Crusader Kings III

Crusader Kings III

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Emirate of Crete
   
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3 nov, 2021 @ 0:37
23 sep, 2022 @ 7:46
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Emirate of Crete

I 1 samling av EmrysValdr
EmrysValdr's Collection
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Beskrivning
TL;DR - A small in-game decision (largely based on the Elevate the Kingdom of Mann decision) that aims to replicate the historical importance and power of the Emirate of Crete. Takeable by players and AI. Should be compatible with just about everything.
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Historically, the Emirate of Crete was a Muslim state that existed on the Mediterranean island of Crete from the late 820s to the reconquest of the island by the Byzantine Empire in 961. Although the emirate recognized the suzerainty of the Abbasid Caliphate and maintained close ties with Tulunid Egypt, it was de facto independent.

The founding of the Emirate can be traced to a group of Andalusian exiles led by Abu Hafs Umar al-Iqritishi who conquered Crete sometime c. 824 or 827/828, and established an independent Islamic state. The Byzantines launched a campaign that took most of the island back in 842 and 843 under Theoktistos, but the reconquest was not completed and was soon reversed. Later attempts by the Byzantine Empire to recover the island failed, and for the approximately 135 years of its existence, the emirate was one of the major foes of Byzantium. Crete commanded the sea lanes of the Eastern Mediterranean and functioned as a forward base and haven for Muslim corsair fleets that ravaged the Byzantine-controlled shores of the Aegean Sea. The emirate's internal history is less well-known, but all accounts point to considerable prosperity deriving not only from piracy but also from extensive trade and agriculture. The emirate was brought to an end by Nikephoros Phokas, who launched a huge campaign against it in 960–961.

Despite the power of the Emirate historically, in CK3 the Emirate of Crete is a weak power that is heavily outmatched by the powers that surround it. Essentially useless without an ability to raid, the Emirate merely sits on Crete waiting for the Byzantines to retake the island (which they often do with ease). I always found this distasteful, but after watching the Kings and General video on the reconquest of Crete by the Byzantines (https://www.youtube.com/watch?v=MM_VDcJdQbQ) I was finally inspired to do something about it.

This decision, takeable by the Hafsids (both as AI or player-controlled) immediately on an 867 game start, gives the Emirate a large army, ability to raid as a Clan government, a small boost to Chandax's development, and bonuses to raid speed and embankment cost, among other things. Please note that if you play as the Emirate, the army provided by the decision is comprised of non-replenishing special troops, so use what you are given carefully. Even if you dont play as the Hafsids, the AI will take this decision, often within a few months of the game starting, so Crete can still have an influence on the region without your direct control.

If you wanna play as an Islamic terror on the seas, or want a bit of an early game challenge as the Byzantines, or maybe just wanting a little bit more historically accurate representation in your games, then this is the mod for you. Huge shoutouts to TheRealUberEpicZach (Kingdom of Heaven mod) and TheGib (CTP and CNP) for their help in coding the decision, this mod couldnt have been completed without them. Also thanks to Atreides of Ave Maria for allowing me to use one of his decision illustrations in this mod.
14 kommentarer
Noot Noot 11 dec, 2022 @ 9:01 
Hello all, it appears this mod has been incorporated into Cultures Expanded as explained by Emrysvaldr, Arabic Cretan culture with Practiced Pirates tradition and Special Troops for the Hafsids
Caloens2k1 8 dec, 2022 @ 23:26 
No update?
CornBrad 31 aug, 2022 @ 15:01 
@EmrysValdr: is this basically incorporated with CE at this point or is that still TBD?
EmrysValdr  [skapare] 27 jul, 2022 @ 21:53 
Sorry for the delay. I have been working with the Expanded Team to incorporate the main ideas of this mod into CE in more immersive ways (Islamic Cretan culture with Practice Pirates and giving the Hafsids special troops). But this mod has now been updated to allow the Hafsids to once more take the decision.
Drottenssten 27 jul, 2022 @ 21:08 
Yeah it doesn't work anymore, the decision doesn't show up for Hafsids or anyone else I've tried who doesn't start out in the berber heritage group
No Name 20 jun, 2022 @ 18:37 
I am assuming this doesn't work in the 867 start because Paradox changed the ruling family to Andalusians making them the wrong culture for the decision?
Enad 3 jun, 2022 @ 16:25 
Is this in need of an update for FoI?
Extourmed 27 mar, 2022 @ 2:25 
I don't know if the 10k army isn't too OP though.
Extourmed 27 mar, 2022 @ 2:25 
Looks like a very nice mod. Great job!
EmrysValdr  [skapare] 8 feb, 2022 @ 17:43 
@JvJ Sorry about that, should be working fine now. I happened to miss a line regarding culture so the decision wasnt showing. All good now