I'm new to modding in general, and CK2 modding in particular...and this project is pretty darn ambitious, so maybe that's not such a great idea. However, I plan to try and mod the game to better suit Mythic Europe, the setting of...
I'm still in the process of learning how to mod, and some of the things I plan to do may not even be possible. I would love, however, to get advice on how to do it. Right now, I am mostly focused on getting the Order of Hermes working - which is an endeavor in itself, given the many Houses involved in it. Basically, I plan to use the Societies system to model each House separately, and use events to get interaction between them to produce wizard politics in a way that is orthogonal to standard landholding. I've got a lot of events and storylines to write in here, and that's gonna be a loooong work, too, but that's not the part I'm afraid is impossible.
HOUSES
However, this all leads to one big challenge that I don't even know if it can be handled. To make this work in the way I envision, see, I plan to rework and create a new succession type, and in reading through the wiki I don't know if I can. If I can't...well, I have to cut back on plans and do something more standard.
But the idea would be that as part of rising through your House's ranks, you can take an Apprentice, someone with the Gift. This might even be a child if you felt like pissing off the parents by kidnapping them. Anyway, the point is, this Apprentice would become part of your Dynasty and your first apprentice would be made your heir, or possibly an event to let you pick your heir between them or let them murder it out, if you have more than one. Haven't thought that far ahead yet.
This would also be tied to a new holding type - the Covenant, designed to have smaller troop sizes but to augment them better with upgrades based on the idea that your wizard character would be making magical upgrades to the place and the people, giving them minor enchantments and so on. (In the setting, the covenant is a shared base for a party of wizards that work together; this is obviously untenable for CK2.)
Are these things possible? Can I make a new holding type, or am I better off just making a set of new and weird castle buildings, perhaps finding a way to limit them to people with the 'can do magic' trait, the Gift? Is the succession idea even slightly possible?
I'm still in the process of learning how to mod, and some of the things I plan to do may not even be possible. I would love, however, to get advice on how to do it. Right now, I am mostly focused on getting the Order of Hermes working - which is an endeavor in itself, given the many Houses involved in it. Basically, I plan to use the Societies system to model each House separately, and use events to get interaction between them to produce wizard politics in a way that is orthogonal to standard landholding. I've got a lot of events and storylines to write in here, and that's gonna be a loooong work, too, but that's not the part I'm afraid is impossible.
HOUSES
House Bjornaer - Stewardship-based, mostly because I wasn't sure how to go. Delving into spirit lore and animal magic stuff, will probably draw on werewolf event stuff for inspiration here.
House Bonisagus - will likely resemble the existing in-game Hermetics most. Learning-based, based around magical research and prestige through study and knowledge.
House Criamon - I'm not even sure where to begin here. Weird shit happens. Either Learning or Diplomacy-based, unsure which fits better.
House Ex Miscellanea - At the moment I'm throwing up my hands here because their gimmick is collecting tons of little traditions.
House Flambeau - Martial-based. Knightly wizards, able to boost their own abilities a lot and focused on going out to do dangerous and stupid things.
House Guernicus - WIZARD COPS. Investigating other people for crimes. Intrigue-based.
House Jerbiton - Diplomat wizards. Diplomacy-based, lots of 'make people like you' or 'do magic to screw with grand politics' stuff.
House Mercere - Stewardship-based. Might be open to people without the designated 'can do magic' trait, might not. Ways to earn money and do exploring.
House Merinita - ????-based. I don't know. Weird faerie bullshit. Learning, maybe?
House Tremere - Martial-based or Intrigue-based, unsure which. Big on working together and taking things over. Soldiers with the goal of wizard world rulership is their gimmick, basically.
House Tytalus - Spymaster wizards. Intrigue-based, lots of cabals and plots.
House Verditius - craft wizards. Learning-based, will make artifacts and sell them.
House Bonisagus - will likely resemble the existing in-game Hermetics most. Learning-based, based around magical research and prestige through study and knowledge.
House Criamon - I'm not even sure where to begin here. Weird shit happens. Either Learning or Diplomacy-based, unsure which fits better.
House Ex Miscellanea - At the moment I'm throwing up my hands here because their gimmick is collecting tons of little traditions.
House Flambeau - Martial-based. Knightly wizards, able to boost their own abilities a lot and focused on going out to do dangerous and stupid things.
House Guernicus - WIZARD COPS. Investigating other people for crimes. Intrigue-based.
House Jerbiton - Diplomat wizards. Diplomacy-based, lots of 'make people like you' or 'do magic to screw with grand politics' stuff.
House Mercere - Stewardship-based. Might be open to people without the designated 'can do magic' trait, might not. Ways to earn money and do exploring.
House Merinita - ????-based. I don't know. Weird faerie bullshit. Learning, maybe?
House Tremere - Martial-based or Intrigue-based, unsure which. Big on working together and taking things over. Soldiers with the goal of wizard world rulership is their gimmick, basically.
House Tytalus - Spymaster wizards. Intrigue-based, lots of cabals and plots.
House Verditius - craft wizards. Learning-based, will make artifacts and sell them.
However, this all leads to one big challenge that I don't even know if it can be handled. To make this work in the way I envision, see, I plan to rework and create a new succession type, and in reading through the wiki I don't know if I can. If I can't...well, I have to cut back on plans and do something more standard.
But the idea would be that as part of rising through your House's ranks, you can take an Apprentice, someone with the Gift. This might even be a child if you felt like pissing off the parents by kidnapping them. Anyway, the point is, this Apprentice would become part of your Dynasty and your first apprentice would be made your heir, or possibly an event to let you pick your heir between them or let them murder it out, if you have more than one. Haven't thought that far ahead yet.
This would also be tied to a new holding type - the Covenant, designed to have smaller troop sizes but to augment them better with upgrades based on the idea that your wizard character would be making magical upgrades to the place and the people, giving them minor enchantments and so on. (In the setting, the covenant is a shared base for a party of wizards that work together; this is obviously untenable for CK2.)
Are these things possible? Can I make a new holding type, or am I better off just making a set of new and weird castle buildings, perhaps finding a way to limit them to people with the 'can do magic' trait, the Gift? Is the succession idea even slightly possible?