Crusader Kings II

Crusader Kings II

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Archi's Vanilla Expansion
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File Size
Posted
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343.165 MB
9 Nov, 2023 @ 3:54pm
6 Sep @ 5:03pm
274 Change Notes ( view )

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Archi's Vanilla Expansion

Description
Link to my CK2 server: https://discord.gg/H2W8w8JYgR

Archi's Vanilla Expansion

This mods simply adds a bunch of flavor like new decisions and many more features

Note: This mod is not meant to be Historical Accurate. I try to make it a little bit of sense, but the mod will mostly have things that wouldnt make much sense, pure for the sake of having content and fun.

P.S. here is this link to the mod if you need to download it manually:
https://github.com/Archidemos/extradecisions

Description:
This mod started out as me wanting to experiment with modding and how it worked untill i wanted to turn it into a releasable mod in which i have and with it some flavor to the game which mainly consists of event and decisions as of this moment. Of course i have plans to further expand this mod and use this as a stepping stone to perhaps other mod ideas.
Credits:
Striped: Merging to my modtsf4: Checking/Fixing problems in the modMartim: Contributing to the modBrightgalrs: Map border for SWMH
The Invaders and Mercenaries Update:
Updated on: 21-2-2025
  • I have redone the difficulty modes, i will be changing it if the changes are too much
  • I added a game rule where you can have Great Conquerers spawn just like "Shattered World" in the Normal World
  • All Great Conquerers (Invaders, Great Conquerers) get the Great Conquerer trait
  • The only thing different between the Shattered World ones and the Normal World ones is that the Normal World ones dont get reinforcing event units
  • I have revisited the Custom Mercenary Company mechanic where i made it that you can make up to three companies
  • With the button "Siphon Mercenary Gold" you can take some gold away from your company
  • When raising a Company, instead of giving debuffs, it now gives a small good buff.
  • The events are made where you can recruit higher quantity of units and convert a larger quantity of units
  • The "Lower Threat" decision now straight up removes some of your Threat
  • Crusades now cancel at 45% military power instead of 75%
  • The wonders with their custom modifiers are revisited and nerfed
  • The aggresion of all Religions are set from 2.0 to 1.0 to calm AI a little more down
  • A Infamy CB has been added where you can get declared war on to shatter your realm, this CB gives the Attackers Event Spawned units
  • I added a new Game Rule Option for Penaltize Massive Realms called "Player Only". This gamemode lets only Human Players have the modifiers and not AI (Except AI that are either Tiny or Small )
  • The Call the Peasantry to Arms, Call Chinese Regement and Call Chinese Honor Guard give you more units now
  • I have added new Battle Experience traits that depict how much battle experience a character has. Since this is a leadership trait, i have increased the Leadership trait limit to 4 instead of 3
  • I have revisited quite some more traits for balance reasons
  • I have yet again balanced out the buildings, they should now be less broken
  • The Realm Nerf modifiers are tweaked aswell where the biggest modifiers is more impactfull while also raising the realm size requirement
  • I have revisisted all traits and nerfed/buffed them accordingly
  • The Magyar (culture before Hungarian aka. Old Hungarian) got their cultural modifiers too
  • The traits you get from the Bloodthirsty Gods doctrine are heavily buffed and therefore a little more worth taking. From the traits to the mass sacrifices themself giving you great rewards
  • Merchant Republics can now form the Roman Republic, while Feudal realms have the choice to become the Roman Republic or the Western Roman Empire when they form it
  • I brought changes to the map textures of the mod where the border textures are very thin
Current features:
  • I have added a new society for the Zoroastrian faith with decisions, artifacts and events tied to it
  • I added a whole bunch of new provinces in the balkans ( Hungary, Bohemia, Wallachia, Bulgaria, Serbia and Croatia
  • I added a 633 startdate in which i fixed all the other (relivant) startdates for the most part
  • I buffed the Iqta Government slightly more prior to the last update's major nerf on Iqta
  • I added a negative event to counter you staying 0 decadence forever ( including AI )
  • I have added the Realm Nerf System ( Inspired by the mod, Twilight of Empires ). It basically checks how much Realm Size you have and if you are a King and or a Emperor. Depending on that, you will get severe modifiers.
  • Alot of new provinces have been added to the map.
  • Alot of new trade route all across Europe, Africa and England have been added
  • Disasters on a few realms that you have to resolve if you play as one of them (the HRE or Umayyads)
  • The Papacy is now properly set up/fixed and playable
  • Theocracy Government is now playable
  • Republic Government is now playable
  • You can take more loans and declare Bankrupcy
  • a big load of new/unique buildings from Gold Mines to Theocracy/Republic specific buildings and to Forts even
  • a Dutch Republic formable so you can truly become a Dutch Republic which also has a few unique features
  • a Celtic Empire formable with a event line to go into Civil War with the Holy See and with your Insular Christianity
  • a North Sea Empire/Varginian Empire formable for the Scandanavians/English
  • a Western Roman Empire formable with a bunch of flavor
  • a bunch of flavor and events in India
  • a decision to form the Timurids and the Mongol Empire with its event spawned units
  • Shia decision to Mend the Schism with the other Muslim faiths
  • a Unify Islam decision that offers many rewards
  • More Great Works in the game
  • Unique Governments you can adopt
  • Added the Canal of the Pharaohs to get access from Europe to India
  • Reworked the Decadence system to make it more impactfull
  • a Burgundy formable decision with a event chain
  • For now i gave the Taoist schools a buff
  • Made AI a little more aggresive
  • Added some extra flavor to Russia like a new government and some events with it
  • Muslim Jihads having the New Crusade mechanics with its own artifacts and traits
  • Many more invaders and reimplemented invaders that were turned off in vanilla. These invaders also have their unique events, decisions
248 Comments
Mike 3 Oct @ 4:10pm 
Why is there an event blocking me from converting Constantinople for my culture/religion and how can i disable it?
Archidamos  [author] 13 Sep @ 1:36pm 
sorry for the lack of update descriptions. the reason for that is because i have only been realising small updates where i figured a changelog wouldnt be needed.

Of course i will make a new changelog once i release my major update. its just that its taking a lot of time.

indeed if you would like to see the changes i bring with github, your best bet is to check out my discord server. otherwise please be patient, the mod isnt abandoned. im just too lazy to make changelogs for minor updates
Matim 7 Sep @ 11:05am 
@-l6- we have github webhook on our discord now, you can find commit messages there
-L6-CEO86 6 Sep @ 4:54am 
I'm wondering if you can keep track of the various updates, what is changed/corrected/added
Brymento 5 Sep @ 6:34pm 
Man, this mod is great, since there was an update today, I'd like to make a suggestion, maybe give the Maronite Faith a way to mend the Schism, be a special outcome, and have it as a sort of challenge? Eitherways, glad to see the Mod be updated, thank you so much!
7camelriders 13 Aug @ 3:47pm 
Could you make a submod that only has the great conqueror content? It would be great to play with different mods
Darth Malgus 13 Aug @ 2:59pm 
@Matim (sorry for the late reply) I joined the mod discord a while back, everything is just so cluttered there lol it's hard to find out what's happening but I'll look harder
Matim 13 Aug @ 12:01pm 
NO 633 FOR A LONGER WHILE OR NEVER, ARCHI WORKS ON 400 START DATE RN
Draxst 13 Aug @ 8:24am 
How do you access the 633 start I don't see it anywhere?
CJackson108 2 Aug @ 7:32pm 
I tried to play the mod but am not seeing the 633 start date. Was this removed? I have only this mod loaded and no others.