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redomer

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Jan 6, 2013
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I created my first ck2 mod 'Conquest of Africa' in the wake of an half-assed megachampain dream. I want to do a great migration from holstein (charlemagne startdate) to africa where I later convert to catholicism and try to survive.

This mod allows any non muslim player to estabish his own versions of the kingdoms of Mauretania, Africa and Egypt via decisions for non muslim rulers. These Kingdoms replace the old versions and have their own color . I also changed the capital of egypt to alexandria for bias reasons.

The holder of one of these titles can organize the Sons of Carthage. A vassalized mercenary company that helps the new realms to survive and prosper.

I also created a unique empire of Africa that all of these kingdoms are a part of. They leave the empire of Arabia and are less likely to be targeted by an Arabian blob (still totally possible).

There is now a new trade route from Mali to Egypt, Tunis and Tangier.

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- streamlining
- general story events after establishing a kingdom in north africa
- add event chain to get elephants from India
- mali trade route
- byzantine envoy events for pagans to convert to the orthodox faith
- ethopian envoy events for pagans to convert to the miaphysite faith
- papal envoy events for pagans to convert to the catholic faith
- vassal mercenary company similar to the varangian guard
- decisions to add k_mali, k_nubia and k_abyssinia to the e_new_africa.

- Step #1 enact the decision to form the kingdom of Egypt, Africa or/and Mauretania or the empire of Africa
- Step #2 wait about a month (MTTH 1 month) to get ONE of the possible envoys event (If you want to know which one when then ask me in this threat)
- Step #3 choose to either let them stay (event chain starts), tell them to leave (makes it possible to get another envoy) or execute (no more envoys in this lifetime)
- Step #4 wait about 2 years (MTTH 24 months) with a few possible problems ;)
- Step #5 accept the conversion offer (OR NOT)

CK2 2.4
- kingdom creation decisions can be hidden and shown via two new decisions
- add a mali trade route
CK2 2.3.6
- various fixes and streamlining (to make future changes easier) in the envoys event chains
CK2 2.3.4
- added byzantine envoys to convert to the byzantine emporer's religion (If he or seh is not catholic, miaphysite, monophysite or fraticelli and in the christian group)
- added fraticelli envoys to convert to the fraticelli faith
- added miaphysite envoys to convert to the miaphysite faith
- added monophysite envoys to convert to the monophysite faith
- tweaked papal envoys
- added papal envoys to convert to the catholic faith
- changed composition of the sons of carthage to no longer contain war elephants (It was only a joke in the first place. I might add an event chain to get elephants from India but that will take a while)
- added k_new_nubia, k_new_abyssinia and k_new_mali
- added decisions to add k_new_nubia, k_new_abyssinia and k_new_mali to the e_new_africa (kind of op)
- All titles k_new_<kingdom> can also be created if held by a vassal
- various tweaks
- added changelog
- added d_sons_of_carthage vassal mercenaries
- fixed conditions for the k_new_africa
- added k_new_egypt, k_new_africa, k_new_mauretania and e_new_africa
- added decisions to create the kingdoms k_new_egypt, k_new_africa and k_new_mauretania
- added narrative events

known issues:
- bad localisation (neither finished or good)
- Missionaries from for example the pope are still send despite active envoys

Installation:

1. Download the zip file.
2. extract the contents of the zip file to your mod folder (most likely C:\Users\<your user name>\Documents\Paradox Interactive\Crusader Kings II\mod the folder New_Realm and the file New_Realm.mod need both to be in the mod folder)
3. Launch Ck2 and activate the mod 'Conquest of Africa'

Download:
Version 1.5 (CK2 2.4)

http://www.gamefront.com/files/25182272/Conquest_of_Africa_v1.5.zip



used namespace:
NeR
 
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Will you add more provinces? :) and What about Envoys from Ethiopia?
I completly forgot about Ethiopia. They might not care much about mauretania or africa but 100% about egypt. I will add that to my list but I don't think I will add new provinces as I want to keep that stuff as vanilla as possible so it stays compadible with most other flavour mods.
 
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Update: Version 1.2
- added k_new_nubia, k_new_abyssinia and k_new_mali
- added decisions to add k_new_nubia, k_new_abyssinia and k_new_mali to the e_new_africa (kind of op)
- All titles k_new_<kingdom> can also be created if held by a vassal
- various tweaks
 
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Update: Version 1.3
- added papal envoys to convert to the catholic faith
- changed composition of the sons of carthage to no longer contain war elephants (It was only a joke in the first place. I might add an event chain to get elephants from India but that will take a while)

Tricky one. I hope that I managed to iron out all bugs in the envoys event chain.
 
Update: Version 1.2
- added byzantine envoys to convert to the byzantine emporer's religion (If he or seh is not catholic, miaphysite, monophysite or fraticelli and in the christian group)
- added fraticelli envoys to convert to the fraticelli faith
- added miaphysite envoys to convert to the miaphysite faith
- added monophysite envoys to convert to the monophysite faith
- tweaked papal envoys
Another tricky one but I think I got it right.
 
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Update: Version 1.45
Small update mostly bugfixes and rewritten code. If you find bugs then please report them. I am working alone on this mod so it easy that I might have missed something somewhere.
- various fixes and streamlining (to make future changes easier) in the envoys event chains
I am very exited for horse lords. As it make one can move his capital even with the wrong government and the addition of regions. That opens up so many possibilities.
 
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@redomer , I hate to be the bearer of bad news but your link through Gamefront to download 1.5 of this mod has gone "file not found" again. Any chance you might be able to put an alternate download for this on Google Drive or Dropbox or something, or put it up on Steam? I've played the v 1.4 of your mod and I like it; just thought it'd be easier for others as well who might be having trouble with Gamefront as well.

Again, good work on the mod :)
 
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