Feuding Shahs - total overhaul mod
Download: none yet
Feuding Shahs is a total overhaul mod set in an original universe. This universe is created from a mix of real-world cultures, ideas and stories, interwoven and intermixed to get a fresh yet convincing history from the first polities to the World Wars. The mod, obviously, is built around the epoch analogical to our-world Medieval.
It is currently very WIP - the point of this thread is to showcase some results when certain development milestones are passed and, if I'm lucky, find some fellow modders who would like to join the team.
The aims of this mod:
For a sample of the world and its history, see the description of some of the new religions:
Here comes some screenshots of what it currently looks like:
Now on to the parts that have seen less attention yet, look at your discretion as the don't look all too good:
The more detailed list of new mechanics goes here:
That is what I have. Now the question to you - do you think it might work? I am really interested in feedback to the map part - does it look good (I primarily mean finished one in the second spoiler)?
As to the recruiting - this work is in dire need of someone capable of art modding. I am mostly speaking of religion icons and traits - having original artwork is one of the key tools of creating an immersive world.
Another much needed skill is event modding. There is a ton of work here - from new mechanics to reintegrating vanilla events.
Download: none yet
Feuding Shahs is a total overhaul mod set in an original universe. This universe is created from a mix of real-world cultures, ideas and stories, interwoven and intermixed to get a fresh yet convincing history from the first polities to the World Wars. The mod, obviously, is built around the epoch analogical to our-world Medieval.
It is currently very WIP - the point of this thread is to showcase some results when certain development milestones are passed and, if I'm lucky, find some fellow modders who would like to join the team.
The aims of this mod:
- New world with custom cultures, religions, history, etc.
- Map overhaul: vanilla borders and textures are no more
- New mechanics: bureaucratic government, demography, religious zeal reworked
For a sample of the world and its history, see the description of some of the new religions:
- Celestinianism - More a worldview than a faith, celestinianism is built around the teachings of a scholar from the past, Ignatius. Belivers call him "Doctor Celestine" (hence the name) and see his works as a guidance to perfection. Celestinians see the world of mortals as the emanation of the True Sky, the principle behind all things. Sencing the unmoving and eternal True Sky and being indifferent to the ever-changing world is seen as the aim of all sentient beings and the only way to evade troubles and pains of a wordly life. Celistinianism has many faces: farmers may worship the True Sky along with a local pagan godess when scholars see the words of Ignatius as a basis of an intricate philosophical system. In gameplay terms this means extensive use of sect mechanics. Additionally they will be able to reform - using an interactive event-driven reformation instead of simpler vanilla one.
- Sabanean - Branch of Celestinianism professed by Shartan peoples (the ones ruled by the Feuding Shahs from the title). It is different enough from the original Celestinianism to be considered a branch of its own, not a sect or a heresy. Shartans developed their faith into a monotheist religion akin to our world's catholicism - which is quite a long way from Celestinian ideas as described above.
- Scholasticism - Scholasticism was a more mainstream scholastic discourse (as compared to Celestianism) before the fall of colossal Hestian hegemony. Now, five hundred years later, it is still alive among some of the polities that emerged from the ashes of Hestia - most notably in the principato (kingdom) of Lycinia. Scholasticism is mostly derived from the works of another ancient scholar - Marcus, apprentice and critic of Ignatius. Works of Marcus (or "the Scholar" as he is known to those valuing his word) were mainly dedicated to ethics and proper behavior in this world as opposed to outwordly perfection of Celestinians. Scholasticism lacks religious zeal of teists but teaches the followers to be diligent and loyal (which turns into decent peacetime boons in CK2 framework).
- Valdemarrism - Valdemarrism is a branch of Merya Svodna religion originating in the mythical eastern realm of Slavya. High-ranking Merya Svodna priest named Volodimer was accused of heresy and forced to run to the west. Teachings preached by his acolytes diverged, as time passed, into faith quite different from the original one and somewhat close to real-world Zoroastrism with some Buddist ideas thrown in. The central deity of Valdemarrites is all powerful Rahoj, Source of all life, who is manifested in this world by the element of fire. He is opposed by Oprech (Oprej), personification of outer darkness, willing to consume the world and its inhabitants. Valdemarrite faith was taken as the ideology of the king of Nisers - with striking results. In less than a hundred of years Nisenrikki evolved into a large empire, grabbing what was left after the fall of Hestian hegemonia and breakdown of Shartan realm into warring feudal states. The time of Nisenrikki's glory is gone but the zeal is still high (to stress this selling point of the mod - Nisers are a bunch of fire-worshiping meditation-loving vikings).
- Vysochane - another Slavya faith that has overtaken Merya Svodna in importance in the east since the times of Volodimer. It is a cult of the Thousand Gods, watching and guiding their subjects in this world. Vysochane are of mimor importance in the parts of the world that are on the map, but if the mod sees som interest reaches beta, I will look into eastern map expansion and this religion will play a huge role.
- More will come
Here comes some screenshots of what it currently looks like:
I used some of the ideas from NBRT+ (ideas only, I could not integrate it for obvious reasons) and now the map seems to look slightly less ugly
That is the Auletian isle (the part of the map I have given most of attention to):
The ugly religion icon stresses the lack of decent art for this mod
That is the Auletian isle (the part of the map I have given most of attention to):
The ugly religion icon stresses the lack of decent art for this mod
Now on to the parts that have seen less attention yet, look at your discretion as the don't look all too good:
Xarandana, land of jungle, wild tigers and medieval pseudo-Brasilian empire
Nisenrikki (north-west) and Uman
Great WIP western continent
Wedem isles (it was a giant landmass before I drowned most of it - did I overdo drowning part?)
Nisenrikki (north-west) and Uman
Great WIP western continent
Wedem isles (it was a giant landmass before I drowned most of it - did I overdo drowning part?)
The more detailed list of new mechanics goes here:
[*] Imperial overhaul: bureaucratic government with proper hierarchy and carreer paths, court factions, standing armies, province governance, corruption, breakup of empires
[*] Demography: over-/underpopulation and urbanization affecting realm's income, levy size, tech progress, etc.
[*] Zeal: provinces and characers have different levels of zeal affecting realm's strengths and weaknesses
[*] Inland trade: I have several ideas on that one but there is currently no certainty here
[*] Demography: over-/underpopulation and urbanization affecting realm's income, levy size, tech progress, etc.
[*] Zeal: provinces and characers have different levels of zeal affecting realm's strengths and weaknesses
[*] Inland trade: I have several ideas on that one but there is currently no certainty here
That is what I have. Now the question to you - do you think it might work? I am really interested in feedback to the map part - does it look good (I primarily mean finished one in the second spoiler)?
As to the recruiting - this work is in dire need of someone capable of art modding. I am mostly speaking of religion icons and traits - having original artwork is one of the key tools of creating an immersive world.
Another much needed skill is event modding. There is a ton of work here - from new mechanics to reintegrating vanilla events.
Last edited:
- 1