Crusader Kings III

Crusader Kings III

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Jam's New Cultures and Map Edits for EK2
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35.138 MB
Apr 17 @ 6:07am
Dec 1 @ 4:01am
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Jam's New Cultures and Map Edits for EK2

Description
Current Elder Kings 2 version: 0.17.0 "Remanada"
Current Crusader Kings 3 game version: 1.17.1

This submod for Elder Kings 2 adds 36 new cultures to the game, 31/32 of which are already established and playable on the world map at the game start, as well as several small map edits here and there changing around county culture and religion. This is just a silly little personal mod based on some plausible and semi-plausible lore that I’ve decided to release to the public. Some changes might mess up the devs’ designs for the map or some of the implied plotlines, but it’s just how I like my map to be at game start.

The cultures are as follows:

~Minotaur
~Men-of-Tor
~Giant
~Sea Giant
~ Fauns
~Kanuryai
~Dunkreathi
~Karthholder
~Bendmarcher
~Bangkorite
~Systrean
~Belkarther
~Elinhiri
~Wealdish
~Gideonese
~Hackdirter
~Rhaltese
~Cybiadi
~Doragoni
~Volkihar
~Gray Islander
~Snow Orc
~Ruby Orc
~Sea Orc
~Marsh Orc
~Ogre
~Giant Goblin
~Anchoriti
~Oreyni
~Ara-Almeshini
~Archein
~Xanmeeri
~Senchalese
~Rim'kathay
~Kitsothiit
~Cyro-Imga

Other changes include:

~Re-added a new Malacathite faith for the Ogres, Ogre Shamanism
~Added a new Hircinian faith for the Minotaurs, Minotaur Shamanism
-Added a new Atmoran faith for the Giants, Tall Totems
~Added a new Deep Ones faith for the Sea Giants, Drowned Ancestors
~Added a new Velothi faith for the Chi Adduni, Tribunal Recognitionist
~Added a new Sithis faith for the Kanuryai, The Real
~Added a new Aedric faith for the Maormeri, Orgnumic
~Added several new cultural traditions: 'Empirilla Gorillas' for the Cyro-Imga, 'City Orcs' for the Ruby Orcs, 'Hackdirt Intolerance' for the Hackdirters, 'Brute Strength' for the Giants, Ogres, and Minotaurs, "Servants of the Worm King" for the Anchoriti, 'Tribe Unmourned' for the Ara-Almeshini, 'Green Seers' for the Fauns, 'Thrones of the Soul' for the Kanuryai, 'Druid-Knights of Galen' to the Systreans, and 'Dwemer Artifact Retooling' for the Karthholders (the last of which is also available to any culture which has Dwemer ruins in their lands)
~The Salabosmer now speak the Altmeris language as opposed to Bosmeris
~The Pellitinians now have the Spiritual ethos to better contrast with the Senchalese culture
~Ojel can now spawn with the Naga, Sarpa, or rarely even Paatru ethnicities
~Re-adds the old silver-skinned Kothringi ethnicity type, about 1 in 4 Kothringi will spawn with this ethnicity
~Changed the culture of various characters to my personal preference, most to some of the new cultures or to account for the new map changes
~Lots of county culture and faith changes across the map, such as making cosmopolitan Cyrodiil slightly more diverse and the Westholder/Eastmarcher split in Skyrim slightly less jagged
~Added new lore-friendly names to the Imga culture namelist
~Changed the government types of a few titles to Pirate or Tribe based on new cultures and lore
~Changed the holding types of various counties from Tribal holdings to Castle holdings
~Reverts the Darak dynasty in Leyawiin back to the Caro Dynasty
~ Made Hlaalu a bit bigger, including giving them some land of Vvardenfell through Seyda Neen. Did not edit their dejure borders
~Bosmer now have a very low chance of randomly spawning with horns/antlers, befitting their connection to Jephre
~Reverts Kothringi back to their old silver-skinned apperance
~Added a few Hist trees in the Nibenese Lowlands bordering Black Marsh (and one slightly anachronistic one in Sleeping Tree Camp in Whiterun)
~Changes the terrain types on the county of Galen from hills to forest and jungle

This mod requires a new save game to function properly.

Find an error or bug? Let me know so I can fix it! This is my first mod, and issues are sure to arise. I appreciate your patience.

Compatibility with other submods is tricky and this submod might not work with everything in your modlist. I'm planning on making some compatches for a few mods soon, but I can't promise one for every single submod this mod doesn't play nicely with.

Credit to Thona for their original Ogres for Elder Kings 2 mod, of which has been outdated for some time but I’ve been able to update to the newest game version in this mod! Big thanks!

Credit to Jimmywhite for letting me use his Giant and Ogre MaA icons, of which were originally found in Elder Scrolls Legends. Thanks!

Credit and a HUGE thank you to HBXN for giving me permission to use his assets, coding, and writings used for the Fauns and Kanuryai from his submod, "Songs of the Return"

Credit to TheRealAdam for letting me use his new tradition and writings for the Systreans from his submod, "EK2 Systrean Restoration"

Credit to TheJewishGaymer for letting me use his King Orgnum's Coffer assets, writings, and code. Thank you!

Credit to Aithlin for letting me use his design for the Chantry of Auriel COA.

Also a big thanks to the Elder Kings 2 Discord and the EK2 devs who were a huge help with the coding of this mod. Never would’ve been able to make this without them!

You’re completely free to edit, repost, patch, compatch, or reupload any part of this submod with no credit to me necessary.
326 Comments
jamminjellyjam  [author] 5 hours ago 
@Cup-San, Oh ♥♥♥♥ that's a massive oversight. Woopsy daisy. Haha, sorry! I'll fix that in the next update.

For now, I would probably just turn on debug mode and input the command "bypass_requirements" so you can take the decision anyways. My bad!
Cup-san 9 hours ago 
So are Men of Tor unable to rebuild the Legion? Since it requires to have light cavalry but they don't seem to be able to recruit any
jamminjellyjam  [author] Dec 4 @ 4:20pm 
@Sexy Sushi, I'm a little uncertain as to which cultures you mean exactly, but I haven't changed anything about how dead cultures operate in the code. However, if you start as a ruler or adventurer of any extinct race, you'll get a pop up event and the option for your culture to come alive or not, which is a base EK2 mechanic. There won't be any playable Kanuryai, for instance, unless one starts as one at game start.
Sexy Sushi Dec 4 @ 11:43am 
can I spread dead cultures in this mod?:GhostFlowerHappy:
jamminjellyjam  [author] Dec 3 @ 3:09pm 
@BlobbyJelly, Not at the moment, but I'm still working on new cultures and faiths. Might tackle something heavier later on, though.
BlobbyJelly Dec 3 @ 1:54am 
Thanks jamminjellyjam for the answer, love the mod! Any more races you planning of adding in the near future? 👀
jamminjellyjam  [author] Dec 2 @ 10:41am 
@Ba'al, Oh, ha! Sorry, yes I see what you mean now. Ogres are one of the few of my new added cultures that were still around back during the Merethic Era, so they'd make sense to add. I'll consider it for a side-submod.
Ba'al Dec 2 @ 6:26am 
Sorry I meant for the SOTR mod mentioned previously, not a general small mod for minotaurs and ogres.
jamminjellyjam  [author] Dec 1 @ 3:36am 
@jeppeditlev, You're right about that, just tested it out myself. Took a look in the code and it was just two slightly misplaced lines of code causing the issue. Gonna put out a small quickfix in a little bit to fix this. Thanks for pointing that out to me!
jamminjellyjam  [author] Dec 1 @ 3:35am 
@Mr Moogle, I was working on a Compatch with this submod and Cultural Armies at some point before the last EK2 update complicated it. I don't play with MaA mods in my playlists myself so I'm unlikely to finish it anytime soon, to be honest.

@Ba'al, I don't really intend on making a downsized version of this mod right now.