[Submod] Norse Heritage Overhaul - and other tweaks for HIP (Updated: 22 July 2020)

[Submod] Norse Heritage Overhaul - and other tweaks for HIP (Updated: 22 July 2020)

  • We will be taking the forums down for scheduled maintenance on 12 August 2020 at approximately 3PM CDT (8PM UTC / 10PM CEST), this downtime is currently estimated to last around 1 hour.
  • Pre order now!

    Paradox Development Studio brings you the sequel to one of the most popular strategy games ever made! Crusader Kings III is soon upon us and you can pre order it today!


    Releasing September 1st 2020

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines

A submod for HIP


Introduction:

This submod* aims to improve most aspects of the Norse and Norse-derived cultures and those within their sphere of influence; with changes to melting-pots, names, titles, and more. What started as a small mod to add the Anglo-Danish culture and melting-pot to the game (which has now, in a slightly different form, made its way into HIP proper), for my own and a private multiplayer-group's enjoyment, has since evolved into a more comprehensive project to improve as many aspects of the Norse and Norse-derived cultures of the game as possible. I have decided to make the mod public in the hopes that others might find enjoyment, and perhaps the makers of the various branches of the HIP mod might be inspired by it.

The submod is split into more or less independent parts - enabling the users to pick and choose which parts they'd like to have in their game.

* See also the section below dedicated to "other tweaks" that offer further attempts at making your HIP experience even better than it already is!



NHO Compilation (22-07-20)

Includes all NHO parts and all tweaks except Call to Arms, No Early Bascinets or Great Helms, and Proper Ruler Designer.

For HIP Frosty3 (EMF and SWMH required) NOTE: Unfortunately doesn't support MiniSWMH anymore.



PARTS:


NHO Main Part

Features:
  • Reworked Norse culture split, including four brand new cultures in Scandinavia and a completely overhauled language setup. See here for details.
  • Overhauled Norse and Norse-derived (including melting pot) character and dynasty names as well as noble and landed title localisation.
  • New or tweaked names and localisation for neighbouring cultures (Anglo-Saxon, Celtic, Balto-Slavic, and Finno-Ugric), including an effort to replace all remaining "High Chiefs".
  • A "Scots" melting-pot that will appear in the Scottish lowlands in the 11th century (around the time of Malcolm III whose descendants are of this anglophile culture along with the Scoto-Norman nobility).
  • Revision of the Rus setup, with two new cultures and melting pot events for early and late Rus, a new Polotsk cadet branch of the Rurikids, revised succession laws for Kiev, fixes to the Novgorod Republic, corrections to the surrounding culture setup, and a split of the Mordvin culture into Erzya and Moksha, etc.
  • Changes and corrections to the title and character setup in and around the Scandinavian kingdoms.
  • Tweaked Norse-Gaelic and Anglo-Danish melting-pots.
  • Slightly lowered taxes and levies of North Sea and Baltic Merchant Republics.
  • Other minor changes that enhance the experience when playing within the Norse sphere of influence (see the changelog).
Requirements:
HIP Frosty3 (EMF and SWMH required)

Download:
Direct (22-07-20)



NHO Icelandic Republic

Features:
  • Iceland as a republic with all the lawspeakers, important chieftains, and major clans of the age, several saga figures, and a complete line of Bishops for both of the Icelandic dioceses.
  • Important families of the Faeroe Islands around the time of conversion to Christianity and an extra holding to make the struggles for/against conversion and integration into the Norwegian Kingdom more interesting; this holding later being replaced by the diocese of the Islands.
  • Unreformed pagans can use the "convert to merchant republic" decision (when all other requirements are met).
  • Added modifiers to portray the pre-colonisation (no levies), the Landnám, and the climate (these will also further limit the amount of gold earned by the Icelandic MR government).
Requirements:
HIP Frosty3 (SWMH and EMF required), NHO Main Part

Download:
Direct (22-07-20)



NHO Map Changes

Features:
  • Redrawn borders that give York and London access to the sea.
  • Opened up several passes through the Norwegian mountain terrain.
Requirements:
HIP Frosty3 (SWMH required)

Download:
Direct (22-07-20)




Other tweaks:
NOTE: Please read and understand the requirements before using these tweaks: some of them need specific modules/DLCs alongside them.



No Early Bascinets or Great Helms

Features:
No longer will you see Harald Hardrada wearing a 13th century great helm. Disables bascinets before 1300, great helms before 1225 (for Crusaders 1200), enclosed helmets before 1175, flat top and kettle hats before 1125. The distribution of high martial gear based on martial skill etc. has also been tweaked slightly to accommodate the more fractured emergence of the helmet types - and for a nice transition between them.

Requirements:
HIP Frosty3 (CPRplus required)

Download:
Direct (04-08-20) NOTE: Not included in the compilation.



Proper Ruler Designer

Features:
Brings back the +/- of the Ruler Designer to stop yourself and your friends from overindulging.

Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (22-07-20) NOTE: Not included in the compilation.



Call to Arms

Features:
Any independent ruler, with at least one higher than baron tier vassal, that becomes primary participant in a war will have to call vassals to arms, but when at peace or a secondary participant only, the ruler will get the possibility to raise liege levies once more
NOTE:
- I've created this with inspiration, and some base code, from this mod.
- Many triggers for factions and decisions modified to take into account the drop in perceived power when no longer having liege levies.
- Taxing your feudal vassals lowers their opinion of you. This counters the inclination of players to focus on taxes (AI will always keep high levy focus by default).
- Modifiers that alter feudal liege levy percentages (e.g. imperial decay and levy efficiency) also give negative/positive opinion to your feudal vassals.
- I've made new government types for all baron-tier feudal vassals to make sure only vassals that can actually raise their own troops will be called.
- Be aware that this feature is very much experimental and will change your experience significantly.

DISCLAIMER: Due to the fundamental changes to balance etc. the HIP developers will not help you troubleshoot your game if you use this tweak.

Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (22-07-20) NOTE: Not included in the compilation.



The Articles of the Barons

Features:
Removes the baron-tier border gore reduction. See here for details.

Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (22-07-20)



Latin and Greek Religious Titles

Features:
Catholic religious titles use Latin, and Orthodox religious titles use Greek, instead of English.
The in-game "Autocephalous Patriarchs" are now called "Mitropolitis" (Metropolitan) since real Patriarchs beside the Ecumenical one only appeared in the Pentarchy and in Bulgaria within the game's time frame; instead the temple holdings where they appeared will now give the title "Patriarkhes" if held by an Orthodox character and "Patriarcha" if held by a Catholic character.

Requirements:
HIP Frosty3 or Frosty2 (SWMH/MiniSWMH required)

Download:
Direct
(31-03-20)



No Warrior Lodges

Features:
Sends all the warrior lodges back to the abyss of fantasy.

Requirements:
HIP Frosty3 or any earlier Frosty version (EMF required)

Download:
Direct
(29-12-19)



Very Rare Female Peasant Leaders

Features:
Female peasant leaders spawn at about half the rate compared to EMF (EMF values being, depending on top-liege succession law: <1% for Agnatic, 10% for Agnatic-Cognatic, 50% for Absolute Cognatic, 90% for Enatic-Cognatic, and >99% for Enatic).

Requirements:
HIP Frosty3 or any earlier Frosty version (EMF required)

Download:
Direct
(29-12-19)



Abandon Undesirable Children

Features:
Any ruler (including AI) that is cruel or insane enough (and/or has cultural/religious customs that allow it) can abandon children with obviously detrimental traits (dwarf, clubfooted, imbecile, weak, deaf, inbred, tiny, wrymouth, harelip, hunchback, ugly) as well as illegitimate bastard children. This is based on the Leave your child into the forest mod by Mec vraiment cool. It has been expanded and tweaked quite a bit, tailored more for HIP (with all the new traits), and unlike said mod it has been extended and balanced for the AI.

Requirements:
HIP Frosty3, or any earlier Frosty/Golden version (EMF required)

Download:
Direct
(12-09-19)



Passive Finno-Ugric Pagans

Features:
Unreformed Finno-Ugric pagans will not start wars of conquest. They will stay passive except for revolts, raids, and defence of other realms of the same faith. Baltic and Slavic pagans have also been made slightly less aggressive.

Requirements:
HIP Frosty3 (EMF required)

Download:
Direct (22-07-20)



Keep Betrothed Family Members Home

Features:
Gives the player an option to keep betrothed family members home when at war, even when under siege, in order to prevent loss of strategic betrothals - of course at the risk of them being captured.

Requirements:
HIP Frosty3 or Frosty2 (EMF required)

Download:
Direct
(15-03-20)



I also keep the Expanded Trade HIP submod up to date for now.



Other CK2 Vanilla friendly mods I've made:

Old Portrait Frames

Real Gjermundbu and Coppergate Helmets




To come: Reworked British melting pots, late Scandinavia rework, revision of Russian cultures, etc...


Recommended starting years: 993, 1066 and 1187.

Recommended game rules:

Liege Culture Conversion - Slowest

Culture Conversion - Slower

Exclave Independence - Off

Court Size Limit - Off

Generate History's Forgotten Women - Off

Devil Worshippers - None

Supernatural Events - Off

Absurd Events - Off





How to install:
- Extract the contents of the .zip file into "...\Documents\Paradox Interactive\Crusader Kings II\mod".
- Select the part(s) in the launcher alongside HIP.
- Enjoy.


NOTE: When updating a part, please delete the old version first (the mod folder inside "...\Documents\Paradox Interactive\Crusader Kings II\mod"). It's also always a good idea to clear the gfx-folder here: "...\Documents\Paradox Interactive\Crusader Kings II\HIP\gfx" to avoid flag-related bugs.

How to combine into one mod:
- Install HIP.
- Alternatively rename the new HIP install by changing the folder name. (Remember to make this change within the .mod file as well so the path corresponds to the new name).
- Select everything within the NHO submod or tweak-folder (e.g. "...\Documents\Paradox Interactive\Crusader Kings II\mod\NHO Main Part" or directly from the folder within the .zip file) and drop it inside the HIP folder. This should then prompt you to overwrite folders and files. Click yes to all. IMPORTANT: If the submod requires some other submod, this needs to be inserted first (e.g. NHO Main Part needs to be inserted before NHO Icelandic Republic).
- Select your modified HIP in the launcher.
- Enjoy!

If you rather want to keep HIP separate (and clean) and have a submod compilation, you can copy all the submod/tweak files into e.g. the NHO Main Part folder. This way you can also see whether one submod/tweak is overwriting something from another; this should not be the case unless the one requires the other (e.g. NHO Icelandic Republic requiring and thus overwriting stuff from NHO Main Part).

Known issues:
NHO Main Part

- Norse characters have had their patronyms removed due to the inability to have proper grammatical ones with the current engine (Óláfrsson, Sigurðrsson, and Ragnarrsson is a no go); later Scandinavian cultures have patronyms since that is not an issue for them.

- Old Norse "ǫ" does not work in-game, so "ö" is used instead.

- Many titles, especially those replacing "High Chief" etc. will bug out at times because the dukes_called_kings modifier doesn't always work, and because the game can't handle the switching between tribal/feudal and pagan/non-pagan (meaning you may see High Chief titles again later in the game when tribes convert etc. and that sometimes independent dukes aren't using the king title when they should).


NHO Icelandic Republic

- The Icelandic Republic uses the merchant republic government in order to be playable and in-depth; this obviously causes some imbalances with income in that area of the map.


Latin and Greek Religious Titles

- The Pentarchs will use "Mitropolitis" as their main titles even though they are Patriarchs, though they are called "Patriarkhes" of their holdings.

Compatibility with other mods/submods: (NOTE: Not updated since Hydra6)
Here I'll list commonly used mods/submods in accordance to their compatibility with NHO (and the other tweaks).


Mods known to be compatible:

HIP submods

Expanded Trade

Turks, Mongols & Mamluks

Mini(holdings)Mod

Better Imperial Reconquest

Bigger Interface: for HIP

More Cultural Names (NOTE: May overwrite some NHO localisation)

More Cultures and Religions (NOTE: May overwrite some NHO localisation)

Cultural Bonus HIP SWMH (NOTE: No bonuses added to new Scandinavian cultures)

Improved Genetics (NOTE: Not compatible with Proper Ruler Designer due to conflicting trait files)

Other mods

Rich Childhood

The Great Trade League + The Orders of Chivalry + The Sufi Schools

Send to the Varangian Guard (NOTE: Only works for North Germanic characters, not West Germanic)

Culturally different cities/Cultural Cities Remix (NOTE: Only works with the "+compatible" version from the forum)



Mods known to be incompatible:

Gaea (Updated Map) (Conflicting with NHO Map Changes)

Walter's HIP Mod Mod (Vassal Kings Are Dumb) (Conflicting with NHO Main Part)

Minor Improvement Project (Conflicting with NHO Main Part)

Iberian Project (Conflicting with NHO Main Part)

Better Balkans & Carpathians (Conflicting with NHO Main Part) <-- Now called "Better Slavs".



Other mods in general:

If the mod in question edits any of these files, they'll conflict with NHO Main Part:

"...\common\landed_titles\swmh_landed_titles.txt"
"...\common\cultures\00_cultures.txt"

Also, changes to the localisation files (especially if the other mod includes: "...\localisation\A_Nobletitles.csv") will likely overwrite many of NHO's localisation changes (but not cause crashing or the like).


Changes to these map files will conflict with NHO Map Changes:

"...\map\provinces.bmp"
"...\map\adjacencies.csv"
"...\map\positions.txt"


If you're in doubt about a specific mod, feel free to ask.

In time I'll try to extend compatibility by refining my use of commonly used files.

Changelog and old versions:
04-08-20
No Early Bascinets or Great Helms

- Fixed bug: Kings wearing "crusader crown" great helms would wear hounskull bascinets before 1200, fixed that (possibly just temporarily) by again allowing those equipable crusader crown helmets to be displayed before 1200.

22-07-20
Main Part:

- Updated for Frosty3.
Icelandic Republic:
- Updated for Frosty3.
Map Changes:
- Updated for Frosty3.
Call to Arms:
- Updated for Frosty3.
Passive Finno-Ugric Pagans:
- Updated for Frosty3.
Proper Ruler Designer:
- Updated for Frosty3.
The Articles of the Barons:
- Updated for Frosty3.



[PRE FORUM OVERHAUL]
10-06-20
Main Part:
- New province and holding localisation for the Wendish/Pommeranian culture, again thanks to @ShinsukeNakamura.
- Fixed an issue that triggered the Christian Russian melting pot event for provinces that were already converted to the late Russian culture.
- Gilla-Brigte of Galloway and his sons now retain Gall-Goídel culture a bit longer, and have some traits added. Uhtred blinded, castrated and killed by his brother, etc.

- Donald mac William and his father have claims on the Scottish kingdom.
No Early Bascinets or Great Helms:
- Minor alterations and corrections.

31-03-20
Main Part:
- Two new Russian cultures that function as Pre-Norse-influenced (Slovenisku) and Norse-Rus melting pot (Rusisku) respectively, both of which melt into regular Russian (Ruskyi) culture when Christianity arrives.
- Rurik and Oleg have been given weak claims on Kiev from the start to facilitate a more lasting Norse impression on this area (and somewhat further historical events).
- The province of Staraya Ladoga is now early Rus culture (yet remains Finno-Ugric faith to represent the mix) from the start, and it has a city. This was the main trading hub up until the mid 10th century. The province only has three slots, so it will rightly decline in importance later on.
- The province of Kiev now gets a city in 890 to further its status as the most important settlement of the Kievan Rus. Archeological evidence suggests that the lower city (Podol) was settled in the late 9th century.
- Wendish names and titles revisited, thanks to @ShinsukeNakamura. Culture now called "Slowienski".
- Scottish tribal setup revisited. More progression toward feudalism during the late 10th century and onward, slightly stronger tribal provinces; eastern and central lowlands is feudal with the Dunkelds in 1066.
- Danish personal names revisited to better portray later development (unfortunately this means some Norse names in Denmark will retain diphthongs and other features longer than they should since they are taken out of the early Danish naming list).
- Also some additions and omissions to the Norwegian and Swedish naming lists, but not as severe as the Danish one.
- Normans now more prone to use paternal and maternal grandfather names, to avoid too many old Norse-derived names popping up in later bookmarks.
- Submod-specific landed titles files restructured, thanks to the discovery of @Gatonegro. Should now be compatible with other submods that edit landed titles (except if they include swmh_landed_titles.txt - unfortunately it didn't solve the arbitrary limit to the number of entries in submod-specific files).
No Early Bascinets or Great Helms:
- Early crusader great helm now exclusive between 1200 and 1225 (except for order helmets) after which real great helms appear, and the early type completely disappears in 1250.
- Early enclosed helmets now slightly more accurately appear 25 years later, in 1175.
- Replaced the Viking Age sword hilt behind the hounskull bascinet with a warhammer.
- Slight tweaks and balances to requirements.
Call to Arms:
- EMF features that lower (or in a few instances raise) your liege levy percentages (e.g. empire decay and levy efficiency) will now also lower (or raise) your feudal vassals' opinion. This is to somewhat counter the lower importance of liege levies when you use call to arms, so these features now also make vassals less (or more) likely to accept your summons.
- Taxing your feudal vassals lowers their opinion of you. Since liege levies are a lot less useful with call to arms, this counters the inclination of players to focus on taxes (AI will always keep high levy focus by default).
- Order government lieges do not call order government vassals to arms; they provide full liege levies instead (by default regardless of opinion).
- Fixed an issue where levy control was retained and call to arms disabled when tribal organisation was lowered from high to medium.
Latin and Greek Religious Titles:
- Rearranged structure for landed titles file.

18-03-20
No Early Bascinets or Great Helms:
- Female characters now also subject to the changes to French/Norman helmets introduced on the 16th.

16-03-20
Main Part:
- Made absolutely sure the youngest Scandinavian cultures don't revert to an older one.
- Other minor changes and corrections.
No Early Bascinets or Great Helms:
- The open flat topped nasal helmet is only used from 1125 to 1200. Extended to English, French, and Occitan characters.
- English (from 1125) characters now use Norman gfx as base instead of Saxon/English. This makes more sense rather than Norman characters 'reverting' to Saxon-ish clothing and armour; especially to avoid the old Saxon style nasal helmet.
- Western high martial gear rebalanced, and now even more common when they emerge; this mostly since they act also as development in technology, replacing one with the other etc.
Call to Arms:
- Made new government types for all feudal baron-tier castle holders to exclude them from the call to arms and thus make their troops useful again when primary participant (as liege levies).

15-03-20
Main Part:
- Updated for Frosty2.
- Denmark's feudal strenght in 993 rebalanced.
- Duchy of Galloway now called "Carreg" (i.e. Carrick) rather than "Gall Ghaidheal" in Welsh/Brittonic languages.
- Cumbric localisation for the Kingdom of Man (copied from Welsh).
- Tweaked the 993 Irish setup: Connacht tributary to Mael-Sechnaill, and Brian Boru has been buffed to give him a shot at High Kingship, etc.
- Bagsecg is now named Bersi, this being attested in Latin, and the only Old Norse name suggested for him. One source also mentions him as Basrechg which is close enough.
- Other minor changes and corrections.
Icelandic Republic:
- Updated for Frosty2.
Map Changes:
- Updated for Frosty2.
Call to Arms:
- Updated for Frosty2.
Keep Betrothed Family Members Home:
- Updated for Frosty2.
Passive Finno-Ugric Pagans:
- Updated for Frosty2.
Proper Ruler Designer:
- Updated for Frosty2.
The Articles of the Barons:
- Updated for Frosty2.

03-02-20
Main Part:
- Tribals are no longer barred from Agnatic-Cognatic succession.
- Tweaked the succession laws in Scandinavia and the British Isles; namely Anglo-Saxon England now mostly uses Agnatic Elective Gavelkind rather than Feudal Elective (which resulted in ahistorical non-dynastic succession more often than not), Denmark and Sweden (until Stenkilsätten) now also use Agnatic-Cognatic Elective Succession when they are tribal (otherwise it often resulted in the Norse-Gaelic descendants of Ivar the Boneless inheriting when the other lines from Ragnar died out). Exceptions being when Harthacnut and Magnus the Good made their succession deal (Denmark and Norway are both Feudal Elective for a few years after 1035, they have claims on each other, and they have a non-aggression pact).
- Denmark is now mostly feudal rather than tribal in 993, and several provinces are Catholic.
- Made an effort to balance the power of feudal Denmark compared to its heathen and tribal neighbours (as well as England) in the 993 bookmark.
- Hákon jarl is now no longer tributary to Denmark in 993. Hákon was de facto independent after the Battle of Hjörungavágr in ~986.
- Corrected a Vanilla erroneous connection between Sumarliði Óspaksson and the Orkney dynasty (it now correctly goes through Siðu-Hallr, connected to other Icelandic families).
- Revised the Norse-Gaelic dynasty names.
- Other minor changes and corrections.
Call to Arms:
- Solved an issue with independent AI refusing to use ships to transport troops situated on islands (e.g. rulers of the Western Isles). (For anyone interested, for some weird reason this was caused by enabling vassal call to arms for Theocracy government vassals).
- Direct vassals of Theocracy or (regular) Republic government types, in most cases baron tier city/church vassals, will not be called to arms, but will instead provide liege levies even when their liege is primary participant in a war. This solves the issue of them being called but unable to raise their own troops (thus rendering their support useless). Now it's only the baron tier feudal vassals that have this problem (meaning you will still want to hold your demesne castles personally).
- Cleaned up the tool tips for the laws so they actually provide the correct "tips".

25-01-20
Main Part:
- The Gotlandic and North Frisian Republics extended back to a few years before the 993 bookmark.
- Dynasty "af Stainkirchiu" is called "af Stainstufu" before conversion to Christianity.
- The son in law of Liccair, Botair af Acubek, who was the first to build a church on Gotland, has his own dynasty in the early years.
- Áki son of Palnatóki now holds Funen in the 993 bookmark (debatable, but more flavourful than having Þorgils sprakalegg hold it, and the family clearly was in high standings marrying into other major dynasties).
- Þoræd son of Gunnar now has the dynasty name "af Gunnari" instead of "Mac Eadwine" (for some reason a former Scottish dynasty was used causing the issue when I made it "Scots" in NHO).
- Óláfr Tryggvason has now been equiped with suitable traits and claims to promote his adventure to take the Norwegian throne in 995.
- Norse-Gaelic setup in Ireland revisited with lots of tweaks to title holders as well as new characters for Limerick.
- Several balance tweaks for the Kingdom of the Isles (e.g. slightly more pagan starting provinces, for gameplay purposes rather than historical, to prevent immediate game over with religious reconquests).
- The Duchy of Sutherland is now de jure part of the Kingdom of the Isles until 1021 when it becomes de jure Norwegian (alongside Orkney, Shetland, and the Faeroe Islands).
- Óláfr Guðrøðsson given claims on the Northumbrian duchies in 936, and the titles given to Æþelstan in order for them to actually be given to him by the game.
- Other minor changes and corrections.
Icelandic Republic:
- The Icelandic and Faeroese modifiers have been rebalanced (even fewer taxes for the poor buggers).
- The second Faeroese holding is now tribal in 993 which is much more balanced (it can be converted to another type if the main holding is feudalised).
- The Faeroese characters are now present in the correct courts in 993.
The Articles of the Barons:
- This now works again! (It was out of order since EMF changed the name of a file that I modified for some reason).

15-01-20
Main Part:
- Updated for Frosty1.
- Other minor changes and corrections.
Icelandic Republic:
- Updated for Frosty1.
Map Changes:
- Updated for Frosty1.
No Early Wendish Kingdoms:
- Fixed a minor inconsistency.
- Made a mod-specific new_tribes landed titles file.

29-12-19
No Early Wendish Kingdoms
- Updated for Frosty1.
Proper Ruler Designer:
- Updated for Frosty1.
Call to Arms:
- Updated for Frosty1.
No Warrior Lodges:
- Updated for Frosty1.
The Articles of the Barons:
- Updated for Frosty1.
Very Rare Female Peasant Leaders:
- Updated for Frosty1.
Passive Finno-Ugric Pagans
- Updated for Frosty1.
Keep Betrothed Family Members Home
- Updated for Frosty1.

25-11-19
Main Part:
- Relevant bloodlines are now tied and give opinion effects to the new Scandinavian cultures as well as the Scots culture.
- Tanistry succession is now subject to the same restrictions as before, requiring medium CA/TO for Norse, Norse-derived and Saxon cultures, Celtic cultures being exempt from those restrictions just like in regular EMF.

22-11-19
Main Part:
- Fixed the buildings, combat tactics, and retinues for the Scots culture so it once again uses the same as the Scottish (Albanaich) culture, now with the new more streamlined EMF setup of the files involved.

20-11-19
Main Part:
- Updated for Bastard2.
- Mstislav Davidovich of Novgorod now has a non-aggression pact with his father in and around 1187, preventing them from ruining each other's chances.
Icelandic Republic:
- Updated for Bastard2.
Map Changes:
- Updated for Bastard2.
No Early Bascinets or Great Helms:
- Updated for Bastard2.
Proper Ruler Designer:
- Updated for Bastard2.
Call to Arms:
- Updated for Bastard2.
No Warrior Lodges:
- Updated for Bastard2.
The Articles of the Barons:
- Updated for Bastard2.
Very Rare Female Peasant Leaders:
- Updated for Bastard2.
Passive Finno-Ugric Pagans
- Updated for Bastard2.
Keep Betrothed Family Members Home
- Initial release.

27-09-19
Main Part:
- Mordvin culture is now split into Erzän (Erzya) and Mokšen (Moksha) culture.
- Jotvingians and Galindians (both East and West) are now Prussian culture rather than Lithuanian.
- East Galindian land from the 11th century forward has been reduced to two provinces (Mozhaisk and Tarusa).
- The Russian princedoms are now more centralised between the time of Yaroslav and the Council of Lyubech. This will create fewer random russian princes and result in a more historical split between the Rurikids (including the Polotsk branch).
- Vseslav of Polotsk now only has a weak claim on Kiev in the 1066 start, and the province of Krasen is given to Vsevolod to prevent instant wars that tend to ruin their chances early on.
- Scots culture spreading into de jure England will revert to English culture when held by English characters.
- English culture spreading into northern France will revert to Norman.
- The Channel Islands will not be affected by the English melting pot.
- Norman Southern Italian melting pots will start 25 years later (1125).
Passive Finno-Ugric Pagans
- Initial release.
- Unreformed Finno-Ugric pagans will not start aggressive wars aside from revolts. They will still raid however, and join in defence of others of the same faith.
- Finno-Ugric pagans are now harder to convert.

12-09-19
Main Part:
- Updated for Golden3.
- The Scots melting pot now also works for English and Norman cultured provinces in de jure Scotland.
Icelandic Republic:
- Updated for Golden3.
Map Changes:
- Updated for Golden3.
Proper Ruler Designer:
- Updated for Golden3.
Call to Arms:
- Updated for Golden3.
No Warrior Lodges:
- Updated for Golden3.
The Articles of the Barons:
- Updated for Golden3.
Abandon Undesirable Children:
- Updated for Golden3.
- Children that survive will no longer receive an inheritable trait.
Very Rare Female Peasant Leaders:
- Updated for Golden3.
- Lowered the probability for female leaders by half compared to EMF.

05-08-19
Main Part:
- Minor tweaks to existing features.
Proper Ruler Designer:
- Added a cost for the "Architect" trait again.
- Fixed an issue with the "Viking" trait.
Abandon Undesirable Children:
- Initial release.

30-07-19
Main Part:
- The MR negative modifier now doesn't apply when the MR tier is king or emperor.
- Norman culture now only spreads to the northern coast of France (and Alençon) through melting pot event (otherwise a Norman king of France would convert all French provinces into Norman).
- Norman culture is now using the Old French/Norman form "Normant" instead of the more modern "Normaund".
- The special title for Holstein disabled since it doesn't serve a purpose anymore, and it would force the "Hertoge" title on archbishops or republic heads if held by those.
No Early Bascinets or Great Helms:
- The crusader great helms now won't appear before 1200, and this now also works for the new crusader king/queen and holy order great helms.

28-07-19
No Early Bascinets or Great Helms:
- Bascinets will now emerge more gradually 1300-1350.

26-07-19+hotfix
Main Part:
- Gave most Northern and Western European cultures bastard dynasty prefixes.
- Merchant Republics based by the North Sea or the Baltic Sea will now have modifiers that give them a significantly lower tax percentage and a slightly lower levy percentage for their demesne (including patrician holdings). Hotfix: Fixed so it works for the Kingdom of Lithuania as well.
- Fixed some issues with the Novgorod Republic and made it significantly stronger so it has a good chance to survive the onslaught of its pagan neighbours.
No Icelandic Republic:
- Tweaked the tax/levy modifiers in relation to the ones introduced above.
No Early Bascinets or Great Helms:
- Minor tweaks to the years and requirements.

25-07-19
Main Part:
- Minor tweaks to the British melting pots.
No Icelandic Republic:
- Minor tweaks to the modifiers.
No Early Bascinets or Great Helms:
- Enclosed helmet will now be more common and last from 1150-1225, whereafter it will be largely (even more than before) superseded by great helms.
- Early crusader great helm (the one along with black tabard) will only appear until 1250.
- Other minor tweaks for a more consistent usage of the helmet types.

24-07-19
Main Part:
- Updated for Golden2.
- Tweaked the British melting pots for a more historical outcome (e.g. English culture starts to emerge 25 years later in 1125).
- Regular character culture conversion has received multiple checks (e.g. Scots won't convert to a Celtic liege culture).
- Scottish Higlands won't convert to Anglophone cultures (including Scots) through regular events.
- Frisian provinces in Friesland proper won't convert to any other culture (this always happens otherwise due to the scarcity of Frisian holders of these provinces).
- Revised the Scottish title holders, especially for 1066.
- De jure setup in Scotland and surroundings revised: Galloway is now under the Kingdom of the Isles in the 11th century while the Northern Isles have drifted into Norway at that point; Dublin is also under the Kingdom of the Isles (Duchy of Man) until the 12th century; Cumberland is de jure England after the dissolution of the Cumbric kingdom.
- Tweaked the Gall Goídel setup slightly, and gave out claims on Dublin and Man in 1066.
- Many other (less important) changes, bug fixes, and tweaks that haven't been documented!
No Icelandic Republic:
- Updated for Golden2.
- The modifiers used for the Icelandic "climate" have been merged into one unique one that is much more balanced. It now effectively and significantly lowers the tax income and also the levies that the Icelandic Republic (and the Faeroe Islands) can levy.
- Merchant Republic respect factors now somewhat closer to vanilla (after the recent EMF changes): age matters once more and there's also the slight random factor, but the increased prestige and lowered campaign gold weight carries over.
- The "Foreign Wife" event has been disabled, so we won't see Hindustani and South of Sahara African wifes in Iceland all the time.
No Early Bascinets or Great Helms:
- Updated for Golden2.
- Flat top helmets and kettle hats won't appear before 1125 (they will just use mail coif before that).
- The requirements for lower tier high martial helmets lowered significantly, so it'll be quite common (though not too common). There'll now be a smooth transition from regular nasal helmets over flat tops and kettle hats to the enclosed helmets and great helms (and later bascinets).
- Minor balancing and tweaking of the requirements across the board.
Proper Ruler Designer:
- Updated for Golden2.
Call to Arms:
- Updated for Golden2.
The Articles of the Barons:
- Updated for Golden2.
No Warrior Lodges:
- Updated for Golden2.
No Randomly Generated Daughters:
- Initial release.
Very Rare Female Peasant Leaders:
- Initial release.

10-07-19+hotfix
Main Part:
- Prevented Scots, English, Saxon, Anglo-Danish, and Norman rulers from converting to Celtic capital cultures other than Scots.
- All regular culture conversion (both character and province) slowed down to half speed by default.
Map Changes:
- Fixed an issue with the ports of London and York, as well as Rügen and Slesvig (the latter two being HIP errors).

10-07-19
Main Part:
- The "Scots" melting-pot is back! It will appear in the Scottish Lowlands in the 11th century (around the time of Malcolm III whose descendants are of this anglophile culture along with the Scoto-Norman nobility). It's pretty intricate, but in short, when the requirements are met, it turns Saxon/English provinces within the Kingdom of Scotland into "Scots", that is, in reality anglophone "Inglis" subjects in the Lowlands, but loyal to the Scottish crown; the nobility using the Scots culture represent the Scoto-Normans as well as the anglophile Scottish kings after Malcolm III.
- All of the Scottish characters in the history files have been assigned either Albannaich or Scots (or Cumbric/Gall Goídel) culture in accordance with their ancestry and alignment.
- The province culture setup in and around Scotland has been revised.
- The time it takes for regular province culture conversion has been increased by 1.5 (it can still be made even slower with the game rule).
- Made Dyfnwal part of the old Cumbric dynasty in 867 so the line isn't broken in that bookmark.
- Other minor changes and fixes.

09-07-19
Latin and Greek Religious Titles:
- Fixed an issue caused by k_byzantium being renamed to k_thrace in recent HIP versions.

08-07-19
Main Part:
- Tanistry now only requires medium organization/authority (except for Celtic cultures), and it is now available on these terms for all North Germanic, Norse-derived, Russian, and Saxon cultures.
- Eldership succession is now available (though not default) for tribal Norse Pagans.
- Scandinavian kingdoms succession laws revised. Denmark and Norway favour Agnatic-Cognatic Elective Gavelkind, while Sweden uses Feudal Elective after Stenkell ascends; this means especially Denmark will be a bit unstable with some infighting and split-ups, but that is very much true to history - but most importantly it means that Denmark and Norway will mostly retain the royal dynasty in power unlike when they used Feudal Elective.
- Wends and Estonians can now go on seaborne raids again (this can be disabled by removing "zz_emfswmh_cultures.txt").
- Raiding aggression has been increased to try to somewhat counter the lack of seaborne raiding in the current CK2 version.
- More localization for various cultures (mostly Norse) around Scotland and the Isles.
- Gutnish localization fixed with a work-around (similar issue that I had with landed_titles files and the Gall Goídel culture).
- Silly Vanilla forced rename of the Kingdom of Kiev now changed to "Kiev" instead of "Kievan Rus" - the disabled culture localization for this title can't be helped unfortunately.
- Other minor fixes and changes.
No Warrior Lodges:
- Initial release.

07-07-19
Main Part:
- Updated for Golden1.
- Norse and Norse-derived cultures can use tanistry succession again (hotfix: only with high organization/authority).
- Other minor fixes and changes.
Icelandic Republic:
- Updated for Golden1.
Map Changes:
- Updated for Golden1.

01-05-19
No Early Wendish Kingdoms:
- Updated for Golden1.
Proper Ruler Designer:
- Updated for Golden1.
Call to Arms:
- Updated for Golden1.
The Articles of the Barons:
- Updated for Golden1.

01-05-19
No Early Bascinets and Great Helms:
- Updated for Furry6.
Proper Ruler Designer:
- Updated for Furry6.
Call to Arms:
- Updated for Furry6.
The Articles of the Barons:
- Updated for Furry6.

30-03-19
No Early Bascinets and Great Helms:
- Updated for Furry3.
Proper Ruler Designer:
- Updated for Furry3.
Call to Arms:
- Updated for Furry3.
The Articles of the Barons:
- Updated for Furry3.

05-03-19
No Early Bascinets and Great Helms:
- Updated for Furry2.
Call to Arms:
- Updated for Furry2.
The Articles of the Barons:
- Updated for Furry2.

04-03-19
No Early Wendish Kingdoms:
- Updated for Furry1.
No Early Bascinets and Great Helms:
- Updated for Furry1.
- CPR included new suitable low tier helmets, so mine are no longer needed.
- The year distribution similar to how the last version was, but the combat rating and other factors have changed a bit due to the new combat rating system introduced with Holy Fury and Furry1.
Proper Ruler Designer:
- Updated for Furry1.
Call to Arms:
- Updated for Furry1.
The Articles of the Barons:
- Updated for Furry1.
Latin and Greek Religious Titles:
- Updated for Furry1.

16-10-18
Main Part (formerly "Base"):
- Rework of Norman naming list using Old Norman and renaming of all Norman historical character to conform with this.
- More early Icelandic characters (including Hrafna-Flóki, family of Ingólfr Arnarson, etc.).
- Once again follows EMF's line on AI raiding at sea (Wends and Estonians no longer allowed).
- Further work on (especially East) Norse noble titles.
- Other minor changes.
Icelandic Republic:
- The Icelandic Republic is Duke-tier once again since King-tier makes it too powerful.
Latin and Greek Religious Titles:
- Initial release.
- All Catholic and Orthodox title work from NHO Base moved to this tweak to keep a tight focus:
- Catholic religious titles use Latin, and Orthodox religious titles use Greek, instead of English.
- The in-game "Autocephalous Patriarchs" are now called "Mitropolitis" (Metropolitan) since real Patriarchs beside the Ecumenical one only appeared in the Pentarchy and in Bulgaria within the game's time frame; the temple holdings where they appeared will now give the title "Patriarkhes" if held by an Orthodox character and "Patriarcha" if held by a Catholic character.

17-09-18
Base:
- Four new cultures derived from the Norse: Svænskr (will later develop into Svænskær, i.e. Swedish), Gøzkr (later Gøzkær, i.e. Geatish), Danskr (later Dansk, i.e. Danish), and Gutniscr (Gutnish). The early East Norse cultures start to appear in the year 900, and will use Old East Norse as a base (post-monophthongization), except Gutniscr which is entirely distinct. The later (Swedish, Geatish, and Danish) ones start to appear around 1100, and will use Old Swedish and Old Danish (though character names are WIP, so they remain modern Swedish and Danish for now).
- The Norwegian culture is now called "Norrønn" and uses Old Norwegian (much closer to Old Norse/Icelandic than modern Norwegian), it starts to separate from Norse (Norrœn) around the year 1000 (usually after the death of Canute the Great if you start in 1018).
- Character and province history-files as well as title localisation overhauled to reflect the above changes.
- Asbjørn, the brother of Svend Estridsen, now holds the titular Jarldom of Denmark in 1066 (he was styled "Eydanajarl").
- Thrugot is now Jarl of Jutland again in 1066 (he is sometimes described as "hirðjarl" to Svend Estridsen).
- The Jarldom of Sjælland is now distributed amongst the sons of Svend Estridsen after his death, as described by Knýtlinga saga.
- Lettigallian culture renamed "Letu" (as suggested by Herr Doctor).
- Other minor changes and corrections.

11-09-18
Base:
- Englisc (Anglo-Danish) characters can now join the Varangian Guard, and Angelcynn (Anglo-Saxon) characters can join after 1066.
- Fixed a bug where Swedish characters would sometimes be named "=".

10-09-18
Base:
- Major revision of the Russian setup, especially in later bookmarks (focus on 1066 and 1187). Many thanks to @Herr Doctor for suggestions and advice!
- The Novgorod Republic (appearing in 1136) has been fixed and tweaked. It is now Duke-tier and has a Rurikovich Prince (King-tier) as liege; the Prince title of Novgorod uses tanistry-succession (as the closest approximation of the actual system). However, the republic owns the vast majority of the land and troops. Both titles have full title-history.
- Succession between 1019 (ascent of Yaroslav) and 1097 (Council of Lyubech) is now seniority in all Rurikovich-controlled principalities (as the closest we can get to the rota-system).
- The Polotsk branch of the Rurikids now has its own dynasty (Rogvolodovich).
- There's now an additional titular principality (Drutsk) within Polotsk, and the line of holders for all of them have been added to the history-files.
- Many Russian rulers of primarily Norse (or Swedish) descent now use Norse portraits.
- Catholic religious titles now use Latin, and Orthodox religious titles use Greek, instead of English.
- The in-game "Autocephalous Patriarchs" are now called "Mitropolítis" (Metropolitan) since real Patriarchs beside the Ecumenical one only appeared in the Pentarchy and in Bulgaria within the game's time frame; the temple holdings where they appeared will now give the title "Patriarkhes" if held by an Orthodox character and "Patriarcha" if held by a Catholic character.
---
- Embarking and disembarking ships is now faster; vanilla speed values rather than twice as slow EMF values.
- Further tweaks to the Norse culture conversion and British melting-pots. Younger Scandinavian cultures now appear slightly later (intermediary cultures for Danish, Geatish, and Swedish characters still WIP).
- Younger Scandinavian cultures now use Old Danish, Old Norwegian, and Old Swedish noble titles (character names are still WIP).
- Distribution of land in Denmark in 1066 has been revised. Count-tier vassals preferred rather than Duke-tier.
- Birger Brosa now controls Östergötland between 1166 and 1202 rather than his younger brother, Magnus.
- Duke-tier Bergen, Jämtland, Södermanland and Hälsingland now use the Count-tier noble title (to avoid an over-abundance of Jarl titles).
- Various levels of council power added to Scandinavian and Russian kingdoms.
- Other minor changes.
Icelandic Republic:
- Various minor adjustments.
No Early Wendish Kingdoms:
- Renamed for better launcher overview.
No Early Bascinets or Great Helms:
- The high martial enclosed helmet will no longer appear after 1300.
- Slight adjustment of requirements for the different tiers.
- Renamed for better launcher overview.
Portrait Realignment Pack - Custom version:
- Renamed for better launcher overview.
Proper Ruler Designer
- Renamed for better launcher overview.
Call to Arms:
- Renamed for better launcher overview.
The Articles of the Barons:
- Renamed for better launcher overview.

09-07-18
Base:
- Revision of Norse and Scandinavian character titles.
- Other minor changes.
Icelandic Republic:
- The Icelandic Republic is now king-tier, which solves an issue with localisation.
Map Changes:
- Opened up the passes between Ringerike and Sygnafylke.
The Articles of the Barons:
- Initial release.

23-06-18
Base:
- Updated for HIP Hydra6.
Icelandic Republic:
- Updated for HIP Hydra6.
Call to Arms:
- Updated for HIP Hydra6.

27-05-18
Base:
- Updated for HIP Hydra5.
Icelandic Republic:
- Updated for HIP Hydra5.
- The main Faeroe Island holding is now tribal in 1018.
Map Changes:
- Updated for HIP Hydra5.
- Opened up several passes in the Norwegian mountains.
No Early Bascinets or Great Helms
- Updated for HIP Hydra5.
Call to Arms:
- Updated for HIP Hydra5.

18-02-18
Base:
- Updated for HIP Hydra4.1.
Map Changes:
- Updated for HIP Hydra4.1.
Call to Arms:
- Updated for HIP Hydra4.1.

12-02-18
Base:
- Updated for HIP Hydra3.
Icelandic Republic:
- Updated for HIP Hydra3.
Map Changes:
- Updated for HIP Hydra3.
No Early Wendish Kingdoms:
- Updated for HIP Hydra3.
Proper Ruler Designer
- Updated for HIP Hydra3.
Call to Arms:
- Updated for HIP Hydra3.

23-12-17
No Early Bascinets or Great Helms:
- Low-medium tier "High Martial Headgers" are now used a bit more.
- The early great helm (or enclosed helmet) now dominates the high martial headger between 1150 and 1200 after which regular great helm will appear.
- The Italian group helmet has been touched up a bit.

21-12-17
Base:

- Altered my tweaks to Norse culture conversion in order to make Geatish more likely to appear when starting in 1018.
- The Republic of Gotland is now also present in 1018 rather than a direct holding of the Swedish king.
- Ingegerd, the daughter of Olof Skötkonung, is no longer Orthodox before marrying Yaroslav.
Icelandic Republic:
- The second Faeroese castle holding is now removed in the history files after Leivur takes over the whole island in 1035 (due to it making him and his descendants too powerful in later bookmarks), but it appears again in 1047 as the diocese of Kirkjubøur (with the inclusion of the early bishops of the Faeroe Islands).
Call to Arms:
- Initial release.

15-12-17
No Early Bascinets or Great Helms:
- Female bascinets are now also replaced by more suitable ones.
- Made a new helmet for the Italian group that combines the chain mail of the "western early" and one of the East African nasal helmets.

14-12-17
No Early Bascinets or Great Helms:
- Instead of the 1250 limit for all the Western "High Martial Headgears", they've been divided into 1150 (great helms) and 1300 (bascinets).
- Lower tier bascinets have now been replaced by the "western early" helmet.

13-12-17
Base (merger of Names and Localisation and Norse Culture Conversions):
- Updated for HIP Hydra1.
- Made Celtic and North Germanic owners of the Kingdom of England use the Dragon CoA rather than the Cross of Saint George.
- Various minor changes.
Icelandic Republic:
- Updated for HIP Hydra1.
- Extended the families of Iceland and the Faeroe Islands.
- Made the son of Egill Skallagrímsson a playable goði in 1018.
- Separated the Allsherjargoða dynasty into three to avoid the broken dynasty tree.
Map Changes:
- Updated for HIP Hydra1.
No Early Wendish Kingdoms:
- Updated for HIP Hydra1.
No Early Bascinets or Great Helms
- Initial release.
Portrait Realignment Pack - Custom version
- Cleaned up the files and description.
Proper Ruler Designer
- Initial release.

01-09-17
Names and Localisation:
- Updated for HIP Cacao4.
- Started to use the secret religions for some characters.
- Various minor changes.
Norse Culture Conversions
- Updated for HIP Cacao4.
Icelandic Republic:
- Updated for HIP Cacao4.
Map Changes: (former York Port Acces)
- Updated for HIP Cacao4.
- Extended the sea zone into the Thames and gave the Middlesex province (London) a port.
- Removed the unpassable terrain between Inntrøndelag and Jämtland that was added in HIP Cacao 4.
No Early Wendish Kingdoms:
- Updated for HIP Cacao4.

17-08-17
Names and Localisation:
- Various fixes, tweaks, and additions (mostly related to Iceland and the Faeroe Islands).
Icelandic Republic:
- Extended the history-files back to 930 (the creation of the Alþingi).
- Completed the line of Bishops for both Skálholt and Hólar.
- Included the major families of the Faeroe Islands during and prior to the Christianisation (from Færeyinga Saga).
- Gave the Faeroe Islands an extra holding (Skúvoy) aside from the main one (Gøta) from 940 and forward (to make it more interesting), but applied modifiers to lower levies, etc.
- Cleaned up the history-files of the merchant republic family holdings in Iceland by making a unique one for each clan.
- Removed the extra tribal holdings in Iceland, standing in for the later holdings, since they are not needed anymore. (The code must've been fixed so the history files work for barony holdings that were not present from the beginning).
- Fixed, as well as could be, the issue with random dynasties being assigned to lowborn Icelandic characters from the history-files.

05-05-17
Names and Localisation:
- Updated for HIP Cacao3.
No Early Wendish Kingdoms:
- Updated for HIP Cacao3.

27-04-17
Names and Localisation:
- Updated for HIP Cacao2.
- Separated the localisation files into submod-specific ones.
- Tweaks to Old English names.
- Work on Norse-Gaelic localisation.
Norse Culture Conversions:
- Updated for HIP Cacao2.
Icelandic Republic:
- Updated for HIP Cacao2.
York Port Access:
- Updated for HIP Cacao2.
No Early Wendish Kingdoms:
- Updated for HIP Cacao2.

20-04-17
Names and Localisation:
- Some corrections to Norse names in the history files.
- Further work on the Norse-Gaelic names.
Icelandic Republic:
- Unreformed pagans can now use the "convert to merchant republic" decision (when all other requirements are met).

01-04-17
Names and Localisation:
- Norse-Gaelic names reworked.
- Minor fixes.
Norse Culture Conversions:
- Geatish culture emergence fixed.
- Reversed melting-pots (re)introduced.
Icelandic Republic:
- Iceland has received modifiers to portray the pre-colonisation, the Landnám, and the climate.
- Tweaks to the 1043-1066 bookmark history.
VKAD+NHO CompPatch:
- Tribals can create kingdoms (standalone VKAD disables this).
- Fixes to various parts of the code.
No Early Wendish Kingdoms:
- Initial release.

27-03-17
Names and Localisation:
- Fixes and tweaks to Danish and Norse-Gaelic characters.
- Scottish characters now use the Gaelic titles (both feudal and tribal).
Norse Culture Conversions:
- Province setup tweaked.
Icelandic Republic:
- Council fully empowered in the Icelandic Republic.
York Port Access:
- Wrong version number corrected.
VKAD+NHO CompPatch:
- Initial release.
Portrait Realignment Pack - Custom:
- Initial release.

25-03-17
Names and Localisation:
- Minor tweaks.
Norse Culture Conversions:
- Initial release.

23-03-17
Names and Localisation:

- Updated for HIP Cacao1
Icelandic Republic:
- Updated for HIP Cacao1
York Port Access:
- Updated for HIP Cacao1

01-12-16
York Port Access:
- Initial release.
Names and Localisation:
- Corrected a couple of Anglo-Saxon names.
- Restored the connection between Æþelræd the Unready and his father (and thus the rest of the Wessex line).
- A few other minor fixes/changes.

26-11-16
Names and Localisation:
- Fixed a few issues with the Slavic titles.
- Made tribal Scotland use the Gaelic titles.
- Added localisation for tanists.
- Corrected Anglo-Saxon (Angelcynn and Englisc) names and titles.
- Some other minor tweaks.

20-11-16
- Rearranged files in the different parts to accommodate for later ones (this means that it's extra important to remove the old folders before putting in the new versions).
Icelandic Republic:
- Added more to the Icelandic Republic in anticipation of the 1043 bookmark.
Names and Localisation:
- Merged the Norse Names and Norse Title Localisation parts since they became too closely intertwined and I figured having one without the other didn't make sense anyway.
- Reintroduced my Balto-Slavic and Finno-Ugric character titles, replacing the "High Chiefs".

19-11-16
Norse Names:
- Initial release.
Norse Title Localisation:
- Initial release.
Icelandic Republic:
- Initial release.



FULL VERSION for CK2 2.3.6
Features:

- Completely reworked British melting-pots, with the addition of an Anglo-Danish culture and a new split of the Scottish culture.
- The Icelandic Republic is now in the game with all the major clans of the age and 160+ new characters!
- Reworked titles for Norse, Norse-derived, and neighbouring cultures (including Celtic, Balto-Slavic, and Finno-Ugric cultures).
- Completely reworked Norse names, and added links to younger forms.
- Fixed Geatish culture emergence, and tweaked the Norse culture split.
- New characters, dynasties, and character changes in the Norse world.
- Changes for pagan, feudal succession laws. (1)
- Less female commanders for the Norse pagans.(2)
- Fixed tribal title localisation.
- And more!
(1) Allows feudal pagans to use tribal elective laws.
(2) Commanding only allowed for female characters with tier three and four martial education.
Screenshots: (Updated 13-03-16)





Requirements:

- CK2 version 2.3.6
- HIP version of 2015-05-08 (link) (1)
(SWMH, VIET Events, and EMF required)

(1) Included in the "full download".


Installation:

- Download the mod ("full download" or "mod only", see below).
- Extract the content of the .zip into your "Documents\Paradox Interactive\Crusader Kings II\mod"-folder.
- Go into your Steam library, right click on CK2 and go into "Properties", then select the tab "Betas" and choose version 2.3.6.
- Start CK2 and select "Norse Heritage Overhaul" and the required version of HIP.


Downloads:

Full download v1.0 (19-11-16) (1)



Advanced:

Mod only v1.0 (19-11-16) (2)

Patch v1.0 (19-11-16) (3)

Optional:

Portrait Realignment Pack for 2.3.6 (by iron0037) (4)
Proper Ruler Designer for 2.3.6 (5)
(1) Includes the required version of HIP.
(2) If you use the "mod only" version, your HIP folder must have the default name. If you want to have a separate install for this HIP-version you should use the "full download"; this will also ensure full compatibility.
(3) For upgrading previous "full download" versions 0.7 --> 1.0
(4) Custom version: requires the Norse, Russian, and Celtic portrait DLCs. (Changes the Norse, Russian, and Celtic faces to the vanilla ones, while still using the hair styles and accessories of the DLCs - also makes the Baltic and Finnish peoples use stuff from the DLCs).
(5) Brings back the old +/- system of the ruler designer.


VERSIONS:
1.0: 19-11-16
- Split the Mordvin cultures into two.
- Fixed various aspects of later bookmarks (Republic of Novgorod, Crusader states in the Baltic, etc.)
- Various other changes and tweaks to existing features.

0.98: 20-03-16
- Introduced title localisation to all Balto-Slavic and Finno-Ugric cultures. No More "High Chiefs"!
- Restricted the creation of most duchies in Denmark and Sweden (as well as the Faroe- and Channel Islands) in order to prevent the unhistorical spam.
- Reworked the Swedish-Geatish culture emergence once again.
- Added and modified certain landed titles and their localisation.
- Changed a few culture colours to better match their culture group etc.
- Patched various title localisation in northern and eastern Europe.
- Added place-holder dynasties for cultures without any in order to prevent the generic "Smiths".
- Various other changes and tweaks to existing features.

0.96: 13-03-16
- York now has a port.
- Tweaks to the melting pots, especially the Scottish one.
- Various other changes and tweaks to existing features.

0.95 hotfix: 29-02-16
- Fixed an issue where Icelandic baronies and bishoprics were assigned to random characters instead of the ones listed in the titles history (due to flawed mechanics that only allow full title history for holdings that have existed since the 867 start).
- Corrected a few Norse place names.

0.95: 28-02-16
- The Icelandic Republic is now in the game with all the major clans of the age and 160+ new characters!
- The Norse dynasties have been overhauled once more.
- Norse place names now predominantly use the dative form.
- The Norse faith is now called "Heiðinn", and "Ásatrú" is reserved for the reformed faith.
- The "Fylkirate" is now called "Ásatrúarveldið" (The Dominion of the Ásatrú).
- Restored and fixed the line of the Scyldings.
- Fixed some errors in the Anglo-Saxon history files.
- Various other changes and tweaks to existing features.

0.89: 17-02-16
- Fixed an event ID that caused crashes.
- Changed the triggers for the variable CoA of England.
- Made the Lombard culture use western portraits rather than southern.
- Fixed a few minor errors in the history files.
- Various other changes and tweaks to existing features.

0.88: 13-02-16
- Fixed the Dutch melting-pot.
- Expanded the Arpitan culture.
- Started work on the Norse dynasties.
- Overhauled the Scottish character names (in the history files).
- Fixed the Geatish-Swedish culture development.
- Fixed the emergence of the Jomsvikings.
- Lots of balancing and playtesting (as usual).
- Various other changes and tweaks to existing features.

0.86: 08-02-16
- Completely reworked the Norse names, and added links to younger forms.
- Incorporated the culture split of the HRE from the new versions of SWMH.
- The Scottish Highlands culture is now called "Albanach".
- The Scandinavian cultures now use names of a younger stage of the language-split.
- Iceland and the Faroe Islands (as well as Orkney and the Shetlands) retain the Norænn culture.
- The culture split of Scandinavia is not complete in the 1066 starts.
- Various other changes and tweaks to existing features.

0.78: 13-10-15
- A new Scottish culture split: Gáidheal for the Highlands, Scots for the Lowlands (will emerge in the 867-start if Scotland takes over the Lowlands).
- The Geatish (Gautr) culture will emerge from the Norse (now "Norrænn") culture alongside the other Scandinavian cultures (this conversion has been sped up).
- Localisation for tribal titles has now been fixed.
- Various culture name changes (including some tidying up in VIET- and PB-files that broke the localisation).
- Various other changes and tweaks to existing features.

0.7: 04-10-15
- Initial release
 

Attachments

Last edited:

bontanel

Major
5 Badges
Mar 16, 2013
548
631
  • Crusader Kings II
  • Europa Universalis III
  • Victoria 2
  • Stellaris Sign-up
Looks good. Will try it out.
One thing though, Angel-dene(which I presume means anglo-dane) is a silly name as it sounds like an exonym. I doubt the people living inside the Danelaw called themselves anglo-danes
 

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Basically, we don't know what they called themselves. It was probably a mix of people calling themselves everything from Engle, Danir, Norðmenn, and many names beside - probably a lot of local demonyms as well. It is especially complicated with these melting-pot cultures; we have the same problem with the Gall-Goídel for example, who were called so by the Irish (or Goídel proper), meaning "Foreign Gaels".

I'm open for suggestions - indeed, I'd be glad to hear them! - but if you don't have anything constructive to say, please keep it to yourselves.

The name is, quite rightly, constructed: Angel- is a prefix that is often used in compounds such as "Angel-cyning" (Angle-king), "Angel-þeód" (Angle-people), "Angel-cynn" (Angle-kin), "Angel-folc" (Angle-folk), etc. Dene is the Old English word for Danes; used, for example, in Beowulf's "Gár-Dene" (Spear-Danes), "Súð-Dene" (South-Danes), "Norð-Dene" (North-Danes), "Eást-Dene" (East-Danes), "Hring-Dene" (Ring-Danes), etc. One might also remove the dash, but I prefered to use Angel-Dene rather than Angeldene. The use of Old English rather than Old Norse comes from the fact that I consider the melting-pot culture more related to England than Scandinavia in 1066 - this is also the reason why I've made the culture West Germanic; that said, many of the inhabitants of the Danelaw probably spoke an East Norse dialect far into the 11th century and beyond.
 
Last edited:

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Here's a discussion about the matter of an Anglo-Danish culture from the SWMH thread:

Do you think it would be worthwhile to add a Saxon-Norse hybrid culture in England?
IMHO, there should be a post Viking invasion melting pot, a lot of the names and aristocratic families in England in 1066 had significant ties to Denmark. Ideally, we'd have an original Anglo-Saxon culture, an Anglo-Danish culture and then English (Anglo-Norman).
Agreed. The 'Danelaw' existed throughout the Midlands for nearly two centuries, it's quite sad that the melting pot is missing still from SWMH. Much of what we've taken as being English we can owe to the Danes settling and mixing with the native Anglo-Saxons.

The Gall-Goídel and the Normans are both correctly represented in the British Isles, the Anglo-Danish culture is obviously absent in a large way.
I have to agree. To add to that, I think the dynasty of Godwin would be a perfect fit for this new culture - the same goes for Waltheof son of Siward, who was probably a Dane.
About the Anglo-Danes mentioned above, I've been thinking of a suitable name for this culture.

Now, obviously most people were not necessarily aware their specific culture - nor was there always a clear distinction between sub-divisions in a society. We do not have a contemporary name for the distinct culture that has come to be known as "Anglo-Danish", but it is clear that many Danish customs as well as plenty of Danish vocabulary was absorbed into 10-11th century English society and language. The use of Danish names in prominent families was, apparently, more widespread in some than others; for example the children of Godwin and his Danish wife, most of them carrying what we would call Anglo-Danish names (Sweyn, Harold, Tostig, Magnus, Ulf, etc.).

I hope you agree that having an Anglo-Danish culture in the Danelaw is a better representation of the situation than having the populace under the purely Danish culture (which is apparently not part of the English melting-pot event). If I should propose a fitting name for such a melting-pot culture I would probably use the Angel- prefix along with the Old English Dene making it Angel-Dene.
There are many good reasons for an Anglo-Danish culture, but we are still stuck with the one big ck2 limitation that so far have held us back from using one, and that is what culture group to put it in. If it go in the west Germanic its a mess due to negative malus toward the Danes and Norwegians, and vice versa with north Germanic group and the Saxons.
That is a problem indeed. If I had to choose, I'd go with West Germanic.
I'd go with North Germanic. After all, the new overlords bring North Germanic traditions and the local population is included in their cultural sphere.
The culture should develop much like the Norse-Irish and Norman cultures, and both of those are attached to their local culture (Celtic and Latin). Bear in mind, this is the culture that we see in the 1066 start, it is not yet present in the early start. Besides, if we want to use the culture for the dynasty of Godwin and Siward, it should definitely be more English than Danish.
It should be West Germanic, these aren't recent Danish converts, but an English population heavily influenced by Danish settlement and intermarriage, but the core is still there - particularly when it comes to relations between Denmark and England.

It's a shame that CK2's culture malus isn't more creative, i.e. IF England at war with Denmark, then side with England. If England fights Normandy, prefer Danish to Norman.

You can also contrast the relations of the full blood Danish kings with the 'native' English compared to the Anglo-Danes with the 'native' English.
For further reading, here's an interesting article about English, Norse, and Anglo-Danish influence on the Scots language (which reminds us that the Scottish melting-pot is still to be properly implemented), including some good background information.
 

Woody Man

SWMH Bretwalda
105 Badges
May 12, 2004
4.807
403
  • Supreme Ruler 2020
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Lead and Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Europa Universalis: Rome Collectors Edition
  • Rise of Prussia
  • Hearts of Iron IV: La Resistance
  • Europa Universalis III Complete
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • East India Company Collection
  • Europa Universalis III
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
Great stuff, I'm really happy to see this getting looked at.

Re: names, this might sound stupid, but we could have Angelsk?

EDIT - A while ago I tidied up the Anglo-Saxon names and history files if you'd like me to provide?
 
Last edited:

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
It sounds a bit like "Ænglisc/Englisc", the Old English version of "English". It might be suggested that we could use Ænglisc/Englisc or Ængle/Engle for the people of the Danelaw - but that would not be good enough, I think. Ænglisc/Englisc was a term used for all the Anglo-Saxons (for which we now use Angelcynn), while Ængle/Engle is sometimes used in contrast to the Seaxe (who dominated in the south), and to describe the Angles of the migration; but it is also often used in the same way as Ænglisc/Englisc, and often in contrast to the Dene. It is also important not to underestimate the Danish influence:

"We might suppose, quite simply, that the conquest and initial settlement of parts of eastern and northern England was conducted by members of large Viking armies, followed immediately (in the late ninth century) by a veritable peasant migration from Denmark to eastern and northern England, on a scale sufficient to swamp the indigenous population and to produce a distinctively 'Danish' society. Alternatively, we might suppose that the settlements were conducted by the remnants of relatively small Viking armies, whose political dominance enabled them to exert an influence (not least on language, and so on place-names) out of all proportion to their actual number; and that it was the descendants of these old soldiers, in the tenth century, who expanded from the areas of initial settlement by a gradual process of internal colonization. Again, we might suppose that the initial settlements were on a small scale, made by members of the Viking armies who not unnaturally established themselves in the most advantageous positions; and that in the late ninth and early tenth centuries further settlements took place on a much larger scale behind this protective screen, amounting to a secondary migration from Scandinavia to eastern England. Or we might suppose that the settlements in the late ninth century were conducted by the remnants of relatively large Viking armies, in politically dominant positions; that from the outset these settlers mixed and intermarried with the indigenous English population, adopting some of their customs, and influencing or introducing others; and that there is no need to introduce any further settlers from the Scandinavian homelands in order to account for the evidence, since from the early tenth century successive generations of an increasingly integrated population participated in a normal process of social and economic expansion, creating an 'Anglo-Danish' society which none the less retained its notionally 'Danish' identity. It would probably be unwise to express a preference for any one model, since it is obvious that a model which might apply to one part of the Danelaw would not necessarily apply to others; after all, different areas were settled under different circumstances, and the later histories of each area in the tenth century were rarely the same. It should be noted, however, that the important factor is not the size of the 'great' Viking armies of 865 and 871 (whether a few hundred, or a few thousand, men), or indeed the scale of the settlements in the late ninth century. What truly counts in our understanding the Scandinavian settlements is the fact that the settlers were in the politically dominant position, coupled with the presumption that they would have had good reason to mix with the English from the first generation, and supplemented by the proposition that 200 years of social and economic development passed until we reach the position in the second half of the eleventh century, represented by the Domesday survey. As F. W. Maitland put it, 'we must be careful how we use our Dane'."

(Keynes, Simon: "The Vikings in England, c. 790-1016" in Sawyer, Peter (ed.): The Oxford Illustrated History of the Vikings, Oxford University Press, Oxford, 2001, p. 68)​


Another option that might be considered is to simply use the word Dene; this would, however, prove problematic in relation to the varied degree of "Danishness" seen in the noble families of the 11th century. One might call Harold Godwinson Anglo-Danish, but I would not call him Danish proper. While Dene could probably be used for the majority of the population of the Danelaw, this would still be a problem since the term Dene would, indeed, be an exonym - used by the Anglo-Saxons to describe the Danes, but probably not by the Danes in the Danelaw themselves; and the supposed layer of Angles in the Danelaw would be quite neglected. If, as I have wished, we want to use the melting-pot culture for the noble families as well as for the provinces, we have to use a compound, and that is why I have opted for the constructed Angel-Dene.


EDIT: Please do show it, I have not started to edit the names yet, but your contribution might be a catalyst!

EDIT2: I assume your suggestion, "Angelsk", is an attempt to make a Danified version of "English" (the modern term being "Engelsk"). This attempt would suffer from the same problems as the above mentioned "Dene". Also, if it has to be in line with the Scandinavian demonyms (Danskr, Svenskr, Gautr, Norskr, etc.) it would be better to use the Old Norse "Enskr"; but as I pointed out, this would be an exonym to most of the population of the Danelaw and be very problematic in relation to the Anglo-Danish nobility - furthermore, this would place the culture in the North Germanic group, and it would be a paradox that the term was used by Scandinavians for all the English if it is only used for the mixed population here. Basically, "Dene" would be an exonym for the East Norse speakers while "Enskr" would be an exonym for the Old English speakers.

EDIT3: As for the population itself, it was probably multilingual in most areas. This is the reason why there is never going to be a fully satisfactory demonym: if we choose an Old Norse demonym, this will be alien to the local Old English speakers, and vice versa. My choice of Old English over Old Norse (and thus West Germanic over North Germanic), as I've stated above, is due to my opinion that the inhabitants of the Danelaw and the Anglo-Danish nobility was more firmly tied to England than to Denmark or Norway in 1066. Due to the limitations of the game, this is a choice that had to be made - otherwise one might imagine a proper mixed culture that would favour North Germanic and West Germanic overlords just the same. The new culture is a compromise, as is quite fitting for a melting-pot culture I think, that combines both the Danish, English, and mixed ethnicities of the Danelaw as well as provide a specific Anglo-Danish culture for the mixed nobility of 11th century England.
 
Last edited:

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
I made a play-through as a spectator (on the Faroe Islands) to be able to show you the organic development of the Anglo-Danish culture in a 867 start. I should have taken a few more screenshots, but you'll get the general idea.

This is how the cultures look in 1066 (compare with the 1066 start in the screenshots above):

The major deviation here is Scotland, which was captured by Denmark in the 10th century and thus started turning the Scots culture into Gall-Goídel - since the Gall-Goídel culture is in turn dominated by the Angel-Dene culture, this is spreading north (this is triggered when a Gall-Goídel province is neighbouring an Angel-Dene province, unless it's held by a character of the Celtic culture group). This scenario will be different when the Scottish melting-pot is fixed: I intend to replace the current "Scots" culture with a Scottish Gaelic "Gáidheal" culture and have a trigger for the spreading of a proper Scots culture (as described by the article I posted above) with Anglicized names and titles.

Another deviation is the slow spread of the subdivisions of the Norse culture; this should be sped up, and the Gautr culture needs to be implemented fully. Afterwards I will implement even more modern Scandinavian cultures that will change the names and titles accordingly (Jarl being replaced by Hertug/Hertig, etc.). This, I've imagined, will trigger when a character of Danskr culture and Catholic religion is neighbouring a Deutsch-held province, spreading from the southern tip of Jutland as it did historically (the Herzog title, and many German influences). We will, in the end, see conversions like this: Danskr -> Dansk, Gautr -> Göte -> (Svensk), Svenskr -> Svensk, Norskr -> Norsk.


Here's a GIF showing how it developed (unfortunately there's quite a gap between the start and the late 10th century):
867 - 990s - 1020s - 1066 - 1066 religions

Compare with the 1066 start:


EDIT: Of course, the Norman culture never appeared either. This culture rarely develops extensively, and in this particular play-through it didn't occur at all (which is also rare); this, in turn, means that the English culture will never develop (which would be very rare in any case, when starting in 867), instead it'll be a slow match between Angel-Dene and Angelcynn (which would probably prevail in this play-through).

The question is also then whether the Scots culture should trigger no matter which culture prevails in England - I think it should. I considered having it triggered by the occurrence of the English melting-pot culture, but it might be good to also have the trigger available through the Angel-Dene culture (by neighbouring Angel-Dene culture provinces), but this might trigger it a bit too early (hence why it can't be done with Angelcynn, being even earlier then).
 
Last edited:
  • 1
Reactions: Woody Man

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Yes, that's the point. The "Gaelic Scots" will be the Gáidheal while the "Lowland Scots" will be the Scots; The Gáidheal culture will be slowly replaced by (Anglicized) Scots starting from the late 11th century, and hopefully there'll still be some of it left (along with the Gall-Goídel culture) by the end of the game. I'm not an expert in this particular area, but I believe that would be a decent representation. I also thought about the Pictish culture, but that would be too hard to depict, and I believe it was mostly Gaelicized by the 867 start.

EDIT: Actually, I guess the Scots influence should start slightly later, it seems it should actually not have a big presence before the end of the time-frame...

EDIT2: I've gone away from the thought of Scots replacing Gáidheal; I will probably have Scots form when Scottish rulers hold Angelcynn or Angel-Dene lands - it may not become dominant in a 867 start, but I might be able to implement a trigger for Gáidheal nobility to adopt Scots culture if they hold Scots provinces. We'll see when i start working on it.
 
Last edited:

Gannayev

Second Lieutenant
63 Badges
Jun 11, 2012
113
25
  • Crusader Kings II: Charlemagne
  • Tyranny: Gold Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
Unrelated to the overall discussion, but I'd like to give you huge props for the development of this mod. I've played more than a few setups in the pre and post-Viking era England region, and the lack of a comprehensive Anglo-Dane melting pot culture (among others) always bothered me. I'm ecstatic about your attention to detail and historical research, and my next game will certainly be with your released content. Cheers!
 
  • 2
Reactions: moosecandle and Erilaz

Caoimhin

Captain
47 Badges
Mar 15, 2014
357
47
  • Stellaris: Leviathans Story Pack
  • Mount & Blade: With Fire and Sword
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Victoria: Revolutions
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
So any plans to update this to the current patch and version? Really like whats going on culturally here and was excited until I noticed it was for an earlier version. Is there any way to get the Anglo-Dane melting pot culture at least in the current HIP package for patch ver. 2.4.4?
 

keneticpest

Happy Chanukah!
37 Badges
Mar 25, 2012
409
25
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sengoku
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Cities: Skylines
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • War of the Roses
  • Europa Universalis III Complete
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
So any plans to update this to the current patch and version? Really like whats going on culturally here and was excited until I noticed it was for an earlier version. Is there any way to get the Anglo-Dane melting pot culture at least in the current HIP package for patch ver. 2.4.4?
There are currently no plans to port to a newer version of CK2/HIP: this is mainly due to instability of those versions (2.4.4 of CK2) and the recent removal of many North-West European provinces as a consequence of the post-HL eastern expansion.
 
  • 1
Reactions: Caoimhin

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Unrelated to the overall discussion, but I'd like to give you huge props for the development of this mod. I've played more than a few setups in the pre and post-Viking era England region, and the lack of a comprehensive Anglo-Dane melting pot culture (among others) always bothered me. I'm ecstatic about your attention to detail and historical research, and my next game will certainly be with your released content. Cheers!
Thank you! I'd very much like to hear what you think of it whenever you get around to playing it!

So any plans to update this to the current patch and version? Really like whats going on culturally here and was excited until I noticed it was for an earlier version. Is there any way to get the Anglo-Dane melting pot culture at least in the current HIP package for patch ver. 2.4.4?
Unfortunately I have no plans to bring it into line with 2.4.4 in a foreseeable future. I might, however, if I get time, look into making a "lite" version of the submod; but don't expect anything soon.
 

ogarrr

Captain
26 Badges
Sep 17, 2010
300
379
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Rome Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Rome: Vae Victis
In terms of a name, perhaps the best way to go would be in line with the Normans. Norman is a bastardisation of "northman" so perhaps getting the Anglo-Saxon word for northman might be the most "historically accurate" way to do it.

Entering "norman" into an old english translator came up with various different translations but the most prominent was "norðmann". A simple check in a downloadable anglo-saxon ictionary came up with:
norðmann m. dweller in the north, Scandinavian. ['northman']

You could also go for norðleode which means "northern folk, Angles" (norððeod means the same)
norðfolc also means that but it also means "people of Norfolk"
norðerne means "northern" which can either mean people of Scandinavia or Northumbria (norðanhymbre)
 
Last edited:
  • 1
Reactions: IoannesBarbarus

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Norðmann or Norþmann was used by Anglo-Saxon scribes for Norse people, or sometimes more specifically Norwegians (just like Dene was used both for the Norse and for the Danes at times). I've already reasoned why using the "pure" terms such as Dene, Enskr, Engle, etc. would be unsuitable; this also applies to "Norðmann".

It might be suggested that we could use Ænglisc/Englisc or Ængle/Engle for the people of the Danelaw - but that would not be good enough, I think. Ænglisc/Englisc was a term used for all the Anglo-Saxons (for which we now use Angelcynn), while Ængle/Engle is sometimes used in contrast to the Seaxe (who dominated in the south), and to describe the Angles of the migration; but it is also often used in the same way as Ænglisc/Englisc, and often in contrast to the Dene. It is also important not to underestimate the Danish influence [...]

Another option that might be considered is to simply use the word Dene; this would, however, prove problematic in relation to the varied degree of "Danishness" seen in the noble families of the 11th century. One might call Harold Godwinson Anglo-Danish, but I would not call him Danish proper. While Dene could probably be used for the majority of the population of the Danelaw, this would still be a problem since the term Dene would, indeed, be an exonym - used by the Anglo-Saxons to describe the Danes, but probably not by the Danes in the Danelaw themselves; and the supposed layer of Angles in the Danelaw would be quite neglected. If, as I have wished, we want to use the melting-pot culture for the noble families as well as for the provinces, we have to use a compound, and that is why I have opted for the constructed Angel-Dene.
Using a name that implies "people from the north of England" would not be suitable for the melting-pot either, since there is no guaranty that the melting pot will only appear in the north of England; in some play-throughs the Norse conquer all of England, and it would be unsuitable, then, if we used terms such as "Norðleóde" or "Norðþeóde".


In other news, I have finished my work on the Scottish Highland/Lowland division (including tons of work on the history files to make most later inhabitants of Scotland Scots of culture rather than Gáidheal) as well as the implementation of the Norse-Geatish culture change. I have made a couple of play-throughs to test the emergence of these new changes, and everything seems to be in order now, after many small tweaks; I might release the update this evening or tomorrow.
 

IoannesBarbarus

El Ingenioso Hidalgo
45 Badges
Dec 2, 2014
977
442
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Horse Lords
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Common Sense
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cossacks
Erilaz, just in case you're unaware, the only province cuts made to northwest Europe in the EE were 2 from Scotland (Rum merged into northern Inner Hebrides, & Nairnshire merged into Moray), and 9 from Ireland.
 

ogarrr

Captain
26 Badges
Sep 17, 2010
300
379
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Rome Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Rome: Vae Victis
Norðmann or Norþmann was used by Anglo-Saxon scribes for Norse people, or sometimes more specifically Norwegians (just like Dene was used both for the Norse and for the Danes at times). I've already reasoned why using the "pure" terms such as Dene, Enskr, Engle, etc. would be unsuitable; this also applies to "Norðmann".



Using a name that implies "people from the north of England" would not be suitable for the melting-pot either, since there is no guaranty that the melting pot will only appear in the north of England; in some play-throughs the Norse conquer all of England, and it would be unsuitable, then, if we used terms such as "Norðleóde" or "Norðþeóde".
Just a suggestion based on the use of "norman" for the Normans who weren't exactly norsemen. Indeed Normans aren't guaranteed to turn up in normandy (britanny is more likely due to god old Haestein), indeed they could turn up in Provence. The point was that they are still primarily Latin in culture, yet have the name "norman", they aren't Danes, they aren't Geats, they're something different and their name comes from their origin. Plus "Norðmann "looks cooler than "Angel-Dene" :p

However it is your mod (and a rather good one at that), indeed one that I've been looking for for a while, so I will definitely not labour the point!
 

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
Erilaz, just in case you're unaware, the only province cuts made to northwest Europe in the EE were 2 from Scotland (Rum merged into northern Inner Hebrides, & Nairnshire merged into Moray), and 9 from Ireland.
I know. There are several reasons for my refusal/postponing of the use of the latest version; I have quite a few reservations as to the general direction of the game (loss of European focus, less streamlined approach, etc.). In terms of the loss of provinces in SWMH, I understand that there's a point in following the direction the DLCs dictate, but I personally preferred the map before we got chunks of India and the far east - mostly since I never played in the adjacent areas. The removal of Scottish and Irish provinces is a major setback in my opinion, since this is one of the most interesting areas of the game's time-frame.

Just a suggestion based on the use of "norman" for the Normans who weren't exactly norsemen. Indeed Normans aren't guaranteed to turn up in normandy (britanny is more likely due to god old Haestein), indeed they could turn up in Provence. The point was that they are still primarily Latin in culture, yet have the name "norman", they aren't Danes, they aren't Geats, they're something different and their name comes from their origin. Plus "Norðmann "looks cooler than "Angel-Dene" :p

However it is your mod (and a rather good one at that), indeed one that I've been looking for for a while, so I will definitely not labour the point!
Yes, the low chance for a Norman culture to emerge is a problem - I'm not sure how it would be best solved. Well, many of the Normans were arguably very much Danes, but also various other Scandinavians. Their name comes from the Old French word for Norsemen, "Normant" - similar to the use of Norðmann and Dene in Old English; these terms do not, however, cover the distinct Anglo-Danish culture (a culture that was arguably no less Angle than Dane by the early 11th century).

Changing the name of the culture is rather easy, simply find the localisation-folder within mod-folder, open the file "cultures.csv" and change the name to whatever you want.
 

Erilaz

Danskr víkingr
36 Badges
Feb 8, 2012
700
146
steamcommunity.com
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Cities: Skylines
UPDATE - Version 0.78

- A new Scottish culture split: Gáidheal for the Highlands, Scots for the Lowlands (will emerge in the 867-start if Scotland takes over the Lowlands).
- The Geatish (Gautr) culture will emerge from the Norse (now "Norrænn") culture alongside the other Scandinavian cultures (this conversion has been sped up).
- Localisation for tribal titles has now been fixed.
- Various culture name changes (including some tidying up in VIET- and PB-files that broke the localisation).
- Various other changes and tweaks to existing features.

The update will not break saves, but a new game is recommended.


Full download


Mod only

Patch
(1)


(1) For upgrading previous Full version 0.7 --> 0.78