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I don't have the time because I'm in college and currently overloaded with course work. I also don't have the desire because I'm burnt out on CK3 at the moment. Maybe in a few months I'll have more time and will want to jump back into this game.
Cheers.
Starmender's 'Even Smaller World Map' mod fits the bill for restoring the borders of the Roman Empire at it's height.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2979042868
I don't know that the Byzantine Empire needs to be a part of this map. I need to be convinced. What reasons do you have for its inclusion?
-Added the empires of Spain and (Northern)Italy as @lll-ricky requested a long time ago as well as Carpathia
-Added the kingdoms of Zaporizhia, Permia, Bashkiria, Maghreb, and Tahert
-Added the counties of Mecca and Bithynia
-Added new bookmarks
Thank you all for your patience. Everything's running smoothly now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882223898
Sounds like what you're looking for and he updated recently.
The Norman character file has 9708 lines, and it all looks the same to me.
Focused Map - Legacy of Persia
Focused Map - Legacy of Persia Extended
Focused Map - Northern Lords
Focused Map - Fate of Iberia
Focused Map - Northern Lords + MNR2 Compatch
Also, Roads to Power will come with the new starting date of 1178. The crusader states under Baudouin IV will be present. I'll wait until I can have a better look at things before deciding to make another map.
Starting the game in 1066:
Vanilla 1066 - 28823 characters
Mod 1066 - 7923 characters (73% decrease)
Vanilla 1167 - 40435 characters
Mod 1169 - 9848 characters (76% decrease)
Vanilla 1268 - 43015 characters
Mod 1266 - 9631 characters (78% decrease)
Mod 1402 - 9645 characters
The population seems to plateau in each case but the game is basically running a quarter of its normal simulations when using this mod.
Adding things is much tougher. I'd need redraw the part of the map that's now blank. I'd need to reconstruct the code to make the redrawn provinces function. And if I don't want randomly generated single-county rulers to populate those provinces, I'd need to add the histories back in. It's all doable, but it's a heck ton of work.
Also, it would take away from I intended this mod to be. Can't call it Northern Lords without staying in the North.
Without Venice the code below will become: Give this character the Doge's hat if this character isn't female.
modifier = {
add = 101
exists = this
NOR = {
is_female = yes
portrait_wear_no_headgear_trigger = yes
portrait_wear_helmet_trigger = yes
}
AND = {
exists = this
has_primary_title = title:k_venice
}
}
The best solution I can think of is to add back every title they point to, making it a landless titular title. I'm not up for sifting through all their files right now...
If we look at this code:
cfp_croatian_royalty = {
dna_modifiers = {
accessory = {
mode = add
gene = headgear
template = cfp_croatian_royalty
range = { 0 1 }
}
}
weight = {
base = 0
modifier = {
add = 101
exists = this
NOR = {
portrait_wear_no_headgear_trigger = yes
portrait_wear_helmet_trigger = yes
}
portrait_religious_christian_trigger = yes
has_primary_title = title:k_croatia
}
}
}
This says; Give this character the Croatian crown if this he's a Christian king of Croatia. That title was removed so we get this error:
Error: has_primary_title trigger [ landed title (primary title) was null ]
Script location: file: gfx/portraits/portrait_modifiers/CFP_headgear_special.txt
This voids the line and the code turns into: Give this character the Croatian crown if this character is Christian.
Sorry, I have to make a correction about compatibility with CFP.
I don't normally play with CFP and I let the game run unattended for the test, just checking for crashes and . I just noticed that it's putting absolutely everyone in fancy clothes and giving them crowns. Our mods don't share any of the same files so there can't be a conflict there. I've got no idea why CFP is dressing everyone up as monarchs.
It's not going to break the game but it definitely breaks immersion. I'll look into it.
Foremost, I wanted to stay within the scope of Northern Europe. Same reason I cut out a chunk of France when it would be easier to keep the whole thing in. I had half a mind to cut out Bavaria too.
Secondly, adding the area down towards the Black Sea would mean having the Magyars, Khazars, Pechenegs and Cumans. With the map restricted, tribal migrations like that of the Magyars' would be forced north instead of towards the Pannonian Basin, for example. I just didn't want that.
That exact decision is mentioned in the 'Notable Changes' section of the mod description. You only need West and East. Since nothing outside the map exists, you're technically uniting ALL the Slavs already.
Could you possibly add South Slav to this, since you already have East/West?
That way, possibility to do the "Unite the Slavs" -decision.
IMO, it would make sense, right?