Crusader Kings II

Crusader Kings II

164 ratings
Solar System - Alpha 0.4.3
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260.324 MB
31 Dec, 2022 @ 1:05am
27 Sep @ 10:33pm
42 Change Notes ( view )

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Solar System - Alpha 0.4.3

Description
***NEW UPDATE 9/27/25***

Long ago, Earth went dark on the same day all existing electronics in the Solar System stopped working. All ships not in orbit fell from the sky.
Humanity quickly descended into chaos as society collapsed, bringing on a new Dark Age. Most of the population succumbed to famine as governments broke down and nations fractured.

Millennia later, many nearby terraformed worlds are recovering and have entered a new Medieval Era, largely forgetting the accurate history of humanity and the disaster. One world in particular, Earth, even managed to reindustrialize to achieve space flight and, after confirming their suspicions that the other worlds were not only habitable but already populated by tribal and even feudal civilizations, began colonization efforts on its moon and nearby planets by 2025 shortly before the cyclical cosmic disaster struck once again causing all electronics in the Solar System to stop working.
Knowledge of the off-world colonies by the general population has faded into myths and legends, with the recently rediscovered secret of the many terraformed worlds and the offworld colonies held as fringe conspiracy theories, until one day a derelict ship, carrying a strange elongated race that cannot survive in the gravity well of a planet's surface, arrived in orbit, offering to transport the humans of the many worlds of the Solar System on trips of conquest to nearby planets in exchange for basic supplies and goods. This technologically advanced but politically neutral faction, which had voyaged from the neighboring star system of Tau Ceti in a generational colony ship, would eventually become known as the Spacer's Guild to the native rulers of the Solar System and would hold a monopoly on the services of interplanetary travel, cybernetic augmentation, and cloning for many centuries, leading to a system where ground warfare is common by 2050 between the many habitable worlds yet no aerial combat occurs between space fairing vessels that transport the troops.

Join us at this Discord link if you would like to discuss the mod, or if you need to continue an old save file.
https://discord.gg/QDKFFdR

Known Issues:
-Many title names are temporarily randomized outside of select regions (come to our discord server if you would like to assist with adding proper names)
-Country shapes from real life do not always currently reflect provinces shapes in game on Earth

Info:
Lite Sci Fi features such as cybernetics and cloning available through the offmap empire are from the Middle Mars mod, with assets from the ck2 Sci-Fi full conversion mod COTC with permission from Galle the creator (who all us gave us permission to use some of his earlier work too)
https://discord.gg/DZ68Afv

Sinstar- Hostage Mod, Siege Events, etc
mTA- Punishments & Executions
Sarc's blacksmith mod
Dragatus- Release vassal as tributary
Faiterial's buildings
Cipher's More Realm Laws (Army Professionalism and tax laws)
Nuubialainen- Personal Castle Mod (training yard, library events )
DaMonkey- Knights and Squires
chatnoir17, the NMIH dev team, and awak- Shinto religion and Japanese culture
Maal - The Great Trade League, The Orders of Chivalry, and the Sufi Schools
Tumor and Alexios Komnenos - Ancient Religions Reborn (and Expanded)
Saruman - Elves and Dwarves: A Fantasy Invasion

A special thanks to TSF4 for his many fixes and suggestions, to Cactorum Rex for inspiring me to resume working on this mod, and to SEANSOKEN for helping me re-arrange the layout of the planets and the space-lane.

***Also check out my other map mods in the Cyber Kings series:

*Middle Mars, featuring the arrival of the lost Celestial fleet in the Solar System at the Space Elevators on terraformed Mars during a new medieval age 1066 years after the Events of Solar System:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2211762358

*Western Pacific, featuring Australia, many islands in Oceania (including New Zealand, Hawaii, as well as many smaller islands inbetween), the Malay Archipelago, and South East Asia:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2923581812

*And Dolphin Kings, the aquatic map mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2955909318
104 Comments
Zombaxx  [author] 27 Sep @ 10:34pm 
@Ser Masquerade should be fixed now, thanks.
Ser Masquerade 27 Sep @ 6:20pm 
@Zombaxx Ok looks like the update may have messed up loading. Can't load the save game, started a new game saved and it wouldn't let me load that one either.
Zombaxx  [author] 26 Sep @ 2:01pm 
New Update out now 9/26/25, should be save game compatible from the previous update. Full change log available on GitHub.
Ser Masquerade 24 Sep @ 11:01pm 
@Zombaxx thanks for the response, can't wait for the update on here. Just a quick ask the orc_death I'm assuming is because the Denisovans have a health malus hence why they die at random ages correct? You might want to make it so it says a natural death or something of that nature instead of orc_death.
Zombaxx  [author] 17 Sep @ 11:35am 
@Ser Masquerade @Piro the adopt feudalism decision is fixed on the github version now, I'll try to upload the new fixes and additions to Steam within the next week, let me know if you find anything else, thank you :)
Zombaxx  [author] 17 Sep @ 11:18am 
@Ser Masquerade Bright Lord Cult is not a reformable religion, the reformable religions with holy sites on Mars are Olympian and Escudo Solar. I think I found why the convert to feudalism decision isn't appearing, hoping to have the fix for that soon.
Ser Masquerade 6 Sep @ 6:50pm 
Is it possible to reform the Bright Lord Cult I have 3 sites and above 50% religion? Also just checked the tribal laws and it says it disallows becoming feudal?
Piro 25 Aug @ 1:03pm 
Tribals can't adopt feudalism, anti-revolt laws require building called Hight Court - I don't see it in capital as buildable, is this feature WIP?
Zombaxx  [author] 18 Jul @ 3:13pm 
@Ser Masquerade it doesn't crash for me, I've done several playthroughs for hundreds of in game years with 0 crashes ever. I'm unable to reproduce this crash which makes me think it must be one of the sub-mods you are using causing an incompatibility. I would recommend starting a new game with no sub-mods, that's the only way I would be able to troubleshoot an issue, sub-mods add too many variables out of my control. Continuing the same save-game with the sub-mods turned off would likely still continue to cause issues.
Ser Masquerade 13 Jul @ 5:28pm 
So found what might be causing some crashes, It seems a tad random but about half the time I go to the Realm Laws section it will crash (only that section). Sometimes it doesn't but that seems to be the most consistent cause.