Crusader Kings III

Crusader Kings III

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Cultural Armies II
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273.904 MB
3 Feb @ 11:00am
18 Jun @ 5:36am
12 Change Notes ( view )

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Cultural Armies II

Description
This is a NEW version of Cultural Armires for Crusader Kings III.

While being absolutely identical to Cultural Armires
Remastered (these mods have the same code), this mod is now prior and will recieve new art updates in future.

Both Cultural Armies II and Cultural Armies Remastered are absolutely identical, but have different art style.



This mod changes EVERY vanilla cultural MAA illustration, adds cultural Accolades and brings variety to the innovation icons by replacing some of the most commonly used ones.

In general you will have 28+ Cultural Armies in game (300 + illustrations in total).
These artworks were created by me using pre-trained AI model, based on vanilla CK3 images and some other artworks.






All vanilla ordinary MAAs were completely disabled and replaced with the custom ones with new illustrations and names.

The Holy Roman Empire army is available to Germanic cultures after you have found an Empire, replacing ordinary MAA of Germanic army. Their stats and upkeep are slightly higher, simply to create some variation in their usage.



To install more CULTURAL FLAVOUR for levies and knights pictures go to @FLAVOUR PACKS folder in
Steam\steamapps\workshop\content\1158310\3420486236
and extract any 1 suitable pack to the main mod folder (you will have to it again if the mod gets updated).



This will also change some vanilla arts, such as the "Visit Holy Site" and "Invite Knights" decisions, to correspond with the culture.




It is COMPATIBLE with the most amount of mods, including CFP, EPE, Battle Graphics, etc.

Compatibility patch for Big Battle View or Better Battle Window is located in @PATCHES folder.
Steam\steamapps\workshop\content\1158310\3420486236
It is absolutely not necessary. It only changes levies picture to a banner because the game engine is limited to only 1 levies picture. This mod should be loaded LAST.

Patch for RICE:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3431648123

Patch for CULTURE EXPANDED:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3436942749

SINEWS OF WAR is not 100% tested for compatibility, but seems to work fine if you load this mod FIRST. But every country will start with vanilla units mostly.


Mods that edit history files or cultres like More Bookmarks+ will require creating a compatibility patch!


- English
- Russian
- German
- French
- Spanish
- Chinese
- Korean


- Hybrid cultures might get access to the same MAA of different cultures upon creation (heavy infantry or heavy cavalry), depending on which innovations were researched before hybridization. Ordinary MAA won’t duplicate.



And here is the link if you would like to assist me in buying diapers for my son. Thanks!
[boosty.to]
277 Comments
Jimmywhite  [author] 18 Jul @ 8:07am 
@Chicken_Smuggler Nope, new game only
@HunkHerrmann I am using LeonardoAI, it is impossible to share a model there, as far as I know
Chicken_Smuggler 18 Jul @ 4:03am 
Can I install mid save?
HunkHerrmann 16 Jul @ 4:22am 
Can you share your AI model? I want to create illustration for some custom MMA for another mod
Jimmywhite  [author] 16 Jul @ 3:26am 
@plaguerave it means that you have a mod conflict, some other mod changes era parameters
raven 15 Jul @ 4:13pm 
with this mod enabled all my units do 600 dmg more as soon as the early medieval era starts
Wally 13 Jul @ 7:14pm 
I guess we have to wait to play CE and Rice with this until he patches this
Toast 2 Jul @ 6:37am 
@Esudesu (comments in CE patch) I need to manually add recruitment requirements to many files corresponding to every new culture of west germanic heritage brought by Culture Expanded The solution will require much work..
JesusChristIsLord 29 Jun @ 8:12am 
What about Roman? Or am I missing something?
Esudesu 25 Jun @ 3:26pm 
Why do Saxons have no Heavy Infantery, despite having the Gambeson Innovation?
i have culture expanded, rice and both compatches
windymilk 22 Jun @ 4:19am 
During combat, soldier icons normally turn green or red to show type advantages, but after installing this mod, that visual cue no longer appears. I'm not sure if this is a bug or an intentional design choice in the mod.