Crusader Kings II

Crusader Kings II

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Fantastical Kingdoms
   
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File Size
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Updated
30.026 MB
13 Feb, 2019 @ 5:44pm
7 Mar, 2019 @ 11:41pm
3 Change Notes ( view )
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Fantastical Kingdoms

Description
Summary
This mod is aimed specifically at Random Worlds and Shattered Worlds and as such requires Holy Fury. It adds 26 fantasy themed cultures to the game. Each "race" has a pool of static portraits to randomly draw from much like the animal cultures in Holy Fury. World generation with how cultures are placed has also been changed.

Because I made this to be as compatible with other mods as possible and didn't want the mod "kitchen sinked," things like long life spans, special traits, special events, special actions, Elves and Dwarves disliking each other, and so on aren't in this mod. This is not a fantasy conversion. This is setup to complement Animal Kingdoms with each race as mostly neutral. It is a base for you use in conjunction with other mods or for use with sub mods.

All of these portraits were drawn by Silfae from the Paradox forums and originally used in the amazing total conversion Warhammer mod Geheimnisnacht. As such they all have the same art style and fit together quite well. My mod uses these portraits with his permission. Please do not use these in another mod without his permission first.




How to use.
Simply check the box on cultures you want to be added to world randomization. I have what I think a good culture seed is already checked by default.

Due to RNG as well as many variables affecting culture spread there's no way of really controlling who gets how big a piece of land, but I do have 3 settings lower in the world randomization options that allow you to adjust territory sizing a bit. Sometimes it even works. Fantastical Land Area, Animal Kingdoms Land Area, and Limit Default Human Culture Land.




Fantasy Cultures:
Amazon (Human)
Babdadd (Human)
Barbarian (Human)
Beastman
Black Knight (Human)
Dark Elf
Demon
Dwarf
Florin (Human)
Goblin
Guardian (Human)
High Elf
Hunter (Human)
Kobold
Lizardman
Mummy
Naga
Nippon (Human)
Ogre
Orc
Seyruun (Human)
Sky Pirate (Human)
Spriggan
Undead
Vampire
Wood Elf



Compatibility
Due to the nature of how Random Worlds work I did have to change a few files to get this to function. This mod is NOT compatible with any other mods that change how Random Worlds work or that change animal cultures.
The 3 files changed are:
"common/alternate_start/00_settings.txt"
"common/alternate_start/01_spread.txt"
"common/cultures/99_animals.txt"
This means it should be compatible with almost every other mod as long as they don't touch those 3 files.



Ck2 Map Generator
Do not use that program to generate a map and try to use it with my mod. It is very much an alpha program and certain religions and forms of government do not work correctly. More noticeably it does not generate history which means that everything will be named Smith in it. The problem is not on my end so there isn't anything I can do to help you.



FAQ
Moving this to the Discussions tab. It was getting a bit long.




Update Notes
V1.2
-Shattered Worlds compatible now. Was my own stupid fault that it wasn't in the prior patch.
-Fixed a typo in my .mod file that crept up somewhere and might have been causing issues loading my mod for some.
-Fully compatible with existing saves.

NEW FEATURES
-9 new cultures bringing the total to 26 cultures: Barbarians, Babdadd (Arabian Nights themed), Goblins, Hunters, Black Knights, Ogres, Seyuun (basic human), Undead, and Guardians (African tribal).
-Removed the static background and added more portraits to most cultures bringing the total up to 26 of each sex (the maximum possible). Basically you should see more variety and less repeats.
-Many cultures were slightly redesigned. Now Beastman and Spriggans wear clothing for example. Demons had several of the more random races replaced so they flow better.

I would like to apologize if anyone's spouse or character now looks completely different. The initial release was pretty sloppy if I say so myself and most cultures I had to redo from scratch. This shouldn't happen again.







Popular Discussions View All (3)
8
12 Mar, 2019 @ 4:08pm
My two cents on amending cultures.
Don Snaek
4
17 Aug, 2019 @ 4:56am
lEtS nAmE iT sMiTh [SOLVED]
Juke™
181 Comments
Rord82 24 Sep, 2021 @ 10:20am 
Can you put the direct link please ?
Birkebeiner 15 May, 2021 @ 7:16am 
ah yes, the imaginary people of the French
Sgt. CumLoud 27 Apr, 2021 @ 2:57pm 
it wont let me activate it in the menu
Sheev 16 Apr, 2021 @ 7:36am 
Hey, how do I settle tribes of my culture in non-same culture areas as tribal? it won't let me, its all just grey
bluhspizo 13 Dec, 2020 @ 6:57pm 
I know it sounds dumb, but would you ever consider porting this to CK3, by any chance?
Don Snaek 31 Oct, 2020 @ 11:04am 
@malthric and are you using shattered/ random map with this mod?
malthric 31 Oct, 2020 @ 10:06am 
i can't find the fantasy kingdoms on the map
Veronica V. G 6 Oct, 2020 @ 5:15pm 
Hi. I'll go straight to the point. Let's say I want to add more orc models with their own clothes, armor etc. How could I do it without generating conflict with the orcs of this mod? I ask because I have tried to create a different "gfx" than those used by those warhammer greenskins and I have not been successful. I would appreciate your help with that.
azwildcats88 8 Jun, 2020 @ 6:26am 
Seriously, the art for the Warhammer mod is absolutely next level. Kudos to their dev team for not only putting that mod together, but also coming up with original art for it.
kyorinrin  [author] 2 Jun, 2020 @ 11:11pm 
@Mitsuki Akiyama
In all honesty, I'm just waiting for CK3 to release now and won't be sinking more work into this that isn't about a compatibility issue.