Crusader Kings III

Crusader Kings III

Sol Beast Masters (Deluxe)
13 Comments
Sol  [author] 8 hours ago 
I fixed the tradition names, thanks!
thaelmann 19 Jul @ 12:44am 
This is a really neat idea! More tusks! :D
Predatitor41 18 Jul @ 4:29pm 
Thanks for this!
JimmyG1970 17 Jul @ 11:22pm 
please compatch for agot
hamletsdead 14 Jul @ 5:42pm 
Just FYI the English loc .yml file needs "_name" at the end of each tradition, as without it none of the names show up properly. Simple fix should look like this e.g., tradition_sol_northern_mammoth_lords_name:0 "Northern Mammoth Lords." Love the mod, keep up the great work!
squidy 8 Jul @ 5:22pm 
suggestion: elephant hunting for nomads and the hunt activity (i crave the neolithic run)
無壹 5 Jul @ 8:50pm 
@Sol Such a great mod!I want more Chinese player to use it, so I've translated it into Chinese, could you please add a link in description?

Here's my translation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3090564070
Sol  [author] 5 Jul @ 2:57pm 
Update includes:
Carthage Elephants, Persian Elephants.
Redrawing the Northern Mammoth and European Mastodon ranges.
Britannia and Eire may now have European Mastodons.
Fixed a typo error in an image file.
Sol  [author] 5 Jul @ 2:01pm 
I have created a Persia War Elephant and Carthage War Elephant, will update once I get it done.

I will consider creating a patched version for AGOT, it's been a long time since I looked at AGOT.
Zirack26 4 Jul @ 12:12am 
It would be incredible to have a version of the mod adapted to agot.
Sol  [author] 3 Jul @ 8:56pm 
All cultures inside the geographic area start with the new innovations, but not the traditions. I did it this way so that modded cultures, if they start the game owning a province in the effected areas, will also get the innovation.

This is handled through an on_action that is applied on_game_start_after_lobby, so for a culture to be given the trait, they must own a county inside the geographical region for that innovation.


Once the China Update comes out I will consider:
1. Syrian Elephant for a limited range around Pakistan to Jerusalem and Egypt.
2. Carthage Elephant for North Africa, renaming current African Elephant for SW and SE Africa.
3. Splitting the Northern Mammoth to have a West/Siberia and Siberia/East variants.
* This leaves The Sahara without an elephant. There are also a few no-elephant bald spots - Britannia, Russia/Slavia, Steppe.
Darkwing Phoenix 3 Jul @ 7:31pm 
Do some cultures START with these? Also, this is an entire mod idea I've had

If no cultures have been given these at game start, I have some ideas for cultures that should get some (Based on cool factor and sensibility for some of their ranges):

- Northern Mammothry: Buryat, Norse/North Germanic Cultures (Norwegian, Swedish, Danish), Russian
- African Elephantry: Senegambian and Niger Delta Heritage Cultures
- European Mastodonry: Breton, Cornish, Basque, Latin Heritage Cultures
JimmyG1970 2 Jul @ 11:02am 
You should adapt this to Game of Thrones. It could be easily adapted for the Volantene Elephants, and say Wildling Mammoths. Plus you could add those giant turtles for the Rhoynar or the ability to summon them, same for the Krakens. Just a thought. I was fairly ok for simple mods for CK2. This seems a different kettle of fish.