What does it do exactly?

The mod transports Crusader Kings II back into the times of Antiquity and places the entire world (as
of the current ck2 vanilla map size) at the hands of the player. City states,
tribes, kingdoms, empires… all are playable and unique systems and scripts are
being worked on to better simulate the setting of the earlier times. Yes, Crusader Kings II is designed to be a
medieval feudal system of allegiances and domains, but if one examines the
history of the ancients, the similarity between the feudal system and the older
ways of life before medieval times are not impossible to recreate within the
current CKII gameplay framework.

Interesting, what is the mods status exactly?

There is a lot to be done. I have been working on this
project myself for about half a year now (in my spare time, I am a student
after all) and have fully converted the cultures, religions, and demographics
(gfx character work) of my first campaign bookmark, Although I am still working
on new content and looking to integrate other modders work into my current
prototype for that region to add depth to the new cultures and faiths. {Ideas
such as ck2 plus, elements from the amazing Game
of Throne
mod etc}

Prototype? Closed testing?

I do have a working prototype at the moment, as mentioned
earlier I have entire cultures, religions, and characters established for many
mid 600s BC kingdoms, tribes, cities etc. I am uploading my “First reveal”
screengrabs of some of my work to show my progress so far. I do prefer to not
release unfinished work, so I will update shortly with information concerning
the possibility of either a closed or open prototype build, although it will
most likely be bookmark specific and for development/gameplay concept
assistance from interested parties.

Why now?

Well actually I had no intention of revealing my work at all
for a while (The mod is mostly out of my own interest in the time period…also for
my brothers to enjoy) I have been quite active on the forums and looking for
other mods set in the time frame and regions which interests me but have not
been able to find any. (Diadochi kings, Lux Invicta, Mythos don’t really fit my
interest or scope) So I began work on my own project. I have also noticed in
the last few days that there is another mod in development (for how long I am
unsure) set in the age of antiquity called Ancient
Kings
and once I saw this I decided to reveal some of my current work
because I would like somewhat to be recognized for the work I have done so far
on my project but also for feedback and possibly assistance. I hope anyone
interested will feel free to contact me and if any modders have advice or are
willing to share assets with me I would greatly appreciate it if it adds to the
quality of my current work. Also, there is a lot of ground (no pun intended) to
be covered in converting the entire game to a much earlier time period, so if
any one with a strong knowledge {Or an interest in developing that knowledge}
in any subject related to cultures, geography, religions, factions, warfare and
politics between the years 600s BC and 400s AD feel free to contact me, as I
could always use the assistance.

But…I thought the CKII engine can’t rewind past 0 (into the negatives) so how do you get years before 0 AD?

I have, (similar to Diadochi kings I believe?) used the AUC system of dating (Anno Urbis Conditae – From the Founding of the City of Rome 0 UAC = 753 BC) which is an alternative method to the BC/AD format and allows for me to navigate the years BC very effectively.


Early Work reveal:

I will quickly describe here the first bookmark I have
established for the mod. The starting date is 653 BC (100 in the CK2 engine, so
753-100 = 653) and it is a very important year in Antiquity for several
reasons. The Assyrians have finally been pushed from Egypt and the Saite
Dynasty has established itself, freeing Egypt from a long period of Assyrian
dominance. The Medes and the Babylonians are still held under Assyrian rule but
its’ grip is loosening. The Cimmerians north of the empire of Assyria have
already overrun Phrygia and are constantly raiding Urartu and the nearby
kingdom of Lydia. Further southeast you have the Elamites (later Persian
interruption) growing in power to threaten Assyria and therefore the stage is
set for a long-dominant Empire to potentially crumble from external and/or
Internal threats with a very interesting power vacuum possible.


A lot of my current graphic clothing and headwear images are
heavily modified screengrabs of, or simply inspired by headgear from several
other video game or historic drawings (not ckII) as my intention for the use of
this mod (once completed) is educational and non-commercial {it is a mod} then
I do not believe there any issues with this, if you are aware please let me
know.


I have posted several “Overview” screengrabs of my current work in the ancient middle-east, Anatolia,
Egypt and Mesopotamia. As well as several important character screenshots. I hope you Enjoy!

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RSS Articles

Hey all,

I hope everyone is staying safe during these difficult times. Again, I regret that my progress has been so slow this last year, finishing school and moving yet again while dealing with COVID-related restrictions and other issues have led to less progress than I had hoped to make on the project.

I’ve provided a brief summary of the major features or work that I made notes of in the past few months, there are many smaller fixes and additions which I can’t think of currently but I’m sure some of you might notice.



The majority of the government overhauls (especially the tribal governments being OP) are not included in this build and are still unstable and wonky. That being the case I have reduced the base levy numbers for tribal holdings and this currently reduces their ridiculuos ability to stomp any opponent into oblivion.

I especially want to thank tsf4 (Discord name) again for his earlier assistance in bugfixing and feedback.


The mod has been developed and tested with ALL of the major DLC and the latest patches. It was an early design choice and has been adhered to throughout development, my apologies to those who prefer being able to play without major DLC. It might run while missing certain DLCs, I can’t say as I haven’t tested this functionality. (Cosmetic/Unit pack DLC being present or not shouldn’t cause any issues) The mod will not work on earlier versions of the game or versions of the game without all major DLC/Expansions.

______________________________________________________________________________________


DISCORD Link: Discord.gg

Public Alpha Download Link: Moddb.com



Current Internal Build is running on CKII 3.3.3 (SOHY)


I have maintained a record of my permissions for asset use from the paradox forums, PM's, and steam conversations, if there are any discrepancies or issues, please let me know and I will adjust accordingly, if I have overlooked a contribution or forget to list it here please let me know so I can rectify that asap.

______________________________________________________________________________________

Please head over to the Files section here on Moddb to download the Public 0.05A Alpha Build!


Contributions and Thanks:

This Project should be understood to be the combined work of many different contributors from many different CKII, EUIV, and total war mod teams.


I myself cannot draw almost at all, so a huge amount if not all of, the art assets come from a variety of sources and generous contributors.

The UI work has been inspired and modeled after the amazing work of Arko's UI overhaul and also the 'Marble look' of Imperator Rome.

I have been inspired by many different script/event mods and designed certain elements of the gameplay after them, some code has been integrated where possible when permitted by the original coder/creator.

All of the music and sounds come from a variety of sources, I didn't create any of them and they are mostly used for ambiance and immersion in this recreational project.

________________________________________________________________________________
Credits & Contributors:

Thanks especially to Galle (Paradox Forums) for a ton of advice and his amazing assistance in the modding process.

Thanks to UMCenturion and Causeless of the Ancient Empires Total War mod for their UI asset usage; the majority of the ingame UI design is developed from his work.

Special thanks to Witcher (Paradox Forums) for historical advice and guidance. Thanks to Kryo (steam) for the integration of his transparent map mod +borders and his amazing embossed font mod.

-Thanks to Rickinator9 and the Diadochi mod team for shared asset usage and feedback (AnaxXiphos for Religious Icons, and .Hobbes for flags).

-Special Thanks to Super7700 from the Paradox Mod Forums for several of his amazing Hellenic-themed portrait clothing and helmets.

Thanks to tsf4 for his assistance in bugfixing, hunting down countless errors and issues and fixing many titles and landed_titles issues.

Thanks to AGOT mod team for the use of several art assets and code examples with integration of ambitions and traits.

Thanks to Illathid and the Geheimnisnacht mod team for several coding examples, general inspirations and hopefully more integration of several gameplay/ui assets in the future.

Thanks to the Magnate lords (apg?) for the concept and idea, I built my own WIP resource system using his as inspiration, also used a few gfx province pics (temporary placeholders as the system is still being integrated fully in the game -> will mostly be a reduced version of Magnate lords itself.

Thanks to Lord of Pain for his LTM Terrain and Map tweaks made to it to represent a different visual approach to the world map for the setting of Antiquity.

and

-Special thanks to In Heaven(steam) for his IN Heavens map graphical overhaul which I've integrated elements of, especially the water effect. -Special thanks to Korbah and the Elder Kings mod team for some asset usage.

Thanks to DaMonkey (Steam username) for potential usage of his “Send Courtier” mod.

Special Thanks to my playtesting mates and contributing Devs, and anyone else who may have slipped my mind at the moment.

Special thanks to DerGroseKA and other members of the Imperium Universalis mod for the usage of a few UI and flag artwork.

-Special thanks to Solo(steam) for his Patrum Scuta work

-Special thanks to Causeless & UMC Centurion for their UI work and other assets from the Ancient Empires total war mod.

-Special thanks to EthicallyChallenged of Deviantart, and many more for the loadingscreen art used, all of that work is the property of it's respective owners and I have simply used it to showcase Art set in Antiquity versus the regular CKII loading screens.

-Thanks to CPR+ for several Egyptian and Armenian portrait art assets.

___________________________________________________________________________________

Pharaohs & Consuls is still in an alpha state with many features still to be added as well as historical bookmarks which are still yet to come and often exist ingame in an early and WIP format, I hope you can enjoy the work I've completed so far, and if so, please let me know what you think!

Also please use the appropriate discord channel if you encounter any major issues or unlisted bugs:

DISCORD Link: Discord.gg


Pharaohs & Consuls 0.04K Public Build

Pharaohs & Consuls 0.04K Public Build

News 1 comment

Pharaohs & Consuls 0.4K Public Release Build Released

Pharaohs & Consuls Dev Update

Pharaohs & Consuls Dev Update

News 6 comments

Quick Announcement on Update Formats and Discord News

CKII: Pharaohs & Consuls Alpha 0.1I Release

CKII: Pharaohs & Consuls Alpha 0.1I Release

News 3 comments

CKII Pharaohs & Consuls Alpha 0.1I Public Release for playtesting

Dev Narrative - AAR

Dev Narrative - AAR

News 6 comments

CKII: Pharaohs & Consuls Dev AAR: Chapter I of the Egyptian Narrative-AAR.

RSS Files
Pharaohs & Consuls 0.05A Public Build

Pharaohs & Consuls 0.05A Public Build

Patch 6 comments

Pharaohs & Consuls 0.5A Public Release Build (Alpha for Playtesting & Feedback)

Pharaohs & Consuls 0.04K Cursor Sub-Mod

Pharaohs & Consuls 0.04K Cursor Sub-Mod

Patch

This mod will overwrite the "Medieval-style" Glove Mouse UI clicker in CKII

Pharaohs & Consuls 0.4K Public Build

Pharaohs & Consuls 0.4K Public Build

Full Version 14 comments

Pharaohs & Consuls 0.4K Public Release Build (Alpha for Playtesting & Feedback)

Comments  (0 - 10 of 341)
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Guest
Guest

is this mod still being worked on?

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Guest
Guest

Dzień dobry państwu.
Spotkała mnie dzisiaj duża nieprzyjemność, otóż - grałem w Crusader Kings 2, na modzie Faraonowie i Konsulowie. I chcę powiedzieć, że żałuję, że w ogóle tam zagrałem. Bo mogłem se pić piwo całe popołudnie, a tak to wyrzuciłem w błoto czas jeszcze, o. Taki teatrzyk, kurde, to ja se sam mogę zrobić, w domu przed lustrem, albo i jeszcze lepszy. Widowisko to było długie, głupie i nudne zresztą. Aktor jeden - co tam grał - w samych slipach i skarpetach ganiał, że mu prawie genitalia wystawały, co mnie osobiście odrażało. Druga aktorka starsza, co miała nogi krzywe, turlała się i jęczała w kierunku niewiadomym, zupełnie bez sensu. Na szczęście ktoś ją potem utopił w wannie. I w ogóle muzykę puszczali za głośno, tupali, biegali i stękali. Centralnie kupy dupy się to całe towarzystwo nie trzymało.
Krytyk Tamatoa

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lanypop
lanypop

hey man, are you still developing this mod?

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BingBongTheFingFong
BingBongTheFingFong

cK2 IS BETTER THAN CK3 WITH MODS KEEP GOING!

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Chocolate_Taco
Chocolate_Taco

version 3.2.0 can play?

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xViking_Pridex
xViking_Pridex

This mod is fantastic, really enjoying it. I'd love to see more updates, keep it up! So many fun mods get abandoned, I hope this one doesn't fall off. There are so few antiquity mods for CK2. Now with CK3 coming out, I get the feeling a lot more fun mods are going to be drying up and dying off, too...

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codamission
codamission

I'm having trouble dealing with a conflict between this mod and a mod off the Steam workshop: Real Age Threshold which changes marriage ages in the define.lua file. With it on, any time I click on the portrait for my age 14 character (an adult by the standards of the age mod), the game crashes to desktop.

I've tried just about everything. Everything! Manually changing the values in the base game and this mod. I tried using mod manager to change load order. I tried straight up deleting the specific file in this mod. Nothing, Does anyone know what the hell is going on?

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Guest
Guest

when's the next update? sorry to ask because I know this is indie. Love the mod tho and can't wait for the finished product :)

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