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Arnil

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Selvarin

Kingdoms map:



For now this mod more like partial complitaion of Lux Invicta, Witcher Kings, Elder Kings, Sonendar and some forum entries.

To clear things - Venydia island should be near 40 provinces/counties. I'll try to make all counties for all countries/nations/tribes (whatever realm) at aproximately the same size (slightly bigger for ones, slightly lesser for others). Such number of counties creates feeling of something big and important when you try to rule your country.

Planned features:
- Near 3000 provinces/counties (obviously that number will increase)
- Multiple religious wars/Everyone try to conquer everyone (all pagans and different branches of christians)
- Reshaped connection between cultures and religions
- Multiple christian-like kingdoms
- Supermegapowerful Roman-like empire
- Vanilla gameplay as it is (maybe more vanilla than in original game), all events and desicions from vanilla that fit this alternative universe should be in.
- Crusades for every included religion (if it is possible)

Kingdom-culture:
Grastr:
dagrurian - Dagrur # nord (Sonendar)
sevigolish - Sevigol # nord

Nordarian:
sogrentish - Sogrenta # swedish
notregian - Notregia # norwegian
kjodnish - Kjodnen # danish

Lgord:
rygvian - Rygvia # nord (Elder Kings)
yvralish - Yvralen # skaal (Elder Kings)

Reonird:
ytranish - Ytranta # northman (AGOT)
skaarnish - Skaarnyr # wildling (AGOT)

Tordenic:
asdian - Asdia # temerian (Witcher Kings)
koertnic - Koertnia # Germanic
rofheimian - Rofheim # aedirnian (Witcher Kings)
trafardaarian - Trafardaara # nilfgaardian + vicovarian (unique) (Witcher Kings)

Zerstal:
nolard - Nolardar # lombard (Lux Invicta)
woevian - Woevia # suebian (Forum)
ilmerian - Ilmerund # burgundian (Lux Invicta)

Perafrin:
avinnarian - Avinnaria # alamannian (Lux Invicta)
geppal - Geppalar # vandal (Lux Invicta)
utanic - Utanar # gothic (Forum)

Laerian:
venydian - Venydia # valyrian (AGOT)

Fjors:
senirdian - Senirdell # seareapers (Sonendar)

Hriggat:
jergaran - Jergarund # ironborn (AGOT)
monuvish - Monuvorn # ibbenese (AGOT)

Insatal:
altoran - Altorell # stormlander (AGOT)
crafdanian - Crafdanar # crownlander (AGOT)
eledian - Eledath # riverlander (AGOT)

Aexanian:
parvish - Parven # westerman (AGOT)
elmitrish - Elmitra # reachman (AGOT)
stornian - Stornata # stone_dornish (AGOT)

Etrilan:
dovligon - Dovligar # west_germanic
zilivian - Zilivyr # dutch
mylteran - Myltera # frisian (Forum)

Mangartin:
kaerrish - Kaerrad # frankish
laerish - Laeron # english
rodlan - Rodlorn # norman
neaussan - Neaussa # valeman (AGOT)
opridan - Opridia # occitan

Esinnot:
mirilacian - Mirilacia # italian
iuloran - Iulor # nibenean (Elder Kings)

Qohetrian:
cequan - Cequa # free_cities/compilation (AGOT)

Ammedian:
falrue - Falren # basque
coessanian - Coessana # castillan
ciratan - Cirator # catalan
pauswelese - Pauswela # portuguese
forhilan - Forhilorn # rhozan (Sonendar)

Aegymian:
aleclyan - Aleclya # imperial (Elder Kings)
cinnan - Cinna # roman (Lux Invicta)
beaurish - Beaurol # galloroman (Lux Invicta)
samelyon - Samelyr # sarmatobrython (Lux Invicta)

Belerian:
sueacoran - Sueacor # colovian (Elder Kings)

Basarian:
geelin - Geelinyx # greek
nillian - Nillia # hellenistic (Lux Invicta)
hadvian - Hadvyr # galatian (Lux Invicta)

Beddaric:
foeolan - Foeola # irish
talinnish - Talinna # scottish
palderan - Palderell # pictish (Lux Invicta)

Qestram:
gwyrish - Gwyrol # welsh
bhouzaon - Bhouza # breton
fayosian - Fayosal # cintran (Witcher Kings)
breagon - Breagata # breton (Elder Kings)

Pritic:
lettavish - Lettavia #lettigallish
methuanian - Methuania # lithuanian
taussian - Taussia # prussian
girelan - Girelith # koviri (Witcher Kings)

Iltavizian:
runorrian - Runorria # russian
kesturish - Kesturia # kaedweni (Witcher Kings)

Pelnoran:
nertanian - Nertania # redanian (Witcher Kings)
ryvolian - Ryvolia # pommeranian
hemdalish - Hemdalir # bohemian
praolean - Praolea # polish

Plijanian:
loarian - Loarata # croatian
eflalian - Eflal # serbian
taravian - Taravur # romanian
oterian - Oteret # bulgarian

Ugamar:
madygian - Madygia # hungarian
gysperan - Gysper # ebbing (Witcher Kings)

Azlegar:
vugridan - Vugridaa # draugr (Elder Kings)
askurgan - Askurgath # atmoran (Elder Kings)

Talesav:
visvarian - Visvarud # reachmen (Elder Kings)

Dagesian:
nivifyan - Nivifya # armenian
qowidan - Qowidel # alan
giarbian - Giarbia # georgian
Culture - Religion:
- Gnostic:

a. Sethian:
1. Vugridaa
2. Askurgath
3. Visvarud

- Imperial:

a. Mithra:
1. Geelinyx
2. Nillia
3. Hadvyr

b. Cybele:
1. Sueacor

c. Sol:
1. Aleclya
2. Cinna
3. Beaurol
4. Samelyr

- Christian:

a. Catholic:
1. Mirilacia
2. Iulor
3. Falren
4. Coessana
5. Cirator
6. Pauswela
7. Forhilorn

b. Montanist:
1. Kaerrad
2. Laeron
3. Rodlorn
4. Neaussa
5. Opridia

c. Waldensian:
1. Asdia
2. Koertnia
3. Rofheim
4. Trafardaara

d. Arian:
1. Nolardar
2. Woevia
3. Ilmerund
4. Avinnaria
5. Geppalar
6. Utanar

e. Donatist:
1. Altorell
2. Crafdanar
3. Eledath
4. Parven
5. Elmitra
6. Stornata

f. Pelagian:
1. Gwyrol
2. Bhouza
3. Fayosal
4. Breagata
5. Cequa

g. Orthodox:
1. Loarata
2. Eflal
3. Taravur
4. Oteret

h. Miaphysite:
1. Nivifya
2. Qowidel
3. Giarbia

h. Marcionist:
1. Madygia
2. Gysper

i. Nestorian:
1. Venydia
2. Jergarund
3. Monuvorn

j. Cathar:
1. Senirdell

k. Hussite:
1. Nertania
2. Ryvolia
3. Hemdalir
4. Praolea

- Pagans:

a. Norse:
1. Dagrur
2. Sevigol
3. Sogrenta
4. Notregia
5. Kjodnen
6. Rygvia
7. Yvralen
8. Ytranta
9. Skaarnyr

b. Baltic:
1. Lettavia
2. Methuania
3. Taussia
4. Girelith

c. Slavic:
1. Runorria
2. Kesturia

d. Celtic:
1. Foeola
2. Talinna
3. Palderell

e. German:
1. Dovligar
2. Zilivyr
3. Myltera
Source of my inspiration for continent shape:
Link

P.S.: Any comments, suggestions are highly welcome. This mod can be shaped by your hands (partially).
 
Last edited:
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SBolshevik

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Cliozga and Aplijan.
Are you actually trying to make something which is like Serbo-Croatian or are you making random names?
 

Arnil

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I'm a little bit stuck. I have some fresh ideas for cultures/religions. It's really hard to decide what will be better and more interesting.

There are two ways of future development (almost at this stage, just a little bit more of mountains) -

1. Leave everything as it is. Two bridges to our reality - semihistorical cultures and religions. Maybe it is not enough for such number of provinces. Too scarce, I guess.

2. Change every culture and religion (I more prefer this). For cultures it quite simple - just rename already included (e.g. vandal - gonegar, greek - aefion, welsh - rrydry, etc.) and throw some new stuff (cultures from AGOT, Witcher universe, Elder Scrolls, Lux Invicta, whatever culture with cool names, surely with appropriate permissions from authors/creators). Maybe it would be a total mess, maybe not. Religions from Lux Invicta (I mean icons).

First variant is much more lighter and should be completed really fast (turn off imagination and work like a machine).

Second variant are easier (yep, total freedom for creation, any bounds are gone) but quite heavier.

In which direction should I make a step?
 

Jokolytic

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I don't understand the mod very much but I support it. ^^
 

Arnil

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I don't understand the mod very much but I support it. ^^

Even I'm not so sure what I want to see at the end of development. :) Mod will have more vanilla gameplay than original. Only christian-oriented COAs, quasi-europeans culture/countries/realms (wide selection) without nomads, mongols, africans, elves, orcs.

It will look like (more or less) Westeros, but with wider selection of realms.
 

riknap

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Notgnirracen

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I'm a little bit stuck. I have some fresh ideas for cultures/religions. It's really hard to decide what will be better and more interesting.

There are two ways of future development (almost at this stage, just a little bit more of mountains) -

1. Leave everything as it is. Two bridges to our reality - semihistorical cultures and religions. Maybe it is not enough for such number of provinces. Too scarce, I guess.

2. Change every culture and religion (I more prefer this). For cultures it quite simple - just rename already included (e.g. vandal - gonegar, greek - aefion, welsh - rrydry, etc.) and throw some new stuff (cultures from AGOT, Witcher universe, Elder Scrolls, Lux Invicta, whatever culture with cool names, surely with appropriate permissions from authors/creators). Maybe it would be a total mess, maybe not. Religions from Lux Invicta (I mean icons).

First variant is much more lighter and should be completed really fast (turn off imagination and work like a machine).

Second variant are easier (yep, total freedom for creation, any bounds are gone) but quite heavier.

In which direction should I make a step?

If you prefer the second alternative then I think you should do that one. (I personally prefer the second alternative aswell) :)
 

riknap

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it's almost like a Civ V game, only with double digit civs on a small-continent map :rofl:
still, if you could pull this off, this definitely looks interesting

out of curiosity, how large is the map? relative to the post-RoI ck2 map I mean
 

Arnil

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it's almost like a Civ V game, only with double digit civs on a small-continent map :rofl:
still, if you could pull this off, this definitely looks interesting

out of curiosity, how large is the map? relative to the post-RoI ck2 map I mean

Hm...2048*2048. But there are a lot of water. Not so big as post Roi map.

Without impossible deserts map should fit all my needs and thoughts. As I said before - I like lesser-sized counties. Like in SWMH map (italy, for example).
 

Arnil

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Don't make the counties too small though. Councilors and armies still need to be able to be placed inside. It looks a bit akward if they go over the borders of the counties.

You totally right. It wil be like you said. Probably I'll show some examples soon.

Today status:

- Geographicaal map ready (major rivers, trees, mountains, terrain, only lesser rivers are undone)
- Cultures/Kingdoms are completed. As a names and lists of names.
- Armorial are partially completed for counties
- First look on religions (oh, there are so many different christians)
 

Arnil

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Dec 2, 2009
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Current progress:

- 1600 + provinces/counties (baronies-duchies-kingdoms)
- Its unlikely that 2000 counties should be enough. Its gonna be kinda 3000. I really hope that new adittions (a mean ROI optimization) will help in terms of game smoothness.

After provinces map will be done - I'll create landholders with dynasties (so, I plan to use amazing AGOT COAs for new dynasties, It should be enough).

Speaking about kingdoms. I want to make start positions for each realm somehow unique (I hope so). Kaerne, for example (English is bad):


Kingdom: Kaerne
Prototype (cultural source): France
Number of provinces/counties: 88. (one of the most powerful kingdoms, potentially)
Starting situation (I'll try to make such thing):
Civil war.

King named Charles (Karl / Charles, yes kinda historical reference to the Carolingian Empire) killed by the eldest son. The reason is simple and crazy - because of illness and age this Charles became bald. And residents were believed Kaerne, legitimacy (and the power of the ruler) is contained in the hair (thick reference to the Merovings). Well, that's all - his eldest son killed him. In fact illegal, but quite legitimate (the people loved him) got the throne. However, father have another two sons. They just want give up, thay will fight for the throne. For you to choose the side of the conflict.