Now compatible with patch 2.5.2 and Conclave!
I have also added a 2.4.5 version at the bottom of this post
Note: I can no longer edit the corresponding reddit thread because it is now archived (by being over six months old).
A New Old World
SHORT DESCRIPTION:
Main Mod:
A New Old World (aworld) - new balanced dejure setup and starting situation (79 new kingdoms, 58 altered base-game kingdoms), also changes decisions/events to match the new dejure setup
Big Sub-Mods:
A New Old World - Map (aworld map) - adds 74 new provinces to further balance new kingdoms (recommended)
A New Old World - Improved Mechanics (aworld mechanics) - changes various base-game files and adds decisions such as forcing a marriage on a prisoner, designating primary spouse as muslim, re-allowing siblings that are lovers to marry, disabling the Sunset Invasion, and more
A New Old World - Missions (aworld missions) - adds various decisions that are similar to "mission decisions" such as creating hungary or restoring the roman empire
Lesser Sub-Mods:
A New Old World - 4 New Cultures (aworld cultures) - adds Cornish, Drehovian, Soninke and Songhai
A New Old World - Celtic Paganism (aworld celtic) - adds Celtic Paganism, a reformable pagan religion
A New Old World - Improved Hellenism (aworld hellenic) - gives hellenic pagans a holy order, secular religious leader, and great holy wars
A New Old World - Improved Hinduism (aworld hindu) - adds a Hindu religious leader, Hindu great holy war, and some tweaks to Hindu and Buddhist holy orders
A New Old World - Improved Lollardy (aworld lollard) - adds a decision to create religious head
A New Old World - Clean Graphics (aworld clean) - nice clean graphics for nations and borders (can also be used on the vanilla CK2 map without using the main mod)
Download Link:
http://www.mediafire.com/download/bc2w2n7422crb5l/
LONG DESCRIPTION:
The main point of this mod is to change the dejure setup of the world, aiming for kingdoms which are all approximately as powerful as their neighbors. All kingdoms are completely controlled by a king at the start of the game (1.1.1000), creating a balanced setup where every playthrough will be drastically different from any previous playthrough. In total there are now 137 dejure kingdoms (non-titular), 79 of which are new, 56 return from the base-game, and 2 are base-game titular kingdoms that now have dejure land.
Some images:
However, there is much more. There are a handful of so-called "Day-One" decisions, which can only be taken on the first day of a new game. These decisions will help customize the world further, allowing the player to change the setup of the world to their heart's content, should they want yet another different experience. Some examples are: separating the world into independent duchies; picking kingdoms to turn into merchant republics; having every king replaced by a queen; making everyone tribal; activating the Zealots (Jewish Holy Order) immediately.
There's also decisions that you can take (not just on the first day) that allow you to swap a dejure kingdom (or empire) for another one that better fits your religion. For example, the kingdom of Lusitania can be swapped for the Jewish Kingdom of Sepharad, should its ruler be Jewish. It can also be swapped back, should Sepharad be in the hands of a non-Jew.
Some Day-One Decision images:
But there's more. The mod has been made extremely modular and flexible. It includes several sub-mods which can be turned on or off (in the launcher) to customize the world even more. The main sub-mod is "A New World - Map", which adds 74 new provinces, greatly improving the new dejure kingdoms in West Africa and Arabia. But, because it is modular, the mod can be played without using this, or any combination of other sub-mods. Some other sub-mods include: new Celtic pagan religion; 4 new cultures; improved Lollardy; improved Hellenism.
Another sub-mod is "A New World - Missions", which adds a handful of "goal-driven decisions", which provide the player with similar goals as the "Restore Roman Empire", or "Create Hungary" decisions. For instance, there is a "goal-driven decision" when playing as any Crusader State, where the goal is to restore Edessa, the First Crusader State. Passing the required goals will give the ruler a new dejure kingdom. This sub-mod doesn't overwrite anything and really should have just been included in the main mod, but if for whatever reason you don't want to see the added decisions in the intrigue menu, you can choose to not activate this sub-mod.
Then there is "A New World - Mechanics", which is the most likely to be incompatible with other mods, because it overwrites the most base-game files. It changes some base-game decisions, such as allowing Hellenic Pagans to borrow from Jews, or improving the targeted Seduce decision, giving way more flexibility in potential targets to characters that have mastered Seduction. This sub-mod also adds new decisions, such as allowing a character to force an imprisoned character to marry them, or once again allowing siblings to marry siblings if they are lovers (which was added in patch 2.3, but removed in 2.4). The Sunset Invasion can also be cancelled, allowing a player to play with Nahua culture and Aztec religion (through ruler-designer), without having to deal with the overseas Horde. Among other things, province conversion gets a few improvements as well.
Images from playthroughs:
Some final notes:
All changes in overwritten base-game decisions and events are described at the top of their files. In the main mod ("A New World"), a few base-game decision and event files had to be overwritten, in order for them to match the new dejure setup.
There is another "Day-One" decision - Randomize World. This completely randomizes the starting state of all rulers in the world. This creates an extremely unique playthrough. It's possible that you become a count, or duke (or maybe even emperor). Many rulers become vassals of other rulers. This can create a very difficult game (or if very lucky, an easy one - but don't count on it), or it can turn into an interesting game where you battle it out with fellow vassals to claim the title of your new liege. However, this does not generally result in a balanced starting setup, which was the original goal of this mod. It can create scenarios similar to the base-game bookmarks.
I recommend turning "A New World - Map" on if you use the main mod. If you have sub-mods enabled in a saved game, make sure they are also enabled when you load that saved game again.
Required DLC:
None
Compatible DLC:
All - but EU4 converter may have some issues
Compatible mods:
I noticed when playing as a nomad and choosing a Day-One separate world decision, there is some buggy behavior. This is fixed by saving and reloading. Smooth sailing after that.
Troubleshooting:
It is recommended to save and reload on the second day of a new game, especially on ironman mode. For whatever reason, this fixes some issues and helps with performance as well.
Future Goals:
There are still some minor features left to implement. These are mostly for the Mechanics sub-mod and the Missions sub-mod. There's also ideas for a Hindu religious leader sub-mod (UPDATE: this has since been added), as well as a Waldensian improvement sub-mod.
Credits:
Perry7484 - framework for balearic provinces
Corndog_BR - dejure duchy cb
Kryo - framework for graphical mods
HIP - some flags, framework for some provinces, bring child home, three cultures: soninke, songhai and cornish
WTWSMS - framework for arabian provinces (specifically the relevant provinces.bmp part and most county names), reformed generic pagan icons
For those who want to use patch version 2.4.5, use this download link instead of the one at the bottom
Checksum as of 2016/03/04 : URCA
Download Link:
http://www.mediafire.com/download/bc2w2n7422crb5l/
I have also added a 2.4.5 version at the bottom of this post
Note: I can no longer edit the corresponding reddit thread because it is now archived (by being over six months old).
A New Old World
SHORT DESCRIPTION:
Main Mod:
A New Old World (aworld) - new balanced dejure setup and starting situation (79 new kingdoms, 58 altered base-game kingdoms), also changes decisions/events to match the new dejure setup
Big Sub-Mods:
A New Old World - Map (aworld map) - adds 74 new provinces to further balance new kingdoms (recommended)
A New Old World - Improved Mechanics (aworld mechanics) - changes various base-game files and adds decisions such as forcing a marriage on a prisoner, designating primary spouse as muslim, re-allowing siblings that are lovers to marry, disabling the Sunset Invasion, and more
A New Old World - Missions (aworld missions) - adds various decisions that are similar to "mission decisions" such as creating hungary or restoring the roman empire
Lesser Sub-Mods:
A New Old World - 4 New Cultures (aworld cultures) - adds Cornish, Drehovian, Soninke and Songhai
A New Old World - Celtic Paganism (aworld celtic) - adds Celtic Paganism, a reformable pagan religion
A New Old World - Improved Hellenism (aworld hellenic) - gives hellenic pagans a holy order, secular religious leader, and great holy wars
A New Old World - Improved Hinduism (aworld hindu) - adds a Hindu religious leader, Hindu great holy war, and some tweaks to Hindu and Buddhist holy orders
A New Old World - Improved Lollardy (aworld lollard) - adds a decision to create religious head
A New Old World - Clean Graphics (aworld clean) - nice clean graphics for nations and borders (can also be used on the vanilla CK2 map without using the main mod)
Download Link:
http://www.mediafire.com/download/bc2w2n7422crb5l/
LONG DESCRIPTION:
The main point of this mod is to change the dejure setup of the world, aiming for kingdoms which are all approximately as powerful as their neighbors. All kingdoms are completely controlled by a king at the start of the game (1.1.1000), creating a balanced setup where every playthrough will be drastically different from any previous playthrough. In total there are now 137 dejure kingdoms (non-titular), 79 of which are new, 56 return from the base-game, and 2 are base-game titular kingdoms that now have dejure land.
Some images:
However, there is much more. There are a handful of so-called "Day-One" decisions, which can only be taken on the first day of a new game. These decisions will help customize the world further, allowing the player to change the setup of the world to their heart's content, should they want yet another different experience. Some examples are: separating the world into independent duchies; picking kingdoms to turn into merchant republics; having every king replaced by a queen; making everyone tribal; activating the Zealots (Jewish Holy Order) immediately.
There's also decisions that you can take (not just on the first day) that allow you to swap a dejure kingdom (or empire) for another one that better fits your religion. For example, the kingdom of Lusitania can be swapped for the Jewish Kingdom of Sepharad, should its ruler be Jewish. It can also be swapped back, should Sepharad be in the hands of a non-Jew.
Some Day-One Decision images:
But there's more. The mod has been made extremely modular and flexible. It includes several sub-mods which can be turned on or off (in the launcher) to customize the world even more. The main sub-mod is "A New World - Map", which adds 74 new provinces, greatly improving the new dejure kingdoms in West Africa and Arabia. But, because it is modular, the mod can be played without using this, or any combination of other sub-mods. Some other sub-mods include: new Celtic pagan religion; 4 new cultures; improved Lollardy; improved Hellenism.
Another sub-mod is "A New World - Missions", which adds a handful of "goal-driven decisions", which provide the player with similar goals as the "Restore Roman Empire", or "Create Hungary" decisions. For instance, there is a "goal-driven decision" when playing as any Crusader State, where the goal is to restore Edessa, the First Crusader State. Passing the required goals will give the ruler a new dejure kingdom. This sub-mod doesn't overwrite anything and really should have just been included in the main mod, but if for whatever reason you don't want to see the added decisions in the intrigue menu, you can choose to not activate this sub-mod.
Then there is "A New World - Mechanics", which is the most likely to be incompatible with other mods, because it overwrites the most base-game files. It changes some base-game decisions, such as allowing Hellenic Pagans to borrow from Jews, or improving the targeted Seduce decision, giving way more flexibility in potential targets to characters that have mastered Seduction. This sub-mod also adds new decisions, such as allowing a character to force an imprisoned character to marry them, or once again allowing siblings to marry siblings if they are lovers (which was added in patch 2.3, but removed in 2.4). The Sunset Invasion can also be cancelled, allowing a player to play with Nahua culture and Aztec religion (through ruler-designer), without having to deal with the overseas Horde. Among other things, province conversion gets a few improvements as well.
Images from playthroughs:
Some final notes:
All changes in overwritten base-game decisions and events are described at the top of their files. In the main mod ("A New World"), a few base-game decision and event files had to be overwritten, in order for them to match the new dejure setup.
There is another "Day-One" decision - Randomize World. This completely randomizes the starting state of all rulers in the world. This creates an extremely unique playthrough. It's possible that you become a count, or duke (or maybe even emperor). Many rulers become vassals of other rulers. This can create a very difficult game (or if very lucky, an easy one - but don't count on it), or it can turn into an interesting game where you battle it out with fellow vassals to claim the title of your new liege. However, this does not generally result in a balanced starting setup, which was the original goal of this mod. It can create scenarios similar to the base-game bookmarks.
I recommend turning "A New World - Map" on if you use the main mod. If you have sub-mods enabled in a saved game, make sure they are also enabled when you load that saved game again.
Required DLC:
None
Compatible DLC:
All - but EU4 converter may have some issues
Compatible mods:
- Most small mods should be compatible (but depends on usage of A New World sub-mods)
- Overhaul mods are not compatible
- HIP can be made compatible (assuming non-SWMH map), but it requires some messing around with files
I noticed when playing as a nomad and choosing a Day-One separate world decision, there is some buggy behavior. This is fixed by saving and reloading. Smooth sailing after that.
Troubleshooting:
It is recommended to save and reload on the second day of a new game, especially on ironman mode. For whatever reason, this fixes some issues and helps with performance as well.
Future Goals:
There are still some minor features left to implement. These are mostly for the Mechanics sub-mod and the Missions sub-mod. There's also ideas for a Hindu religious leader sub-mod (UPDATE: this has since been added), as well as a Waldensian improvement sub-mod.
Credits:
Perry7484 - framework for balearic provinces
Corndog_BR - dejure duchy cb
Kryo - framework for graphical mods
HIP - some flags, framework for some provinces, bring child home, three cultures: soninke, songhai and cornish
WTWSMS - framework for arabian provinces (specifically the relevant provinces.bmp part and most county names), reformed generic pagan icons
For those who want to use patch version 2.4.5, use this download link instead of the one at the bottom
Checksum as of 2016/03/04 : URCA
Download Link:
http://www.mediafire.com/download/bc2w2n7422crb5l/
Last edited:
- 16