Crusader Kings II

Crusader Kings II

Calradian Kings (Discontinued!)
218 Comments
Noxiss Sep 15, 2021 @ 12:44pm 
multiplayer crash
niccodigge Jun 1, 2021 @ 4:47am 
idk if is a bug or missing DLCs, but the game keeps to remove me from any crusaides
Goratesque  [author] Sep 1, 2020 @ 4:31pm 
We are now working on the Calradian Kings mod project for recently released Crusader Kings III.

Check out the official main thread here: https://forum.paradoxplaza.com/forum/threads/wip-calradian-kings.1414804/
Thotinator Aug 17, 2020 @ 4:05am 
is this mod still being worked on?
yes Jul 27, 2020 @ 6:05pm 
Now this is a epic gamer move.
Red Dye #40 Jun 14, 2020 @ 9:37pm 
Never played warband, but I did play Bannerlord when it came out. Guess I can use this as my introduction to warband because Im too lazy to go to the store page and hit "Add To Cart"
Saxton Fail May 26, 2020 @ 5:45pm 
Uh....It's harvesting season, is it getting working on or...???
Giant Spike Pit May 1, 2020 @ 4:49pm 
how do you play as warband? like I click on the starting thing but the portait is blank and I die
patchy the pirate Apr 22, 2020 @ 9:13pm 
I T S A L M O S T H A R V E S T I N G S E A S O N
Goratesque  [author] Apr 4, 2020 @ 6:57pm 
Well I already stated that I'm planning to leave the mod and CK2 behind to move this project into upcoming CK3 with the Bannerlord (+Warband) start. There is no change for that plan, CK2 mod is discontinued, I'll update the description of the mod soon so everyone can see the announcement.

Note: You can always downgrade your CK2 version to 3.2.1 (Holy Fury) if you like to play. Or if you like to update the mod you can message here then add me on Steam to send your files. I'll add this info to the description as well.
Heffa62 Apr 4, 2020 @ 5:19pm 
well there be a Bannerlord star?
Lord Raymund Apr 3, 2020 @ 7:28am 
XD
Benboss045 Mar 31, 2020 @ 8:23am 
Add a bannerlord start.
AJMC Mar 12, 2020 @ 7:18pm 
I dont understand what I can do as a mercenary warband ?
Cugitay Mar 11, 2020 @ 8:25am 
Çok kralsınız hocam
Derg Feb 20, 2020 @ 12:45pm 
Try to have reasonable expectations, Bannerlord is likely still 5 or so years out.
Goratesque  [author] Feb 20, 2020 @ 11:44am 
++Now I'm also planning to build a website to gather all my discontinued and future projects together. But of course Calradian Kings for Crusader Kings III will be on top of my list. I haven't decided on domain of the website yet like: should I name it fullname.com or nickname.com (which I need to find a unique and catchy name), or something completely different. Because it will contain my all kind of projects like modding Crusader Kings, translating Elder Scrolls Online, and my guild etc. Feel free to give me some advice and share your ideas about it.

Wait for the next harvesting season, we are almost there. :D
Goratesque  [author] Feb 20, 2020 @ 11:44am 
For all those who wonders about the future of this mod: Since both Crusader Kings III (Coming 2020) and M&B2: Bannerlord (early-access on March 31) coming this year, I'm leaving the mod and CK2 behind to move this project into upcoming Crusader Kings III. I believe modding Bannerlord campaign for CK3 will be a good start. Later on we can work on Warband campaign too.

Mount & Blade: Warband in Crusader Kings II was really a good experience. For both modding and playing, it was a good experience for me to see both games work well when they come together as I always dreamed. I've been satisfied with this project, and I think the experience in CK3 will be spectacular.
Derg Feb 20, 2020 @ 8:43am 
This mod makes harvesting season 10 times better
༺𝓽𝓸𝓶𝓶𝔂༻ Jan 20, 2020 @ 5:39am 
are you going to add a trade road that connects all the big cities ?
Alcedo B. Jan 6, 2020 @ 2:01am 
The most abitious crossover
Heffa62 Dec 26, 2019 @ 9:45am 
i love the m&b game
flra Dec 21, 2019 @ 6:36am 
Any plans of making a Patrum Scuta com-patch?
Rankein Dec 7, 2019 @ 4:12pm 
Is there any chance that this mod will be fixed for multiplayer? It crashes when hosting for me and my friend.
playboicalorie Dec 6, 2019 @ 11:33pm 
there was another mod similar to this and i liked the idea but it was very empty and dry i hope you can make this mod very interesting :)
Goratesque  [author] Dec 5, 2019 @ 11:05am 
@tsf4 I'll be back and contact you this weekend.
tsf4 Dec 4, 2019 @ 4:08pm 
I have fixed some things, let me know Yvinis or VEHK
Feorge Nov 27, 2019 @ 1:32pm 
Great mod, are there any chances that you will increase the number of troops? As king of swadia you can't even get 1000 man
Ikarian Nov 21, 2019 @ 5:55pm 
Is there any chance for non-steam link? Thx :)
Ikarian Nov 21, 2019 @ 5:23pm 
7okio=) thats big problem of CK2 Steam downloading. If you have too much mods, it will not download. You must find classical way (so download it from classic link and put it in mod folder).
Rick The Black Oct 12, 2019 @ 2:05pm 
I wonder if you could make your governments a separate mod.
Mi Amore Oct 11, 2019 @ 2:18am 
I subscribed to it, but there is no mod downloaded
Daltzorg II Oct 10, 2019 @ 2:25pm 
This looks great and im already subscribed to it. did this used to be called legend of zondar or something? or is that a separate mod?
Lahom Oct 2, 2019 @ 5:26pm 
I think the cultures and culture groups could use a bit of an overhaul now that we know more information from Bannerlord.
Pokesus Sep 30, 2019 @ 3:13pm 
Its a new version?
RedBaronFlyer Sep 28, 2019 @ 11:47pm 
If I can't find a solution then I'll just send everything that I've already gotten working.
RedBaronFlyer Sep 28, 2019 @ 11:46pm 
So I tried setting it up so that the trade routes wound run from town to town, this works fine, but unfortunately there's no way I've found to make raiding/sieges on a trade route affect both ends of the trade node. This means that if a trade route starts in Suno and ends in Uxkhal, only Ukxhal will be affected by the raiding.

A minor thing to report I've found is that the Sunset Invasion event happens but Aztecs actually show up. I know there are other priorities but that'd be a pretty cool way to shake up the map, along with any non-canonical invasion events like nomads.
RedBaronFlyer Sep 28, 2019 @ 8:47pm 
That's an interesting idea and I'd be interested in messing around with it at a later time, but for now I'm just aiming for having the caravan trade network set up.
Mexaddon Sep 28, 2019 @ 8:14pm 
(Continuation)

It should be easy enough in paper as Warband's economy wasn't that complicated; one village makes a lot of wheat which turns into ale at cities, another makes Raw Silk which in turn turns into Velvet. Each trade route makes varying amounts of income. Each town is connected to a specific city because that's where they made the most money, however a surplus could occur and these can be translated as simple tax income to make life easier OR into a hidden mechanic for the warbands to buy products from, which can then be sold. Courtiers and rulers can use an intrigue mechanic to build certain types of factories as well, again using a hidden counter for trade goods. Geheimnisnacht did this with slaves, so maybe you can do something similar?

I've got plenty of ideas as to making an economy system that resembles Warband, but no idea about how feasible it is to implement them. If you're interested give me a holler.
Mexaddon Sep 28, 2019 @ 8:14pm 
@RedBaronFlyer If I may suggest something, got an idea. Each village can be the starting point of a silk trade route that connects to a specific city, simulating how a village exports their goods and makes a profit almost entirely by trading with the merchants in the main cities of Calradia. The villages and towns each get a specialized trade building, similar to what Vanilla uses with the gold and silver trade routes for the villages plus the silk trade buildings for the cities. The former trade building gets upgrades which directly influence the output of trade goods, while the village itself gets improvements to levies and tax income, the latter gets the basic silk trade route improvements that boost trade value and tax income, plus guard buildings if you ever wish to implement banditry as an additional mechanic.
Mexaddon Sep 28, 2019 @ 7:41pm 
CK2's mp is just plain broken as it is. Even after they made it more stable a year or 2 ago, it's still prone to desynching like a mofo, and they don't seem interested in adding a quick-rehost option to synch everyone back together like they did with EUIV. Not only that, but the checksum is beyond messy both in EUIV and in CK2 when mods are involved. Even if both people download it using the same means (ModDB/Workshop) and use just that one mod, it may give two different checksums and the two can't connect to each other. Paradox just doesn't care for mod-multiplayer compatibility because it doesn't entice people to buy DLCs, rather the opposite. ¯\_(ツ)_/¯

I know Kaiserreich managed to work perfectly, but I'm not sure if it's because HoI IV is waaaaaay more polished than the previous titles, or because the Kaiserreich team is just that committed to the project; these people are skilled, well-funded, well-organized and extremely passionate about their project.
RedBaronFlyer Sep 28, 2019 @ 4:37pm 
I could just send you the files as they currently are. Right now all the trade post have been set up and are buildable, but the trade network is currently in one big one and the trade route isn't organized properly (leading to the trade network looking like a medieval spaghetti junction in some places)

https://steamuserimages-a.akamaihd.net/ugc/786365513454360578/26549150EB1EAD407BBA324884C9DB2620AF6E2D/
RedBaronFlyer Sep 28, 2019 @ 4:37pm 
The only problem I'm coming up with now is that there's going to need to be some creative thinking involving trade routes. Currently I have the trade route starting from Zendar. The problems are that this isn't really how trade routes work in Warband, and more importantly, if a war is going on near Zendar than the entire trade network gets borked.

My suggestion is that it should have a bunch of trade routes. What I'm meaning is that every cities trade routes are going from one city to another and that's it. So, for example, Sargoth would have trade routes going to Tihr, one going to Wercheg, and one going to Zendar.

Pros: Trade in say, Swadia won't be effected by something like some Norse trade routes being raided

Cons: Tedious to set up, possibly having cities with multiple trade routes getting stacking modifiers making them "too rich"
Goratesque  [author] Sep 28, 2019 @ 4:25pm 
@Reginald Westford Yeah I'll update ModDB link as soon as possible.

@ErkkiKurkku [FIN] I know right, it's a pain. And we still don't know what causes that but I started developing this mod while thinking it would be awesome to play with friends. :/ That's one of the top of my list to fix if we find out how to do that.

@RedBaronFlyer You can add me to friends list whenever you feel ready to upload your trade roads. ^^ Linking towns and Zendar (start point if possible) is what I was thinking before. I'll try to fix that bug, it was okay to search in previous versions, weird.
RedBaronFlyer Sep 28, 2019 @ 3:32pm 
I just got back and I'm starting to work on the silk road, right now all I'm doing is having it link to all the towns in Warband (and Zendar). I have discovered a weird bug though, typing anything into the province search bar instantly crashes the game for some reason.
ErkkiKurkku [FIN] Sep 28, 2019 @ 2:13pm 
Multiplayer still not working?
MollyG123 Sep 28, 2019 @ 12:06pm 
Could you please update one of the non steam versions of this mod, since the workshop is such a pain to get working with CKII. Really looking forward to playing this!
Goratesque  [author] Sep 28, 2019 @ 11:42am 
@Mexaddon Thank you for your understanding and your support. :) I'd really like to finish every work in this mod to give you a complete experience of play. But like you said it's not that easy and takes a lot of time. :/ But I'm sure it will be done some day. ^^
Mexaddon Sep 28, 2019 @ 11:24am 
No problem man. You people have already achieved something great by making the map and all the characters in it. I know modding CK2 must be next-level space aids because every single full-conversion mod gets dropped, even Geheimnisnacht which I can't get over with :(

Wish you luck!
Goratesque  [author] Sep 28, 2019 @ 4:29am 
@Mexaddon Well like I said, there are lots of works and events to do for warbands before they become more playable than ever. We will focus on that when the mod is overall stable and completed because there are lots of things to do right now.