod all its own so contributions from others would make the difference. Also i havent looked to see how knights forming works yet so who knows.
This is something I've also pondered. For the order that would appear if Rome (or too much of the rest of Italy) had been lost I was going to go with the Knights of the Tau a minor North Italian military order that historically protected travelers from bandits, but could (if things had gone badly in Italy) believably have become a full-scale military order by the same kind of mission creep that the big 3 did.

A new knightly order would need a coat of arms .tga file in \gfx\flags, an entry in landed_titles.txt based on one for an existing order, a landed title modifier in static_modifiers.txt (maybe you could get away with having the landed_titles.txt entry pointing at an existing order's entry), a description in a localisation csv file and most importantly a formation event similar to the ones in religious_events.txt that form the 3 main orders.

modding portrait_properties.txt to make them look like the other orders is probably also desirable
 
The ability to play Muslims, Pagans, Theocracies, and Republics (if someone has already figured it out, I'd like to know the files for it)

The possibility of term limits for Republics (would probably require a number of events and flags)

Adopting people into your family

For Theocracies and Republics, designating an heir

Wycliffites!
 
Knights of Tau sound a great addition! Definetly a good place to start!
theres also the Lazarines and St-Thomas [if England is invaded or falls to heresy] or Toledo/Mountjoy/Santigo to help up the reconquesta if orders can be defined by illness, culture or region [i.e. you can only hire santiago in spain or something].

The ability to play Muslims, Pagans, Theocracies, and Republics (if someone has already figured it out, I'd like to know the files for it)

The possibility of term limits for Republics (would probably require a number of events and flags)

Adopting people into your family

For Theocracies and Republics, designating an heir

Wycliffites!

The adopting people one is probably possible, but youd probably need to target it by the console event ###### ID
 
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Here's a bit of astonishing history that begs to be modded in.

When the Liao dynasty were kicked out of China by the Jin and Sung in 1124 they created an Empire along the Silk road whose western end poked onto the CKII map to reach the Aral Sea. In 1211 a coup deposed the ruling Buddhist dynasty and put a Nestorian Christian general on the throne only for them to be rofl-stomped by the Mongols 7 years later.
 
And the Anarchy is entirely missing, so some history editing, probably just adding in a war and some barons/counts in england to be on her side would be all thats needed.
One thing i would do would be to keep the provinces in the north of england Saxon, and bring back CKs slow gradual melting pot to replace the magic one. As a massive driving point to this conflict and many others was the cultural divide between the conquerers and the conquered and its weird that the game doesnt have it. Also that Edith/Maud is Irish for some reason, instead of Saxon or Scottish.

Updated Links in First Post
 
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