Dynasty modding

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Dynasties connect characters

Dynasties are either declared in the /common/dynasties/ folder or randomly created using the prefix defined for the culture.


The most basic dynasty definition requires a unique numeric ID, a name in the form of a string, and a Culture in the form of an alphanumeric ID which references the same ID in the cultures files. The culture line is used to determine if it will appear as a random name in the Ruler Designer, and it may be used for random characters of a culture.

Here's an example of a basic dynasty:

12345 = {
    name = "Example"
    culture = english

Coat of Arms[edit]

Main article: Coats of arms modding

It's also possible to define a Coat of Arms for a dynasty.


A Coat of Arms definition requires a template to be selected. There are five templates available to use in the CoA. Each of them uses a different number of layers, and we must create all of them to avoid the game crashing.

ID Name Layers
0 Plain 1
1 Per Fess 2
2 Per Pale 2
3 Per Cross 4
4 Triangle 3


A layer is defined as follows:

Attribute Description Data Type Example
texture The pattern texture file ID to use. Integer texture = 0
texture_internal The ID of the pattern tile in the file to use Integer texture_internal = 4
emblem An optional tag setting the emblem ID to draw on the layer Integer emblem = 7
color Used one or more times to select which colors to use for drawing
Not having enough colors defined will crash CK2
The number required is dependent on the selected pattern texture
Integer color = 3


Here's an example of a dynasty definition with a Coat of Arms:

12345 = {
    name = "Example"
    culture = english
    coat_of_arms = {
        template = 1 # Per Fess, requires two layers
        layer = {
            texture = 0 # First pattern file, contains 27 tiles, each of two colours
            texture_internal = 21 # The 22nd tile in the texture
            emblem = 24 # The 25th of 25 emblems in vanilla CK2
            color = 1 # The first colour, Argent
            color = 2 # The second colour, Blue
        layer = {
            texture = 0 # First pattern file, contains 27 tiles, each of two colours
            texture_internal = 5 # The 6th tile in the texture
            color = 5 # The first colour, Black
            color = 0 # The second colour, Gold

See also[edit]