Crusader Kings II

Crusader Kings II

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Nomad Evolution
   
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File Size
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3.361 MB
12 Jul, 2018 @ 2:58am
1 Change Note ( view )

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Nomad Evolution

Description
Nomad Evolution may be called a succesor to my old Europa Evolution mod.

Features:
- Create your only nomad world, and add some tribals (or not)
- Start as nomad, then become tribal and finally change your government to castle or city based one
- Option to randomize all religions
Tons of rebalance:
- changes to technology advancing
- new, simple tactics system
- big kingdoms/empires decadence system
- many more

SETTING UP THE GAME
1. Start in 769 - pick any COUNT
2. Set Adventurers and Provincial Revolts to rare.
3. Click all decisions in order from part 1 to 5
- unpause the game for 1 day after clicking part 1
- part 3 and aprt 4 are optional, click them as many times as you want
I suggest: part3 click 1 time and tribalize group 3 times
4. Close the settings, save/reload the game, choose character you want to play and enjoy.
Empire titles will be created after unpausing. Don't split clans before it happens.

Important: Game may be laggy and in the first 10-20 years, but it gets better and better as time goes.


STEAM VERSION
Mod version: 1.0
Mod made for game version: 2.8.3.2
Checksum with mod: PTCU

NON-STEAM VERSION
Unpack it in your "...\Documents\Paradox Interactive\Crusader Kings II\mod" directory
Nomad Evolution 1.0 checksum: PTCU for CK2 2.8.3.2[www.sendspace.com]

FULL CHANGELOG

Buildings:
- tribal hillforts at level 1,2,4 convert to wall 1,2,3 when converting to a castle

Military
- Global base morale increased by 100%
- Castle base levy (Light infantry 60 -> 90, Heavy infantry 150 -> 230, Light Cavalry 15 -> 20, Pikeman 0 -> 20)
- Tribal base levy (Light infantry 100 -> 80, Archers 20->15)
- Tribal prestige army decreased 2500 -> 500

Casus Belis:
- Pagan County Conquest - must have at least 80% max population if you are king tier nomad
- Nomad Invasion - 90% - same as above
- prestige -300 on use
- Nomad Expansion - 85% max population
- prestige -200 on use

Diplomacy:
- Max duchies held without opinion malus 2->3
- Extra vassal limit from ruler rank DUKE 8 -> 4, KING 15 -> 8, EMPEROR 20 -> 12, GREAT DUKE (if you have more than 1 duchy title) 3 -> 1
- Wrong government opinion -20 -> 0
- Monthly prestige from diplomacy skill 0.01 -> 0.02

Economy:
- Minimum loot per province slot 3.0 -> 0.2
- POPULATION_TO_LOOT_MULTIPLIER 0.005 -> 0.0005 "I forgot what that means."
- Global tax bonus from ruler stewardship 0.02 -> 0.01
- Base build cose increased by 10%
- Trade post base income 6 -> 2
- Family palace base income 10 -> 4
- Tribal base income 0.5 -> 1

Nomads:
- Provinces needed to increase max clan limit 5 -> 4
- Percentage of provinces you need to give to clans 0.66 -> 0.80
- Maximum nuber of clans 9 -> 50
- Tax from population 0.0005 -> 0.001
- Max population from 1 empty holding slot 1000 -> 400
- Prestige from nomad capital at other religon holy site 1 -> 0
- Percentage of population that goes into max manpower 0.2 -> 0.1
- Percentage of nomad starting population (at game start, and when nomads create during game by any reason) 0.4 -> 0.1
- Base max population increased by 4000
- Nomads 3 times more likely to declare independence upon Khagan death
- Blood Oath chance multiplier 0 -> 0.5
- Removed Nomad Agitation

Technology
- Zeroed initial technology
- Monarch techpoint gain from each skill point 0.04 -> 0.12
- Additional 0.1 techpoint gain per level of researched technology
- Technology spread from trade posts 0.002 -> 0.0004
- Spymaster techlogy spread 0.06 -> 0.02
- Technology ideal years 700 - 1500 -> 4000 - 4800 (Increased technology cost)
- Ideal year tech cost penalty 0.6 -> 0.1

Diseases
- Diseases are more rare, but tends to be bigger and last longer
- Increased chance for a disease when more than X courtiers 25 -> 40

AI
- AI aggression factor 0.66 -> 0.99
- AI will not pillage settlements
- AI will always settle if possible

Titles:
- Time of titles de jure assimilation 100 -> 75

China:
- Employng administrator gives build time and cost modifier -0.15 -> -0.1 (-0.3 -> -0.2 for golden era)
- Supplying horses monthly grace 2 -> 1
- Some imperial interactions cost more or give less Imperial Grace

Imperial decadence (to be explained)
It gives
castle_vassal_max_levy = -0.05
castle_vassal_min_levy = -0.05
city_vassal_max_levy = -0.05
city_vassal_min_levy = -0.05
temple_vassal_max_levy = -0.05
temple_vassal_min_levy = -0.05
global_levy_size = -0.05
land_morale = -0.05
global_tax_modifier = -0.05
per level (everything additional -0.5 at maximum 10 level)

Silk route
- Bonuses to provinces silk road goes through
castle_tax_modifier = 0.10 -> 0.05
city_tax_modifier = 0.10 -> 0.05
temple_tax_modifier = 0.10 -> 0.05
tribal_tax_modifier = 0.10 -> 0.05
trade_route_value = 15 -> 4
local_movement_speed = 0.20 -> 0.10
tech_growth_modifier = 0.20 -> 0.10

Other
- End date 1453.1.1 -. 9999.1.1
- Difficulty level - no modifiers at very easy, -10% player global tax for every level higher than very easy
- Disabled possibility to create mercenary company (debug reasons)
- Restore Papacy in Rome only possible if you are feudal
- Added strait between France and England

15 Comments
BubblegumboSmuggler 5 Apr, 2019 @ 11:23pm 
Understood
Oloof  [author] 5 Apr, 2019 @ 11:03pm 
Nope, there are good randomization options in base game right now so I dropped it.
BubblegumboSmuggler 5 Apr, 2019 @ 7:26pm 
will this be updated for 3.1 at some point?
BoboMaximus 30 Aug, 2018 @ 10:36am 
This would be cool if this was time Period , after the Ice age or 10000bc
Riftwalker 28 Jul, 2018 @ 4:38pm 
on the multiple holdingss, nvm looks like they dissolve on inheritence after the first.
Riftwalker 28 Jul, 2018 @ 3:43pm 
looking at the code, remove temple, nomads are allowed to have temples, and there should never be a case where a lone temple exists in a province other than in nomadic realms.

also, i ran into a bug where if characters can inherit from each other get their own nomad tribe, when they inherit the other's clan, they not only get 2 clan titles but 2 nomadic holdings. (i noticed it on the Karling brothers). maybe see if there's anything you can do about that :/ not that it matters much.

i commenting out the first event in that files you mentioned and my temples are staying just fine now, definitely the culprit.
Oloof  [author] 28 Jul, 2018 @ 12:43pm 
Ther is (almost) full changelog I'll write about imperial decadence later

"the inability to hold temple holdings(they keep disappearing when i make them)" - seems like a bug, try deleting olof_debug from events folder for a temporary solution
Riftwalker 28 Jul, 2018 @ 9:56am 
there's a lot of changes in this mod aside from what you listed. like changes to nomad clan limit and the inability to hold temple holdings(they keep disappearing when i make them)?

I can't reform my faith because of this, i'm finding i need to go into your files and remove entire files to rebalance the game. you should at the very least mention all the changes you;ve made.

it's very unclear from your description that this does anything more than allow a nomad majority start.
Rocky the Rock 22 Jul, 2018 @ 3:55pm 
A very unique idea.
Can you provide additional information regarding the "tons of rebalance" like the changes to technology, tactic changes, decadence systems, and "many more"?
freetheturtles 21 Jul, 2018 @ 10:20pm 
when you finish the HIP version, tell me!