Crusader Kings III

Crusader Kings III

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Rise of Eldia 2
   
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12.562 MB
4 Sep, 2023 @ 10:29pm
8 Mar, 2024 @ 6:04am
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Rise of Eldia 2

Description
I'm no longer making / updating this mod, nor any of my other CK3 mods*, so this beta won't work with newer updates.
That said, others have taken over development of the mod, and you can find their discord server here:
https://discord.gg/sSVk3J2j8v
Reminders:
- Be polite
- Read and follow the rules
- Look around the channels before asking questions. If it's something lots of other people have probably asked, mod continuers have probably put the answer up somewhere. Discord has a search function, so you can pop your question into that to see if someone else has asked it and the response they got.

*(which anyone welcome to make continuations / integrations of, by the way! Except Eldia one the person who's doing that rn called dibs)



Open Testing Beta for the Rise of Eldia mod. Let me know if you find any problems with it... I guess that's the point of a test.

Tor did not help with changes BUT is super cool, and helped in making the earliest version of the mod. We all simp for Tor.

Tested and from that confirmed not to be likely to crash your game.
It does make your computer have to go brrr a bit more, so not recomended for large modpacks.

Overhauled things that I can remember (I can't remember all changes, there are many):
- Rebalance of how strong Titan MAAs are. They're still absolute demolishers, but are now comparable to the war elephant MAA.
- More anti-titan MAAs, including anti-titan pikemen and anti-titan archers not requiring any special technology - just available right from the get-go.
*In combination with the above, this means that an extremely stupid Eldian player could lose to a strong and lucky non-Eldian AI, while a very clever non-Eldian player could beat an Eldian AI, rather than Eldian empires just being invincible.*
- Rumbling War added. Royal Blooded trait and Founding trait needed, at the same time as the "Colossal Spines" innovation. Destroys every occupied county, making it a 0 development 0 control tribal hold and setting its culture to Wild.
- Wild Culture added, for use in Rumbling. The idea is that nobody or almost nobody lives in any county with this culture. No levies. No taxes. No control growth. No development growth. +100 popular opinion from counties as if there's no people how can people rebel?
- Ackermans overhauled. Now have an "awakened" trait that, when obtained, comes alongside the traits Herculean/Amazonian, strong, blademaster, famous champion and athletic. Unlocking this state requires risking death, currently 15%. Automatic trialling/awakening available through decisions, but awakening can be done through interaction, and again small chance of death.
- Giving traits to the first of each shifter overhauled. The general idea is the same, but it's compacted to save on performance and increase convenience at the same time. Not clunky no more.
- Slight improvements to having shifters in your realm. You can now grab any shifters working for your vassals and below and make them your courtiers. Warrior Program wasn't working right so I fixed it.
- *lots* of fixing of not-working things. The game runs on the old version of the mod last I checked, but there's lots of things that weren't working quite right that I fixed.


Fixed for 1.11 ; court positions should work properly now.
Been told that the titan slayers tradition caused a crash but so far haven't successfully replicated that. If anyone gets a crash from it let me know and the circumstances around that. Ideally also provide an error log.
12 Comments
Dr Jimothy  [author] 26 Jul @ 9:49am 
The compatch is outdated. I've updated the description with some info.
Basically people who are not me and much more knowledgeable than me (I'm not a real coder I literally just looked at base game files and reverse engineered how stuff works from there) have been continuing + expanding the mod in the background and plan to do a release.
Currently they're only giving playtesters the mod, so you'd have to agree to reporting bugs, clunky things, un-fun things, etc. Idk what's in their version of the mod as I haven't played CK3 in over a year.
djonesball1723 24 Jul @ 11:16am 
I'm having trouble getting this mod to work. I have both Rise of Eldia 2 and the compatch and it just won't load the mod but just base game CK3. Does my game need to be on a specific patch of the game or is it something else?
Shadow_Demon 22 Nov, 2024 @ 3:42pm 
where is collosal spines innovation, titan walls building?
SchGang 27 Oct, 2024 @ 6:45am 
oh aw man no eldians sad
Dr Jimothy  [author] 17 Oct, 2024 @ 3:04pm 
There's no Eldia on the map. The AOT world is just ours flipped upside down, and Paradis would be Madagascar, which isn't on the map.

I usually play on that island with the cool gold mine. Or Iceland.
SchGang 16 Oct, 2024 @ 10:50am 
were are eldia on the map?
Dr Jimothy  [author] 28 Jun, 2024 @ 4:11pm 
My ex wife ripped out my kidney and is holding my favourite dog hostage.

Yesn't: if anything is broken tell me and I will fix it. However, I won't be adding new features, unless said features are made by other people and then just integrated by me.
Ostwind 27 Jun, 2024 @ 2:00pm 
still working on it?
Sethsmashz 1 Jan, 2024 @ 8:41pm 
I love the mod even more than they love the mod :demoneye::steamlaughcry::steamlaughcry:
Dr Jimothy  [author] 4 Oct, 2023 @ 5:08pm 
I love Emilia.