NO LONGER COMPATIBLE WITH CKII... but if you're interested in my little idea a had a while back, here it is. I will no longer be updating this mod as the current version of CKII would require a complete overhaul of the mod and I no longer have the time....
Free For All
If you've ever wanted to simplify the Crusader Kings II experience down to a world of no dukes, no kings, and no emperors, this mod does just that. The world consists of 929 entirely independent counties ready to be taken over by your dynasty. Pick your county, create your ruler, and conquer the world.
Here is a screenshot of how the map looks at starting date:

Important Factors:
-Every county is independent.
-->There are no dukes, kings, or emperors. 929 provinces in the game, each with their own ruler to start the game.
-Every county has 1 castle, 1 city, and 1 temple with the ability to have 7 total settlements.
-->Each county has the same opportunity to grow into a heavily populated province, even if it's in the middle of the desert! Note: geographical advantages or disadvantages still apply, such as river crossings and hilltops.
-You MUST edit the code to the county you want.
-->The current file contains 1 character, a count of Paris, and after selecting him (or creating another count for Paris), the game generates all other characters. Therefore, if you want to be the count of another province, you must change the code. I will explain how to do so below.
What you must do (if you do not want to be Paris):
1. Under FFA/history/titles, select "c_ile_de_france.txt"
2. Where it says "holder=1", change it to "holder=2"
3. Go back to FFA/history/titles and select the county of your choice.
4. Under the first date (that should be a date before 700.1.1), change the holder to "holder=1"
5. Under FFA/history/characters, go to "frankish"
6. Change Jean-Luc's culture to the culture of your choosing.
FAQ
Why must you do these things (if you do not want to be Paris):
-Steps 1 through 4 are necessary to deselect Paris as your starting county and to select the county of your choice.
-Steps 5 and 6 are necessary because for whatever reason, the county you choose will take the culture of "character 1" in the coding, even if you change his culture in the game before you start the game.
Why is there only one county at start up:
-Unfortunately, I cannot find a way to delete all the vanilla characters and have the game generate new characters at the selection screen. The reason I deleted the vanilla characters was to make sure no ruler starts the game with claims on any titles. It would be rather annoying to start the game and suddenly, war breaks out instantly because some rulers already have claims.
Does this mod support The Old Gods expansion:
-In the mod's current form, it does not support The Old Gods expansion, as The Old Gods changed quite a lot of data vital for this mod. If FFA were to change to accommodate The Old Gods, then it will cease to work for all those without the expansion. Some day, a second version may be released and then both versions will be maintained, but currently, just uncheck The Old Gods at start-up.
Why is this mod mostly vanilla:
-I wanted to create a mod that is available for others to mod. I know there are some mods out there that do some similar things as mine, such as start the world with independence. However, those mods also include numerous other modifications that can get overwhelming. When I tried playing these mods, I found there were numerous things I did not know the extent in which they were modified, such as traits and effects and rules. This mod is simple to understand and simple to modify more because almost everything wasn't changed.
I personally have many other modifications I want to make to this mod, such as adding more empires, editing the de jure territories, changing flags, adding cultures, and other more complicated things. This however is a simple starting point for others who want to start the game with 100% independence and an equal shot at conquering the world from any location.
Please let me know if anything is not working. I modified all 929 provinces myself to make every county consist of 1 castle, city, and temple (in that order to avoid republics and theocracies), as well as their history to assure independence. I can make mistakes. I do hope it all works out well for everyone!
Special Thanks
--Bahgoon for checking up on settlement numbers!
--Klein001 for noticing the starting building technology!
--Everyone else I may have forgotten and all who comment on this thread with helpful feedback
Future Plans:
--Adjust likelihood of AI-declared war, particularly for the beginning of the game
--Add province leader to all provinces upon loading the game to avoid file editing
--Fix settlement number issues where applicable
--Eliminate issue of buildings starting with upgrades
Versions
(to avoid multiple files, as well as using an external website, Only debugged versions will be attached with a link below the version)
Version 1.2.4
View attachment FFA Mod Version 1.2.4.zip
--More bug fixing to landed_titles and provinces
Version 1.2.3
--Lessened the issue with some buildings already starting with upgrades (a few provinces still have a castle with one or two upgrades. I will see if I can fix this problem)
--Solved the bug causing provinces 255, 336, 567, 568, 855 (Thüringen, Salerno, Novgorod-Seversky, Smolensk, Mahra) to not have the correct number of settlements
Version 1.2.2
--Solved the bug causing provinces 930-935 (Bar, Möre, Tjust, Roslavl, Lepiel, and Amalfi) to not have the correct number of settlements
Version 1.2.1
--Added the blank character files for the new cultures to eliminate all remaining vanilla characters
Version 1.2
--Numerous adjustments to certain files so that the game IS PLAYABLE on the updated Version 1.10
--Made technology adjustments as Version 1.10 made significant (and in my opinion, better) adjustments to how technology works
--Decreased the starting technology of pagans as they can become powerful quicker and the new raiding ability that they have makes things really frustrating for all those along the coast
--Attempted an adjustment to AI "declaration of war" frequency so that the AI actually participate in the world rather than sit idly by. Still a work in progress....
--Changed the starting date to January 1st, 700 to account for the new technology system
Version 1.1.4
--Solved the bug causing Rugen and Bornholm to not have a city
Version 1.1.3
--Solved the bug causing Orkney to not have a city
Version 1.1.2
--Solved the bug causing Oppland to not have a temple
Version 1.1.1
--Solved the bug causing Ångermanland, Käkisalmi (Kexholm), and Chelyabi to not have the proper number of settlements (7) (Hopefully that was the final update for settlement number bugs)
Version 1.1
--Leveled the technology playing field
--Removed Mongol and Aztec invasions (so that the map isn't destroyed shortly into gameplay)
--Increased end date by orders of magnitude
Version 1.0.3
--Solved the bug causing Cadiz to not have the proper number of settlements (7)
Version 1.0.2
--Solved the bug causing Molina and Béarn to not have the proper number of settlements (7)
Version 1.0.1
--Solved the bug causing Osnabruck to only have 1 settlement
Free For All
If you've ever wanted to simplify the Crusader Kings II experience down to a world of no dukes, no kings, and no emperors, this mod does just that. The world consists of 929 entirely independent counties ready to be taken over by your dynasty. Pick your county, create your ruler, and conquer the world.
Here is a screenshot of how the map looks at starting date:
Important Factors:
-Every county is independent.
-->There are no dukes, kings, or emperors. 929 provinces in the game, each with their own ruler to start the game.
-Every county has 1 castle, 1 city, and 1 temple with the ability to have 7 total settlements.
-->Each county has the same opportunity to grow into a heavily populated province, even if it's in the middle of the desert! Note: geographical advantages or disadvantages still apply, such as river crossings and hilltops.
-You MUST edit the code to the county you want.
-->The current file contains 1 character, a count of Paris, and after selecting him (or creating another count for Paris), the game generates all other characters. Therefore, if you want to be the count of another province, you must change the code. I will explain how to do so below.
What you must do (if you do not want to be Paris):
1. Under FFA/history/titles, select "c_ile_de_france.txt"
2. Where it says "holder=1", change it to "holder=2"
3. Go back to FFA/history/titles and select the county of your choice.
4. Under the first date (that should be a date before 700.1.1), change the holder to "holder=1"
5. Under FFA/history/characters, go to "frankish"
6. Change Jean-Luc's culture to the culture of your choosing.
FAQ
Why must you do these things (if you do not want to be Paris):
-Steps 1 through 4 are necessary to deselect Paris as your starting county and to select the county of your choice.
-Steps 5 and 6 are necessary because for whatever reason, the county you choose will take the culture of "character 1" in the coding, even if you change his culture in the game before you start the game.
Why is there only one county at start up:
-Unfortunately, I cannot find a way to delete all the vanilla characters and have the game generate new characters at the selection screen. The reason I deleted the vanilla characters was to make sure no ruler starts the game with claims on any titles. It would be rather annoying to start the game and suddenly, war breaks out instantly because some rulers already have claims.
Does this mod support The Old Gods expansion:
-In the mod's current form, it does not support The Old Gods expansion, as The Old Gods changed quite a lot of data vital for this mod. If FFA were to change to accommodate The Old Gods, then it will cease to work for all those without the expansion. Some day, a second version may be released and then both versions will be maintained, but currently, just uncheck The Old Gods at start-up.
Why is this mod mostly vanilla:
-I wanted to create a mod that is available for others to mod. I know there are some mods out there that do some similar things as mine, such as start the world with independence. However, those mods also include numerous other modifications that can get overwhelming. When I tried playing these mods, I found there were numerous things I did not know the extent in which they were modified, such as traits and effects and rules. This mod is simple to understand and simple to modify more because almost everything wasn't changed.
I personally have many other modifications I want to make to this mod, such as adding more empires, editing the de jure territories, changing flags, adding cultures, and other more complicated things. This however is a simple starting point for others who want to start the game with 100% independence and an equal shot at conquering the world from any location.
Please let me know if anything is not working. I modified all 929 provinces myself to make every county consist of 1 castle, city, and temple (in that order to avoid republics and theocracies), as well as their history to assure independence. I can make mistakes. I do hope it all works out well for everyone!
Special Thanks
--Bahgoon for checking up on settlement numbers!
--Klein001 for noticing the starting building technology!
--Everyone else I may have forgotten and all who comment on this thread with helpful feedback
Future Plans:
--Adjust likelihood of AI-declared war, particularly for the beginning of the game
--Add province leader to all provinces upon loading the game to avoid file editing
--Fix settlement number issues where applicable
--Eliminate issue of buildings starting with upgrades
Versions
(to avoid multiple files, as well as using an external website, Only debugged versions will be attached with a link below the version)
Version 1.2.4
View attachment FFA Mod Version 1.2.4.zip
--More bug fixing to landed_titles and provinces
Version 1.2.3
--Lessened the issue with some buildings already starting with upgrades (a few provinces still have a castle with one or two upgrades. I will see if I can fix this problem)
--Solved the bug causing provinces 255, 336, 567, 568, 855 (Thüringen, Salerno, Novgorod-Seversky, Smolensk, Mahra) to not have the correct number of settlements
Version 1.2.2
--Solved the bug causing provinces 930-935 (Bar, Möre, Tjust, Roslavl, Lepiel, and Amalfi) to not have the correct number of settlements
Version 1.2.1
--Added the blank character files for the new cultures to eliminate all remaining vanilla characters
Version 1.2
--Numerous adjustments to certain files so that the game IS PLAYABLE on the updated Version 1.10
--Made technology adjustments as Version 1.10 made significant (and in my opinion, better) adjustments to how technology works
--Decreased the starting technology of pagans as they can become powerful quicker and the new raiding ability that they have makes things really frustrating for all those along the coast
--Attempted an adjustment to AI "declaration of war" frequency so that the AI actually participate in the world rather than sit idly by. Still a work in progress....
--Changed the starting date to January 1st, 700 to account for the new technology system
Version 1.1.4
--Solved the bug causing Rugen and Bornholm to not have a city
Version 1.1.3
--Solved the bug causing Orkney to not have a city
Version 1.1.2
--Solved the bug causing Oppland to not have a temple
Version 1.1.1
--Solved the bug causing Ångermanland, Käkisalmi (Kexholm), and Chelyabi to not have the proper number of settlements (7) (Hopefully that was the final update for settlement number bugs)
Version 1.1
--Leveled the technology playing field
--Removed Mongol and Aztec invasions (so that the map isn't destroyed shortly into gameplay)
--Increased end date by orders of magnitude
Version 1.0.3
--Solved the bug causing Cadiz to not have the proper number of settlements (7)
Version 1.0.2
--Solved the bug causing Molina and Béarn to not have the proper number of settlements (7)
Version 1.0.1
--Solved the bug causing Osnabruck to only have 1 settlement
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