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Alamar Kinslayer
02-20-2014, 08:05 PM
Hey guys, just to let you know that I've started on a Birthright mod for Crusader Kings II.

I know there was a previous post here a while back, but that project seems to have died... I now have a functional map, and with my experience from the MEP (Middle-Earth Project total conversion) I'm very confident that I can quickly get a Birthright mod off the ground for CK II :)

More information here, but you'll have to register your Crusader Kings II game to view the modding forum on their site:

http://forum.paradoxplaza.com/forum/showthread.php?755935-MOD-Birthright-D-amp-D-*Take-II*

I'm not *quite* at the stage yet where I'll need help, but keep an eye on it, because once I have the basic skeleton functional, I'll definitely need some Birthright experts onboard to fully build this mod to its full potential.

Vicente
02-21-2014, 09:01 PM
Nice! I think CK2 fits BR pretty pretty well, so really looking forward to see what you come up with :)

DarkApple
02-21-2014, 10:35 PM
Awesome stuff Alamar!

Alamar Kinslayer
03-04-2014, 11:04 AM
Some picture updates for those of you who haven't got access to the paradox forums because you don't own CK II :)


The terrain view:
http://i.imgur.com/Ljo8KvO.jpg

Independent realms view:
http://i.imgur.com/f2XSqfN.jpg

De Jure Empires view
http://i.imgur.com/PnC2IRK.jpg

And the cultures/race view:
http://i.imgur.com/rxipWmz.jpg

Alamar Kinslayer
03-04-2014, 11:09 AM
And some of the Awnsheighleen:

http://i.imgur.com/VXKq3pf.jpg

(I made 2 of the gorgon's "children" listed here on birthright.net, Darnae and "The Brute of Kal-Saitharak". I may make more in the future.
http://i.imgur.com/bQEISal.png

http://i.imgur.com/VCdWsGk.png

http://i.imgur.com/dED2lIc.jpg

http://i.imgur.com/QMio9em.png

http://i.imgur.com/FcPXPJq.jpg

http://i.imgur.com/iZTQiDL.jpg

http://i.imgur.com/75i8Svf.png

http://i.imgur.com/oPoYnH2.png

Arius Vistoon
03-05-2014, 08:54 PM
seems very nice

Aiken
03-08-2014, 08:44 PM
Keep up the good work ! :)

Alamar Kinslayer
03-09-2014, 11:48 AM
We're making good progress, but any help is appreciated!

For example on making characters - we will need several hundred. The rulers of the realms, their immediate families, and give them stats/traits. Also lesser vassals on the province level and notable henchmen/allies within the realms would be nice to include.

Crusader Kings II is extremely modder friendly, you don't need any advanced technical knowledge to do so. It is just simple .txt notepad editing for the most part, and I can explain how to make characters at least in 5 minutes or so.

So just to let anyone know, that they are welcome to join the team if they want to help expedite the progress of this mod :)

As for progress report, on the main thread I just posted an update on the magic system I am working on, will repost below what I wrote on the main paradox forums.

Alamar Kinslayer
03-09-2014, 11:50 AM
Reposted from the main development thread on the CK II modding forum:

Time for a preview of the magic system.

While permission has been granted to adapt the 0.1.4 magic system from Elderkings once they release 0.1.5, there is another type of magic in the Birthright setting which will have to be built from scratch: Realm Magic. Due to many rulers having greater of lesser amounts of actual divine power flowing through their veins, they are capable of harnessing the power of the land that they rule to cast spells on a province-level, or even an entire region! They are also able to amplify the power of their combat spells, and summon free upkeep units.

Here's how the Realm Magic system works on a basic level:

-Piety is now called "Regency", which represents the amount of stored divine/rulership power in an individual
-Tainted bloodline traits, will give 0.2 regency per month, while the greater bloodline traits give 0.8
-You can build province level buildings called "source holdings" to gain more regency, if you are a mage or a sorcerer or have a court mage/sorcerer (given via minor title)
-Priests with a bloodline trait gain regency from their temple holdings
-If you are not a mage/sorcerer/priest yourself, you can give regency via a decision to your court priest/mage/sorcerer so that they can cast realm magic on your behalf

It's still a work-in-progress, but here is how it plays out in-game so far:

I m playing as the Gorgon, who is a master-level mage. A religious CB will cost 500 piety/regency, but I'll just give myself 5000 regency and gold via the cheat console to get this demonstration going!

Via decision there are so far 2 types of Arcane Realm Magic you can open. This is the "normal" one, which can be used for non-war purposes.

http://i.imgur.com/NNwuSfc.png

As you can see, though more features will be added later, so far you can cast an alchemy spell (converting 100 regency/piety to 25 gold), summon units, or ward your provinces against enemy spellcaster attacks. Here is the summon menu:

http://i.imgur.com/9BJ18BE.jpg

With the Rajas of India DLC we'll be able to make special unit types, but so far zombies are light infantry, skeletons are heavy infantry, skeleton cavalry is light cavalry, and lesser daemons are horse archers. Each come in sizes of 100, and have varying costs in gold, ranging from 20 to zombies, to 75 for lesser daemons.

You'll also note that the Gorgon gains the trait "casting_realm_magic" - preparing spells of such power take a lot of time and concentration, in the case of summonings, it will take a full 30 days, in which a regent will have to be appointed to handle the day to day affairs of state, in this case, my brutish son takes over, which is a slight problem since he is an imbecile and has 0 stats in everything, except martial which is 25!

http://i.imgur.com/5JwLRWK.jpg

Thankfully, the Gorgons stats are so high that even distracted with spellcasting, he still has enough stats left to handle the most pressing concerns:

http://i.imgur.com/eXsAobw.png

But yes, now to war magic - I declare war on the elves, and open up the Arcane War Magic Menu:

http://i.imgur.com/Vgj056o.jpg

You can prepare direct-damage spells, but so far only lightning storms are implemented however. Depending on your skill, you will then get either a novice, trained, master, or legendary version of the spell. Novice levels give 10% damage to all opposing units, while a legendary lightning storm gives 40%! Once the spell is prepared, it comes in via trait-form, and stays with you until you unleash it. So be careful of attacking a realm with many spellcasters... though their armies may be few, if those mages or sorcerers are commanders they may unleash their magical powers to even the odds.

Province subversion spells are even more powerful, however. A novice or a trained magic-user will be able to cast either a plague or a subversion spell on their enemies. AI's will target a random province, but for a player you can select one by sending your spymaster to build a spy-network in an enemy province and target the effects on his location. If you are a master or legendary level spellcaster, you can target an entire region - a single province, plus all the surrounding ones. As I am the Gorgon, I will start my assault on the elves by casting a giant plague on them!

http://i.imgur.com/ztH9AAp.jpg

http://i.imgur.com/JpmAfyG.png

http://i.imgur.com/ETSae4L.png

Ahh, yes, that'll show them what's what... now, I'll just march in, and...

What? They have retaliated! Their Prince, Fhileraene, while not a master mage like myself is nonetheless trained in the arcane arts. He has cast an insurgency spell on one of my provinces:

http://i.imgur.com/m1oxCab.png

And well, that more or less shows how it will work in-game. There is a meta-strategy layer now, as you prepare to ward your provinces against these spells, dispel enemy effects, and have to wisely weigh the balance against using your regency/piety points to summon units or prepare damage spells, while still keeping enough in reserve to dispel enemy province-level spells which at this point can either cause 5-year plagues, or 2-year periods of increased revolt risk. Elves will probably also have some special defensive magic can be used in forested provinces, to give them a defensive edge against their more numerous enemies.

But wait, aren't spellcasters vastly overpowered then? Yes, they are, but this is how D&D works. High level mages *are* overpowered, especially if they are rulers of a realm with vast resources at their command. Thankfully, due to JasperClays better Congenital Traits mod, we have a way of making them very rare. In the Birthright mod, you can choose to take for yourself, or educate your children, in an "adventurer class": Fighter, priest, mage, rogue, bard, ranger, or (sorcerer, but more on this in a bit).

Anyone can become an amateur mage, but to become a novice mage, at the very least you need the trait intelligence trait "bright". Trained mages need to be "smart", master mages need to be "quick/brilliant", and legendary mages need to have the genius trait. You can train for as many years as you want and go on as many quests as you like, but if you are not smart enough, you will not advance to the next level of the mage class.

Sorcerers work a little differently; their magic is based on inherent power, not intelligence. However, you will need to be descended from a sorcerer to be able to BE a sorcerer, and not all descendants have the magic power in their blood.

Thus, while extremely powerful, mages will also be quite rare. Also, at lower levels, in duels, mages will be outmatched by the fighter classes so will tend to die frequently if leading armies and fighting one on one battles. It is only at the master/legendary level that mages and sorcerers truly come into their own vs the other classes.

I'll also make some kind of "craft magical item" decision available for high level spellcasters and priests. Want an amulet of immortality for your aging arch-mage ruler? If you have enough gold and regency/piety, that might just be possible... or else there is always the path of Lichdom, though your subjects will of course disapprove!

Thelandrin
03-09-2014, 01:04 PM
This is the list of sub-ducal realms I was using for Empire's Twilight, which might be of use to you.

HEARTLANDS

Alamie
Algaria: Deserain, Alaroine, Hilden, Laraeth, Soutmoor
Tuornen: Ghonallison, Haesrien, Monsedge, Pechalinn
Rivermouth: Traiward, Alamsreft, Maesford
Norfell: Sorelies & Nortmoor, Sufhanie (Cariele) [disputed]

Avanil
Southwold: Anuire, Daulton
Northlea: Avarien, Duriene, Elevesnemiere, Nabhriene
Eastvale: Bhrein, Caulnor, Tuor's Hold
Westmount: Nentril, Vanilen, Taliern

Ghoere
Bhalaene: Bhalaene, Achiese, Conallier, Danaroene, Thoralinar
Ghieste: Ghiere, Bheline, Rhumannen, Tireste, Tornilen
(Chalcedon and Sendouras part of disputed baronies of Elin and Dawnmoor)

Mhoried
Bevaldruor: Bevaldruor, Byrnnor, Dhalsiel
The Maesil: Tenarien, Balteruine, Cwlldon, Maesilar
Stonebyrn: Marloer's Gap & Winoene, Torien's Watch (Cariele) [disputed]
Eastwatch: Periltrees, Brushfire, Sutren Hills

Imperial City
The Imperial City is an independent city-state, held in the name of the Emperor.


EASTERN MARCHES

Elinie
Elin: Ansien, Chalcedon (Ghoere), Osoeriene (Osoerde) [disputed]
Dawnmoor: Mholien & Soleite, Sendouras (Ghoere) [disputed]
Silvermere: Caudraight, Deepshadow, Hope's Demise
Crystalriver: Ranien, Cariene, Duornil, Mistil

Osoerde
Duriene: Moriel, Ghalliere, Gulfport, Moergan
Spiritmire: Ruorven, Bogsend, Sunken Lands
Fenlands: Brothendar, Algael, Spiritsend
(Osoeriene part of disputed barony of Elin)

Baruk-Azhik
Baruk-Azhik: All six Dwarven provinces centrally controlled
Southern Peaks: Lyssan, Barniere, Hamein, Salviene, Mhowe

Sielwode
All provinces internally controlled


NORTHERN MARCHES

Cariele
Caerlinien: Riverford, Mhelliviene, Mountainsedge
Fivepeaks: Floodspaeth, Puinol, Torain
Thuraz: Mergarrote, Doom's Peak
(Skyrim Peak does not have an associated barony)
(Sufhanie & Torien's Watch part of disputed baronies of Norfell & Stonebyrn)

Dhoesone
Sonnelind: Sonnelind, Ruidewash, Tradebhein
Taelshore: Nolien, Bjondrig, Riveside
Northmarch: Giant's Fastness, Soniele, Sidhuire
Northbyrn: Hidaele, Dharilein, Romiene

Markazor
Blackspear: Shattered Hills, Dwarf's Hold, Elfsdemise, Riverspring
Mur-Kilad: Crushing Rock, Fallen Rock
Crownguard: Stone's End, Pelt, Esmersdan

Tuarhievel
All provinces internally controlled


SOUTHERN COAST

Aerenwe
Wraithmoor: Calrie, Dhoenel, Halried
The Erebannien: Banien's Deep, Northvale, Shadowgreen, Westmarch
Proudglaive: Duerlin & Edlin, Caercas (Diemed) [disputed]
Southmarch: Bellam & Fairfield, Ghoried (Diemed) [disputed]
(Abbatuor part of disputed barony of Ilien)

Diemed
Greendale: Aerele, Bliene, Ciliene, Duene
Medoere: Braeme, Alamier, Caerwil
Spiderwatch: Moere, Tier
Ilien: Ilien & Tamle (minor), Abbatuor (Aerenwe) [disputed]
(Caercas & Ghoried part of disputed baronies of Proudglaive & Southmarch)

Mieres
Verdannt: Seaward, Crenier, Dhalier
Arbourwatch: Serien, Lathier, Mielen
Mistridge: Brenlie, Ghaele
Atherstone: Blackspire, Bloodstone (still currently a County)


WESTERN COAST

Boeruine
Rhuann: Seasedge, Bacaele, Seaport, Tariene
Northwode: Rivien, Dhalaese, Fhoruille
Southwode: Calant, Nietier, Redoubt
Blackriver: Helmshaven, Thasbyrn

Brosengae
Islien: Seasdeep, Bhaine, Islien, Land's End (minor)
Burgundy: Bindier, Brosien, Coere, Marilen, Stomwatch Isle (minor)
Taeghas: Bayside, Portage, Seamist, Wilder's Gorge
Baerghos: East Baerghos, Lesser Baerghos, West Baerghos, Drake's Rock (minor)

Talinie
Glamis: Ice Haven, Freestead, Serimset, Winter's Deep, Isle of Roses (minor)
Cawdor: Lindholme, Greensward, the Gorge
Aelvinnwode: Falling Timber, Bloodbay, Crushing Hills, Storm's Release


ADURIA

Imperial Preserve
Colovia: Anticlere, Delinona, Yerwood (Western Preserve)
Nibenay: Flooding Lands, Njara's Fall, Reydport (Eastern Preserve)

Dunarrek
All four centrally controlled


OTHERS

Baron of the Isles: Albiele (M), East Caelcorwynn (A), West Caelcorwynn (O), Southpoint (minor)
Baron of the Fell: Endier, East Spiderfell, West Spiderfell

squishymaster
03-09-2014, 09:52 PM
I'm in love with you. This is so awesome.

Vicente
03-12-2014, 05:02 AM
Impressive work, the screenshots are really really nice (I love the map, how are maps in CK2 done?).

Regards!

JakobLiar
03-26-2014, 11:56 PM
*CLAPS HEAVILY* Sounds beautiful.

Someone gifted this game to me recently and after reviewing the vanilla game and then looking at this, I think you're doing a very awesome job. Would love to hear more about it as you progress. Would offer to help with making things, but I am currently knee-deep in trying to set up my own Birthright PBeM, but until then I'm excited and waiting with exhilaration for this thing to be available for play.

Sorontar
03-27-2014, 03:46 AM
I may not play the game, but it looks like you have done wonderful work with your mod.

Sorontar

Sarelth
03-27-2014, 07:43 AM
Once I figure out how to link my CK2 account to their site, I can not wait to try this mod. The first thing I thought when I tried CK2 was that it would be perfect for a BR mod. Glad someone more skilled then I am took the initiative to start one.

Love the way things look and I think your doing a great job so far.

Alamar Kinslayer
03-27-2014, 03:10 PM
Thanks for all the feedback :) Thanks also for the list of potential divisions of regions on the previous page - right now duchies are one per realm, but if I decide to make smaller ones, that list will definitely come in handy!

Also, if anyone has time to help, just let me know - CK II modding really is quite simple, mostly editing .txt documents.

Also, we're progressing very nicely, it's actually quite fun to play even at this stage. For those of you who don't have access to the CK II forums, here is the latest post I made there in response to a question with screenshots and an explanation of the bloodtheft mechanics:

///////////////////////////////////////////////////////////////////////////////////

It's ok if you're too busy to help out :)

Maybe I can send you the next build in a week or so, and you can give feedback on play-testing. It's very early stages yet, but it IS playable even if all the fun stuff hasn't been added yet.

As for Birthright holdings, well right now you can build either source holdings or law holdings if you're a ruler. They give piety/regency. There are 3 levels of law holdings that anyone can build, and each give 0.4 regency per month. Magical source holdings depend on the terrain - forest sources are by far the best, while plains holdings are the lowest in terms of regency/magical power.

http://i.imgur.com/jRoPeYg.jpg

I do love how you have Regency and spell casting that is pretty surprising to see because I was fairly confused how you did it, but maybe you just made a new currency and available actions that cost said currency?

Yes, piety is just regency, which you can use for "ruler actions" such as casting spells, declaring wars using the religious CB, and other things, such as blooded rangers going into the woods and getting animal allies (a small non-upkeep unit of 25-50 light infantry probably). Priests will also be able to cast beneficial realm spells, such as "honest dealings" which increase tax revenue and lower revolt risk. "Bless Land" is also an obvious priest spell, along with its counterpart, "Curse Land". I haven't made the priest or ranger spells/actions yet, however.


Then of course there is the ability to kill other players of the blood and highlander style absorb their power?

As for that, well here is a demonstration :)

I loaded up as The Raven just now, one of the few powerful awnsheighleen that can actually have children. I just realized I'll have to restrict the event, so that you can't actually sacrifice children... even evil overlords should wait until they're at least 16! But here is a demonstration at least, just pretend the child is 16 :b

So, get married, take 2 concubines, and voila, soon enough we have results!

http://i.imgur.com/f46cuy3.jpg

Born with a Great Bloodline of Azrai, eh?

http://i.imgur.com/Ypc0weB.jpg

Close my eyes, and tell myself that it's all for the greater good... once I ascend to Godhood, I shall be a fair and just deity with only the occasional plague cast upon the world to keep the balance between man and nature...

http://i.imgur.com/mKs2BIv.jpg

http://i.imgur.com/YDb9tZA.jpg

Here goes...

http://i.imgur.com/D8DpVPW.jpg

http://i.imgur.com/20RkaLK.jpg

Normally of course you would use this one your blooded enemies captured in battle, not your own children! You can use this regency/piety you get to increase your own bloodline strength as well - going from a tainted to minor bloodline will be relatively cheap, maybe 1000 regency, but going from major to great will be extremely costly. If you have a true bloodline of Azrai, and have something like 25,000 regency stored up, you may even be able to ascend to demi-Godhood and found your own religion and get other perks. For mortal rulers who have increased their bloodline, they will have the option via decision to pass it on to their heir via an investiture ceremony, so that the progress is not lost upon the next generation.

Also, mostly those of the evil religions will perform bloodtheft. For the good religions, you will need a trait like "cruel" or "impaler" or some such in order to take the decision.

Thelandrin
03-29-2014, 01:10 AM
You shouldn't be able to bloodtheft your own children.

AndrewTall
03-29-2014, 09:16 AM
You shouldn't be able to bloodtheft your own children.

The canon rules don't actually forbid it though, Ken Gauck used to say you could only benefit from bloodtheft once per scion lineage as a fix on the basis that after that you already had the relevant fragment of the gods bloodline in the family (and to stop munchkinism) but the rules just say "stabby stabby boom" (loosely translated).

I'd expect a very negative social reaction to it though - few socieites respect those who slaughter their own kin.

Personally I used to work on the basis that the religions were all very opposed to bloodtheft outside of very specific situations (a formal duel which had been authorised as worthy by the priests, the field of battle) to cut down on the casual harvest.

I'd note that when playing one of the key abilities I've wished/used was the investiture of a criminal/captive's bloodline into a worthier person (i.e. a unblooded vassal or other minion so that they could become a Vassal).

The mod looks awesome btw, I don't know the game but an impressed by the work.

Alamar Kinslayer
03-29-2014, 09:37 AM
In theory, you will be able to bloodtheft your own children in the mod, as I see no real reason to forbid it completely.

On a practical level, to do so over several generations, would not be worth it from a player-perspective. As Andrew points out, you would be shunned, and the way Crusader Kings II works, this often means rebellions and death, or invasions by neighbors.

There are two factors which would restrict it, even without modding anything new into CK II:

1. The opinion bonus from your vassals. In the example of the Raven, he's got around 10 provinces in his realm, and there are sub-divisions within the realm, such as castles, temples, and cities, all held by vassals. So there are 25 "holdings", maybe, and a ruler can only control 3-7 holdings by himself. Each time you imprison your child and bloodtheft them, there is a -40 opinion modifier (the scale goes from +100 to -100 in the relationship between each person).

So after the 3rd child is bloodthefted, previously +100 loyal vassals will now be -20. This means they supply you with less troops, less taxes, and are more likely to rebel. In large realms, whatever benefits you would get from the bloodtheft, are clearly outweighed by this.

2. When you kill a relative, you get the "Kinslayer" trait, meaning no member of your family will trust you, ever again. Sons and daughters in CK II are fully capable of leading internal rebellions against you, or even plot to have you killed, and they'll probably be able to find support to do this since the other vassals will also have a negative opinion of you.

The only way that harvesting your own bloodline would be possible in the long run, would be to keep your holdings to 3-7 (meaning a very small realm) and therefore not needing any vassals.

So in a way, the game is "self-correcting" in that sense; you CAN do it, but there are many more reasons why you wouldn't want to, just like I imagine a dungeon master running a campaign would make it a less-than-attractive option in a pen and paper campaign.

And you really should look into getting CK II Andrew :) It fits Birthright really well, and there are already very developed mods dealing with the Elder Scrolls universe, Lord of the Rings, and also Game of Thrones.

teloft
04-08-2014, 01:56 PM
We're making good progress, but any help is appreciated!
For example on making characters - we will need several hundred. The rulers of the realms, their immediate families, and give them stats/traits. Also lesser vassals on the province level and notable henchmen/allies within the realms would be nice to include.


I like to help with this. What is the format you need, is it an XML file format or something else?

I also like to update the heralds and banners for some of them.

jumin
04-15-2014, 02:30 AM
Your work is top notch Oh how I wish gorgons alliance was more like this. Keep it up....

Alamar Kinslayer
04-24-2014, 09:54 AM
I like to help with this. What is the format you need, is it an XML file format or something else?

I also like to update the heralds and banners for some of them.

Well most CK II files are simple .txt file editing, for when making characters and such. Heraldry and banners/flags are usually in .tga or .dds format, IIRC. Send me a PM with your steam name (if you have steam) as that is what we usually use to communicate inside the team :)

And thanks for the support, Jumin! I hope that we'll have a version released (very early alpha, without all the characters in place) by June/July.

Thelandrin
04-28-2014, 01:54 AM
I would advise using Notepad++, especially for editing the lua and csv files.

Alamar Kinslayer
04-29-2014, 08:11 PM
I would advise using Notepad++, especially for editing the lua and csv files.

Yes, Notepad++ is essential for CK II modding :)

And it MAY be a bit premature, but we just released a very early alpha version for testing. Here is the download link:

http://www.sendspace.com/file/j3k5fr

The Birthright.mod and Birthright folder do NOT go into the /mod folder in the main game directory, they should be placed in C:\Users\Administrator\Documents\Paradox Interactive\Crusader Kings II\mod folder, or at least that is the location on my computer. Then when starting, you should see the Birthright option under mods, and just select that and enter Cerilia at will :)

I highly recommend that for gameplay feedback and suggestions, you read the second post of this thread here if you have CK II installed and registered on their official forums:

http://forum.paradoxplaza.com/forum/showthread.php?755935-MOD-Birthright-D-amp-D-*Take-II*

Alamar Kinslayer
05-21-2014, 10:38 AM
Finally fixed an annoying random crash bug, and here is a re-post of what I just posted on the main Crusader Kings 2 modding forum:

Just an example of how powerful magic and Awnsheighleen can be in Cerilia:

We take the story of Rhuobhe Manslayer.

Known primarily for sitting in his dark tower Rhuannoch and plotting the downfall of humanity, for the last 1500 years he has in actual fact been little more than a thorn in the side of his neighboring human states; too powerful to take out easily, but not strong or threatening enough to justify the cost of sending ten thousand men against him and his followers. In the year 1524, that was about to change:

http://i.imgur.com/Bwm1Lcj.jpg

Rhuobhe is the little one-county Duchy in the South-Western part, whereas the other green circles are the elven realms of Tuarhievel and Sielwode, the last remainding elven realms in Anuire. The top green circle is the realm of Lluabraicht, under heavy pressure from both orogs, the White Witch, and the raiders from the Giant Downs to their south. To his misfortune, he is also surrounded by the two most powerful human states of the Anuirean region, the Principality of Avanil and the Arch Duchy of Boeruine, both contenders for the Imperial Throne.

Elsewhere in Cerilia, the situation is similar for the elves:

http://i.imgur.com/9drXzCy.jpg

The once-great forests have been cut down and mutilated by the coming of man to Cerilia, and the great Elven High Kingdom of old is but a memory, existing now in only smaller fragmented realms, ever guarded by bow, sword, and magic. Rhuobhe moves quickly, marrying his son to the Queen of the Sielwode, securing an alliance, and a few years later, as a new daughter is born to him, arranges to have her betrothed to the King of Tuarhievel. Due to his mastery of War and Magic, honed over long centuries of unrelenting warfare defending the borders of his small realm and raiding his neighbors, he is actually also in turn a potent ally of these elven Kings and Queens. Tuarhievel can muster some 3000 troops to their defense, and the Sielwode 4000, but he has 1500 battle-hardened followers of his own. Together, they would make a formidable force.

Still, the humans - while divided - will quickly unite to defend their neighbors against any new elven attempt to reconquer their lands. Anuire is also far too strong; combined they can muster in the area of 100,000 troops, far beyond what the elves of Rhuobhe, Tuarhievel, and the Sielwode can ever hope to match. The answer, Rhuobhe realises, lies in the north (circle in red above). The Orog Realm of the Blood Skull Barony - hated by all their neighbors, friendless except for the goblins of Thurazor who are unlikely to come to their aid, they make the perfect target for the first stages of elven resurgence. What's more, once subdued, these Orogs can be used as shock-troops, pushed to the fronts while precious elven lives remain behind, only used at the critical moments.

For the next century, Rhuobhe fights to make this a reality. He forges alliances with other elven realms through strategic marriages, he summons thousands of skeleton warriors from the battlefields, and he manages to overcome not only the Orogs, but also in time (though he suffers a few key defeats) he breaks the back of the Rjurik resistance by fighting a series of devastating wars, using his magic to rain lightning storms upon his foes while more subtle spells incite entire enemy regions to rebellion. He even entertains himself by casting the odd plague upon his enemies.

Finally, the old elven realm begins to take form again:

http://i.imgur.com/cPBoTlS.jpg

Now known as the King of the Northlands, Rhuobhe and his sons are quickly becoming the Masters of the northern forests once more. The White Witch and hte Orogs are utterly defeated, and with each new victory against the resisting Rjurik Jarls fighting in coalitions, their will to resist weakens. The surviving humans (who still make up the vast majority of the population of Rhuobhe's new conquests) are being converted to the "Nature" religion, which is not really a religion, as much as it is a way of life co-existing in harmony with nature. And of course, being subvervient to the Elves, which are the guardians of that nature ;)

http://i.imgur.com/TDYAkty.jpg

As this culture map shows, the Orogs are being wiped out due to being used as shock-troops against the Rjurik, and three provinces are now populated entirely by elves loyal to Rhuobhe and sworn to the Ghealle Sidhe - the "hunt of the elves", against their humanoid enemies:

http://i.imgur.com/5TBGZld.jpg

Rhuobhe's new realm is powerful, but beset by rebellions from both Orogs and humans who will not give up their old gods and accept their elven overlords:

http://i.imgur.com/RiNdobs.jpg

And no matter how powerful his new realm in the north may be, the Rjurik lands are the weakest of all human regions. Eventually, as is happening already, the Anuirean Empire will reform, and if the Gorgon expands enough to get a border with the northern lands, he will become a critical threat as well. Rhuobhe's empire stands, for now, and his plans for a great elven reconquest are well under way - but the foundations are shaky, and it is certain that he will be tested to his limits, and possibly beyond, in the years and decades to come!

crassly_vexxed
05-21-2014, 05:04 PM
I would like to check out this mod. But where i went to download this mod had many viruses and malware attached to it. Can someone suggest a link or anywhere i can download this from with minimum hassle.

Vicente
05-22-2014, 04:48 PM
Seriously, this is awesome :)

Alamar Kinslayer
05-22-2014, 10:19 PM
Thanks - I may be biased, but I agree :D

Right now I'm working on some adventurer events... for example I just made one where a random ruler can suddenly be informed that a brigand lair is somewhere in one of their provinces.

They can either hire adventurers to root it out, go there themselves, or choose to ignore it.

There are then several branches:

If the adventurers return, they can be rewarded, or their strapping young leader can even be invited to stay and court your daughter if you have an unmarried one that is of age. You can also choose to demand that they hand over the brigand lair's loot, as this was your tax revenue in the first place - if you do this, however, it will lead to the adventurers trying to get back at later ;)

You can also go yourself, and there is a chance that you are not only killed, wounded, or maimed, but also that you are captured alive and sold to one of the evil rulers. I just had Marlae Roesone for example captured and sold to the Gorgon - she wasn't content with her prison cell, so she asked him for more "suitable" lodging... she was then thrown in the oubliette, and shortly after, he came to take her bloodline.

This was just the first of many "adventure" events, the aim is to eventually have something like 100 of them, so it really feels like D&D. Anything from brigand camps to excentric wizards with dangerous experiments to possibly a massive orog invasion from below. Suggestions for random birthright flavor events that can be done in 10-12 events/chapters including branches are welcome, of course!

Also if anyone has their favorite characters from their RPG history in the Birthright realm, feel free to post a small summary of class/level/character (and possibly short family history? mother/father/siblings?) and I'll be happy to put them in the mod in the appropriate realm.

Alamar Kinslayer
05-23-2014, 05:21 PM
Another repost from the main CK II modding forums, just so it's available to those of you who don't have the game yet:
//////////////////////////////////////////

Since the Birthright mod is based on a D&D campaign setting, it cannot only be about politics, war, and dynasties. It needs adventure too! That was the beauty of the original birthright setting... the combination of adventure and heriocs on the micro level, together with macro-level grand strategy and war.

Here's a "proof of concept" demonstration of the adventuring system:

First, I've made 2 traits - "Adventuring", which is when a character is off gallivanting across the lands. If a ruler chooses to go adventuring, a regent will have to take over affairs of state at home in the mean time. Secondly, "On_current_quest" is a trait which is given when a character is on an active mission/quest/adventure, so that we don't have overlaps (active quests will only trigger and targets characters who have the adventuring trait and NOT the on_current_quest trait).

Here's how it works in practice (for players, I'll make another way of choosing to go on adventures for AI's).

You open the adventuring menu via a decision that is available for anyone above 15 years of age, and with one of the adventuring character classes (fighter, mage, sorcerer, ranger, rogue, bard, priest).

http://i.imgur.com/kCvg4tf.jpg

You can then get this screen, which is self-explanatory:

http://i.imgur.com/7voVJfu.jpg

Being that Marlae Roesone is a trained fighter, early 20s, and unmarried, she decides to go adventuring! You'll also note the "kids" option; you can "encourage" (read: force) your kids to in search of fame and glory instead of lazing about on the couch in their private mansion by giving them a minor title/honorary title called "Adventurer". Once they have this, they also get the Adventuring trait; if you take away the title, the lose the trait and come home. Hopefully in one piece without major injuries...

So, Cerilia has its first official adventurer now! There'll be many more of course, all in due time as I make the scripts for the AI version of the decision.

What oh what will she do?

Well, it turns out that the Prince of Avanil has a slight problem. One of his enemies has cast a death plague on one of his demesne provinces, and an opportunistic necromancer is trying to raise an army of the damned in his sewers...

http://i.imgur.com/XF8k24V.jpg

The Prince is of course himself a Master Fighter, but sewers smell, and undead are pretty disgusting to fight. Sometimes when you get these "random" adventurer events you can of course choose to deal with it yourself if you have one of the adventuring traits, but in this case, for a Prince to go through the sewers is clearly beneath him, so he outsources the problem. The option to send for an adventurer will choose from amongst the current characters with the adventuring trait (who are not on_active_quest). The "hire from these parts" will only check for adventurers of the same culture; "hire from anywhere" will choose someone completely at random; it could be a dwarf or a halfing for example, or an evil Belinik worshipping Vos barbarian.

Since I chose hire from these parts, and Marlae is the only adventurer in the realm, she gets the message from the Prince's envoys soon enough:

http://i.imgur.com/tU3ivIS.jpg

She travels a week or two to the Prince's realm, and the Prince meets her:

http://i.imgur.com/L0hbb3l.jpg

So basically that's how it'll work! Then of course there are the adventures themselves, where you can gain riches, magical items, and even advance a level. You can go from novice to trained however if you survive a few adventures much faster than if you just sat and home and trained. You can ONLY advance certain class levels through adventuring; you might be able to pay 500 gold or so to go from trained to master swordsman if you hire the right teacher, but to become legendary, you'll need to adventure.

It's also a way of forming relationships. If Marlae succeeds, obviously she will get an opinion bonus from the Prince. If some random adventurer helps you out, and later it turns out that he inherits the duchy next door, you better not have cheated him of his reward ten years ago, because he surely won't have forgotten :P

So yeah, first adventure event is done, but there's like 100 more that could easily enough be implemented. The goal is to have a dynamic system in the mod where a few adventurers go around and troubleshoot stuff, or even go seek out riches and magical items on their own without a ruler being involved. Sometimes, an epic level quest might even open up - and if there are no legendary level heroes available to deal with it... well... that would probably not be good for the people of Cerilia :D

For example if down the road the Gorgon decides to try and ascend to Godhood, that would definitely be bad news for all if there aren't a succession of legendary level characters willing to try and stop him...

JakobLiar
06-01-2014, 02:59 AM
That link you shared for us consists of a Trojan Horse when I tried to download it. I allowed it past my first two security alerts, but when my AVG told me it was a Trojan Horse, I had to stop it. Is there another link to download it?

EDIT: Well, it turned out that it was the accelerator that was a Trojan Horse. I am currently getting the true program downloaded.

AndrewTall
06-01-2014, 07:39 AM
That link you shared for us consists of a Trojan Horse when I tried to download it. I allowed it past my first two security alerts, but when my AVG told me it was a Trojan Horse, I had to stop it. Is there another link to download it?

EDIT: Well, it turned out that it was the accelerator that was a Trojan Horse. I am currently getting the true program downloaded.

For the technologically illiterate amongst us, could you briefly explain how to avoid the trojan? I'd rather not infect visitors with anything other than a love for the setting!

Alamar: If you are looking for adventure suggestions, I did a bunch of adventure seeds based on random events that are outlined on the wiki in the fan section.

Alamar Kinslayer
06-01-2014, 08:51 AM
For the technologically illiterate amongst us, could you briefly explain how to avoid the trojan? I'd rather not infect visitors with anything other than a love for the setting!

Alamar: If you are looking for adventure suggestions, I did a bunch of adventure seeds based on random events that are outlined on the wiki in the fan section.

The sendspace link on the earlier page is to a broken version of the mod (random crash), here is an updated one where the crash is fixed:

http://www.sendspace.com/file/b3nm1u

Other people have mentioned issues with downloading from there, but it's not sendspace or the file itself that is the issue. It's just that there are these "tricky" ad banners that pretend to be download links, do *not* click on them - like with most free download/streaming sites online they make their money from ads, but just take a moment to look at what you are clicking on before downloading anything. Also de-select the option to use the accelerator.

And random adventure ideas sound great Andrew - can you post a specific link to them? (Edit: Never mind, found em!)

AndrewTall
06-01-2014, 05:48 PM
Other people have mentioned issues with downloading from there, but it's not sendspace or the file itself that is the issue. It's just that there are these "tricky" ad banners that pretend to be download links, do *not* click on them - like with most free download/streaming sites online they make their money from ads, but just take a moment to look at what you are clicking on before downloading anything. Also de-select the option to use the accelerator.

Ah, them, I've come across those vermin on other sites :mad:


And random adventure ideas sound great Andrew - can you post a specific link to them? (Edit: Never mind, found em!)

For any-one else who wonders what I was referring to.

Go to the main wiki page (second tab along the top above, scroll down to the bottom of the page where the page has a title "Fan Based".

Click on "Adventures", that will take you to what I fondly consider an index and what others consider a poor-man's category page for technophobes.

At the bottom of the Adventures page is a selection of links under the titel Random Events and Adventure Seeds, one of those links is called "Andrew Tall's random events" which is the page that hopefully has a few crumbs from which others may make a meal.

I note that I've stolen some of them from all sorts of places but have no idea where in most cases so have shamefully omitted all mention of original authorship, mea culpa.

JakobLiar
06-03-2014, 12:41 AM
Been playing the game as much as I can and I'm loving it. However, I did notice while playing Rhoubhe, I had a wife with a -200% fertility and she ended up pregnant four days into getting married. I was very confused with that, but she ended up pregnant twice before dying from childbirth.

I was loving the game a lot, but compared to Birthright, there wasn't much really going on. I mean, yes, Boeruine and Avanil were occasionally fighting each other, Ghonallison kept rebelling /constantly/, and even while playing as Spiderfell I was almost instantly invaded. When I played as Rhoubhe, a year in I looked and found Spiderfell to be part of Roesone... which highly surprised me.

Then again, this is a Mod for Crusader Kings II instead of an actual Birthright game. Still, however, I love it and what you did with it.

Alamar Kinslayer
06-05-2014, 08:57 AM
Been playing the game as much as I can and I'm loving it. However, I did notice while playing Rhoubhe, I had a wife with a -200% fertility and she ended up pregnant four days into getting married. I was very confused with that, but she ended up pregnant twice before dying from childbirth.

I was loving the game a lot, but compared to Birthright, there wasn't much really going on. I mean, yes, Boeruine and Avanil were occasionally fighting each other, Ghonallison kept rebelling /constantly/, and even while playing as Spiderfell I was almost instantly invaded. When I played as Rhoubhe, a year in I looked and found Spiderfell to be part of Roesone... which highly surprised me.

Then again, this is a Mod for Crusader Kings II instead of an actual Birthright game. Still, however, I love it and what you did with it.

Thanks for the feedback :) Yes, it's nowhere near completed, this mod - but I released it when it became "playable", just to get some early feedback and I didn't want to be one of those mods that wait until everything is near-perfect and then end up taking 2-3 years to finally release something.

The elf pregnancy is *supposed* to work so that when an elf woman gets pregnant, she goes into an "infertile" period for 50 years. I coded it correctly as you can see, it s just strange that it s not working in practice. I'll have to look into it further.

I'm going to give the Spiderfell a level 10 fort, hopefulyl that should prevent it from being conquered too fast also.

I'm hoping a new version will be released at the end of June with lots of new features, so keep an eye out on this space and on the official thread in the modding forums!

DarkApple
06-05-2014, 07:39 PM
I will keep both eyes on the threads here and at Paradox ;)

Lifesbane
06-15-2014, 12:31 AM
Looks really good Alamar.

Having problems getting it to work though. Can download it and save it in the apt folder without difficulty but don't see it when I load the game and the setup.exe won't open. Does anyone know what I am missing?

Alamar Kinslayer
06-15-2014, 05:33 AM
Looks really good Alamar.

Having problems getting it to work though. Can download it and save it in the apt folder without difficulty but don't see it when I load the game and the setup.exe won't open. Does anyone know what I am missing?

Sounds to me like you downloaded the wrong file? There is no setup.exe involved at all, it is a .rar file that you need to extract and put into your documents/mod folder - in my case, located at:

C:\Users\Administrator\Documents\Paradox Interactive\Crusader Kings II\mod

You then select the Birthright mod when you launch the CK II application. It's important that you place the mod files in the directory above, however, and not into main-game directory mod folder.

Lifesbane
06-15-2014, 04:55 PM
Many thanks Alamar,

I had left the folder in a subfolder in the mod folder. It's working now.

Alamar Kinslayer
07-21-2014, 10:19 AM
Continuing to make good progress - for all those here who have not seen Cerilia in 3D before, here is the latest version of the map :)

http://i.imgur.com/ieIOazh.jpg

And zoomed in on Rhuobhe Manslayer's land:

http://i.imgur.com/UQdP6Cd.jpg

The latest mod downloads and discussion are found here:

http://forum.paradoxplaza.com/forum/showthread.php?755935-MOD-Birthright-D-amp-D-*Take-II*/page12

but you'll unfortunately need a registered version of Crusader Kings II to access it.

Vicente
07-21-2014, 06:22 PM
Lovely job as usual :)

Alamar Kinslayer
08-31-2014, 11:44 PM
We started testing the multiplayer aspect, now that we've advanced pretty far, and I thought it might interest people here to read some AARs :)

The main thread can be found here, I think it should be open to even non-registered users. http://forum.paradoxplaza.com/forum/showthread.php?792352-Birthright-MP-Test-Game

Here's the AAR for the first session of our second MP Game

----------------------------------------------------------------------

And here follows the account of Aeric, Arch Duke of Boeruine, and rightful Emperor of Anuire:

The Arch Duke was a stern man. Neither loved, like the Avans, or feared, like the Taels, but he was stern. The Throne was his by right; descended from a sister of Michael Roele himself, his claim was far stronger than even the fabricated documents showing a distant imperial ancestry of the Avan line. It was his by right, and he would have it. It shocked the Arch Duke, therefore, when the Avans moved in on the Imperial City itself and placed their usurper on the Iron Throne:

http://i.imgur.com/CAVEZ0L.jpg

For now, however, there was little to be done. There was no stomach amongst the rulers of Anuire for a fight with Avanil, and the Arch Duke had easier targets to take first: The goblins of Thurazor, and the outlaws of the Five peaks:

http://i.imgur.com/ZCuackQ.jpg

Rhuobhe was also swiftly driven from his lands, but an invasion of Dhoesone was halted when the feared Gheallie Sidhe arrived with their 2500 cavalry to turn the tide.

Soon however, the Five Peaks and Thurazor were added to the Arch Duke's realm:

http://i.imgur.com/niP1NdV.jpg

Just then, however, Gavin Tael of Ghoere was attacked by the Gorgon: He was married to the Arch Duke's only daughter, so it was only natural that Boeruine would come to their aid. Enlisting the formal support of the Mhor of Mhoried, Boeruine's armies rushed to the field of battle, but were initially routed:

http://i.imgur.com/2WiIwI3.jpg

Now other Anuirean rulers joined in with the collective defense against the Gorgon, and even the haughty Avans could no longer stand aside without being accused of cowardice and losing their already-tenuous claim to the throne.

Elsewhere, rumors reached the court at Seaharrow that a descendant of the great El-Arassi himself was trying to reform the ancient Khinasi Empire, and that the dwarves of Baruk-Azhik had taken the lands of the Chimaera and driven this mad awnsheighleen into exile. Rhuobhe, rumors also say, had briefly joined hte court of the Gorgon, but had fallen in battle rather swiftly afterwards.

As for the future?

The Iron Throne belongs to the Boeruines, of that there can be no doubt. The Arch Duke (blessed with long life from his blood line, as are the Avans and Taels) is in this for the long haul. No matter how long it takes, his eye is fixed on the city of Anuire and the Imperial Palace. Avanil will stumble, and over-reach. Such is the fate of all prideful usurper dynasties.

Ghoere will hopefully remain an ally, and in return, they shall be overlords of the Heartlands and Eastern Marches.

Boeruine hopes for good relations with the dwarves also, perhaps even offering them mountain provinces in return for gold.

If the descendant of El-Arassi is a man of honor, then perhaps an accomodation can be reached with him too to check the advances of the Gorgon.

But the Avans - they may be allowed to keep their ancestral claims to Avanil, as that is without a doubt their right, but the Arch Duke vows to have Darien Avan as his royal court jester one day, forced to live each day madly proclaiming that he is the true emperor before the iron throne, to the mocking laughs of all visitors, high and low. So it shall be... because that is right. That is just.

Alamar Kinslayer
08-31-2014, 11:45 PM
And now the second session, the gruesome finale:

--------------------------------------------------------------------------------

Here follows the account of the downfall and ruin of Arch Duke Aeric Boeruine, last hope of Anuire, and as the true heir of the Roele bloodline - also the last best hope for mankind.

It was 1544, and the star of Boeruine was in the ascendant. The subjugation of the Five Peaks, Thurazor, Dhoesone, and parts of Tuarhievel were complete and the gates of the northlands were now knocked wide open:

http://i.imgur.com/ONfwESg.png

After the conquest of Stjordvik, a small county called Yvarre stood in the way. Thinking nothing of it, the Arch Duke sent in his men. Yet it turns out that these lands belonged to a mercenary company called "The Swords of Avanil", and their captain was related to Darien Avan himself.

http://i.imgur.com/RwiuEeG.png

Outraged, Darien Avan declared war, a war for which Boeruine was unprepared:

http://i.imgur.com/W78TM8I.png

With 14,000 men, Darien Avan attacked the undefended southern border of Boeruine while its army was in the north. Soon enough, however, battle was joined in earnest for the first time in years between the two major imperial claimants:

http://i.imgur.com/X9OciMM.jpg

It was a smashing victory for the Arch Duke, and Avanil lost half its men. Flush from victory, Arch Duke Aeric II decided that now was the time to end this once and for all! He had claims on both Taeghas and Brosengae, and if he could press these successfully, Avanil would be crippled:

http://i.imgur.com/rlBch6u.png

Little did he know, however, that the faithless Avans had married into the family of El Arassi of Ariya. Apparently, Ariya had at some point also sent an emissary to offer to marry a son of that bloodline to a daughter of the Boeruine line, but the Arch Duke had no recollection of such an event. It was possible that he had mistaken the ambassador for just another dusky traveling spice merchant, and sent him away with harsh words... if so, that had been a fated decision with wide repercussions, for Ariya was a fast rising power, rival to Boeruine and Avanil both in terms of wealth and strength of arms.

Battle was joined once again, but this time, Avanil had hired every available mercenary, and the Arch Duke's forces were defeated, and his claims on Taeghas and Brosengae were lost:

http://i.imgur.com/gL6ZPEX.jpg

An eerie period of calm settled over Anuire after that battle; Boeruine and Avanil were evenly matched, and it seemed that only the Grand Baron of Ghoere could break the deadlock by pleding his support to one side or another. Break the deadlock he did, but not in the way that was expected... the Gorgon, styling himself "Prince Raesene", had apparently converted to the Haelyn faith. The claim was ludicrous of course, but it gave the cruel and powerhungry Tael dynasty of Ghoere just enough opening to make their push for power in the heartlands. They swore fealty to the Gorgon, and opened wide the gates of Anuire to conquest of the Gorgon:

http://i.imgur.com/D40oe6D.png

What promises or lies had been told this story does not say, but the event shocked the free folk of Anuire to their foundations. Arch Duke Aeric II and Prince Darien Avan hated each other with a passion few could match, but this - this was an attack on the very soul of the Empire, and attack against its very core and existence. It could not be allowed to stand. Their rivalry seemed petty in comparison to the thought of the Gorgon sitting on the Iron Throne, lording over the proud tribes of Andu for all eternity as an immortal godking tyrant. They met for common council, and although the air between them seemed as frosty as the depths of the great ice sea, they shook hands. Slowly at first, then more firmly. A single nod was all it took to seal their new alliance. There was no need for words between old enemies, come to such a pass.

Avanil had long prepared an invasion of the Heartlands (subjugation CB, once per lifetime) and it was agreed that the armies would march together. Reports proved heartening. Together, Avanil and Boeruine could muster some 45,000 men outnumbering the reported numbers of the Gorgon, which stood at 30,000. Despite the darkness of the hour, the hearts of the people of the south and west were high. No more kinslaying, no more fighting for petty ancient rights that the commoners could never understand - this was a war of good against evil. This was a good war, a just war.

http://i.imgur.com/HLknilr.png

Alamar Kinslayer
08-31-2014, 11:46 PM
Fair were the knights and banners that rode to battle that day, and mighty were the armies assembled. Not as fair, perhaps, and not as mighty as when Michael Roele marched against the Gorgon 500 years ago to his doom, but certainly it was the greatest mobilisation of Anuirean might since the days of the Empire.

http://i.imgur.com/JUQZyV7.png

Finally the armies were assembled: 18,000 men under the lions banner of Boeruine, and 19,000 men under the dragon banner of Avanil. Each led by the finest commanders of their generation, their blood powers giving them an edge that mere mortal generals could not match. Surely, such an assembly of steel, magic, faith and divine blood was enough to stop a single monstrous being and his army of slaves and foul allies.

http://i.imgur.com/hfmK7uJ.png

The beginnings of the largest battle of the age came swiftly:

http://i.imgur.com/p0ifn8w.png

The enemy was sighted.

With Avan holding the center, and Boeruine the left flank, battle was joined:

http://i.imgur.com/zSEH0Qh.png

Knights charged, archers let loose a hail of arrows, and brave men held the line against the great army of darkness. Yet it quickly became apparent that the estimates of the Gorgon's strength had been grossly under-estimated. Instead of Avanil and Boeruine outnumbering him, they were in fact outnumbered! Lightning struck across the battlefield as the mages did their work, and flashes of divine energy filled the air as divine bloodlines were extinguished by the dozen. Seeing the Gorgon charge his flank and his men wavering, Arch Duke Aeric II bravely road forth on his great steed, his divine aura radiating more brilliantly than ever before, but it was to no avail, and his bright light was cruelly extinguished by a sweeping cut of the Gorgon's massive sword:

http://i.imgur.com/I3u8cjA.png

The proud armies of Avanil and Boeruine were shattered that day, and the best blood of Anuire was spilt upon the plains of Ghoere. Of the great many companies assembled to turn back the advancing tide of evil, only a handful of battered survivors made it to safety. Let historians judge whether or not the brave Aeric II was a more worthy heir to the Empire than the more "prudent" Darien Avan, who fled before the Gorgon while his men were slaughtered by the thousands. With the Arch Duke dead, Boeruine fell into ruin swiftly. His son, Derwyn, had been a great man like his father but had died a few years past. His son, the Arch Duke's grandson, was a lesser man by all accounts and many were unwillign to follow him in this time of great crisis. A massive rebellion sprung up:


http://i.imgur.com/bgPH1aS.jpg

It mattered not, in the end, for the Gorgon was now master of the fate of Anuire, and did not hesitate to press his advantage:

http://i.imgur.com/34a88hM.png

Histories of this time will no doubt be rewritten by "Prince Raesene", or "Emperor Raesene" as he will no doubt style himself, but it is certain that in the chaos that followed, what remained of Boeruine was swiftly swallowed up. Darien Avan, ever "prudent", was quick to bend the knee:

http://i.imgur.com/9sog16O.jpg

A Boeruine still sat at Seaharrow, now only Duke of Boeruine, but it was certain that for their resistance those lands would soon be forfeit. The dwarves still resisted, and had become a mighty force under the leadership of Grimm Graybeard, but they could not stand against the Gorgon. The sole hope for Cerilia now lay with an incapable ruler of Ariya, grieving for the loss of his wife, seemingly doomed to stay in his chambers for his long years weeping and not caring for the affairs of the world. His realm was still very powerful, well under way to uniting the Khinasi, but it was highly doubtful that it could resist the Gorgon for long with the armies of Anuire at his command.

A new age of darkness had begun, and Aeric II of Boeruine, last best hope for mankind, had fallen and was no more. It now came to lesser men to try and pick up the burden, and restore some sanity to the troubled continent, despite the great odds against them.

Alamar Kinslayer
10-09-2014, 09:13 AM
We're still working on it, and getting closer and closer to a (as far as possible) faithful interpretation of the Birthright rules into Crusader Kings II :)

Now all provinces have their proper province-ratings, and where you can spend large amounts of gold to upgrade them via very expensive province level buildings, whose effects are then implemented via province modifiers with fancy new event modifier graphics to represent their level so it can be seen at-a-glance:

http://i.imgur.com/QUwZJA5.png

http://i.imgur.com/nRNrlE9.png

http://i.imgur.com/XsEB4OE.png

http://i.imgur.com/pvccGEa.png

http://i.imgur.com/Im6wGoW.png

http://i.imgur.com/UA80kKa.png

http://i.imgur.com/cqnJS2S.png

Thelandrin
10-09-2014, 05:56 PM
The Chamberlain looks like a really haggard old man!

Alamar Kinslayer
10-11-2014, 11:13 AM
The Chamberlain looks like a really haggard old man!

There are only 3 levels of age portraits in CK II - young, middle age, and old age. The chamberlain being over 50, gets the old-age one :)

JakobLiar
10-16-2014, 08:39 PM
Alright, if possible, can someone give the current link? Every link I've gone to so far has said that the file does not exist.

EDIT: Found it. https://www.sendspace.com/file/pnwiff

JakobLiar
10-16-2014, 11:35 PM
And.... I can't seem to load it even after installing it to the Documents\Paradox Interactive\Crusader Kings II\Mod section. It shows it under Mods, but as soon as I click it and (with /everything/ else disabled) click run, it just kind've dies out and doesn't load. Unclick the mod and the normal game loads.

Thelandrin
10-16-2014, 11:40 PM
It might simply be taking a very long time to load or it might be that your computer just can't handle it. Don't forget to check the mod's required DLCs, in case you're disabling something essential.

JakobLiar
10-17-2014, 01:30 AM
I've had all the required DLCs enabled. I've run it before before I got a new hard drive. I /can/ run it, just that for some reason this new version won't run.

Alamar Kinslayer
10-18-2014, 01:26 PM
I've had all the required DLCs enabled. I've run it before before I got a new hard drive. I /can/ run it, just that for some reason this new version won't run.

The new Charlemagne patch broke the old version of the mod :)

We'll release a post-Charlemagne patch update in a week or two probably - but you can still play the old version if you go into steam and use the 2.1.6 beta patch.

Generally, you should check here for the latest version as we make frequent updates:

http://forum.paradoxplaza.com/forum/showthread.php?755935-MOD-Birthright-D-amp-D-*Take-II*

You'll need to create a forum account and register your CK 2 game, however, to see it.

For the latest version that works only if you enable the previous pre-Charlemagne 2.1.6 beta patch in steam, this is it:

5/10/2014 update v0.62b:
**************
https://www.sendspace.com/file/pnwiff
**************

Alamar Kinslayer
01-16-2015, 11:59 AM
http://i.imgur.com/D9qSDIh.jpg

Version 0.7 released, fully compatible with CK 2 version 2.32 :)

Loads of changes have been done, and 1000+ hours have been invested into the mod by the team so far and I'd say that we are at a more or less completely playable version of Birthright in CK 2.

Give it a try if you want to enter a dynamic mod-adaptation of Cerilia!

16/1/2015 update v0.70:

Update 0.70 - Compatible with patch 2.32

#############
https://www.sendspace.com/file/8tz2gd
#############

Vicente
01-16-2015, 10:24 PM
I need to reinstall CK2 just for this :D Thanks for the amazing work!

AndrewTall
01-18-2015, 05:36 PM
Indeed thanks, it is great to see people contributing something this involved.

now I just need to get used to the game...

Thelandrin
01-19-2015, 12:38 AM
Play in Tutorial Island first, Andrew. That's Ireland in 1066. :)

Alamar Kinslayer
01-19-2015, 05:39 PM
Thanks everyone for the praise :)

The whole team enjoyed getting back to the Birthright world while it lasted, but we are - more or less - done with the mod for now, and I'm pretty happy with the state it's in.

The latest CK 2 expansion messed up quite a few files in our mod, however, so I'll post a hotfix/new version sometime during the weekend hopefully. I thought I had fixed most of them, but there have been 5-6 new reports coming in. Nothing major, but it was largely bug-free before, and I aim to have it bug-free again!

As usual, you can keep up to date on the latest version here if you register the game:

http://forum.paradoxplaza.com/forum/showthread.php?755935-MOD-Birthright-D-amp-D-*Take-II*

Alamar Kinslayer
02-08-2015, 03:20 PM
Version 0.71 released, with several bug fixes / optimizations:

https://www.sendspace.com/file/2m9lel

As always, delete the old version completely before installing this one.

Alamar Kinslayer
08-28-2015, 05:46 PM
Version 0.71 released, with several bug fixes / optimizations:

https://www.sendspace.com/file/2m9lel

As always, delete the old version completely before installing this one.

Mod updated with several new features and new elven portraits, compatible with the latest HorseLords patch.

Enjoy :)

http://www.moddb.com/mods/birthright-a-tsr-dungeons-and-dragons-setting/downloads

AndrewTall
08-29-2015, 12:41 PM
Thanks Alamar.

Thelandrin
09-04-2015, 04:49 PM
I don't think that you should provide links to your mod outside of Steam or the Paradox thread. That way, people can only play your mod by actually buying and registering the game, as intended.

Alamar Kinslayer
09-06-2015, 09:59 AM
I don't think that you should provide links to your mod outside of Steam or the Paradox thread. That way, people can only play your mod by actually buying and registering the game, as intended.

Lots of other big mods for CK2 are on moddb, so I don't think it's a problem :)

It had been restricted to the forums until recently, but people kept complaining about my download links (sendspace etc) either being slow or full of spyware, so I just finally decided to put it up on moddb to avoid the inevitable complaints.

Benjamin
10-02-2015, 09:37 AM
Being a massive CKII fan, I have sort of been away from the BR world a while. I finally weened myself off of the game, and somehow a fit of inspiration hit me: look for a BR mod!

So I found your mod over on moddb.

Just when I thought I was out... you pull me back in.

THIS MOD IS SPECTACULAR!!!!

I foresee another 600+ hours of playing CKII. Seriously, if anyone out there does not have CKII, go buy it, just for this mod.

nickgreyden
02-02-2016, 11:03 PM
Paradox Interactive Forums - Error
You do not have permission to view this page or perform this action.

:-(

Vicente
02-03-2016, 09:51 PM
You need to register to access Paradox forums.

nickgreyden
02-03-2016, 10:28 PM
I did. Have login info and clicked email link and everything. I can access the forums, but can't access the link provided.

NaMaN
02-22-2016, 08:41 PM
Is there any new patches on the way for the birthright ck2 mod? The latest I can find is 0.76, and it doesn`t work with the latest version of ck2. If not, how can I get the 0.76 verson to work? I red that it would work with version 2.4.2 of ck2, but this version is not availiable from the beta tab on steam...

Alamar Kinslayer
02-27-2016, 12:48 PM
Is there any new patches on the way for the birthright ck2 mod? The latest I can find is 0.76, and it doesn`t work with the latest version of ck2. If not, how can I get the 0.76 verson to work? I red that it would work with version 2.4.2 of ck2, but this version is not availiable from the beta tab on steam...

I'm working on a compatibility patch now. It should be posted soon on the paradox forums for testing, and then a week or two later, at the moddb page here:

http://www.moddb.com/mods/birthright-a-tsr-dungeons-and-dragons-setting/#5798252

I got the game running, I just need to spend some time tweaking Conclave mechanics and fixing all the bugs that have been reported since the last version ;)

NaMaN
02-28-2016, 04:38 PM
Ok, thanks ;) looking forward to it.

Alamar Kinslayer
03-12-2016, 08:48 AM
New version is up compatible with patch 2.5.2:

http://www.moddb.com/mods/birthright-a-tsr-dungeons-and-dragons-setting/downloads/birthright-full-version-for-conclave-patch-252

NaMaN
03-14-2016, 07:02 PM
Thanks for putting this out.
I downloaded the game and put it the the proper directory, the game starts, I go to single player, select the 1524 date and pick a country, but when I click start game the game will crash, every time.. no matter what country I pick.. Is there any DLCs that should not be active or anything?

Nakraal
04-15-2016, 05:36 PM
Fantastic work.
Being a dedicated BR worshiper and CK2 fan this is like a small dream come true.

If there is a way some people could help you should ask, Im sure many here would respond well.

Some suggestions: under the de jure kingdoms there should be the Duchy of Diemed including Medoere, Roesone, Endier and Ilien. Maybe H. Diem starts with a minor claim on the counties of Alamier and Braeme?

The de jure duchy of Alamie should include all of Tuornen, having Alam holding a claim on Haesrien.

Maybe incorporate the guilders in the same excellent way you did with the religious heads. Mayors controlling seondary towns with lieges the guildmasters of Anuire.

Finally shouldnt the court wizards have a slot in the council?

Network
07-12-2016, 06:27 PM
Hey there,

I downloaded your mod (version 0.80a) and I really like it. It must have taken a lot of time and efforts to achieve this level of quality, so I thought I'd give you some feedback.

On the bad side, the game will randomly crash when playing with the mod. I do not know what causes this behavior, but it's possible to play 20 years with no one crash, then have five or six crashes at a very short interval. It might be caused by a buggy event, but I'm not sure which.

The "recover from maiming" decision does not work for me, but the code looks ok to me, so I presume there was simply no priest character around to receive the request for help.

My last point is not a bug, but a balance issue. It's abusively easy to increase a player's bloodline score by sacrificing prisoners. It could be toned down by adding a tyranny penalty (similar to the one you get from execution), an opinion penalty from relatives of the target, or at the very least a cost on prestige. From the Birthright setting, I remember that when performing a blood rite on a target with a greater bloodline, there was some chance of being overwhelmed by the greater bloodline. This is not the case in the mod, but I suppose it could be added in.

tharginnor
03-02-2019, 03:03 PM
Is there a way to bring this mod back to life? It doesn't work on the current version =/

Magian
03-14-2019, 07:31 PM
I don't know. BloodRoyal the main developer for this mod said he more or less burnt out at some point and said he may come back and update it at a later date. I am sure keeping up with constant patches is a lot of work. So perhaps when they stop he'll make a final version, at least that is my hope.

I've only ever gotten the mod to work with the mod version 0.76 and Crusader Kings II (CK2) version "Horselords" aka. 2.4.1 to 2.4.5. (maybe all the 2.4.x CK2 versions work with that mod version?)

As for the mod versions 0.80, 0.81, and Alan9999 submod file they are for CK2 2.5.2 or 2.5.x somewhere in there possibly all compatible. I have yet to get that to work for me.

The mod version 0.84 is for CK2 version 2.6.x possibly 2.6.3.

So the current game is 3.0.1.1 and it doesn't work at all, as you obviously know.

I am guessing that you know you can revert to older versions of the games. I am unsure with CK2 what versions are available to revert to on Steam atm. I think my above info can help you navigate some options that may work if Steam has them available.

There may be other patch files out there too for the mod that may be compatible with other CK2 versions. I've only found the mod files from this thread and the moddb site.

Thank God for my foresight and ability to preserve old game versions on old computers that I no longer use for anything else and I can still play the mod on 0.76 on CK2 Horselords.

Thanks for the reminder, off to play Avanil now.

Magian
03-22-2019, 12:45 AM
BTW, I think the major problem for compatibility is due to a bug requiring a whole redo of the map. So, if anyone is interested in redoing that, maybe a 3.0.1.1 update, or whatever current patch it is that you read this, could be possible.

I can imagine after making the whole map with all the provinces and such is enough work to find out later, cause of a bug, you have to redo it and at that moment get burnt out on the whole thing. So, it is doable to revive this mod, if only to update it.

I am guessing all the magical items would have to be converted to artifacts, but then I am playing 0.76 and am not sure if the 0.84 mod has artifacts or if the magical items are still traits. I think artifacts would enhance this mod for sure. However, just getting the mod to work is priority I would think. So a conversion for magical items into artifacts could be something later.

Fizz
04-16-2019, 10:43 PM
So i've decided i need a good Birthright wargame, and i've heard good things about this mod. So i have a few questions.

First i need to get CKII. Is there a particular version i should get? Does a version with all the addon packages make a difference?

Which of the mod files do i need? Just 0.8 with the patch? Or do i need 0.76 as well?

Was CKII available in a non-steam version? I'd rather have a game that does not use Steam, i can help it. Or was it only ever offered using Steam?

Just want to make sure i do this properly so i don't buy stuff i don't need.

Thanks!


-Fizz

Fizz
04-16-2019, 11:58 PM
Hmmm... but as i read the thread, sounds like there is an issue. Hopefully the game is available outside of and without Steam, so these last patches that seemingly broke the mod can be fixed.

-Fizz

Magian
04-17-2019, 10:48 PM
I think the game was only sold on steam. I found online codes on Amazon, but I believe they take you to steam. I don't know about another source where to buy it. I haven't seen hard copies of CDs either. The DLC isn't necessary to play as some of the features are free and the ones that aren't mainly allow playing other realms in the vanilla game aka. not modded version of the game.

The DLC horselords is required to play the 0.76 mod. I think the later mod (0.80+) versions require some of the later key DLCs too, but this requirement may be only the free part of the DLC and not requiring purchase.

I don't know for either or any of the mods what is required for each mod version actually. The free bit is effectively a free patch and the DLC that you purchase unlocks more features of the DLC. So, what the mod requires I am guessing is just the patch bit to run, therefore requiring an update from the vanilla game. I am unsure if the DLC purchase is needed.

I have only gotten the game to work with the older 0.76 Birthright mod with the Horselords DLC. I've tried the newer versions on my steam with all my DLCs and updates and no other version works for me.

I was wrong about the map problem, rather it is a pathing problem as I understand it was hotfixed for the game itself, I dunno what issues the mod has currently. I didn't update when I figured that out cause I didn't know if there was any interest in this thread. So, perhaps it can work with the appropriate mod/game versions of the .80+ variety (I think I have them correctly matched up in my prievous post). Just need to match it with the DLC/patch of the game the mod version was tuned to in order to see. I've failed to get them to work.

--------------------------------------------------------------------------------

edit: To clarify - 0.76 Birthright mod requires Horselords or 2.4.1 to 2.4.5 version of Crusader Kings II (CK2) Unsure if that is the free patch or the DLC purchase as well.

Any 0.80+ Birthright mods requires their respective patch number for their version of CK2. As per each only that mod and game version are needed, you can ignore earlier mods or patches as long as you have the 2 that match up.

Magian
04-17-2019, 11:45 PM
Also, in case it was missed, you can revert your CK2 version on Steam to an earlier version. For those mods that are no longer updated or just a preferred patch or old saved game you want to finish. It goes for CK2. I am checking that out now on my Steam to see how it works for CK2.

A guide.
https://steamcommunity.com/app/203770/discussions/0/1734339901253848647/

You will need to link your steam game to a paradox account. Just a heads up, it is all in the guide.

-------------------------------------------------------------------------------

edit: To verify-

I can revert to any of the versions needed for the Birthright Mod. Sadly reverting required a download each time and you can't have multiple versions on the PC I believe. I may be wrong about that. But, it looks like you can run the 2.4.x Horselords with the 0.76 if you want. Hopefully that works.

I've edited the loading screen to a full image of the DM screen if you are interested, if it works out for ya. I hope this helps.

Lee
02-16-2021, 12:22 AM
I only discovered CKII yesterday, and today, my son hooked me up with the BR mod using the old version.

This is great! Looking forward to wasting a lot of time on it.

Fizz
05-07-2021, 01:04 AM
Well, it's been awhile, but i've got back to playing (or trying to).

I have version 0.76 of the mod, running on CK2 version 2.4.5. The mod starts, i see Cerilia, and i choose my character. I then tell it to start the game... and the loading bar says "Destroying Azrai", and then the game crashes. Argh- so close.

I've also tried the 0.84 version, with up to CK 2.6.3, but it crashes even sooner. There, I see the Birthright splash screen on loading, but then the game crashes a moment later.

Anyone have any ideas as to what's going on? (I'm running under linux if that matters.)


-Fizz

Fizz
05-08-2021, 12:08 AM
Ah, think i figured it out. The required directory for mods under linux are different. So once i moved the mod directory, things worked!

I have 0.76 running with CK 2.4.5. Everything seems good so far.

I also tried 0.84 with CK 2.6.3, but the scenario page doesn't seem to work there. I see none of the characters and have to set it up as a custom game. In addition, the loading splash screens and bar are all standard, not Birthright-ized.

But one of them works, so i am happy. Now off to claim the Iron Throne... heh.


-Fizz