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schwarherz

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CK2Plus now has its own Discord server! Feel free to join us [HERE]

DELETE OLD MOD FILES BEFORE INSTALLING

What is it?
As the name implies, CK2+ exists to give you more—more content, more choices, more fun. The goal is to offer a deeper and more challenging CK2 experience without straying too far from the original game mechanics or adding overly deterministic events. The purpose of this mod is not historical accuracy (although we try to preserve it whenever it’s not detrimental to gameplay), but rather to enrich the medieval sandbox that CK2 offers.

Main Features
  • 256 Event Modifiers
  • 207 New Nicknames
  • 64 New Timers
  • 52 New cultures
  • 32 New CBs
  • 20 Hidden Traits
  • 17 New Game Rules
  • 5 New Governments
  • 2 New Artifacts
  • A completely overhauled factions system -- rather than solely having factions which go to war with their liege as soon as they are strong enough, there are also "common interest" factions which consist of vassals who meet regularly and can reward a liege who's kept them happy or make demands of a liege with whom they're angry...and who can start a civil war if their liege doesn't comply. These civil wars can be incredibly dangerous, as other factions can join in the war if the liege is unpopular.
  • Catholic and Orthodox religions are united as Chalcedonian Christianity in the Old Gods, Charlemagne and Millenium bookmarks. The schism only occurs after the millenium if the right events occur prior to that, and can be prevented should a Patriarch Supreme be anointed.
  • A cadet system for younger brothers of very large dynasties to establish their own dynasties if they should ever inherit a title. Likewise, powerful rulers who are part of very large dynasties but who not the head of that dynasty (and not closely related to him) may elect to start their own -- particularly if they are Muslim, who will always start their own dynasty if not in the realm of thier dynasty head.
  • German and Italian cultures are split to their historical variations which can be united though special decisions and events by powerful imperial rulers.
  • Berber and Moorish cultural groups.
  • Playable Aztec invasion. Player needs to be a Nahua Aztec Count on Atlantic coast(not Scandinavia or Iceland) on game start.
  • Overhauled heresies -- conversion to heresies is not completely random, and sometimes "heretics" will actually switch to non-heretic religions within the same religion group (where it makes sense). There are brand new heresies, such as the Adoptionists and Tondrakians (amongst others), and many individual heresies have been given a great deal of unique content to make them more interesting to play.
  • A more logical system for adventurers -- adventurers will travel around to nearby kingdoms, attempting to raise money from sympathetic rulers and by campaigning in lands. Only if they raise sufficient funds will they be able to form a host, and the size of the host will depend on the amount of coin they raised as well as their individual prowess. A deceptive ruler may attempt to take their captive when they arrive and offer you them to you in exchange for a hefty ransom.
  • A coronation system, which requires feudal kings and emperors to hold a coronation -- an event which invites not only vassals but nearby independent rulers and relatives -- which will solidify their rule. Until they are coronated, weak claims can be enforced against them and their Crown Authority can not be increased.
  • Imperial Government -- Special feudal government type that replaces the viceroy system. Instead of being given the kingdom/duchy title outright, ruler can choose whether to allow normal inheritance, give the title to someone else, or take the title for themself.
  • Imperial Court Events -- Vassals can send their family members to imperial court to learn and gain experience.
  • New Tributary System -- Tributary CB is disabled and it is replaced with a targeted decision. The target is given a choice to either pay tribute or go to war. If the target rejects, attacker can still backout, at the cost of prestige. Accepting to pay tribute without war has the benefit of reduced tribute percentage.
  • Congenital traits are no longer visible at birth, and are discovered as the child grows up. Affected traits are: genius, quick, imbecile, slow, tall, dwarf, strong, weak, homosexual and most of the congenital traits added by the mod (e.g. tall, ambidextrous, imposing).
  • Regnal name selection -- Before the coronation, ruler can select a traditional regnal name for their culture, or choose a traditional dynastic name.
  • A Spy Network rating, built by assigning the Spymaster to the Build Spy Network job. Spy Network can be spent to speed up the success of plots, and can also be spent to hire an assassin to target someone you have a murder plot against. The rating slows down plots against you, but you can devote your own Spy Network to reducing your target's.
  • The vanilla decadence system for Muslims is gone -- mostly. Muslims can still gain the Decadent trait, and if they are in the realm of the head of their dynasty, they can cause him to gain a "Decadent Dynasty" trait of increasing levels of negative opinion with other Muslims based on how many family members have the trait. The dynasty head can demand they straighten up if he has enough Piety, and should they refuse he gets the right to exile (not execute) them. An exiled decadent family member can be almost as much trouble away as in the realm, as they will otherwise plot and scheme and ask for money and estates.
  • A system for Martyrs and Saints. Christians who die during a Crusade or executed by an infidel may become Martyrs. Rulers who die with very high Piety (or with other qualifications, such as being a Martyr or having mended the Schism) may be declared Saints -- this changes the portrait and provides Piety to their family.
  • Tribal rulers feudalize similar to the pre-Horse Lords manner -- they must upgrade their capital holding's hillfort or market city, and must have Absolute Tribal Organization or reach a sufficient tech level. Their non-upgraded holdings do not turn into castles, but can be once they're upgraded, and they do not instantly get cities and temples in every province. Cities and temples can be built prior to feudalization, with difficulty, and that process speeds up for the first century after feudalization in provinces of the ruler's culture.
  • A new tyranny system similar to EU: Rome. Kings cannot wantonly revoke titles, imprison, banish or execute subjects any more without incurring Tyranny. The "Tyrant" trait lowers relationships with everyone and in turn makes it more likely for vassals to revolt, and sufficiently high tyranny can cause a "dynastic stain" which is passed on to descendants.
  • A unique map with many more provinces and territories, along with a revamped setup for de jure kingdoms and empires. One thing experienced players will immediately notice is the scarcity of de jure empires -- most empires are formed as titular titles first, and gain de jure territory through the course of the game.
  • A revamped system of demesne laws. Crown Authority has also been changed, having the effects of the vanilla Centralization law folded into it while simultaneously making it more difficult to raise (requiring a certain prestige score). Kingdoms and empires require a medium level of Crown Authority in order to enforce their de jure claims.
  • Changing of Crusade/Jihad mechanics to more accurately and fairly represent large-scale holy wars. Winning a crusade/jihad results in the de jure kingdom of the war's target being created (e.g.: a successful Crusade for Jerusalem results in the Kingdom of Jerusalem being created and awarded to the victor), as well as the institution of a special truce to help Crusader states survive more than a few years.
  • All Christian religions have the capability to unite Christianity -- whether it be via Mending the Schism (for Catholics and Orthodox), Repudiating the Council of Chalcedon (for Miaphysites) or Repudiating the Council of Ephesus (for Nestorians). This only requires that the religion has a religion head, and works even if the "main" religion has been replaced with a heresy.
  • The episcopal sees (Rome, Constantinople, Jerusalem, Antioch, Alexandria) have ducal patriarchate titles which are gained when a Catholic or autocephaly religion (like Orthodox) gains the temple barony. For autocephaly religions, it's this title which constitutes the actual pentarchy...and some religions (like Miaphysites or Nestorians) only gain the Petrine sees and not Constantinople or Jerusalem.
  • Adds a greater list of ambitions and plots, including: "Get a lover", "Break out of prison", "Convert a province", "Win a war", etc.
  • A completely revamped set-up for the historical transition between Charlemagne and the Carolingian Empire to the Holy Roman Empire, with events allowing for this to occur even with the AI at the helm (or in a completely ahistorical manner). The de jure set-up for the Holy Roman Empire has also changed, with the former kingdom of Germany broken up into its individual "stem duchies" while under Holy Roman rule.
  • Expanded mechanics for female heirs and rulers. Women can now have their claims enforced by war even on agnatic titles, can have a martial trait which allows them to lead armies (though only in certain cultures, or at certain levels of gender law), and have special versions of some events (such as hunting and tournaments) which apply only to them.
  • Changing succession laws requires prestige, and can cause anger not only among your vassals but particularly among those who find themselves disinherited as a result of the change. Some laws, like Feudal Elective or Tanistry, require the agreement of your vassals in order to change them at all.
  • While tribal rulers cannot build new holdings normally, they will have pious characters sometimes ask to found a temple with their support. Their steward may also use the "Settle Tribe" ability in provinces of their culture to find a site for a new city -- which will require support and many years to build.
  • The ability to disinherit an heir -- though an angry former heir may take arms against you, if he can find support.
  • Expanded events for pagans, including new pagan religions such as Celtic and Ancient Egyptian -- many of which were adapted from the Ancient Religions mod.
  • A "New World Order" function, usable at the beginning of any game, which allows you to break up every kingdom or even duchy in the world and start everyone at the same level. It also has a function which allows you to change the world's starting religion set-up, making pagans dominant in many areas and all but removing Christianity entirely.
  • Ruler Designer reworked to allow creation of more powerful rulers. Additionaly it allows the choice of assuming one of the existing dynasties.
  • Many new additional start dates, focusing on characters and periods throughout the era.
  • A host of improvements for the AI, insofar as how they run their realms and how they use the existing events and wars a little more intelligently.
  • A myriad of other new events and decisions, many of which are too minor to list here and also many of which are fixes for vanilla bugs or revisions of vanilla events & decisions to improve their function in the game.

Installation Instructions:
1) First find your installation directory. This will depend on your OS, and may not be (especially in the case of Windows) the directory where you actually installed CK2 itself:
  • Windows: ~\My Documents\Paradox Interactive\Crusader Kings II\mod\
  • Linux: ~/.paradoxinteractive/Crusader Kings II/mod/
  • Mac: ~/Documents/Paradox Interactive/Crusader Kings II/mod/
2) If the "mod" subdirectory doesn't exist in the above location, create it.

3) If you already have a "mod" sub-directory there, excellent. Make sure you delete anything related to CK2Plus prior to the manual installation -- this includes any old versions of the mod, anything that was installed by Steam Workshop (which we no longer use), etc. You want a clean slate when installing, even if you're just updating to a new mod version.

4) Make sure you've downloaded the .rar file from the link at the top of this page.

5) To extract the files from within, you'll first need a program like WinRar or 7-Zip. Once you have that, you should be able to just click to open the .rar file and you can move the files over to the "mod" sub-directory. Alternatively, you can use the extractor program to select the .rar file and select where you want the files extracted (the installation directory in #1).

6) Start the CK2 launcher. Check the "CK2Plus" box in the list of mods. When the title screen comes up make sure the checksum (the four-letter code to the left of the title scree buttons) matches the one listed for that CK2Plus version. If so, you're good to go. If not, you've either made some other alterations, installed some other mods, or made a mistake.
Frequently Asked Questions Thread

Current Mod Version: 4.08 BETA
Requires CK2 Patch: 3.1
Current Checksum: N/A

Known Issues:

  • Pagan Reformation may not work as expected on non-vanilla religions
  • Final months trait may stick around after birth (vanilla issue)
  • Wonders may not appear in the correct location due to Map changes (vanilla-ish issue)


Disclaimer:
This mod for Crusader Kings 2 is offered as is. CK2Plus Team, hereinafter referred to as "modder", takes no responsibility for harm done in using this mod or its installer.
Modder makes no guarantee of support or update of this mod. Modder does not take any responsibility for results of further modification.
 
Last edited:

schwarherz

CK2Plus Triumvirate
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Mod Dev Diaries and Changelogs

To Come Later
 
Last edited:

schwarherz

CK2Plus Triumvirate
Jun 3, 2012
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Advanced Resources

Empty Province Map:
Province Map.png
{.pdn version in downloads)
 

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Last edited:

schwarherz

CK2Plus Triumvirate
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Credits:

Current Team:
Aerkhanite
daniloy
Fall of Stars
mightnight
schwarherz - Lead Dev
vukica
Whizzer

Started By:
Wiz
Note: Wiz is in no way involved with the mod currently.

Former Team Members (contact me via PM to get added here):
Zeress
LordPeter
Kalista
Rylock
tsf4
Klaushybrid
KaiserGray94
Foffy123

Credits:
- Patrum Scuta
- All the Way to Timbuktu
- Syren's Nicknames Mod
- Council Shuffling Mod
- HRE Revised Coronation Mod
- Offer You Can't Refuse
- Additional Objectives 2.0
- Sniggle's Bookmarks
- Mazdayasna Zarathushtrish
- Ancient Religions Reborn inspired content
- Dungeons and Sieges
- Deus Vult Europa Divisa
- Old NBRT+ by EOOQE
- Papal Forces
- Jus Uxoris
- Heretic Pride
- New Duel Engine
- Schisms & Heresies
- Good Copt, Bad Copt
- Flavourful Titular Titles
- new religion icons courtesy of user Careful Plum
- new Chalcedonian icon courtesy of AnaxXiphos
- new blindfold courtesy of CPRPlus and sifsilver
- Buildings from Conclave Content Pack by Swampos
- some parts of the map (Africa and Arabia) were copied from elvain's Ibn Battuta's Legacy mod
- a number of systems, not least of which is the "Leave a Tribe Behind" system for nomad set-up, courtesy of zijistark and the folks at the HIP mod
- a number of fixes for common systems from HIP mod
- Notepad++ language file by Ekyman and talias
- The Validator by Jamie550
- new culture names from this thread
- Graphical assets by CrackdToothGrin (society backgrounds, trait/rank icons etc.
- Culturally different cities
 
Last edited:
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schwarherz

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AndryB07

Corporal
Dec 8, 2013
28
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  • Crusader Kings II
HOLY FU*** SH****

Thanks for all of your hard work and effort, OMG! WE WAITED FOR THIS SO LONG I CANT EVEN
 
Jul 6, 2015
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Glad to see the mod is finally in a Beta version. Can't wait to try it out and give feedback,
While I am downloading it, one thing I noticed I wanted to ask: Is there a reason why the Central Africa region wasn't ported over into the mod from the HF update? (Looked at the blank province map provided)

UPDATE: Nevermind, the in game map is a lot different, there are provinces there in central africa, but also there are wastelands that aren't showing up on the province map but are in game
 

Cww050400

RESVRGAT IMPERIVM ROMANVM
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Should this be compatible with the patch tomorrow? Thank you for updating it!
 

vukica

Field Marshal
Jul 29, 2015
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Is there a reason why the Central Africa region wasn't ported over into the mod from the HF update? (Looked at the blank province map provided
Yes, there are several reasons.
1.) We had central africa and cultures there (exactly the same cultures) before vanilla.
2.) Merging map changes is very difficult if you don't want it to be crap. I gave an estimate before, don't remember exact numbers, but it's certainly a couple of weekends of work.
3.) We have yet to determine to what degree are vanilla changes fictional and uneccessary (looking at you Scandinavia) and where they actually make sense.
4.) Performance is a bitch.
 

horngeek

Major
Jun 26, 2013
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Bug report/questions threads are still closed- but are Matrilineal marriages being removed working as intended?
 

Altan

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Nov 17, 2012
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Seems to work with patch 3.1, at least I haven't seen any game breaking bug so far.
 
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