This is a full conversion Tolkien mod for Crusader Kings 2 which will feature bookmarks throughout the Third Age. This mod is being developed independently from any other LotR or Middle Earth mods out there. The map will cover the main areas of Middle Earth, known in the books and films. So, Middle-Earth is waiting for you! Will you play as the descendant of one of the noble families of Rohan or Gondor? Will you try to reforge the ancient kingdoms of Elves in Eriador? Or will you try to destroy all the Free Peoples, and claim Middle Earth for Morgoth? This mod will give you a unique strategy experience of the Third Age in Middle-Earth. From Forodwaith to Bellakar, from Lindon to Rhûn, lead your dynasty and survive the Dark Times. Become one of the most important Lords of the Age!

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Modding the Mod (Games : Crusader Kings II : Mods : CK2: Middle Earth Project (CK2:MEP) : Forum : General Discussion : Modding the Mod) Locked
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Oct 22 2015 Anchor

I've been modifying this wonderful CK2 mod, and I thought I'd share my changelog.

##MasterTitans cutomizations## *Based on 0.5b, so this probably won't work if you are running 2.4.3*

#Note: The game always crashes after a while, not sure why.
#Note:English is the only language supported by this customization.
-Almost completely redid the retinues, most cultures should have at least one now, No Culture still has none though. #...Unless they go Nomad, nomads have a government retinue.
-Added localization for most of the MEP personality traits. Pictures are now in place, mostly just putting parts of other stuff on different backgrounds.
-Increased the weaker elves' reinforcement rates for levies, (up to -0.9 from -0.95). #Should I have just increased their combat bonus instead?
-Minor edits to certain Rings and Weapons, mostly getting rid of the annoying +1 general +1 vassal opinions on the Nazguls rings. You didn't get a +2 opinion when you moused over, instead two +1s, which got really long if you had several.
-Edited certain race traits (numenor and numenor2 now give more health, hobbits get a less crushing modifier to their stats, and spiders receive no penalty to martial skill etc.) #The fact that True Bloods could easily die of old age at 100 was just wrong.
-Increased base taxes on castle and city holdings. This is to combat the utter lack of starting buildings in most counties. #Maybe I should have just figured out how to make starting buildings a thing?
-Corrected minor errors in the static modifiers (which made archers receive no attack bonus based on culture in certain cultures).
-Increased retinue reinforcement rate to 0.04 (up from 0.025). #0.025 is verryyy slow.
-Made getting claims faster and cheaper. Good-side, and even evil-side non-monsters, characters had a really tough time expanding. #Now that I've edited invasions, should I undo this?
-Titles were way out of wack, making trait prestige pretty much the only way to go. I increased the rates, though they are still below vanilla for everything below emperor.
-Found out how to implement special troops, just go to 00_modifier_definitions and add the unit you want. This is NOT modifier_definitions, look in the modifier definitions folder for this one.
-Made the population mechanic modifiers less drastic. With almost every spot being lightly populated and the cost to populate so high, it made small-time guys not even have a shot. #Still think its way to hard to play as a gondor below-king vassal.
-Did some editing to buildings in my attempt to balance Numenoreans with others (others getting the boosts), but it's hard with the population mechanic hanging over my head.
-Reduced the orc_war bonus to taxes to 1.5, it was at 10.0, which was way to high by all accounts. Also made it work for Sauron, who previously didn't receive the bonus.
-Edited the good and evil invasions, reducing the instant wealth gain to 150 (which is still high btw) and allowing evil invasions to attack non-corrupted men of darkness. I felt that it was easier for the good guys to expand the way it was before, obviously not how it should be, lore-wise.
-Edited technology, now improved keeps, castle infrastructure, and city infrastructure actually do something. Other changes were also made.
-Related to the above, I increased base troop support from 15 to 20. But the global increase from technology was reduced.
-MUHAHAHA, just got done editing seduction, now elves, especially married ones, are harder to seduce, and interracial seduction can occur, with orcs getting a huge malus to their chances.
-I added some terrain dependent buildings, and also added a small money-maker for CoM races.

I think that's close to all, but I didn't start making a changelog until recently.

Also, I suggest you guys make it so that when a vassal declare independence from a now-corrupted liege that liege gets a claim on all their titles.

In addition, religion and culture changes are severely, how to say, bad. You are allowed to colonize with dwarves or elves (that is to say, you can pay, the event isn't properly scripted) , but if you do, guess what? The CK2 culture change event triggers, not cool. Also, colonization is very expensive, it's quite rare to have 1000 gold on hand, I realize stuff is supposed to move slowly in middle earth, but this is still excessive.

Edited by: MasterTitan

Dec 3 2015 Anchor

Personally, I moved the Angmarim "religion" from Edain to Men of Darkness: otherwise the Witch-King keeps purging his own men. Rhudaur Hillmen should have their own MoD religion, as well as the Dunlendings, I think.

Maybe change the "purge" event to allow to settle cultures other than orcs? (Like, goblins, dark men, trolls and the like).

Something must be done with the troll buildings.

Dec 5 2015 Anchor

Good idea on the Angmarim move, Men of Darkness makes more sense.

Yeah, purging and colonization needs to be done up some more.

Also, on troll buildings, if you just make trolls a proper unit they're no issue (besides the fact they look like medieval knights on the map).

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