Crusader Kings III

Crusader Kings III

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Jam's New Cultures and Map Edits for EK2
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17 Apr @ 6:07am
10 Jul @ 12:17pm
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Jam's New Cultures and Map Edits for EK2

Description
Current Elder Kings 2 version: 0.15.1
Current Crusader Kings 3 game version: 1.15.0.2

This submod for Elder Kings 2 adds 29 new cultures to the game, already established and playable on the world map, as well as several small map edits here and there changing around county culture and religion. This is just a silly little personal mod based on some plausible and semi-plausible lore that I’ve decided to release to the public. Some changes might mess up the devs’ designs for the map or some of the implied plotlines, but it’s just how I like my map to be at game start.

The cultures are as follows:

~Minotaur
~Men-of-Tor
~Giant
~Dunkreathi
~Karthholder
~Bendmarcher
~Duadri
~Bangkorite
~Elinhiri
~Wealdish
~Gideonese
~Hackdirter
~Rhaltese
~Cybiadi
~Doragoni
~Volkihar
~Gray Islander
~Snow Orc
~Ruby Orc
~Sea Orc
~Ogre
~Tall Goblin
~Anchoriti
~Oreyni
~Ara-Almeshini
~Xanmeeri
~Senchalese
~Kitsothiit
~Cyro-Imga

Other changes include:

~Re-added a new Malacathite faith for the Ogres, Ogre Shamanism
~Added a new Hircinian faith for the Minotaurs, Minotaur Shamanism
-Added a new Atmoran faith for the Giants, Tall Totems
~Added Five new cultural traditions: 'Empirilla Gorillas' for the Cyro-Imga, 'City Orcs' for the Ruby Orcs, 'Hackdirt Intolerance' for the Hackdirters, 'Brute Strength' for the Giants, Ogres, and Minotaurs, and 'Dwemer Artifact Retooling' for the Karthholders (the last of which is also available to any culture which has Dwemer ruins in their lands)
~The Salabosmer now speak the Altmeris language as opposed to Bosmeris
~The Pellitinians now have the Spiritual ethos to better contrast with the Senchalese culture
~Ojel can now spawn with the Naga, Sarpa, or rarely even Paatru ethnicities
~Changed the culture of various characters to my personal preference, most to some of the new cultures or to account for the new map changes
~Lots of county culture and faith changes across the map, such as making cosmopolitan Cyrodiil slightly more diverse and the Westholder/Eastmarcher split in Skyrim slightly less jagged
~Added new lore-friendly names to the Imga culture namelist
~Changed the government types of a few titles to Pirate or Tribe based on new cultures and lore
~Changed the holding types of various counties from Tribal holdings to Castle holdings
~Added a few Hist trees in the Nibenese Lowlands bordering Black Marsh (and one slightly anachronistic one in Sleeping Tree Camp in Whiterun)

Find an error or bug? Let me know so I can fix it! This is my first mod, and issues are sure to arise. I appreciate your patience.

Compatibility with other submods is tricky and this submod might not work with everything in your modlist. I'm planning on making some compatches for a few mods soon, but I can't promise one for every single submod this mod doesn't play nicely with.

Credit to Thona for their original Ogres for Elder Kings 2 mod, of which has been outdated for some time but I’ve been able to update to the newest game version in this mod! Big thanks!

Also a big thanks to the Elder Kings 2 Discord and the EK2 devs who were a huge help with the coding of this mod. Never would’ve been able to make this without them!

You’re completely free to edit, repost, patch, compatch, or reupload this submod or any part of it with no credit to me necessary - with the exception of anything relating to the Ogres, which were made by Thona and does require credit given to him. No need to ask permission!
173 Comments
jamminjellyjam  [author] 5 minutes ago 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Lil Guy 1 hour ago 
So...bit of a dumb bit on my part...the mod was not properly downloaded I think, I resubbed and removed some conflicting submods, and it works fine now. So sorry to bother ^^'
jamminjellyjam  [author] 11 hours ago 
@Lil Guy I'm not really sure how to help you on that without more information. Make sure your CK3 game mode is on 1.15 via Beta participation.

Are you running it with other submods? Try running a modlist with nothing but Elder Kings 2 and then this submod right below it in the load order and see if that works. If so, then start re-adding more mods from your modlist one-by-one or in very small groups to see which mod this might conflict with.
Lil Guy 20 hours ago 
Hey idk what to do to even make this work, with regular EK2 it doesn't make the cultures appear
jamminjellyjam  [author] 21 Jul @ 8:25am 
@Gallus I do have plans to continue adding new cultures and races over time. Snow Giants and Centaurs are very beyond my skill level as I'm not a 3D modeler and I wouldn't add them unless I could be satisfied with their visual appearance, so you really shouldn't expect them to be added.

I'm not particularly interested in adding extinct Nedic cultures purely because they're extinct, and at this point in the Second Era wouldn't still be around to any large degree to be sufficient enough for even a single county.
Gallus 21 Jul @ 3:59am 
@jamminjellyjam Do you have any other plans for new cultures or races? A lot of cool extinct Nede cultures could be added in the future, or maybe Centaurs... P.S. When I meant Half-Giants, I meant Snow Giants. 😇😇😇
fraudykun 19 Jul @ 12:23am 
Racism expansion pack for me :steamhappy::steamhappy::steamhappy::steamthumbsup:
jamminjellyjam  [author] 18 Jul @ 12:24pm 
@Just_Addd_Water I don't have any interest in renaming the Stridents to Oloman, just because of the Olo dynasty's influence on them. It'll seem a little too silly to me incase the Olo dynasty ever loses control of the region or changes culture. I don't really have any interest in renaming Cantemeric to Arnesian, either. If you'd like to do so yourself for your own games, though, you can go to the following folder in base mod's files and change the naming scheme:

2887120253\localization\english\culture\cultures_l_english.yml

There is already a Sixth House culture in this mod called the Ara-Almeshini that you can find in Kogoruhn, so I won't be adding your other suggestion. I try to avoid, when possible, adding cultures that aren't available on game start, as you'd practically never end up seeing them in-game except for when the player has the specific goal of reviving them.
Just_Addd_Water 17 Jul @ 1:59pm 
any chance you can rename Strident to Oloman/Olomani?

any chance of creating a dead house dunmer culture that can be revived for holders of the 6th house head of faith on vvardenfell called Gah-Kogo, with its nativity region being vvardenfell and maybe deshaan?

any chance of renaming the cantemeric culture to arnesian?
jamminjellyjam  [author] 15 Jul @ 11:36am 
@MC Bimbada Thank you so much! I'm glad you're enjoying the mod.

I'm fairly active in the EK2 discord and we have a pretty cordial relationship. Our design philosophies differ somewhat (this mod could probably be a bit more polished and mechanically balanced better, for instance), so I don't think anything in particular from this submod will be integrated into base EK2 anytime soon. But this mod has open permissions for anyone wanting to nab anything from it for their own mods, the EK2 devs included, so they're be free to do if they want.

Personally, I much prefer for most of the cultures and features in this mod to be optional rather than included in base EK2, as much as I love them some of them stretch the lore a bit. I don't think it all necessarily needs to be included in the base mod, and I much prefer the freedom of being a lone modder compared to part of a collective that needs to reach a consensus, so I'm perfectly happy with the state of things as they are with this submod.