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MobiusXIV

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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:

2013-04-24_00001.jpg

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
 
Last edited:

unmerged(730750)

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I have been playing this mod as a sandbox to understand some mechanics. Thanks a lot for your work here.

Only bug I have found so far is that Osnabruck does not have the full amount of settlements. Edited the save file and removed a max cities = 1 (or something similar to that) and that cleared the situation but it does appear repeatable. I haven't gotten much to the southern or eastern parts of the map yet, so there might be another one or two.

Thanks again for this mod. It was just what I was looking for.
 

Aardvark Bellay

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roundhound

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One thing I would probably add to this mod is leveling out the techs. That extra gold or damage can be a rather large benefit or hindrance in the beginning with everything else being nearly equal.

Other than that it is lots of fun so far. My first game lasted a whole 10 min because I converted to Waldensian and got attacked with a holy war CB :)
 

MobiusXIV

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I have been playing this mod as a sandbox to understand some mechanics. Thanks a lot for your work here.

Only bug I have found so far is that Osnabruck does not have the full amount of settlements. Edited the save file and removed a max cities = 1 (or something similar to that) and that cleared the situation but it does appear repeatable. I haven't gotten much to the southern or eastern parts of the map yet, so there might be another one or two.

Thanks again for this mod. It was just what I was looking for.

--Thank you for bringing this up! After looking at the Osnabruck file, I noticed I had deleted the "=" sign so it did not know what the max settlement size should be. oops. lol. I have fixed it and will make an updated version for the forums soon.

I subscribed to this thread/mod , but haven't played it yet, but i recognised it's not mentioned in the Master Mod List.

Maybe post your mod there with compatibility to the vanilla patch version to get more attention.
http://forum.paradoxplaza.com/forum/showthread.php?587747-Crusader-Kings-II-Master-Mod-List

--I posted it in the Master Mod thread shortly after posting it here. However, I assume the author is very busy and cannot add it right away. Perhaps there is some specific stuff I have to say. I said it was compatible with 1.092 but I guess I should say if it is compatible with the original CK2 version and also if it is compatible with CK2+. I do not see why it would not be compatible with the original CK2 version, but I don't know about CK2+. They changed a lot of things there (which is why I wanted to make my own mod so that I knew exactly what was changed. lol). I'll download it again and run mine with it to see if it works. Thanks!

One thing I would probably add to this mod is leveling out the techs. That extra gold or damage can be a rather large benefit or hindrance in the beginning with everything else being nearly equal.

Other than that it is lots of fun so far. My first game lasted a whole 10 min because I converted to Waldensian and got attacked with a holy war CB :)

--I have been working on my own additions to this mod (as I did post it to be a template :happy: ) but leveling out technology is a great idea that I believe should be in this mod! On a quick glance through the CK2 files however, I cannot find where to edit these techs for each province. Any ideas? (P.S. Perhaps at some point when I figure out the complexities of the CB files, I'll add another version trying to level the playing field in terms of valid reasons to go to war while still keeping true to the fact that this game is called CRUSADER Kings 2, so holy wars should probably be a part of it.)



Thank you everyone for your comments and suggestions! If just one person liked this mod, I would consider the many hours of going through each individual file worth it. To hear multiple people appreciate it, it means a lot. Thanks a bunch! And keep posting any bugs and suggestions!
 

Necal

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Well, while I've yet to see a version that increases holdings appropriately, it seems like a lot of your work could have been avoided with the Titular Title Generator, given that it has a full random setting which lets you randomly generate all title holders.

On the subject of evening techs - Its in the defines.lua

Open with notepad++, search for "tech", you'll find it.
 

roundhound

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Looks like you might be able to modify the starting tech in the defines.lua file under the NTechnology with

START_MIL_CATHOLIC = 1.0,
START_ECO_CATHOLIC = 1.0,
START_CUL_CATHOLIC = 1.0,

and so on for the other religions as well. I think this makes it average around 1 level of tech.

Edit: Looks like Necal beat me to it. :)
 

Necal

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Looks like you might be able to modify the starting tech in the defines.lua file under the NTechnology with

START_MIL_CATHOLIC = 1.0,
START_ECO_CATHOLIC = 1.0,
START_CUL_CATHOLIC = 1.0,

and so on for the other religions as well. I think this makes it average around 1 level of tech.

Edit: Looks like Necal beat me to it. :)

It is an average on the whole. There is likely to be variation, but I've never noticed it as more than one level in either direction. No way to forcibly even it out, bar editing the save so that each province has the exact same tech code.
 

Es57

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Wouldn't it be easier, instead of messing with the history files for each game, to just start the game as the Count of Paris, wait for it to generate all the other characters, then save the game, resign and reload it as the character of your choosing ?
 

Mr. Capiatlist

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Wouldn't it be easier, instead of messing with the history files for each game, to just start the game as the Count of Paris, wait for it to generate all the other characters, then save the game, resign and reload it as the character of your choosing ?
That is possible, but you might want a specific province and the character in control of it is not who you want to play or will be impossible to play with (e.g. starts off a maimed celibate inbred moron).
 

Aardvark Bellay

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--I posted it in the Master Mod thread shortly after posting it here. However, I assume the author is very busy and cannot add it right away.....

Ouch ! Haven't seen you posted there already, but the list hasn't been updated yet.
Nahh, i believe you posted far enough information. ;)
Sorry.
 

MobiusXIV

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Well, while I've yet to see a version that increases holdings appropriately, it seems like a lot of your work could have been avoided with the Titular Title Generator, given that it has a full random setting which lets you randomly generate all title holders.

On the subject of evening techs - Its in the defines.lua

Open with notepad++, search for "tech", you'll find it.

--The Titular Title Generator is for upper level titles, is it not? I wanted a world of just counts, and still have whatever de jure upper level titles I deem fit. This would randomly make de jure titles. Perhaps the tool can be used to make all provinces independent, and I wasted a bunch of time. Still had to go into each file to make settlement size 7. I will look into Titular Title Generator more to see if maybe I can make a version that does not start with only one county.

Looks like you might be able to modify the starting tech in the defines.lua file under the NTechnology with

START_MIL_CATHOLIC = 1.0,
START_ECO_CATHOLIC = 1.0,
START_CUL_CATHOLIC = 1.0,

and so on for the other religions as well. I think this makes it average around 1 level of tech.

Edit: Looks like Necal beat me to it. :)

--Thank you both for showing me this. There's a few other things in this file I think I might change in my own mod. Again, since this is a template, I'd rather not post them. When I'm completely done my mod, I might post it here or elsewhere. EDIT: I previously said I set it to 0.0, but I realized a number of upgrades to buildings require higher technology, to each religion will now start at 1.0. This will cause slight changes from province to province, but not a significant total advantage for any one province.

Wouldn't it be easier, instead of messing with the history files for each game, to just start the game as the Count of Paris, wait for it to generate all the other characters, then save the game, resign and reload it as the character of your choosing ?

--As far as I can tell, there is no way to create your own ruler from an already saved game. This method assures you can create your character, and still get the desired province. If you are not interested in creating a ruler (and risking getting a dumb ruler like Mr. Capiatlist said), than yes, that method works.
 
Last edited:

Necal

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Yeah. Full random, increase the amount of characters (max and min) to over the limit. Turn off the replace dejure, and delete any titles you don't want (IE; if you just wanted the randomizing and don't care for the titles, just delete them all). Should basically have dealt with that.

Alternatively, just put in a link saying "Use this! Randomizes everything for you!".
 

roundhound

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Another thing you could do is make the game a bit longer and delay the arrival of the hordes a bit. In an observe game that I did, with playing the first 75ish years, very few kingdoms had even been formed yet. When the hordes came all of Arabia, Russia, and Poland was taken over without there ever being a chance to fight them back.
 

lordmichael95

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This will be very interesting...
 

MobiusXIV

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NOTE: I am aware of the bug that is causing troop movement to not work properly. Troops walk in place but never reach their destinations. roundhound, this would explain why no kingdoms have formed.
 
Last edited:

unmerged(730750)

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I found some more provinces that do not have max settlements, Cadiz (165), Molina (176) and Béarn (208). I plan on seeing them all, so I'll tell you if I find more. :D

Edit - added Cadiz.
 
Last edited:

MobiusXIV

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I found some more provinces that do not have max settlements, Cadiz (165), Molina (176) and Béarn (208). I plan on seeing them all, so I'll tell you if I find more. :D

Edit - added Cadiz.

Thank you! Just added an updated file.

Wait... you added a new one after I updated. You're working fast. hahaha. I guess I'll hold off on Version 1.03 for a bit. :)
 
Last edited:

MobiusXIV

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Another thing you could do is make the game a bit longer and delay the arrival of the hordes a bit. In an observe game that I did, with playing the first 75ish years, very few kingdoms had even been formed yet. When the hordes came all of Arabia, Russia, and Poland was taken over without there ever being a chance to fight them back.

I am currently working on this. It looks like their arrival can be edited in the "events" folder. The game will get more out of wack with history with this change, but again, it's necessary, and the core reason for this mod is to change history anyway. Assuming Asia changed into independent communities like Europe and the Near East has, they too would likely take some time to unify and move west. :D Thank you for bringing it up. Balancing this mod is proving quite the challenge.
 
B

Brucesim2003

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Just put a copy of "mongol_events.txt" in your mod and delete the contents. None of the eastern hordes will appear. In all honesty, if they are going to be delayed, they will arrive so late they might as well not show up. So suppressing them entirely would help the sandbox idea.

Cheers


Bruce