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.
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
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.
- streamlining
- general story events after establishing a kingdom in north africa
- add event chain to get elephants from India
- 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.
- 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)
- 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
CK2 2.3.6
CK2 2.3.4
- kingdom creation decisions can be hidden and shown via two new decisions
- add a mali trade route
- add a mali trade route
- various fixes and streamlining (to make future changes easier) in the envoys event chains
- 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 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)
- 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 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 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
- 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
These are not working anymore. PM me if you want them.
Version 1.45
http://www.gamefront.com/files/25090433/Conquest_of_Africa_v1.45.zip - CK2 2.4
Version 1.4
http://www.gamefront.com/files/25076576/Conquest_of_Africa_v1.4.zip - CK2 2.3.4
Version 1.3
http://www.gamefront.com/files/25035698/Conquest_of_Africa_v1.3.zip - CK2 2.3.4
Version 1.2
http://www.gamefront.com/files/25033615/Conquest_of_Africa_v1.2.zip - CK2 2.3.4
Version 1.1
http://www.gamefront.com/files/25031730/Conquest_of_Africa_v1.1.zip - CK2 2.3.4
Version 1.0
http://www.gamefront.com/files/25031413/Conquest_of_Africa_v1.0.zip - CK2 2.3.4
Version 1.45
http://www.gamefront.com/files/25090433/Conquest_of_Africa_v1.45.zip - CK2 2.4
Version 1.4
http://www.gamefront.com/files/25076576/Conquest_of_Africa_v1.4.zip - CK2 2.3.4
Version 1.3
http://www.gamefront.com/files/25035698/Conquest_of_Africa_v1.3.zip - CK2 2.3.4
Version 1.2
http://www.gamefront.com/files/25033615/Conquest_of_Africa_v1.2.zip - CK2 2.3.4
Version 1.1
http://www.gamefront.com/files/25031730/Conquest_of_Africa_v1.1.zip - CK2 2.3.4
Version 1.0
http://www.gamefront.com/files/25031413/Conquest_of_Africa_v1.0.zip - CK2 2.3.4
used namespace:
NeR
Last edited:
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