Crusader Kings III

Crusader Kings III

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(beta) The Daevites
   
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17 Mar, 2022 @ 7:36pm
10 Apr, 2022 @ 12:52pm
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(beta) The Daevites

In 1 collection by Dr Jimothy
Jimothy's Abandoned But "Beautiful" Babies
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Description
Current progress news 4/10/2022:
Making decisions for bringing Daevas into your court, as well as to honour different Daevite deities. Also added a new doctrine slot to religions (won't hurt compatability. Doctrine modding >>>> tenet modding lmao) so that I could make the Daevite religion communal at the same time as ancestor-worshipping, human sacrificing and warmongering.

Tor's Patreon or Something cos they helped me with this mod: https://www.patreon.com/Tigerbatking

NOTE: The launcher might show the name of this mod to be "scp 3399". This is just because of that being the filename I initially used for the mod, it works fine.

By now it's old news but yes there's an older version of this mod, but I can't update it because the launcher did an oopsie, so this mod is being continued here. I'm the maker of both the old and new version of this.
This is a beta so there's probably gonna be some bad balance, stuff I've not yet localised and gfx that's either bad or just copied from base-game gfx. I'm going to be making an effort to localise more of the mod as I've learned some more about modding and want to improve this further so let me know where you see bad localisation.


So far mod adds:
- Daevite Culture.
- Traditions specially made for Daevite culture.
- 4 special men-at-arms locked behind Daevite traditions:
- Botanical Goliaths / scp 3140. Ents / Treants controlled by Daeva using glyphs, but with some extra cool abilities like growing spikes and having fire cannons slapped on their shoulders because the Daevites had literally no chill.
- Daeva Carvers. A type of skirmisher unit meant to consist of Daevas under the logic of them being better fighters than normal people, but not to a completely ridiculous extent.
- Daeva Heavies. Heavy footmen equivalent to the Carvers.
- Slave Fodder. Exactly what it sounds like. Bad stats, low upkeep, high numbers.
- Daeva traits, of which there are 3 depending on how "pure" one's Daeva blood is. Also some unfinished traits relating to a few of the deities in the Daevite religion.
- Daevite religion. Very similar to Asatru, aka enjoy your conquest and blood.
- An artifact meant to replicate the Bloodline Tree (scp 3399), although there's a lot of work to be done there.

To be added:
- More Daeva-related MAAs. Fire-tosser MAA made specifically to counter the Botanical Goliaths
- Lots of decisions related to the Daevite deities.
- Variations of Daevite religion. Cults dedicated to different deities, more doctrine related stuff.
- Daeva glyph system. Daevas controlled their botanical goliaths using glyphs, and the slave Orok was made strong and obedient (well, until Ion showed up) with glyphs. Basically applying glyphs to strengthen characters and MAAs but at costs.
- (in other upcoming mods) other historical groups of interest. Sarkicism, Church of the Broken God, etc and all the madness that comes with them.

Compatability:
- Doesn't overwrite anything. I removed the albino-related stuff, which previously would've made it incompatible with some things, so now it should be compatible with literally *everything.*
- Your game will be literally unaffected by the presence of this mod if you don't add daevite-related stuff to your character in the character designer, except maybe that it's possible for you to get the Daevite traditions into your culture if you have enough stonks.
- I plan on keeping it this way into the future. I'm making this mod as much so that I can play with it as other people can, and so I want it to be compatible with other mods I love like Medieval Matriarchs, More Traditions and so on.

https://scp-wiki.wikidot.com/scp-140

What are Daevites? According to the Foundation, an organisation dedicated to maintaining the secrecy of, containing and studying things that violate normalcy:
"originating in what is now south-central Siberia, identified as the Daevites."
"Universal fixtures of the Daevite culture in all periods included militarism, conquest, ancestor worship, urban centers ruling over large slave populations, gruesome human sacrifice, and the practice of apparently efficacious thaumaturgic rituals."
"Although at times the Daevites were a collection of city-states, they appear to have consistently returned to imperialism under a theocratic aristocracy (the “daeva”), practitioners of cannibalism and thaumaturgy."
"A variety of relics and creatures produced by the Daevite culture would be abnormal or dangerous enough, if the account is to be believed, to qualify for containment in their own right."
"Several researchers have concluded the daeva were so divergent from modern humans as to be a separate subspecies, a conclusion supported by graphic representations within SCP-140"

Based on other tidbits about the Daevites, they were also matriarchal, cared a lot about bloodlines, had any who weren't pure daevas enslaved within their society, a lot of the anomalies they made were plant-based, they've had scuffles with just about everyone you can think of and they worshipped or at least made deals with a lot of nasty deities like the Scarlet King and sarkicism's Yaldabaoth. Their most recent wipeout-level defeat was at the hands of Genghis Khan in his early conquests.


I plan on making more SCP stuff in the future, as I find a lot of historical SCPs and groups of interest really interesting.
The general gist will be that with stuff that stopped existing long before the start dates you can play as a character who brings them back, similar to how this mod doesn't insert the Daevite culture into any location and instead you just start as Daevite through the character creator, or there will be things that forcibly bring them back like events and stuff.
Whereas stuff that doesn't exist yet needs to somehow be brought in over time by player actions, AI actions, or events.

Every that it remains the case that I'm the only CK3 SCP modder is a day I need to ingest half my weight in copium to keep myself from seething so hard that it launches my teeth out, to keep myself from malding so hard I make the Rock look hairy, a day where I shiver so hard it causes the ground to shake and countless lives to be lost. If you know how to mod, you can help remedy this by making an SCP mod! If I'm aware of it (straight up comment it on this mod like a shill for all I care I want my SCP mods) and it's good, I'll link it in this very description for other SCP appreciators to enjoy!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2782391260 <-- SCP 3288 / the Aristocrats mod. It's kinda super ♥♥♥♥♥♥♥ cursed, but that's just being accurate to lore.



Check out the playlist for more of my beautiful babies -> https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2777025419
Check out my discord so you can annoy me -> https://discord.gg/UbJAjKfTCM
Hopping into my discord means being able to make your suggestions and so on more noticeable. It's also what anyone interested in helping with the creation of this mod.
Popular Discussions View All (1)
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22 Mar, 2022 @ 10:10pm
Info on Daevites
Dr Jimothy
47 Comments
Dr Jimothy  [author] 18 Mar @ 5:44pm 
Daevite Empire being able to just yoink random bits of land via retrocausal BS is absolutely hilarious and something you could 100% work in (or at least could've back when I was modding, and simply assume you still can today).
Just check what landed titles border the Daevites and *yoink* + grant independence to Daevite ruler in case they would otherwise become a vassal of anyone, and give a claim on that land to whoever they yoinked it from (if history is altered such that the Daevites won a war for it, obviously those they conquered it from would want it back), and lastly some filters on when they can / can't take land and who from to keep it from being annoying (ie: no yoinking a player's last bit of domain and game-overing them lol).
Dots321 18 Mar @ 3:39pm 
Dots321 18 Mar @ 3:25pm 
I know you stopped modding was just saying if you ever continue.
Dr Jimothy  [author] 17 Mar @ 5:27pm 
I stopped modding CK3 cos when you mod the game and test mods all the time, you end up with no time to actually play the game, and I didn't want to do either as I lost interest in CK3. I've recently made some quick-and-easy Rimworld mods, I'm still active on Steam.
Dr Jimothy  [author] 17 Mar @ 5:26pm 
Yeah Adytum was an intended thing, I made a sarkic religion, and system similar to the royal blood genetic modification stuff for sarkics being able to genetically perfect themselves. I don't think I ever released it, because I didn't finish really making stuff that made sarkicism unique.
Also was meant to be a SCP-esque thing (I forgot the name of the group in SCP, Abrahamic alliance against anomalous silli) of same-faith and then abrahamic religions automatically joining eachother in wars against sarkics / daevites / etc.
And a church of broken god, renamed "Mekhanists" for text brevity, but I wasn't sure how to properly implement cyborg stuff.
Dots321 17 Mar @ 11:04am 
Also that was a really fast reply
Dots321 17 Mar @ 11:04am 
@Dr Jimothy
I'm already making a mod aimed at improving religions in general so far I've imported the religions from Fallen Eagle (so you can be Celtic pagan in 876 for example) and improved them (roman religion didn't even have the correct deities listed, instead using the Greek ones).

I Definitely was planning on making a Daevite mod after, during my research I came across the Empire of Adytum which started from a Daevite slave revolt. https://scp-wiki.wikidot.com/scp-2573

So if you ever continue with this thought that might be worth considering.
Dr Jimothy  [author] 17 Mar @ 10:51am 
@Dots321
Absolutely feel free to make it, *and* feel free to use anything you like from this when doing so.
Dots321 17 Mar @ 10:50am 
I was eventually planning to make a mod about the Daevites, so I looked to see if there was any turns out yes (Sitll might make it though, just gotta get gud with modding to be on par in its quality to base game or R.I.C.E)
Dr Jimothy  [author] 1 Aug, 2024 @ 1:33am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944933580
Apologies for how long it took. I may have forgor because life insists on being dramatic.