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
- 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. More information on how these factions work is available here.
- 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 and part of a very decadent dynasty.
- 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.
- 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.
- 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.
- The Mongol Empire, when it appears in the game, does so as a single empire -- and breaks up into the Ilkhanate and the Golden Horde (and possibly even the Chagatai Horde) if and when it's at a sufficient size and its ruler dies...just as the Mongol Empire did historically. This horde is a much greater threat than it exists as under vanilla mechanics.
- 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 "Shattered Realm" function, useable 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.
- 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.
- 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 and part of a very decadent dynasty.
- 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.
- 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.
- 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.
- The Mongol Empire, when it appears in the game, does so as a single empire -- and breaks up into the Ilkhanate and the Golden Horde (and possibly even the Chagatai Horde) if and when it's at a sufficient size and its ruler dies...just as the Mongol Empire did historically. This horde is a much greater threat than it exists as under vanilla mechanics.
- 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 "Shattered Realm" function, useable 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.
- 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:
Steam Workshop:
Without Steam Workshop
1) Find the mod in Steam Workshop
2) Click Subscribe
3) Boot up the game launcher from Steam
4) Go to the "mods" tab, wait for the mod to download, then select it.
5) Hit Play
2) Click Subscribe
3) Boot up the game launcher from Steam
4) Go to the "mods" tab, wait for the mod to download, then select it.
5) Hit Play
Without Steam Workshop
1) Go to your My Documents folder—you should see a Paradox Interactive sub-folder there, and inside that another sub-folder for Crusader Kings II. If you haven’t already, you will need to create a sub-folder inside that called “mod”. (DO NOT INSTALL THE MOD INTO THE “mod” FOLDER WHICH EXISTS IN THE MAIN CK2 INSTALLATION)
2) If you have a previous installation of the mod there, delete it entirely. Do not overwrite it.
3) Extract the entire contents of the zip file into that folder. This will include a .mod file as well as a CK2Plus .zip archive—you need both.
4) Start the CK2 launcher, and check the “CK2Plus” box in the list of mods.
5) That’s it. Hit play. You should see a “CK2+” screen as the game starts—if you don’t, you did something wrong.
Your mod directory should look like this:
2) If you have a previous installation of the mod there, delete it entirely. Do not overwrite it.
3) Extract the entire contents of the zip file into that folder. This will include a .mod file as well as a CK2Plus .zip archive—you need both.
4) Start the CK2 launcher, and check the “CK2Plus” box in the list of mods.
5) That’s it. Hit play. You should see a “CK2+” screen as the game starts—if you don’t, you did something wrong.
Your mod directory should look like this:
Frequently Asked Questions:
Q: Is CK2+ EU4 Converter Compatible?
A: It should be unless there are problems on the Paradox side.
Q: Is CK2+ Compatible with HIP?
A: No. CK2+ and the Historical Immersion Project are two separate overhaul mods that change a lot of the same things in different ways. We are not compatible with each other and can never be.
Q: Is CK2+ Compatible with *insert mod here*?
A: You would have to ask the creators of the other mod. CK2+ is too large for us to attempt to maintain compatibility with other specific mods. They have to attempt to maintain compatibility with us if they wish to.
Q: What happened to the optional packages that CK2+ used to have?
A: The main issue was that keeping so many optional packages up to date was too much work—if you’re looking for a reason why the mod has changed hands so often, that’s a big one. So the decision was made to discard them. Some (such as Better Armies) have been incorporated into the main mod (completely or in part), while others simply won’t exist any longer. If there’s demand, we may look at ways to include more as optional decisions during the game, but beyond that anyone who wants such options is free to create a submod and we’ll include a link here. They’ll be responsible for upkeeping it, after all, and not us.
Q: Why does CK2+ run so slowly on my machine?
A: We’ve optimized CK2+ events as much as we can, but be aware that all the additional events and systems comes at a cost—and that cost is extra processing demands on your computer. If you are running CK2+ on a lower-end machine, it’s going to chug, and it’s going to run more slowly than vanilla no matter what system you use.
Q: Can I play CK2+ multiplayer?
A: Yes, but you must ensure that all players are using the version of the mod and have the same DLC’s activated. Be aware that CK2+ is pretty heavy on the processing requirements, so multiplayer may make it run even more slowly.
Q: I have claims/de jure claims/other CBs on a character but declare war says I have no valid casus belli?
A: Check if either you or the character has the 'truce' modifier, which prevents war declarations on newly formed rebel counties and crusader states.
Q: Is there supposed to only be two de jure Empires?
A: Yes. There are dozens of different titular empires to form instead.
Q: Is the Catholic world supposed to start at 0 tech?
A: Yes, starting tech was lowered across the board to give Pagans, Armenians, Ethiopians etc more of a fighting chance against Catholics/Muslims.
Q: Why isn't the option to fabricate claims available?
A: You need to have at least 0 prestige and not be in debt to fabricate claims.
Q: Why don't get I get Kingdom de jure claims?
A: You need Medium or higher Crown Authority to press Kingdom de jure claims. Also de jure claims are not valid on targets which you can Holy War.
Q: Why can't I declare Holy Wars?
A: Holy Wars have piety cost to declare, and then an increased piety cost if you try to declare another within 5 years of the last (unless the target is a Holy Site for your religion or you get approval from your religion head).
A: It should be unless there are problems on the Paradox side.
Q: Is CK2+ Compatible with HIP?
A: No. CK2+ and the Historical Immersion Project are two separate overhaul mods that change a lot of the same things in different ways. We are not compatible with each other and can never be.
Q: Is CK2+ Compatible with *insert mod here*?
A: You would have to ask the creators of the other mod. CK2+ is too large for us to attempt to maintain compatibility with other specific mods. They have to attempt to maintain compatibility with us if they wish to.
Q: What happened to the optional packages that CK2+ used to have?
A: The main issue was that keeping so many optional packages up to date was too much work—if you’re looking for a reason why the mod has changed hands so often, that’s a big one. So the decision was made to discard them. Some (such as Better Armies) have been incorporated into the main mod (completely or in part), while others simply won’t exist any longer. If there’s demand, we may look at ways to include more as optional decisions during the game, but beyond that anyone who wants such options is free to create a submod and we’ll include a link here. They’ll be responsible for upkeeping it, after all, and not us.
Q: Why does CK2+ run so slowly on my machine?
A: We’ve optimized CK2+ events as much as we can, but be aware that all the additional events and systems comes at a cost—and that cost is extra processing demands on your computer. If you are running CK2+ on a lower-end machine, it’s going to chug, and it’s going to run more slowly than vanilla no matter what system you use.
Q: Can I play CK2+ multiplayer?
A: Yes, but you must ensure that all players are using the version of the mod and have the same DLC’s activated. Be aware that CK2+ is pretty heavy on the processing requirements, so multiplayer may make it run even more slowly.
Q: I have claims/de jure claims/other CBs on a character but declare war says I have no valid casus belli?
A: Check if either you or the character has the 'truce' modifier, which prevents war declarations on newly formed rebel counties and crusader states.
Q: Is there supposed to only be two de jure Empires?
A: Yes. There are dozens of different titular empires to form instead.
Q: Is the Catholic world supposed to start at 0 tech?
A: Yes, starting tech was lowered across the board to give Pagans, Armenians, Ethiopians etc more of a fighting chance against Catholics/Muslims.
Q: Why isn't the option to fabricate claims available?
A: You need to have at least 0 prestige and not be in debt to fabricate claims.
Q: Why don't get I get Kingdom de jure claims?
A: You need Medium or higher Crown Authority to press Kingdom de jure claims. Also de jure claims are not valid on targets which you can Holy War.
Q: Why can't I declare Holy Wars?
A: Holy Wars have piety cost to declare, and then an increased piety cost if you try to declare another within 5 years of the last (unless the target is a Holy Site for your religion or you get approval from your religion head).
Requires Patch: 2.4.3
Current Checksum: CQCJ
Last edited:
- 11
- 6