Good day. In both the Crusader Kings II and Victoria II forums, I know there has been suggestions and/or attempts at creating a Star Wars mod, but for various reasons nothing came to fruition. In the long run, neither title is fit for it; the POP issue of Victoria II and the lack of Naval combat for CK2 tend to be the most glaring issues. For Europa Universalis IV, however, I feel the opportunity to create such a mod that would do Star Wars justice has come. No population numbers to fight with, Naval combat, nation-centric rather than person-centric, simplified but effective economic system, event-driven, etc. Now I have no technical writing or mapmaking skill myself, but I know if enough people get on board we can all do our part to make this work. I have a hard time of thinking of many people who wouldn't like to see a Star Wars mod come to fruition. There is a mountain of work to be done, to be sure, especially on the map; but I feel it is a project worthy of undertaking, and if you feel you can make any contribution at all, please hit me up and let's take the time we need between now and August to lay out a design plan so we can pursue this at launch.
Current design features(Subject to change):
- 109 Star Wars Planets with Unique Attributes to each
- Hundreds of years of gameplay from a wide variety of dynamic events
- Holy Roman Empire Mechanic as the Galactic Republic - and Galactic Empire
- Hyperlane Travel with corresponding trade routes for authenticity and strategic value
- Primary Scenario Start Date: 22 BBY - Battle of Geonosis
- Dynamic Planet Alignment for the Clone Wars
- Alternate History: What if Palpatine is stopped and the Republic perseveres, or if the Confederacy of Independent Systems wins outright?
- Event Driven Gameplay for all levels of playable planets and governments
- Force Sensitives (Jedi, Sith, Dathomir Force Witches, etc.) represented by unique building types, combat modifiers, Generals, Admirals, and Events
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