633: Rise of Islam Released!We (the Royal We, there's only one developer) are proud to announce the full release of A.D. 633: Rise of Islam for CK2 2.5.2.This mod for Crusader Kings II extends the timeline of CK2 by 136 years to a Jan 1st, 633 start date.
What is this mod about? “A Game of Thrones” (AGOT) is a full-conversion mod for Paradox Interactive’s Crusder Kings II (CK2).Set in the world of George R. Martin’s A Song of Ice and Fire (ASoIaF) fantasy saga where lords great and small vie for control over the lands of Ice and Fire, from Westeros and the Seven Kingdoms in the west, to Qarth in the east. If you would be so kind, please consider hitting the 'like' button as it helps our channel grow by affecting search results on YouTube. In our prior tutorial, we discussed army. Avg pc tuneup serial 2019. Islam has not yet spread beyond the Arabian Peninsula, but the Arab tribes are numerous and zealous to fight for their new faith. Remnants of paganism remain in England and East Africa, and many nomadic tribes have yet to settle down. 633 is truly an exciting time for mankind.Feature HighlightsRise of Islam - Muhammad, the prophet of Islam, passed away on August 8, 632. The Ansar (or helpers), followers of Islam originating in Medinah, promptly chose Abu Bakr, one of the senior companions ( Sahabi), and also father-in-law, of Muhammad, as his Successor (which is Khalifa, or Caliph, in Arabic), passing over Ali, Muhammad's cousin and brother-in-law. Abu Bakr swiftly put down revolts of several upstart prophets and tribes claiming to be the true spiritual guardians of Islam. He has begun to prepare forces for the invasion of the Persian and Roman empires, since their rulers spat upon the exhortations of the prophet to embrace Islam.Hellenic Remnant - Although Christianity has been almost completely adopted by the citizens of the former Roman Empire, a small population of pagans remains in western Anatolia and northern Syria. Hellenic practices are still followed in a stronghold of paganism near Edessa. This population is represented in-game by Chief Bardol of Aleppo, who, though fictional, is a representation of a possible history in the area. Hellenic religion is fully reformable, with a playable religious head, the Pontifex Maximus, who has the ability to call Holy Wars and excommunicate other Hellenes.Germanic England - The pagan Angles and Saxons, originally hired as mercenaries by the Britons to help fend off Pictish and Irish raiders, decided they liked Britain and began full-scale invasions/settlements in Britain. By 633, the vast majority of what is now England was in Anglo-Saxon hands. The Anglo-Saxon kingdoms remained largely pagan, living side-by-side with subjugated Christian Briton peoples, until the late 6th and early 7th centuries, when Celtic and Roman Catholic missionaries began to convert them. In 633, nearly half of the Anglo-Saxon kings remain pagan, led by Mercia and its formidable king Penda Iceling.Cushitic Pagans - Tribes in Somalia and southern Abyssinia hold fast to the old ways, resisting the conversion attempts of Christians and Jews alike. They worship Waaq, the sky-god, who helps right the Earth after the world-supporting bull turns its head, causing earthquakes and severe weather. Across the strait, Arabia rumbles with the threat of Islam. Will the Cushitic religion be able to withstand this new menace?Additional FeaturesIn addition to the features described above, A.D. 633: Rise of Islam includes many other exciting changes, some of which are listed below:. New Cultures, including Syriac, Coptic, Latin Maghreb, and Ostrogothic. New Religions: Cushitic, East African pagans in Ethiopia and Somalia; Reformed Hellenic, complete with playable religious head; and Arian, an early Christian heresy. New de jure system for some tribal areas: no unrealistic de jure kingdoms and empires. Instead, easier to create custom kingdoms in these areas. Reassigned names and de jure areas for some titles, including Illyria, Dacia, Cantabria, Neustria, Austrasia, and more. Flourishing Zoroastrianism in the Sassanid Persian Empire. More Jewish characters, including a Sephardi Jewish count as a Roman vassal in Palestine. Scripted events for the development of early IslamDownloadThe latest release of A.D. 633: Rise of Islam is fully compatible with CK2 2.5.2. ![]() Best results will be achieved with all DLC, though not all are required. Install is achieved by placing the 'Rise of Islam.mod' file and 'rise of islam' folder (both contained in the.7z download file) in the 'DocumentsParadox InteractiveCrusader Kings IImod' folder.Click the link to go to download. A tribal holdingTribes are the preferred type for rulers. There can only be one tribe in a province, but it gets +50% and size for each empty slot in the province. Most government types allows holding of tribes of the same culture, except. If a nomad chooses to settle down as tribal, all nomadic counties will gain a tribe each, and remain under the control of the former nomad.At game start, tribes are usually the only holding in their province. As the game progresses, rich tribal rulers may choose to build.Tribal rulers can construct tribes in provinces without them, e.g. After conquering land from a feudal realm. The cost is 25 per empty slot in the province, and they only take a year to build.A tribe can be upgraded to another settlement type in two ways. When a, all of their demesne tribes are upgraded. Rulers who already have a modern government can in provinces that share their religion. Tribes can also be destroyed by pillaging nomads or by a settled ruler who chooses to build another settlement in the same slot. Contents.Base stats CharacteristicValueIncome0.5Fort level1Levies100 light infantry20 archers5 heavy infantryBuildings Unlike standard holdings, most buildings in a tribal holding cost instead of. Yet another post about tribes. I am afraid this guide won't be newbie friendly. If you want a nice guide for new players let me know in comments.tl;dr, have high martial, pick war focus, build war camps, don't overextend, have large capital duchy, smash your enemies.Let's jump right into it!As a tribe chieftain prestige means more than money. You build buildings and summon armies with it. Therefore, traits, techs and events that boost up our prestige are welcomed.Traits that boost our prestige: Scarred, Proud, Renowned Physician, Viking variations, Born in Purple and Augustus. Last two are quite hard to get, but oh well. Now you have a reason to start a new game and get that Augustus trait with your tribe:) As for the techs, there is only one, majesty. I recommend to put 2-3 points there after our legalism is level 1. I won't mention the events that give us some prestige because there is a lot of them and it is not really a post with a long list of events.Stats.I favor only one stat worthy of a strong chieftain. Martial score. High martial means more levy and more levy means more room for expansion and being save from hostile invasions. If we lack high martial score we better have good diplo to keep our vassals happy. If you have a low martial and diplo score then right click on your portrait and suicide. We don't really need stewardship as tribal government gives us domain size bonus and our income is so low that even 50 stewardship won't help it. Learning doesn't give us anything cool and intrigue is good secondary trait, a chieftain with high intrigue and low other stats is bad. Martial is the best for tribes. Sigurd smash!Way of Life foci.If we have 1-3 star martial education then War focus is the way to go. We can get two leadership traits and get to 4 star martial education real quick. Improving martial equals more warriors! Hunting is good as always, martial bonus, dogs etc. However, I think that business focus is 2nd best after War. Business is a focus that gives us things that every chieftain dreams about, money and prestige. Minting coins, trade route, building garden or tower reward us with either money or prestige or both. Business is a very good focus with little risk of being depressed. Fourth best for defensive pagans is Theology, because as you already know defensive pagans can summon 2000 event troops for 200 piety and theology focus gives us much piety and +1 health on top of it is very good. If you are not playing a defensive pagan then 4th best is Family focus with good bonuses for fertility, health and global opinion bonus. 5th for me is Carousing, obviously to become friends with your vassals. 6th Scholarship, I don't really like it but if you wanna rush shipyards in the Charlemagne start then pick scholarship. Last ones for me are intrigue based foci, I don't like Intrigue at all and Seduction is only fun when you are bored, although you can use it to cheat(hehe) elective gavelkind and always have only one heir.Buildings.Your very first two buildings are going to be war camps. War camp gives you more warriors to conquer new lands and women. If you already have level 2 war camp and you are still in the disadvantage then get it to level 4. The next one I like to go two levels of weapon-smith, it gives morale and levy reinforce rate. As you know tribe warriors do not wear armor so you have to make sure that your weaponsmith sells them very sharp axes to boost their morale. High morale with tribal levies is very important as it allows us to sometimes win a battle with stronger feudal armies. After that it is pretty much whatever you need, except practice range which is very bad building, build it last.How to deal with elective gavelkind.Gavelkind succession sucks, and elective gavelkind sucks even more. But there are ways to mitigate the damage. First, don't expand too much. I know you are very ambitious chieftain but try to keep one kingdom title and do not conquer more than 50% dejure land of another kingdom. If you hold 51% of a uncreated kingdom title land, then upon your death the title will be created for your genius strong son that your vassals didn't vote for. Just be content with what you have, large realm doesn't mean much if you are tribe. What really matters is your own domain, and here comes my second point. Pick a duchy with many counties in it. Novogrod duchy is a good example, it has one strong county and 3 decent ones. Lets say your ruler died and he had 4 sons, your elected heir got Novogrod and his brothers one county each. It is not the end of the world. You can easily pick them one by one with a plot to revoke their counties because your brothers hold land within your dejure and capital duchy. Even better when one of your brothers decide to go independent, you get a strong claim on all his lands and you can press them all in one war. So, after 3 short wars you would regain full control over Novogrod duchy and enjoy full levies from it for another generation. Thats why I think that large duchy is useful to quickly jump back in the business with large levies. Smaller duchies like Kiev (2 counties) are not so good for us. Lets assume our ruler had 2 counties in Kiev duchy and 5 counties somewhere else, his second sons are going to grab these 5 without a chance to get them back without a tyranny (unless they declare independence on succession). Crusader Kings 2 Tribal GuideLong story short, don't overextend and have large capital duchy.2nd trick to deal with Elective Gavelkind is mentioned earlier seduction focus. The main idea behind it is to not have wife or concubines and just start poping bastards and legitimize only one, and only legitimize second when the first dies. This ensures that we have only one heir and he will inherit everything. It is quite risky however, we can always succeed our daddy but die of cancer 2 years later without a heir and game over screen.Few tips. Don't attack feudals unless you are certain that you can defeat them in the skirmish phase. Pick a steward with high stewardship and shrewd/quick/genius. He can find 500 gold for you:). Tribesmen like it big, try to breed strong trait into your dynasty. Muslim tribals have access to open agnatic succession law, and Celtic tribes to tanistry. Do not rise your tribal organization ever. Do it only when you wan't to convert to feudal. In Crusader Kings 2, there are eight levels of technology. Is the map of the de jure empires of the entire world. These are typically unchanging, and represent the empires of the world that are formable by land ownership. Hunter-gatherers can either settle as tribes or domesticate animals and become nomads with the correct technology. You can't revert from settlement back to hunter-gathering because with agriculture your population size is too large to turn back and still feed.Nomads can settle as chiefdoms with the right building in their capital, just like in the base game of CK2. Thinking about government types, I've come to realise something: both theocracies and dictatorships have what is called in Xenology a 'sociocultural' government, meaning that rulers are selected based on their ideological leanings above anything else. Their religion for theocracies, their politics for dictatorships.This leads to a natural conclusions: ideologies are religions. It would certainly make a welcome addition to the later stages of the game, where religion starts mattering less and less, and extreme ideologies matter more. Similarly, religions and ideologies converge - Islamism and Zionism are as much stances a political party can take as a person.So, for the modern age, there will be a few more 'religions', shamelessly cribbed from Vic2's ideology list:. Liberal. Anarcho-Liberal. Conservative. Reactionary. Socialist. Communist. Nationalist. FascistWhich will be treated as the character's religion. Various forms of these 'religions' can be 'heresies' - the Communist heresy of Socialism, for example. Existing mechanics, such as holy wars, forced conversion, and piety, all fit well with the ideologies-as-religions system, and it saves having every character in the late game having the same 'secular' religion.These will be introduced to the game first through a randomly generated courtier - the Marx or Locke of your timeline. After they appear, rulers (especially cynical ones, who already don't buy into the old religions) will get options to convert to these new ideologies. I showed you that government type map before , but I never actually explained how I got the government types for each province. Part of making this blog was as a resource for anyone who actually wanted to make an insane timeline extension mod, so I guess it's time to show off my research.The 'wealth' of a province, in this blog post, refers to the maximum number of holdings that it can host.CivilisationsThe first layer of the map, so to speak, was that of the major civilisations existing at the time, which were unfortunately quite sparse. I used Geacron to find the boundaries and names of the civilisations which were around, which number four:.In addition, I considered one more civilisation, which Geacron didn't mark the boundaries of but still existed at the time, in an early form:.I then marked these by their government types. Minoa, Egypt and Ebla were monarchies.Yes, I know that the Pharaoh of Egypt is considered to be an incarnation of the sun god, and therefore it's technically a theocracy. No, I don't care, it doesn't count because the ruler wasn't appointed from the extant clergy.Sumer, on the other hand, is a theocracy, as attested to on both. It's ruled by an ensi, which is a type of priest, and later becomes a monarchy but not right now. Fast and loose.The Indus Valley is still a chiefdom because it's not marked on Geacron yet. Faster and looser.UninhabitedThe next layer of the map is that of the uninhabited islands. This was the easiest part of the research by far, since it was basically going on the then crossing off anything after 3000 BC. This gives the following areas left uninhabited.Socotra is also marked as uninhabited, but this is a mistake - its government form should be hunter-gatherers.Hunters and Gatherers. While I've made a few dev diaries, concerning specific regions, I've never really zoomed out to show the big picture: the entire world in the earliest start dates. I aim to change that here.The world in 3000 BC is a very different place to how it is later: most of the familiar cultures haven't formed yet, and settled civilisation is limited to a narrow area in the Middle East around a few river valleys. Iron working is a startling technology of the far-flung future, and, if writing was around, you'd probably be seeing ancient bronzepunk novels.Actually, Bronzepunk would be pretty cool. It would be sort of like the Flintstones, except that it takes itself seriously somehow and has no dinosaurs. I'll set my amazing Bronzepunk novel in an alternate universe where iron doesn't real, but somehow all modern technology is developed using only primitive metalworking techniques. Most of the technology in the book will be normal modern technology, however, but with some hieroglyphs glued on.One thousand years later, the world will look like this. In 3000 BC, Britain begins as a Neolithic bunch of obscure folk, chilling in the isles and making ditches and stuff for future archaeologists to find. Agriculture came to Britain from the continent two thousand years ago, but in places the hunter-gatherers still remain.The government type map looks like this:Connoisseurs of British neolithic history, feel free to shout at me about how wrong I am in the comments section.Where brown is tribal (the new tribal, not chiefdoms), and yellow is hunter-gathers. Ignore the France in the bottom right corner. The method to decide on these was simple: I looked at the maximum number of baronies in each province, and if it was three or less, I made them hunter-gathers. The exception is Orkney, since they are the home of the grooved ware culture and are therefore more advanced than their primitive British counterparts.Orkney is technically part of Scandinavia according to the de jure map, and hence not British, but whatever. It's ours now, go team Britain.Britain of the third millenium BC will all have an as-yet unnamed religion (anyone know any pre-Beaker neopagan restorationist groups?), representing the native religion of the pre-Beaker British peoples, with its five holy sites located around the islands. The map of holy sites will look as such. Top bantu, lads.I recently learned about these chaps, the wonderful east African city-states and later sultanates (pictured: the Kilwa sultanate). ColonisationOne problem that will need to be faced in Cu&Si is the problem of colonisation. Many regions of the world were just completely uninhabited in 3000 BC. Even Iceland, a feature of the stock CK2 map, was barren of people until 874, meaning that it is already ahistorical before the 1066 start date, but going back further would only exacerbate the problems.To fix this, provinces that would be otherwise devoid of people will be controlled by a placeholder 'Wasteland' character, who can be warred against with a colonisation CB in order to take control of the province. This will then give you control of the province, which will be completely empty of holdings.To add more challenge to colonisation, empty provinces will require expenditure of money and prestige to maintain the player's control over them (so long as the player is not a nomad or a hunter-gatherer). There will be events that allow the player to either lose control of the province, giving it up to either a randomly generated character or a dummy wasteland character depending on the level of settlement of the province, or to pay a large amount of gold to continue the settlement of the province.Whilst newly colonised provinces will initially be very expensive, in time they will be able to be developed to the level of ordinary provinces. Ordinary Crusader Kings 2 has a few government types:. Feudal. Iqta. Nomad. Merchant Republic. Republic. Theocracy. TribeObviously, these are inadequate for the full 5,000 years of entertaining gameplay. A few more a needed.Hunter-GathererThe hunter-gatherer government type represents pre-agricultural humans who, as suggested, hunted and gathered. To properly simulate the hunter-gatherer experience, the only possible succession law will be gavelkind, and forming titles will be impossible. This will limit most hunter-gatherer 'realms' to bob around one province, since it's not like sprawling hunter-gatherer empires are a thing.Like nomads, hunter-gatherers will avoid holdings (being unable to construct any holding type) and will rely on an army raised with prestige or gold, with population and manpower. Unlike nomads, they won't blob over your lovely Eurasia with their bullshit horse armies.Native CouncilNative councils are the government that native Americans and Siberians have in EU4. I don't know much about them, but they'll probably be a mix between republics and tribes in terms of succession and gameplay.MonarchyMonarchies will represent despotic and absolute monarchies, rather than the precarious decentralised nobles of the feudal system.DictatorshipDictatorships are the autocratic states of the modern era. I'm not sure how these will work either, but it will be sort of like republics except with less freedom somehow.Other ChangesRepublics will have patricians etc. To allow them to be playable. Theocracies will also be playable. 'Twill be good. Late Chalcolithic Europe (3000 B.C.) was home to many cultures, many of those which are completely extinct today, existing only in archeological remnants.Naturally, this means that spinning them out into something resembling playable is difficult. Historical rulers are completely out of the question, as are historical names, and nations.Nonetheless, I must try.Grooved WareSo, first up, the Grooved Ware people, who lived in the British Isles from 4000 BC, well before the earliest start date, up until 2800 BC, when they were replaced by the Bell-Beaker people (damn immigrants, coming into our country and ruining our pottery).Absolutely no remnants of the 'grooved ware language', even hypothetical, exist, nor did the language probably. Archaeological cultures, actual cultures, and languages, are all totally different things. It would require a royal heaping of bullshit to try to equate them.I am the emper or of bullshit, of course. And consequently, I'm going to go out and say that there was a single grooved ware language (that all the cavemen spoke), and that, because it is in the same place that the Celtic languages were spoken (Brittany, Iberia, and Gaul aren't real), it sounded kind of like Celtic but with syllables rearranged and randomly combined with no regard for linguistics. Maybe there's some kind of reverse Sapir-Whorf going on where the environment shapes the language so all people in the British Isles are Celts.Yes, the one Celtic language. Weep before me, futile linguists. Crusader Kings 2 Tribal IrelandYour 'sanity' means n othin g!So, to create this language, I get a bunch of Celtic names and Markov chain them up. I impress even myself sometimes with this genius.Anyway, moving on.Bell-BeakerEveryone's (or at least my) favourite Chalcolithic culture, even though I know basically nothing about them. These guys lived in northern Europe, Iberia, and Italy, from 2,800 BC to 1,800 BC and made. Ets 2 mp download. Beakers, I guess? After 1,800 BC, they were dissolved by an in cipient Br onze Age, which I'm assuming is some kind of elder god from the furthest void.Anyway, my Google search for 'Bell-Beaker language' shown this one guy who said that they might have been proto-Celtic (or pre-Celtic; who knows, I don't read), so I'm also going to Markov up some Celtic names. If any Bell-Beaker time travellers decided to write down their Bell-beaker words, tell me.Globular AmphoraThese were some shitty group that lived in the place where the Corded Ware culture lived. I don't know what they are, what they did, or how they lived, but I hate them already. They lived from 3,400 BC to 2,800 BC.I'm basically just going to copy and paste the Corded Ware culture for these guys, with some Markoving up to make it more creatyve. Moving on.Corded WareThese guys are way better than the Globular Amphora culture. They lived 2,900 BC to 2,350 BC. They were also called the battle-axe culture, because they're that cool.Ohman (the Waterbien gender, not the exclamation).These guys were suggested as the Urheimat of the proto-Indo-Europeans.I'm going to do absolutely no further research on this, and have them all speak proto-Indo-European, maybe with a little Markovian butchering to make sure that the Black Sea nationalists aren't offended.Comb CeramicThese guys are gonna speak heavily butchered proto-Uralic or something because they lived there.-Anyway, running out of stuff to bullshit about here. Maybe I'll do a separate blog post on government types, or perhaps the non-prehistoric cultures of the Chalcolithic age world.
0 Comments
Leave a Reply. |