Crusader Kings II

Crusader Kings II

Fantastical Kingdoms
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kyorinrin  [developer] 7 Mar, 2019 @ 11:57pm
FAQ
Moved here, it was getting a bit long on the main mod page.

FAQ
Q: Geheimnisnacht has layered portraits like in the default game, why are yours static?
A: Those portraits are over 800mb alone and I consider them to be a big draw to his mod and didn't want to infringe too much. In addition several of my cultures mix and match things in a different way from Geheimnisnacht and tearing everything apart and reworking it would be a pain. Also general lazyness combined with a healthy dose of "good enough for me".

Q: Why did you name X culture that name?!
A: It amused me and I'm terrible at thinking of names. Just go open my /localisation/FK_cultures.csv file in notepad and set it to whatever you want.
For example just change the Drow and Dark Elf bits below. _main is what you actually see in the culture map mode as well as what your culture is named. _group sometimes affects empire names.
darkelf_group;Drow;;;;;;;;;;;;;x
darkelf_main;Dark Elf;;;;;;;;;;;;;x

Q: You need to add XYZ race to the mix!
A: I have the artistic ability of a turnip. Go bug Silfae. However if you have a bunch of portraits that flow with what is already in the mod I have no problems with adding another culture. Cute animal eared humans with fluffy tails to be bullied CK2 style please.

Q: Why are my High Elves dying of old age at 70 or of cancer?! Why is there no magic?! Where are the werewolves?!
A: See my second paragraph, but basically make a submod or add it in yourself. I hate a lot of the mechanics and convoluted ways most fantasy mods implement things and how they tend to be buggy AF. This is meant to be a base you add whatever mods YOU want to. I'm fine with it staying low fantasy myself.

Q: Why only 6x and 20x options when choosing Land Area? Why does it seem like nothing changes sometimes?!
A: They're just a mid and a high option. CK2 tries to build cultures in a reasonable way, not necessarily just painting the map in them. It tries to work with these but once space starts running out it just does what it can. Also FYI, while 20x sounds huge, 28x is the value Animal Kingdoms uses in the base game.

Q: Why are default human cultures always so small!
A: Nothing can be done. The world gets divided with X land given to each base culture, that land is than split between all the individual cultures that make it up. This is why you see small groupings of default humans, all the "middle_germanic" cultures are divvying up their allotted land between themselves and so on.

Q: How do I add my own custom cultures to be used while playing this mod?
A: Any custom cultures you add should always spawn as long as you don't have the line: "alternate_start = { NOT = { has_alternate_start_parameter = { key = special_culture value = animal_world } } }" in your custom culture.
If you want to change how much land area that culture gets, in "common/alternate_start/01_spread.txt" add your cultures base group to my fantasy or animal listings. And than remember to add it to the default human listings I made as well (all my mods cultures and the holy fury cultures are already listed). Just search for the line "#ADD YOUR MODED CULTURE TO THIS."

Q: Why is every country named Smith?
A: Are you using a custom map? The problem is with the map, see the main mod page CK2 Generator section for an explanation.