Crusader Kings III

Crusader Kings III

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Muslim Enhancements
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259.446 MB
Sep 27, 2020 @ 6:19pm
Dec 13 @ 9:18am
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Muslim Enhancements

In 1 collection by Ace
Penguin Army World Domination (Historically Accurate)
18 items
Description
NOW COMPATIBLE WITH ALL UNDER HEAVEN & 1.18.2!

This mod aims to make playing in the Islamic World a much more well-rounded and historically immersive experience.

If you would like to support my efforts to maintain and add to this mod, please visit my patreon at: https://www.patreon.com/muslimenhancements

Totally compatible with RICE and Cultures Expanded! Just make sure to prioritize ME over CE and RICE over ME.

LOAD ORDER FOR CE, CFP & EPE COMPATIBILITY:
- Muslim Enhancements
- (CFP) Community Flavor Pack
- (EPE) Ethnicities/Portraits Expanded
- ME - EPE Compatch
- (CE) Culture Expanded
- CFP + EPE Compatch

EPE Compatch: https://steamcommunity.com/sharedfiles/filedetails/?id=3546414558
BAP Compatch: https://steamcommunity.com/sharedfiles/filedetails/?id=3404179577
IBL Compatch: https://steamcommunity.com/sharedfiles/filedetails/?id=2717728700

Working Languages: English, Russian, Chinese.
Chinese Translation 中文翻译 : https://steamcommunity.com/sharedfiles/filedetails/?id=2532440896
Russian Translation: https://steamcommunity.com/sharedfiles/filedetails/?id=2802198720

If you want to be involved, join my discord!: https://discord.gg/QgTq6SrKkt
You can follow the creator of the mod on instagram at: @asas_husain

A big thank you to our contributors on the discord:
iFrunx, Al Kutba, Nico, grandembassy, Butshikan, Emrysvaldr, TheGib770, May F, Dvariak.

Current Features (Too many to list completely):

BECOME A HAFIDH:
- Hire a Quranic expert and memorize the holy book with a new personal scheme to become a Hafidh!

MISSIONARY EXPANSION:
- As an adventurer, become a missionary through a new trait and decision that allows you to slowly grow your community and convert to convert counties (meant as an expansion to vanilla's missionary system, but allows you to still use the old system should you prefer it)

WARS TO WIN:
- Attempt one final intervention for Muslim Sicily as the Zirids and try to expel the Normans from the island. Fail, however, and you'll be forced to flee, with independent Taifas rising in your place.
- As the Seljuks, initiate an Anatolian conquest after conquering Armenia (Courtesy of grandembassy and Butshikan's Seljuk Anatolian Invasion)
- Cull the North African revolts of Sahib al-Himar, Ha-Mim, and Kadu Ibn Mu’arik
- The Italian reconquest of Bari can cause the emirate to be partitioned by the southern principalities to represent the war’s historical outcome (Can be disabled via a game rule or startup event)

BERBER TRIBES OF OLD:
Featuring 6 new inheritable traits that represent the Miknasa, Sanhaja, Masmuda, Kutama, Huwwara, and Zenata Berber lineages that many in-game characters and dynasties claim descent from.

SAYYID TRAIT ENHANCEMENT:
- Abbasids/Umayyads use a unique Qurashi trait as they were part of the tribe of Quraysh but not descendants of the Prophet
- Fatimids use a unique Ubaydi trait recognized only by Ismailis as they were not considered by other sects to be Sayyids (can be disabled via a game rule)

QOL CHANGES:
- A game rule that allows the conversion of all Maturidi/Muwalladi characters and counties for those unsatisfied with the Vanilla division of Sunnism
- The ability to bestow Islamic Honorifics or Laqabs upon yourself or your subjects from a list of 300+ nicknames (available only after 950 AD))
- Unique faith icons with Shia sects using Zulfiqar and Quranists using a Quran icon.
- New icons for Sayyid/Qurayshi traits.
- Clan government can now raid with a new Sa’ifa intent.
- Added new thematically appropriate loading screen art pieces.
- Countless localization changes to better fit Islam and the Islamic World.

OVER 40 NEW HISTORICAL BUILDINGS!

HISTORICITY:
- Hundreds of historical characters and title history fixes from all over the Muslim world in every start date
- Over a dozen new adventures both famous and obscure from Islamic history
- Added several new Muslim faiths, which include Karramism, Tayyibism, Salihism, and Nukkarism
- Added the Berber Islamo-Pagan faiths of the Barghawata, Ha-Mimism, and Kaduism, each with their own unique bloodline traits
- New doctrines for Ablution (Wudhu/Rishama) and Alcohol criminality as well as the ‘Theological Affiliation’ doctrine that allows for a more accurate sectarian hostility
- Added the Ibadi Imams (HoFs) with a unique Wahbi to differentiate the followers of the North African Rustamids from that of the Omani Imams, and comes with a decision to reunite the two communities
- Fixes for several Muslim tenets and holy sites, and an expansion of the Muslim religious name list
- Addition of new cultures such as Hadhrami and Maltese (available via decision and comes with unique name list) aswell as some that are shared with RICE (Siqilli, Himyarite, Mahri)
- Fixes and expansion of several cultural name lists
- A legend type for the Ziyadids of Yemen the Makhzumis of Shewa that allows them to legitimize themselves as part of the Quraysh clan
- and WAY MORE!

We are taking suggestions. Please leave your thoughts in the comments or join the discord. Thank you.
Popular Discussions View All (2)
1
Jun 20 @ 8:53pm
4 script system errors caused by the mod make my game crash
DerMajor
1
Feb 11 @ 9:31am
is it compatible ?
عقبة بن نافع
1,830 Comments
Lord Vis Dec 20 @ 5:00pm 
I love this mod, there is one persistent issue with it however in the 867 start where the Iranian Intermezzo ends incredibly fast due to the raiding. Is there any way (idk if it would make the Legacy of Persia a req or anything though) to remove raids as a catalyst trigger?
bartc79 Dec 16 @ 4:34pm 
I created a mod that you might find interesting it's in my workshop. It adds the potential for characters to gain the Hajj, pilgrim and traveler traits to modified scripted character templates. Let me know if you are interested.
Ed Balls Dec 16 @ 2:48pm 
Hello, in the scripted effects folder, in the me_scripted_effects file, there is an effect called me_byzantine_dejure_effect, which causes Sicily and Venice to go under the Byzantine Empire de jure, I believe these effects should not be included
Gorbish Dec 14 @ 4:03am 
Hello sir!

Can i use your mod with More Bookmarks?

God Bless!
von_das Dec 13 @ 10:27am 
I see, thank you. Yes, that's probably it then. I did think it was weird that those problems kept showing up for me...
iFrunx_  [author] Dec 13 @ 9:24am 
@von_das It seems you’ve got an issue with the steam workshop, we stopped directly editing 00_iranian.txt and several files other files a long time ago

As for the Jin empire, that’s related to the mod not being up to date with 1.18.2 but it should be fixed now

@FerroLux You’ll have to talk to Leviathan, author of MB+, he integrates parts of ME in his mod so he usually deals with compatibility
von_das Dec 12 @ 9:44pm 
e_jin is missing from 00_other_titles in history\titles. Jin is restored by copy-pasting it from the vanilla file.
von_das Dec 12 @ 8:57am 
And yeah, removing this mod brings the Jin back.
von_das Dec 12 @ 8:23am 
...huh. Yeah, to elaborate, the Jin Empire simply doesn't exist in the 1178 start date, dissolved into kingdoms. I have no idea what might do that.
神说万岁 Dec 12 @ 1:19am 
After the update, it seems that the Hidden Imam is no longer an adventurer?