Difference between revisions of "The Winter King"

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|Forum=[[forum:western-europe-479-867-the-winter-king.783011|Thread]]
 
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[https://www.moddb.com/mods/western-europe-410-962-the-winter-king ModDB]
 
|Workshop=[http://steamcommunity.com/workshop/filedetails/?id=1257659388 Collection]
 
|Workshop=[http://steamcommunity.com/workshop/filedetails/?id=1257659388 Collection]
 
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Revision as of 13:42, 18 May 2019

The Winter King
The Winter King.jpg
Type
Major overhaul
Author
TWK Team
Status
1.10.1 for CK2 3.1.0
Forum
Thread

ModDB

Workshop
Collection

The Winter King or Western Europe 410-962 AD - The Winter King is a Dark Ages total conversion mod for CK2, featuring a new map focusing on western Europe (currently encompassing Britannia, Ireland, Gaul, Scandinavia, and parts of Germania); a large variety of new religions, especially pagan faiths; a dynamic de jure map that changes as various factions rise to and fall from power; and a mix of playable legendary and historical rulers including King Arthur, Clovis I, Coel Hen, and Syagrius of Soissons.

It is partially based on The Warlord Chronicles saga by Bernard Cornwell (The Winter King, The Enemy of God, Excalibur).

The mod is a continuation of Britannia 479 AD - The Winter King.[1]

Main Features

  • A completely new map covering Britain, Ireland, Gaul, Scandinavia, and part of Germania. The map is zoomed in with much more detail than vanilla and the mod is "sped up", with troops march much more quickly and battles resolving in a day or two.
  • A main campaign scenario starting in 479 AD, and revolving around two major struggles: the barbarian invasions of Sub-Roman Britain and Gaul, and the religious conflict between the ancient pagan Gods and the "new" Nicene faith. The campaign end date is set to 962 AD.
  • Numerous playable historical and legendary characters, including King Arthur, Syagrius of Soissons, Clovis I, and Beowulf, along with long, fleshed out king lists and pedigrees.
  • Custom Events and Storylines. There are hundreds of new or modified events and mechanics, including a high kingship system, events regarding Anglo-Saxon and Frankish invasions, Roman restoration events, religious conversions, a search for the legendary thirteen Treasures of Britain, trading routes with the Mediterranean sea, a dedicated season and climate system, and much more.
  • A number of new traits, modifiers, decisions and ambitions/objectives, and a complete overhaul of the casus belli system.
  • A large variety of new music and sounds to better fit the time period
  • A dynamic 'de jure' map system that allows multiple 'de jure' map configurations.
  • Custom buildings, appropriate for post-roman Britain. Several of them are culture-based or terrain-based. Many unique historical buildings (the baths of Aquae Sulis, the tidal bay of Mont Saint Michel, etc.). All buildings have a larger array of effects compared to vanilla. Barracks, stables and military buildings, for example, will reduce your tax income, increase risk of disease, and so on. There are custom building "sets" for specific purposes: justice buildings to reduce revolt risk, health buildings to prevent diseases, smiths and forges to improve your units effectiveness, etc.
  • Culture-based de jure titles and kingdoms. In 479 AD most of Britain is divided among the various Brythonic kingdoms. However, with the Anglo-Saxon invasions new de jure (non titular) kingdoms and eorldoms will slowly emerge: Mercia, Northumbria, Lindsey, Bernicia, Deira, and so on. Each title has different requirements and some of them may never appear, but in the long run at least some of these new Anglo-Saxon realms will pop up and grow, aggregate, etc. The Franks will similarly replace the de jure setup of Gaul with their own, and a resurgent Roman Empire can also restore the old Imperial administrative setup.
  • New military unit types (there were no knights or pikemen in 5th century) and combat tactics.
  • Custom graphics, artwork, icons, portraits, etc.

References