makes a CK2/3 total conversion mod

Posting this if people still wanted to work on this.
Feel free to discuss other mod project stuff in this thread.

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  1. 2 months ago
    Anonymous

    If you can fit in this colossal waste of time i made i'd be gratefull

  2. 2 months ago
    Anonymous

    have a hex

  3. 2 months ago
    Anonymous

    Do we have anything on cultures, religions, characters or anything like that

    • 2 months ago
      Anonymous

      Technically we had a couple of short posts in the last thread, but the map is the only thing with any group momentum behind it. There's essentially no history or lore yet, so if you have any cool ideas...

      • 2 months ago
        Anonymous

        Can you link to the previous thread then?

        >No history or lore
        That's nice. But I'd rather not step on someone's feet with it.

  4. 2 months ago
    Anonymous

    >the culture on the badlands on the right has basically free money from from gold mining provinces
    >but their retinues are weaker versions of normal units and they don't have heavy units at all
    >instead have to rely on mercenaries for any army composition that isn't trash

    • 2 months ago
      Anonymous

      >handful of hyperborean kingdoms that employ the surrounding tribal races as soldiers in their wars
      It would definitely add some character to all the cultures bordering the region.

    • 2 months ago
      Anonymous

      >How to get deposed by your mamelukes and mercenaries the fastest way possible .
      Doesn't seem very wise, but it could be fun.

      https://i.imgur.com/0Jf8VuM.png

      Posting this if people still wanted to work on this.
      Feel free to discuss other mod project stuff in this thread.

      I'm not very good at anything, but tomorrow I'll go doodle something of an idea.

    • 2 months ago
      Anonymous

      I believe the better way to run with lore would be to establish a start date and a finish date then develop the history from the year "dot". also would be beneficial to have an actual completed map first.

  5. 2 months ago
    Anonymous

    What if mercenaries would only show up as allies in war instead of being your troops?

  6. 2 months ago
    Anonymous

    Can I get a quick rundown on what's been made so far?

    • 2 months ago
      Anonymous

      A map and some discussion about the type of setting this would be. But nothing concrete yet.

      • 2 months ago
        Anonymous

        And what type of setting this would be?

        • 2 months ago
          Anonymous

          Maybe we'll make it a sci-fi setting? The default for CK3 mods is fantasy so doing something sci-fi wouldn't be so generic. Having the planet be not!dune on which various noble houses squabble on using technological artifacts that unlock new options for the player and AI. Having things like genetic engineering to create your own Ubermensh. Funding the development of new weapon systems to be ahead of your rivals.

          Or it could be just a primitive human colony having a severe case of feudalism.

          • 2 months ago
            Anonymous

            The former sounds way more interesting

            • 2 months ago
              Anonymous

              Agree. like SMAC a couple generations down the line where only all HR service and janitorial staff survived planetfall.

          • 2 months ago
            Anonymous

            I believe the better way to run with lore would be to establish a start date and a finish date then develop the history from the year "dot". also would be beneficial to have an actual completed map first.

            These things should be decided first
            >scope and themes of the setting
            >factions and cultures
            >geographical places for each faction
            >will it be a ck3 or ck2 mod
            >what will be worked on first? Map? Custom character assets?
            then the people interested can start a discord and work towards it
            nothing will get made if there are no people interested tho

            • 2 months ago
              Anonymous

              >CK2 or CK3
              Unfortunately CK3. It has less aids modding tools when compared to CK2. In addition the fact that paradox didn't do anything interesting with religions and cultures doesn't mean we can't do anything interesting with them.

              In terms of the setting I'm in favor of
              Dune + SMAC. We've had fantasy, dark fantasy, low fantasy, a postapocalyptic kitchensink. Sci-fi is mostly unexploited with the only other sci-fi mod being confederation in crisis for CK2. And CiC took place in space propper having to take some wierd roads to make the map functional. Having the setting be set on a planet would feel more natural and by extension easier to grasp for the average player. Having an emphasis on artifacts that actually do shit instead of just being stat boosts would greatly increase the way players do strategy. Hell having an archeology system to get something akin to a stc blueprint would make certain places more valuable than others just because instead of levying dudes with guns you would levy turbo Black person holocaust tanks that your grandfather dug up in the middle of a desert. Or maybe he threw you into some gene splicer to remove the moronation from your character' genetic code. Or any other of the bullshit sci-fi technologies people would be killing eachother for. Hell, splice some of your captives with the produce aisle before releasing them, because lobotomising people isn't real strategy if it doesn't affect the next couple generations.

              • 2 months ago
                Anonymous

                >Having an emphasis on artifacts that actually do shit
                What about artifacts that enable events more elaborate than +10% demesne revenue. Something like an arch of covenant that can be used once in a battle you're losing to destroy both armies and escape, and once used it is removed from the inventory. Maybe it would be too unbalanced because the AI wouldn't know when to trigger any important decision

              • 2 months ago
                Anonymous

                >Dune + SMAC.
                This

                >the culture on the badlands on the right has basically free money from from gold mining provinces
                >but their retinues are weaker versions of normal units and they don't have heavy units at all
                >instead have to rely on mercenaries for any army composition that isn't trash

                could work in this setting. The hyperborean kingdom is descended from spacers that lived in zero g for tens of thousands of years. They eventually adapted to the conditions of space though dna modifications, but this resulted in lower bone density and very slender bodies. When their ancestors crash landed in the planet they used their tech to dominate their neighbors. The only issue is that without supercomputers and nanoforges they couldn't replace the stuff that was lost. This has been going on for centuries, and now they barely have anything left. They shifted to playing tribal leaders against each other to keep control and pretending they still have the magic-like capabilities of the original spacers. Some incident happened a decade before the start date that made rivals smell blood in the water and now the spacers are at danger of being destroyed by former mercenaries competing for the crown

          • 2 months ago
            Anonymous

            [...]
            These things should be decided first
            >scope and themes of the setting
            >factions and cultures
            >geographical places for each faction
            >will it be a ck3 or ck2 mod
            >what will be worked on first? Map? Custom character assets?
            then the people interested can start a discord and work towards it
            nothing will get made if there are no people interested tho

            >CK2 or CK3
            Unfortunately CK3. It has less aids modding tools when compared to CK2. In addition the fact that paradox didn't do anything interesting with religions and cultures doesn't mean we can't do anything interesting with them.

            In terms of the setting I'm in favor of
            Dune + SMAC. We've had fantasy, dark fantasy, low fantasy, a postapocalyptic kitchensink. Sci-fi is mostly unexploited with the only other sci-fi mod being confederation in crisis for CK2. And CiC took place in space propper having to take some wierd roads to make the map functional. Having the setting be set on a planet would feel more natural and by extension easier to grasp for the average player. Having an emphasis on artifacts that actually do shit instead of just being stat boosts would greatly increase the way players do strategy. Hell having an archeology system to get something akin to a stc blueprint would make certain places more valuable than others just because instead of levying dudes with guns you would levy turbo Black person holocaust tanks that your grandfather dug up in the middle of a desert. Or maybe he threw you into some gene splicer to remove the moronation from your character' genetic code. Or any other of the bullshit sci-fi technologies people would be killing eachother for. Hell, splice some of your captives with the produce aisle before releasing them, because lobotomising people isn't real strategy if it doesn't affect the next couple generations.

            If there really are any 'dedicated autists' willing to spearhead mod development in CK3, show yourselves NOW!
            All these fools take your existence for granted, but I must see to believe.

            also the map currently seems very small for the diversity of biomes we have

            • 2 months ago
              Anonymous

              If any moronic ultra-autists pop up the map is getting re-worked, I believe.

          • 2 months ago
            Anonymous

            >Or it could be just a primitive human colony having a severe case of feudalism.
            CK2 had a mod like that set on Mars

  7. 2 months ago
    Anonymous

    map looks like bargain-bin fantasyslop

  8. 2 months ago
    Anonymous

    There's no need for an insular discord as a GitHub/Mod Page/Thread should be enough

    • 2 months ago
      Anonymous

      Also Discord is the beginning of the end when it comes to Hierarchization/Becoming just another E-clique larping as a company.

      >CK2 or CK3
      Unfortunately CK3. It has less aids modding tools when compared to CK2. In addition the fact that paradox didn't do anything interesting with religions and cultures doesn't mean we can't do anything interesting with them.

      In terms of the setting I'm in favor of
      Dune + SMAC. We've had fantasy, dark fantasy, low fantasy, a postapocalyptic kitchensink. Sci-fi is mostly unexploited with the only other sci-fi mod being confederation in crisis for CK2. And CiC took place in space propper having to take some wierd roads to make the map functional. Having the setting be set on a planet would feel more natural and by extension easier to grasp for the average player. Having an emphasis on artifacts that actually do shit instead of just being stat boosts would greatly increase the way players do strategy. Hell having an archeology system to get something akin to a stc blueprint would make certain places more valuable than others just because instead of levying dudes with guns you would levy turbo Black person holocaust tanks that your grandfather dug up in the middle of a desert. Or maybe he threw you into some gene splicer to remove the moronation from your character' genetic code. Or any other of the bullshit sci-fi technologies people would be killing eachother for. Hell, splice some of your captives with the produce aisle before releasing them, because lobotomising people isn't real strategy if it doesn't affect the next couple generations.

      I think a sci-fi setting works, hoever I think we should keep the techlogy on the downlow. Even guns should be kind of rare, and space to be something only few people ever get to see up close. But maybe that's just because I'm not a very big Dune or SMAC fan.

      Maybe we'll make it a sci-fi setting? The default for CK3 mods is fantasy so doing something sci-fi wouldn't be so generic. Having the planet be not!dune on which various noble houses squabble on using technological artifacts that unlock new options for the player and AI. Having things like genetic engineering to create your own Ubermensh. Funding the development of new weapon systems to be ahead of your rivals.

      Or it could be just a primitive human colony having a severe case of feudalism.

      What about a planet a little bit after a crisis disrupted technological systems? I have my ideas but I'll try to ley them about in a better post.

  9. 2 months ago
    Anonymous

    I'm going to propose that this region is largely divided up into four government types.
    >1: A unified monarchy that uses the main river of that valley and the inland sea as a highway to maintain control, defenses are strengthened by the mountains, and they manage an overland trade route through that gap in the mountains to the inland sea to the coast and vice versa.
    >2: Scattered nomadic tribes in the desert. Maybe have some larger confederations around that lake in the North and the presumed river in the south.
    >3: A large number of Republics and Theocracies that grow rich off the trade that gets highly concentrated due to the isthmus right there.
    >4: Scattered lords, with the unfilled out area being an archepelago with a large number of islands, very mountainous terrain. Start out with very low levy and retinue counts, but they have an ability to raid.

    Perhaps 1 and 2 are mostly part of one culture group, and 3 and 4 are mostly part of a second culture group. Some of 2 belonging to the second culture group, some of 3 belonging to the first, and 4 has a few random culture groups from across the map. Most of them are part of the same religious group, but 4 also has some scattered faiths from across the map. 4 is the odd one out on both of those because its attracted Pirates from around the world and a few places had their religion or culture stick for some reason or another.

    • 2 months ago
      Anonymous

      For some flavor, perhaps one nation claimed dominion over the whole region in the distant past, but it fell apart due to plagues and the degradation of technology. The kingdom in (1) is the one province of the nation that managed to stay mostly intact as it collapsed.

      Perhaps could give some decisions where (1) wants to restore the nation as it was with something like CK2's Chinese Imperial or Confucian Bureaucracy government type, (2) causes a mini-Ghengis if their regions are united (Southern being stronger of the two), the ones in (3) have a decision to make the Emperor of a Republic government type into also being the Pope-equivalent, and the ones in (4) basically turn into ASoIaF Ironborn with cheap boats and a penalty when at peace/not raiding.

      • 2 months ago
        Anonymous

        how about this:

        the huge, hulking wreckage of the ship which crashed into the planet is a massive landmark on the map. Control of the nearest settlements or trade posts will result in special amour/weapon, inventory and quest options in your intrigue menu because it is still being stripped and scavenged by those around it, even if they don't know how to use the tech, (maybe some culture groups/ religions have specific warrior orders which have kept the knowledge of how to use laser swords alive or secret orders dedicated to worship of holodisks,) the material and machinery can be re-worked or repurposed to make improvements to life on planet.

        contd

        • 2 months ago
          Anonymous

          >Chinese bugmen DLC
          I think it should be clear to any right thinking person that this should become the mind parasite faction.
          If there is to be different start dates i'd suggest that you have a settlement next to a vast swamp. At some time during the run time there is an event where a number of people part of a hunting/ exploration team become critically ill (infected with mind-worms ) and and brought back to the county capital for treatment, in the process infecting the whole county, then the neighboring ones and then attempting to spread across the whole continent.
          Only those counties which have hospitals/ medical centers which are of a high enough level can actually control the outbreak. Those that are subsumed by the infection become vassals to the Hivemind (chinese bugmen) which is a multi millennium cycle natural phenomenon which is the result of a parasites that has co-evolved with a type of tree, whose reproductive cycle requires extremely fertile ground in order for it's seeds to germinate.
          Before humans crashed landed, (or if the planet was already occupied, in which case that culture-tree could have a regional religion based around this cycle,) the reach of these parasites was limited. any being which was infected would seek out to infect or kill others, then drag the carcass to a suitable location to bury with a seed from the tree. Now that humans have arrived, so has organization ( orchards, ritual sacrifices, coming of age ceremonies where you are thrown into a pit of worms that live in a burrow under the old tree.) maybe 3 or 4 generations in the inherited human immune system begins to start playing havoc with the Hivemind control so schisms occur, also if the spread was too successful something like that would occur.

          • 2 months ago
            Anonymous

            It would work great with the plagues that were now added. Also having it be similar to "The Thing" would give grounds for an interesting set of events.

            >Castle is quarantined from the outside world
            >All the mind worm bullshit is happening outside
            >All of a sudden a servant was seen trying to infect someone
            >Paranoia sets in because anyone could potentially be infected
            >Sus Amogus hijinks ensue
            >Half the inhabitants of the castle dead, the other half too afraid to step out of their chambers
            >Plot twist: you were infected all along

        • 2 months ago
          Anonymous

          >Chinese bugmen DLC
          I think it should be clear to any right thinking person that this should become the mind parasite faction.
          If there is to be different start dates i'd suggest that you have a settlement next to a vast swamp. At some time during the run time there is an event where a number of people part of a hunting/ exploration team become critically ill (infected with mind-worms ) and and brought back to the county capital for treatment, in the process infecting the whole county, then the neighboring ones and then attempting to spread across the whole continent.
          Only those counties which have hospitals/ medical centers which are of a high enough level can actually control the outbreak. Those that are subsumed by the infection become vassals to the Hivemind (chinese bugmen) which is a multi millennium cycle natural phenomenon which is the result of a parasites that has co-evolved with a type of tree, whose reproductive cycle requires extremely fertile ground in order for it's seeds to germinate.
          Before humans crashed landed, (or if the planet was already occupied, in which case that culture-tree could have a regional religion based around this cycle,) the reach of these parasites was limited. any being which was infected would seek out to infect or kill others, then drag the carcass to a suitable location to bury with a seed from the tree. Now that humans have arrived, so has organization ( orchards, ritual sacrifices, coming of age ceremonies where you are thrown into a pit of worms that live in a burrow under the old tree.) maybe 3 or 4 generations in the inherited human immune system begins to start playing havoc with the Hivemind control so schisms occur, also if the spread was too successful something like that would occur.

          Might be better for a different area of the map than the one I was talking about. I'm honing in the lore for the indicated areas around that particular Isthmus and the trade that would result in the region. Like that area with a frickload of lakes up in the West-Northwest corner of the created map. That seems far more of a swamp region.

          >Chinese
          I mentioned that because that government type focuses around an ability to control Castles and Cities without penalty, and those mentioned government types being the closest approximation of modern bureaucracy that the (1) region would be interested in restoring to some degree as they are descended from a nation that had been running off that.

          Loosely, if you think of the old nation as Rome:
          (1) is a Byzantium equivalent.
          (2) are the Gothic tribes but in the desert.
          (3) is Renaissance Italy
          (4) are Pop Culture Vikings

          We use it as an obligatory Rome equivalent and as an area of "Normalcy" that will allow other additions to feel more wild by contrast.

          [...]
          IMO Aliens should be restricted to wildlife and ruins. The problem with ayys is that it would take extra effort to make them propper ayys and not just rubber forhead ayys. Having the ayys be restricted to wildlife and ruins would make them more alien by default. I think having human subspecies that are either of natural or artificial origin would be more in theme of Dune/SMAC. The brain worms are an exception, as they are fricking brain worms. No reason to add any additional assets beyond the "this person has brain worms" icon.

          Proposal: Areas of the map are filled with a variant of the Tribal government type named "Horde" that's used to represent massively hostile wildlife or Robots that have gone Rampant. They always have an ability to attack neighboring provinces, but Vassals have a -200 Opinion that causes their empires to constantly rip themselves apart. As a special aspect, the less counties they hold, the more likely a random event can happen that gives them a bunch of event units. Perhaps increased chance if an adjacent county has recently been conquered? Counties under its control could get a modifier to have high disease resistance and development goes down because the area's uncivilized.

          They're intended to randomly and suddenly blow up before rapidly collapsing because of guaranteed civil wars. But the modifiers mean that as land becomes civilized, Diseases like the

          >Chinese bugmen DLC
          I think it should be clear to any right thinking person that this should become the mind parasite faction.
          If there is to be different start dates i'd suggest that you have a settlement next to a vast swamp. At some time during the run time there is an event where a number of people part of a hunting/ exploration team become critically ill (infected with mind-worms ) and and brought back to the county capital for treatment, in the process infecting the whole county, then the neighboring ones and then attempting to spread across the whole continent.
          Only those counties which have hospitals/ medical centers which are of a high enough level can actually control the outbreak. Those that are subsumed by the infection become vassals to the Hivemind (chinese bugmen) which is a multi millennium cycle natural phenomenon which is the result of a parasites that has co-evolved with a type of tree, whose reproductive cycle requires extremely fertile ground in order for it's seeds to germinate.
          Before humans crashed landed, (or if the planet was already occupied, in which case that culture-tree could have a regional religion based around this cycle,) the reach of these parasites was limited. any being which was infected would seek out to infect or kill others, then drag the carcass to a suitable location to bury with a seed from the tree. Now that humans have arrived, so has organization ( orchards, ritual sacrifices, coming of age ceremonies where you are thrown into a pit of worms that live in a burrow under the old tree.) maybe 3 or 4 generations in the inherited human immune system begins to start playing havoc with the Hivemind control so schisms occur, also if the spread was too successful something like that would occur.

          's Mind Parasites are now able to spread to regions they couldn't before.

  10. 2 months ago
    Anonymous

    Do you think we should include any alien species?

    They're going to give more support for that in the next major patch according to this post:
    https://forum.paradoxplaza.com/forum/threads/custom-portrait-species-support.1627438/

    • 2 months ago
      Anonymous

      Nah. I like my sci-fi with few ayys.

      • 2 months ago
        Anonymous

        A few?
        I think even one would be enough
        It could add greater gameplay diversity, for example imagine a species that matures at 6 and dies at 30, you'd obviously have to play them a lot more different than you would a human

        • 2 months ago
          Anonymous

          this is excellent and what i was thinking of. you really should start with the lore then use the game mechanics to prop it up. If we're set on Dune/SMAC with alien natives then you need to think in these sort of terms.

          • 2 months ago
            Anonymous

            >you really should start with the lore then use the game mechanics to prop it up
            I beg to differ. If you do it like that then you'll likely be forced to compromise your vision with the engine limitations. It's much better to think of novel uses for existing game mechanics and build the lore with them in mind.

            how about this:

            the huge, hulking wreckage of the ship which crashed into the planet is a massive landmark on the map. Control of the nearest settlements or trade posts will result in special amour/weapon, inventory and quest options in your intrigue menu because it is still being stripped and scavenged by those around it, even if they don't know how to use the tech, (maybe some culture groups/ religions have specific warrior orders which have kept the knowledge of how to use laser swords alive or secret orders dedicated to worship of holodisks,) the material and machinery can be re-worked or repurposed to make improvements to life on planet.

            contd

            easily possible through the use of a special spaceship Wonder which triggers 'eureka' events when looted which give the holder a random artifact.

            Depending on how rare tech artifacts end up being, it might even be a good idea to set up an intrigue/targeted decision 'Sell Ancient Technology' and corresponding 'Buy Ancient Technology', which would allow the province holder to influence the global supply of artifacts by pawning off unwanted artifacts to foreign realms.

            A few?
            I think even one would be enough
            It could add greater gameplay diversity, for example imagine a species that matures at 6 and dies at 30, you'd obviously have to play them a lot more different than you would a human

            unfortunately maturity/fertility thresholds are applied flatly to all characters in ck2 and it's probably the same in ck3. You could use MTTH events and immortality/health malus traits to enforce a specific lifespan, but it would have a noticeable impact on performance if the ayy population grows too numerous

            >Dune + SMAC.
            This [...] could work in this setting. The hyperborean kingdom is descended from spacers that lived in zero g for tens of thousands of years. They eventually adapted to the conditions of space though dna modifications, but this resulted in lower bone density and very slender bodies. When their ancestors crash landed in the planet they used their tech to dominate their neighbors. The only issue is that without supercomputers and nanoforges they couldn't replace the stuff that was lost. This has been going on for centuries, and now they barely have anything left. They shifted to playing tribal leaders against each other to keep control and pretending they still have the magic-like capabilities of the original spacers. Some incident happened a decade before the start date that made rivals smell blood in the water and now the spacers are at danger of being destroyed by former mercenaries competing for the crown

            the concept of shipwrecked spacers suffering from technological decline and dwindling influence is reminiscent of tolkien's elves.

            [...]
            IMO Aliens should be restricted to wildlife and ruins. The problem with ayys is that it would take extra effort to make them propper ayys and not just rubber forhead ayys. Having the ayys be restricted to wildlife and ruins would make them more alien by default. I think having human subspecies that are either of natural or artificial origin would be more in theme of Dune/SMAC. The brain worms are an exception, as they are fricking brain worms. No reason to add any additional assets beyond the "this person has brain worms" icon.

            hard agree. Aliens ought to be strictly unplayable for a multitude of reasons, but mainly because otherwise we'd have to modify every vanilla event in the game with an extra condition block so that the aliens don't get human pregnancy flavor events or some shit. Several 'abhuman' races would be infinitely easier to design and implement while still providing increased playstyle diversity

            • 2 months ago
              Anonymous

              Would there be way to frick with the system to make certain traits more prone to diseases (Like to Multiple organ failure)
              Maybe it's a way we can give our abhumans massively shortened life-spans.

              • 2 months ago
                Anonymous

                endemic diseases are all handled by events, so it's most likely possible to add a modifier to the MTTH that increases the risk of diseases like leprosy or cancer for specific races after a certain age.

                Also, after reviewing the Reaper's Due event files I've gained a newfound respect for the amount of abuse the Clausewitz engine can withstand. Seeing as the vanilla Black Death can potentially subject roughly 5'000 characters to a lengthy symptoms event chain over the course of a couple years, I doubt applying a simple health malus to the probably ~300 members of a moderate sized culture would even be detectable.

                So for example it wouldn't be unreasonable to trigger an event with a MTTH of 10 years which triggers for any abhumans over 30 years of age and applies a character modifier like 'Dogman: Advanced Aging' (permanent -3.5 health malus).
                Under these parameters most 33yo 'dogmen' are still healthy but practically all 50 year olds are ailing or dead.

                Personally, I think Shipwrecked spacers should be done more like Brigador's spacers than Hyperborea. They're an etxremely alien, bizarre culture. But they're still broadly human. But then again I'd have my spacers land on the planet 'willingly' (A bigger, Badder, spacer tribe/horde/gang kicked them out of their usual living grounfs around the moon and this planet's orbit).
                Maybe we can make it a late game crisis that some spacer nation attempts to invade the planet.

                yeah well all the best portrayals of elves are somewhat alien but still broadly human, so I have to agree.
                idk how you'd portray this in CK, except maybe to have abhuman babies given 1 or 2 default traits right at birth like shrewd+wroth or some other bizarre combination

              • 2 months ago
                Anonymous

                Are new diseases moddable or are those hard-coded?
                Also, I think the spacer should be full human. Just culturally bizarre.
                And yeah, they way to differentiate abhumans would be to give them their own few traits.

            • 2 months ago
              Anonymous

              Personally, I think Shipwrecked spacers should be done more like Brigador's spacers than Hyperborea. They're an etxremely alien, bizarre culture. But they're still broadly human. But then again I'd have my spacers land on the planet 'willingly' (A bigger, Badder, spacer tribe/horde/gang kicked them out of their usual living grounfs around the moon and this planet's orbit).
              Maybe we can make it a late game crisis that some spacer nation attempts to invade the planet.

              • 2 months ago
                Anonymous

                Mostly because I think the concept of spacer 'gods' and culture which is increasingly outmodded planetside is cool.

            • 2 months ago
              Anonymous

              >unfortunately maturity/fertility thresholds are applied flatly to all characters in ck2 and it's probably the same in ck3.
              As was said, in the next ck3 update there's going to be modding support for different species.
              And seeing how the original intent was to introduce dogs and other animals, it would make sense for there to be a way to set up the lifespans of each species.

        • 2 months ago
          Anonymous

          this is excellent and what i was thinking of. you really should start with the lore then use the game mechanics to prop it up. If we're set on Dune/SMAC with alien natives then you need to think in these sort of terms.

          IMO Aliens should be restricted to wildlife and ruins. The problem with ayys is that it would take extra effort to make them propper ayys and not just rubber forhead ayys. Having the ayys be restricted to wildlife and ruins would make them more alien by default. I think having human subspecies that are either of natural or artificial origin would be more in theme of Dune/SMAC. The brain worms are an exception, as they are fricking brain worms. No reason to add any additional assets beyond the "this person has brain worms" icon.

          • 2 months ago
            Anonymous

            Yeah, I was leaning more to the post-human direction myself. Mind you, we should still have normal humans.
            I have a few ideas:
            >Photosynthetic or "Pranic" Man
            A species of human that has been genetically engineered to be able to photosynthetize*, it's not nearly enough to satisfy their energy needs. But it's a good way to stave off starvation. Their life-span could be longer, at the cost of them being less active. Or they could be the whole package of over-tuned and live very short lives until total organ failure sets in.
            Their models would be slightly green.

            *Caveat: It's actually a sort of plant symbiotically bonded with their skin. They don't actually have chlorophyl in their skin. It needs working out.

    • 2 months ago
      Anonymous

      Nah. I like my sci-fi with few ayys.

      every man is already an alien to each other

    • 2 months ago
      Anonymous

      Nah. I like my sci-fi with few ayys.

      Only the fauna.

  11. 2 months ago
    Anonymous

    Ok. My drawing project did not go very well, and I can't keep stalling. So here is my first idea:

    >An untamed expanse filled with wildlings far from anything we might call modern civilization
    Most people here would be tribals creeping through ruins and fighting eachother until a few decades after game start. The exceptions would be tribals with guns and a weird religion worshipping gods that would exit from the earth and re-establish heaven on earth. Thirty years after game-start, these people start appearing, emerging from cryo-chambers and adjuct undergrounf ossuaries. They have small numbers but very advanced technology.
    Also, an artifact that's just a person's head

  12. 2 months ago
    Anonymous

    The map is going to be scaled up to 5120x4096 once it has been finished if we go with CK3.

  13. 2 months ago
    Anonymous

    Weren't there plans to make a total conversion about a /tg/ setting?
    I think it was called Gloria-Etalia

    • 2 months ago
      Anonymous

      That was a /tg/ thing not a /vst/ thing.

      • 2 months ago
        Anonymous

        There were threads in /vst/

  14. 2 months ago
    Anonymous

    How is this for a setting idea
    >science fantasy, but mostly fantasy
    >in the style of clasic pulp stories
    >bronze age/antiquity like civilizations so no guns or anything too advanced that wouldn't make sense
    >basically conan in space, or john Carter Mars
    >human civilizations duking it out on an alien planet
    >extinct ancient ayylmao race that was super advanced and the natives of the planet
    >died off because they tried to play God or some shit like that
    >extinct but maybe exists in lesser forms
    >hybridized with humans or other ayy and created a lesser race that wants to achieve the same empire that the original ayys did
    >strange inorganic machines that reproduce (possibly the original ayys?) That rome the land and have an almost primitive civilization
    >cult of the original ayys, maybe a human race or some other aliens that were enslaved by the empire, worship the original ayys and despise the half breads who they see as illegitimate abominations
    >humans would be divided into multiple civilization with theor own religios beliefs and cults but opposed to the original ayys because they see then as the devil,
    >maybe some other ayylmoa groups that are there for the same reason as humans
    >lots of booba and space babes in bikinis
    >pulpy and cheesy but it takes itself seriously in the world kinda like Warhammer

    • 2 months ago
      Anonymous

      Pic for inspiration, art is by Frank Frazzeta

    • 2 months ago
      Anonymous

      Maybe the ayys actually pulled humans from another planet to work as slaves like in Stellaris and once their empire collapsed the humans took over the scraps.

    • 2 months ago
      Anonymous

      Pic for inspiration, art is by Frank Frazzeta

      I am fond of the aesthetic
      Not enough settings have it nowadays

  15. 2 months ago
    Anonymous

    The Ship/Welded City
    >The ship is the largest city on the planet. Build arround the old, mostly deconstructed colony ship that brough the original human colonists to the planet.
    >The Ship once functioned as the capital city of the planet and even to this day is seen as the greatest and most prestigeous city on the planet.
    >Over the years the colony ship was taken appart by the inhabitants to use as building materials for housing and infrastructure. It has given the city the nickname of the "welded city".
    >The colony ship is still present, except at a greatly diminished state. Most of its plating is gona and many of its internal components have been dissassembled without to the point of non-function. Looters search the skeleton of the colony ship for relics and trinkets. Risking their lives every time they enter its depths.

  16. 1 month ago
    Anonymous

    [...]

    >I've never played SMAC so I'm not sure what exactly it implies
    SMAC is a relatively hard sci-fi setting. TL;DR Earth is fricked and they sent a colony mission to Alpha centauri to start fresh. the mission fricks up at the 11th hour and now the colonists are divided by ideology and land on the planet.
    Warcrimes and manmade horrors beyond your comprehension ensue.

    In terms of the Dune aspect we'd obviously have dynasties rulling the planet. Assuming the SMAC angle those families would have originated from the original leaders who colonised the planet. Obviously technology was far more advanced back in the day.

    I've made a basic b***h timeline for how shit would shit would have gone down.
    SMAC Era
    >Earth is fricked and starts sending colony ships left right and centet using not!mass relays
    >Colonies develop but due to the inherent human ability to frick up they end isolated fighting eachother.
    >The Planet is one of those early planets which devolved into a form of feudalism
    >Warcrimes and manmade horrors are plenty, alien ruins are dug up just for people not understand them for the most part all that good hard sci-fi goodness
    Dune Era
    >At some point one of the colonies of humanity manages to get its shit together and starts reuniting the human colonies under its banner
    >An Empire is born and a Golden age for humanity starts
    >The Planet becomes a relatively important scientific world in the empire
    >Due to other factors the world becomes no longer self sufficient
    >For some reason the Not!Mass relay explodes and travel outside of the system is impossible
    Conan Era
    >Society collapses due to the lack of basic goods
    >The Noble houses of the SMAC era and Dune era are starting to fight over whatever resources remain
    >Bilions die as a result and the planet is thrown into a dark age for a couple hundred to thousand of years
    >Now large chunks of the planet are considered lost to the native wildlife and roaming bands of techno barbarians

    • 1 month ago
      Anonymous

      How many years do SMAC and DUNE eras each last for? How prevalent are their (presumably) rationalist ideologies in CONAN era?
      I had this idea for a religion that was founded by an AI core that's trying to use religious followers as a replacement for destroyed mechanical units, but it only makes sense if techno-barbarians view the remnants of past eras with a sense of mysticism

      • 1 month ago
        Anonymous

        Any sort of rationalism would probably be restricted to the places where the noble houses exist. And those would be far away from the areas the techno-barbarians call home.

        And for how long each era would last would depend. I just tried to consolidate the themes of the setting into something semi-coherent. It could be 500-750 for SMAC, 1000-2000 for Dune and 500-750 for Conan. It really depends on how much lore will need to be fitted into those eras.

    • 1 month ago
      Anonymous

      Mass relay explosion could be year 1 for the calendar, and mytgological event that happens in all the world religions. It could be tied to swamp parasites, debris from the fall (i really think it should be apocaliptic event, with what followed even worse) could have carried them from space to the planet

      • 4 weeks ago
        Anonymous

        It could be also the reason why the spacers are planetside. The relay explosion would have wiped clean all space infrastructure in the system.

  17. 1 month ago
    Anonymous

    a shame the map isn't done. It's hard to plan out the history without it

    • 1 month ago
      Anonymous

      I think each of us is supposed to make a hex to complete it
      Here's mine. I added an island
      I don't like how uninteresting and unnatural looking it ended up so if anyone wants to change it feel free

      • 1 month ago
        Anonymous

        originally the rule was three hexes but at this point anything goes

        still no clue where the equator is. Only thing I can say for sure is that top right is definitely boreal climate, so everything else must be south of it.

        • 1 month ago
          Anonymous

          I think the map is actually rotated 90 degrees at this point like in After the End

        • 1 month ago
          Anonymous

          added a bay and a city with a huge moat

          • 1 month ago
            Anonymous

            It could be the first city on the planet from

            The Ship/Welded City
            >The ship is the largest city on the planet. Build arround the old, mostly deconstructed colony ship that brough the original human colonists to the planet.
            >The Ship once functioned as the capital city of the planet and even to this day is seen as the greatest and most prestigeous city on the planet.
            >Over the years the colony ship was taken appart by the inhabitants to use as building materials for housing and infrastructure. It has given the city the nickname of the "welded city".
            >The colony ship is still present, except at a greatly diminished state. Most of its plating is gona and many of its internal components have been dissassembled without to the point of non-function. Looters search the skeleton of the colony ship for relics and trinkets. Risking their lives every time they enter its depths.

            .

          • 1 month ago
            Anonymous

            the m e g a r i v e r grows

        • 1 month ago
          Anonymous

          >still no clue where the equator is. Only thing I can say for sure is that top right is definitely boreal climate, so everything else must be south of it.

          Perhaps we could canonize it that there's a bunch of old terraformers running to make the planet's climate Earth-like rather than frozen over or massive deserts? Any climates that look out of place are due to the Terraformers breaking down or having some erroneous settings due to the years and years of decay they've been subjected to.

          We could have a Mongol Invasion or two from an off-map regions having had their terraformers break in ways that left the areas uninhabitable and forcing the culture to migrate and invade the map.

          And while we can't change the biomes, perhaps we could create a modifier "Terraformer Storms" on some counties that destroys economic activity and inflicts heavy attrition on armies trying to march through it for a period of time.

          I've decided the setting will be high fantasy in the vein of Dominions, since this gives the most freedom to idea guys. So lots of strange gods and peoples, each with their own take on magic. Basically anything goes, within reason.
          The Peninsula AND/OR West Coast was united under an empire at some point; everything else is a blank slate history-wise

          I'm taking suggestions for cultures and/or religions. Here are some good points to include:
          -rough location on the map
          -unorganized religions should have an accompanying culture
          -tribal or feudalized
          -general history

          Someone made a culture group suggestion here:

          I'm going to propose that this region is largely divided up into four government types.
          >1: A unified monarchy that uses the main river of that valley and the inland sea as a highway to maintain control, defenses are strengthened by the mountains, and they manage an overland trade route through that gap in the mountains to the inland sea to the coast and vice versa.
          >2: Scattered nomadic tribes in the desert. Maybe have some larger confederations around that lake in the North and the presumed river in the south.
          >3: A large number of Republics and Theocracies that grow rich off the trade that gets highly concentrated due to the isthmus right there.
          >4: Scattered lords, with the unfilled out area being an archepelago with a large number of islands, very mountainous terrain. Start out with very low levy and retinue counts, but they have an ability to raid.

          Perhaps 1 and 2 are mostly part of one culture group, and 3 and 4 are mostly part of a second culture group. Some of 2 belonging to the second culture group, some of 3 belonging to the first, and 4 has a few random culture groups from across the map. Most of them are part of the same religious group, but 4 also has some scattered faiths from across the map. 4 is the odd one out on both of those because its attracted Pirates from around the world and a few places had their religion or culture stick for some reason or another.

          For some flavor, perhaps one nation claimed dominion over the whole region in the distant past, but it fell apart due to plagues and the degradation of technology. The kingdom in (1) is the one province of the nation that managed to stay mostly intact as it collapsed.

          Perhaps could give some decisions where (1) wants to restore the nation as it was with something like CK2's Chinese Imperial or Confucian Bureaucracy government type, (2) causes a mini-Ghengis if their regions are united (Southern being stronger of the two), the ones in (3) have a decision to make the Emperor of a Republic government type into also being the Pope-equivalent, and the ones in (4) basically turn into ASoIaF Ironborn with cheap boats and a penalty when at peace/not raiding.

          [...]
          Might be better for a different area of the map than the one I was talking about. I'm honing in the lore for the indicated areas around that particular Isthmus and the trade that would result in the region. Like that area with a frickload of lakes up in the West-Northwest corner of the created map. That seems far more of a swamp region.

          >Chinese
          I mentioned that because that government type focuses around an ability to control Castles and Cities without penalty, and those mentioned government types being the closest approximation of modern bureaucracy that the (1) region would be interested in restoring to some degree as they are descended from a nation that had been running off that.

          Loosely, if you think of the old nation as Rome:
          (1) is a Byzantium equivalent.
          (2) are the Gothic tribes but in the desert.
          (3) is Renaissance Italy
          (4) are Pop Culture Vikings

          We use it as an obligatory Rome equivalent and as an area of "Normalcy" that will allow other additions to feel more wild by contrast.

          [...]
          Proposal: Areas of the map are filled with a variant of the Tribal government type named "Horde" that's used to represent massively hostile wildlife or Robots that have gone Rampant. They always have an ability to attack neighboring provinces, but Vassals have a -200 Opinion that causes their empires to constantly rip themselves apart. As a special aspect, the less counties they hold, the more likely a random event can happen that gives them a bunch of event units. Perhaps increased chance if an adjacent county has recently been conquered? Counties under its control could get a modifier to have high disease resistance and development goes down because the area's uncivilized.

          They're intended to randomly and suddenly blow up before rapidly collapsing because of guaranteed civil wars. But the modifiers mean that as land becomes civilized, Diseases like the [...] 's Mind Parasites are now able to spread to regions they couldn't before.

      • 1 month ago
        Anonymous

        originally the rule was three hexes but at this point anything goes

        still no clue where the equator is. Only thing I can say for sure is that top right is definitely boreal climate, so everything else must be south of it.

        Also I'm not 100% sure what each colour is supposed to represent
        I think yellow is desert, dark green is forest, brown is mountains but what is the green/blueish colour supposed to be? Swamps? What about the beige one?

  18. 1 month ago
    Anonymous
  19. 1 month ago
    Anonymous

    Here's my take on the lore:

    Early age: (Lasts around 500-1000 years)
    >Humanity reaches the space age but never unifies, each nation makes colonies of their own, bringing their Old World conflicts into outer space
    >These colonies end up quite isolated from their parent nations due to early space travel being slow as frick
    >New cultures quickly emerge, prophets live and die, ideologies are formed, ethnogenesis everywhere
    >Independence movements arise, some colonies become independent peacefully and others from bloody conflict
    >Most colonized planets become Earths 2.0, each hosting hundreds of countries with their own beliefs and worldviews, fighting and scheming amongst each other, unable to find common ground
    >Some countries even go as far as to genetically and/or cybernetically modify themselves just to get an upper edge
    >Despite all its technological advances humanity is still in the same shit as it was centuries ago but now scattered across the galaxy, only interrupted by the occasional crisis such as an AI uprising or uppity alien natives
    >In such cases they tend to band together to defeat their common enemy
    >Though they do often win, most wars end up in compromise between them, with aliens and robots getting their own parts of the planet to live in

    • 1 month ago
      Anonymous

      Empire age:(1000-2000 years)
      >As technology progresses, so does space travel
      >Journeys that would've previously taken decades to undertake now only takes a few years at most
      >Humanity reconnects with each other, trade booms, ideas flow, innovation skyrockets
      >This doesn't last long
      >The human desire to subjugate, convert and take from others remains eternal
      >Interplanetary wars become more and more common
      >The Great Galactic War begins
      >Planets are bombed, billions die
      >A coalition of planets ends up winning
      >They come to the conclusion that in order to prevent a Second Galactic War Humanity must unify
      >Easier said than done, there are still planets resisting unification, not to mention the ones ruled by aliens and machines
      >Regardless, the Empire has conquered an impressive amount of planets and is the galaxy's most powerful entity
      >Is still a mess politically, kind of like a more extreme HRE
      >There is some form of main ideology or imperial cult or whatever but people are free to worship whatever they want as long as it's not anti-Empire
      >Our main planet is in the borderlands of the Empire, and frequently interacts with the other "countries"
      >As a result it has a large diversity of mutants, ayys, robos etc.

  20. 1 month ago
    Anonymous

    tired of waiting for something to happen so I'm going to see how far I can get with my own total conversion mod before the hex map finishes.

    Thoughts on the concept map? I don't like how islands play in CK but it feels wrong not to have a !Britain somewhere (on an unrelated note, actual Britain for scale)

  21. 1 month ago
    Anonymous

    I've decided the setting will be high fantasy in the vein of Dominions, since this gives the most freedom to idea guys. So lots of strange gods and peoples, each with their own take on magic. Basically anything goes, within reason.
    The Peninsula AND/OR West Coast was united under an empire at some point; everything else is a blank slate history-wise

    I'm taking suggestions for cultures and/or religions. Here are some good points to include:
    -rough location on the map
    -unorganized religions should have an accompanying culture
    -tribal or feudalized
    -general history

    • 3 weeks ago
      Anonymous

      Warrior poet raiders in that little half ring of mountains. Sort of greek-esque, break up periods of peace and prosperity with wild raids. Religion is like vampire christianity, they worship the bloodless savior, sometimes special immortals pop up who can't be lamded but are good for other positions. Was once a bunch of separate principalities, invaders came from the wastes and when all was thought lost a man, prince of no land, united them and drove off the invaders. After the victory the man was found with his blood drained. When the son of the great conqueror who lead the previous invasion tries to eclipse his father, however, the man returns again, uniting the principalities, driving off the invaders, and establishing a permanent united land: The role of king was given to the prince who held the primary entrance of the mountain area. The bloodless one then gave out rules to follow, set up a church, and became a hermit.

      • 3 weeks ago
        Anonymous

        Updating the province.bmp right now. Also, I have a few questions for future reference:
        - does the religion proselytize?
        - is the location of the hermit known, or did he just disappear into the wilderness
        - what is the opinion on vampires in the religion? Is the messiah's true nature a secret or common knowledge?
        - are these bloodless immortals different from the stereotypical vampire?

        • 3 weeks ago
          Anonymous

          It does a little bit, it's attracted some followers from the eastern region by the border with the southern wastes due to the fact they were also kind of saved from the invasion

          Location of hermit is known, it's a mountain hermitage kind of like the modern day Meteora

          Vampires are viewed as holy, it's common knowledge (Maybe high piety characters can take a decision to become vampiric? Either retiring them as a monk/religious character or letting you play them for longer depending on how you want to run it)

          I had no particular "canon" in mind for them. Obviously not entirely typical since obviously holy symbols would not repel them. But apart from that: Maybe? Sure

          • 3 weeks ago
            Anonymous

            progress update. Erasne duchy (southern mountains) is done and I've started on Diskon (northern mountains)

            religion features are pretty bare bones right now but I plan to implement either papacy or pentarchy mechanics at some point. I have generic 'Demons' as a placeholder for the Evil God until I find something better

            • 3 weeks ago
              Anonymous

              That looks great!

  22. 4 weeks ago
    Anonymous

    How would you depict robots in the setting?

    • 4 weeks ago
      Anonymous

      No robots

      • 4 weeks ago
        Anonymous

        why not?

        • 3 weeks ago
          Anonymous

          Robots don't exactly fit the dynastic gameplay style of CK2/3. They could be a thing but they would be the equivalent of Eunuchs. I think Robots should be restricted to tools and weapons for the most part.

          • 3 weeks ago
            Anonymous

            What about this anon's idea

            [...]
            Might be better for a different area of the map than the one I was talking about. I'm honing in the lore for the indicated areas around that particular Isthmus and the trade that would result in the region. Like that area with a frickload of lakes up in the West-Northwest corner of the created map. That seems far more of a swamp region.

            >Chinese
            I mentioned that because that government type focuses around an ability to control Castles and Cities without penalty, and those mentioned government types being the closest approximation of modern bureaucracy that the (1) region would be interested in restoring to some degree as they are descended from a nation that had been running off that.

            Loosely, if you think of the old nation as Rome:
            (1) is a Byzantium equivalent.
            (2) are the Gothic tribes but in the desert.
            (3) is Renaissance Italy
            (4) are Pop Culture Vikings

            We use it as an obligatory Rome equivalent and as an area of "Normalcy" that will allow other additions to feel more wild by contrast.

            [...]
            Proposal: Areas of the map are filled with a variant of the Tribal government type named "Horde" that's used to represent massively hostile wildlife or Robots that have gone Rampant. They always have an ability to attack neighboring provinces, but Vassals have a -200 Opinion that causes their empires to constantly rip themselves apart. As a special aspect, the less counties they hold, the more likely a random event can happen that gives them a bunch of event units. Perhaps increased chance if an adjacent county has recently been conquered? Counties under its control could get a modifier to have high disease resistance and development goes down because the area's uncivilized.

            They're intended to randomly and suddenly blow up before rapidly collapsing because of guaranteed civil wars. But the modifiers mean that as land becomes civilized, Diseases like the [...] 's Mind Parasites are now able to spread to regions they couldn't before.

            for Hordes with the Robots being rampant and destroying everything due to degrading programming? We could set them to be an AI only government type.

            We use it as a rough equivalent to a neat little colonization mechanic. You can take the lands relatively easily, but get too greedy and the event fires off and suddenly the borderlands are on fire.

            As a bonus, while the mods in its early days and the number of cultures are limited, we can slap those everywhere to fill out the map. Replacing them if we want to develop a new culture in that region. Perhaps dot the landscape with some "dead" religions that can be founded via event chain with the people who control the holy sites.

          • 3 weeks ago
            Anonymous

            >Robots don't exactly fit the dynastic gameplay style of CK2/3.
            We could make them to be.
            Aside from the obviously antagonistic ones, there could be some variety between how each AI hiveminds are programmed
            Some wouldn't even be hiveminds, but purposefully programmed to be individualistic with a set expiration date. These type of androids would then have to continue their legacy by assembling a new one like them and trying to prepare them to take their place once they're gone.

            >I think Robots should be restricted to tools and weapons for the most part.
            What would that entail?
            Something like a gun or a sword that has an AI inhabiting it?

            • 3 weeks ago
              Anonymous

              How about we add a court position of a "roboticist" who can make robot characters? Robot characters would have their stats be determined by how much you are willing to invest into them but wouldn't be able to improve themselves through events and lifepaths. Their role would be basically of court eunuchs in a way. We could have even a not!China equivalent where the country is effectively ran by robots.

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