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
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

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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Salve Citizens,

I have worked long and hard without too much public engagement & I'm still in the middle of a busy school term but I wanted to finally share some of the work I've spent so much time on in the hopes that some of you might enjoy it, it is an early playable alpha of my work so far in converting CKII to the times of Antiquity.

To those who have followed Pharaohs & Consuls development over the past few years, and provided feedback from my earlier alpha all that time ago, I thank you.

Development has been slow over the last few years as I am a one-man team, and although I have had several contributors for some historical data and cultural titles/name-lists, it has been difficult for me to coordinate a team as well as work on the mod itself. I especially want to thank tsf4 (Discord name) for his recent assistance in bugfixing and feedback.

There are still many features which I have not yet implemented but are planned. I will release new features and overhauls to vanilla systems as I progress further into development.

Several Government Models have been partially implemented which include a Mesopotamian/Persian model, a partial tribal-monarchy, and a roman republic/Imperial system, these are still early WIP and I plan on overhauling them completely in the next few months.

Much of Britain, Scandinavia, India, Eastern Europe, West Africa (Ghana/Mali) have had little work done so far as historical information is sparse. Much of what is present is fictional characters ruling over a historical tribal/ethnic kingdom which is mentioned in a historical text at some point....but become more fleshed out in later bookmarks as more information is available. Certain Regions may be removed outright due to their minor historical presence and scarcity of information.

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.


I will also be using the Paradox Interactive Forums and DISCORD to post Dev Diaries and showcase work being done, Alpha Builds will primarily be posted here on Moddb due to the file size restrictions at the Paradox forums. I am currently trying to see if I can also break-up the mod into a series of files to be released on the Steam Workshop as well and I will post an minor update if that is the case.

I am running a Discord server to try and coordinate feedback on features and work as I develop it, it's a new experience for me but might help in getting positive feedback and allow me to showcase more work, please head over there to provide feedback and your impressions of the mod!

DISCORD Link: Discord.gg

Public Alpha Download Link: Moddb.com

Current Internal Build is running on CKII 3.3.0 (XDSW)

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 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 (AnaxXiphos for Religious Icons, and .Hobbes for flags) for asset usage.

-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.


-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.


Pharaohs & Consuls is still in an alpha state with many features still to be added as well as historical bookmarks I'm developing, 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 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.

CKII: Pharaohs & Consuls Alpha 0.1A Release

CKII: Pharaohs & Consuls Alpha 0.1A Release

News 12 comments

CKII: PHaraohs & Consuls Alpha version 0.1A Release is here! A 1st bookmark stable build available for the public to Enjoy!

RSS Files
Pharaohs & Consuls 0.04K Cursor Sub-Mod

Pharaohs & Consuls 0.04K Cursor Sub-Mod


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 332)

Now that I've played some, I have several points, as someone fairly well-versed in the time period of the early Iron Age.

The cultural and religious classifications are weird, random, and show little understanding of the time and relationships between peoples. Culturally alike groups are made separate, and distinct religions with little in common are lumped together.

Paganism just doesn't exist as a concept yet, as it was mainly defined only by being unchristian but I understand its inclusion. You need a religion group to lump together these faiths. But Canaanite is for some reason lumped in with the vast and disparate faiths of the bronze age European tribes. This makes no sense. The Pagan group would better serve this mod as a class for the disorganized, mostly folk religions of Europe and the Eurasian steppe.

Canaanite should be in the Semitic group, along with Akkadian, Judean, Samaritan, and many others scattered about the groups. Also, Canaanite is the same as Phoenician. The Phoenicians called themselves Canaanite, they spoke a Canaanite dialect, they worshipped Canaanite gods. "Phoenician" is just a Greek term for Canaanite.

The Anatolian religions are NOT semitic, and would be better served with the Urartian religion (neither of which were Avestan, nor was Akkadian and Ashurism).

In fact, Ashurism is part of the Mesopotamian pantheon, along with Babylonian.

So religion groups would be better served looking like
1. Italo-Hellenic
2. Pagan
3. Egyptian
4. Semitic
5. Mesopotamian
6. Anatolian
7. Indo-Iranian (Avestan)
8. Eastern

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As a relative newcomer to CKII (Covid sucked me in), I must say I am thoroughly excited to give this mod a try. The UI for the mod, with its blocky icons and ill-fitted lettering, is, in my opinion, clunky and remiscent of the RTS games of the late 90s, but this is trivial. What I'm excited for is the chance to play a more ancient period of history! I am stoked at the chance to play the Assyrians. Tell me: What popular mods go with this? Bigger Interface? Better Looking Garbs? What mods supplement this one well?

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i cant select a character from the custom setup and can only select from the start but when i select the character it crashes. can someone help me???

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Interesting mod, I hope to see it thrive. I've yet to try it though.

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Any news?

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Steamlink, pls!

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Godream_Interactive Creator

The mod is too large for Steam workshop and also is in development so it's not on the workshop.

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