Western Europe 410-962 - The Winter King
v1.11.2 - compatible with CK2 patch 3.3.3.
Western Europe 410-962 - The Winter King is a total overhaul mod for Crusader Kings II, set in Western Europe in the Early Middle Ages. A wide array of characters, ranging from Arthur to Clovis and even Beowulf, are playable, and as the mod is still under development, more will undoubtedly follow.
The mod MUST be placed in your documents folder (\Paradox Interactive\Crusader Kings II\mod), and NOT in the game main folder. Also make sure you delete any older versions of the mod (including "Britannia.mod") and the settings folder (usually it is \Paradox Interactive\Crusader Kings II\Britannia) before installing the latest release.
Isinfier's portraits have been added as an additional module. DO NOT enable the The Winter King - Portraits submod unless you have all of the required portrait pack DLCs (Celtic, Norse, Mongol, Early Western, and Iberian Portraits, as well as Monks and Mystics and Holy Fury), as otherwise you will face graphical issues.
- A completely new map covering Britain, Ireland, Gaul, Scandinavia, and part of Germania. The map is zoomed in with much more detail than vanilla and the mod is "sped up", with troops march much more quickly and battles resolving in a day or two.
- A main campaign scenario starting in 479 AD, and revolving around two major struggles: the barbarian invasions of Sub-Roman Britain and Gaul, and the religious conflict between the ancient pagan Gods and the "new" Nicene faith. The campaign end date is set to 962 AD.
- Numerous playable historical and legendary characters, including King Arthur, Syagrius of Soissons, Clovis I, and Beowulf, along with long, fleshed out king lists and pedigrees.
- Custom Events and Storylines. There are hundreds of new or modified events and mechanics, including a high kingship system, events for the Anglo-Saxon and Frankish invasions, Roman restoration events, religious conversions, a search for the legendary thirteen Treasures of Britain, trading routes with the Mediterranean sea, a dedicated season and climate system, and much more.
- A number of new traits, modifiers, decisions and ambitions/objectives, and a complete overhaul of the casus belli system.
- A large variety of new music and sounds to better fit the time period
- A dynamic 'de jure' map system that allows multiple 'de jure' map configurations.
- Custom buildings, appropriate for post-roman Britain. Several of them are culture-based or terrain-based. Many unique historical buildings (the baths of Aquae Sulis, the tidal bay of Mont Saint Michel, etc.). All buildings have a larger array of effects compared to vanilla. Barracks, stables and military buildings, for example, will reduce your tax income, increase risk of disease, and so on. There are custom building "sets" for specific purposes: justice buildings to reduce revolt risk, health buildings to prevent diseases, smiths and forges to improve your units effectiveness, etc.
- Culture-based de jure titles and kingdoms. In 479 AD most of Britain is divided among the various Brythonic kingdoms. However, with the Anglo-Saxon invasions new de jure (non titular) kingdoms and eorldoms will slowly emerge: Mercia, Northumbria, Lindsey, Bernicia, Deira, and so on. Each title has different requirements and some of them may never appear, but in the long run at least some of these new Anglo-Saxon realms will pop up and grow, aggregate, etc. The Franks will similarly replace the de jure setup of Gaul with their own, and a resurgent Roman Empire can also restore the old Imperial administrative setup.
- New military unit types (there were no knights or pikemen in 5th century) and combat tactics.
- Custom graphics, artwork, icons, portraits, etc.
Is this mod historical? Do I need to read the (Warlord Chronicle) books to understand it?
The mod strives to be as historical as possible, except for bending the scenario in Southern Britain to be generally faithful to the Warlord Chronicle series. You definitely don't need to be familiar with the books, although you should note that the books do give a considerable twist on many of the main Arthurian characters and so some of them may not be exactly as you expect. There will be a number of spoilers for the books, however, particularly if you decide to play later bookmarks.
How does the de jure change system work?
Germanic (generally Anglo-Saxon and Frankish) duchies will appear de jure once they are created, under their respective kingdoms. Frankish titles can also appear through special events after a successful invasion. Germanic duchies will be de jure removed once completely conquered, revealing the underlying Brythonic or Roman titles underneath. Romans have a more complex system, which depend on the region being reconquered: Germanic duchies within the old borders of the Empire will be removed once they have been fully restored to Roman control; The Armorican kingdoms (Broceliande and Benoic) are re-integrated once they have been completely reconquered; Visigothic and Burgundian-controlled territory will revert to the Roman setup as each former Roman province is retaken and fully controlled; and the Britannic civitates reappear as the main provinces of the civitas are restored to Roman rule. There are also a number of kingdoms and empires (e.g. Guenet, In Fochla, Scandinavia) which may gain de jure territory when created for the first time.
Will the rest of the map be filled in?
Yes, it is our plan to expand the playable area to eventually cover most of the ingame map. While map expansion is always ongoing, it is a huge project and progress is rather slow and gradual. Our current focus is to finish up what's left of Gaul.
What are you working on right now? What's going to be added next?
We post occasional teasers or developer diaries on our ParadoxPlaza thread, usually as a release is approaching.
Is this compatible with any other mods?
As a general rule, total overhaul mods like this one are not compatible with any other mods. However, some mods may be specifically designed or have a compatibility patch that allows you to use it along with The Winter King.
What DLCs is this mod compatible with?
All DLCs are compatible with the mod. Most unlock the relevant corresponding mechanic that it does in vanilla, though some (e.g. Sword of Islam and Sunset Invasion) do not (currently) have any ingame effects. We recommend that you just leave all your DLCs enabled.
Does this mod require any DLCs?
No, although The Old Gods is highly recommended due to the large amount of pagans at start. However, the portrait submod requires the following DLCs to function properly: Celtic Portraits, Norse Portraits, Mongol Portraits, Early Western Portraits, Iberian Portraits, Monks and Mystics, and Holy Fury.
I've noticed a bug, or something doesn't seem right. What do I do?
Report the bug in the thread. Make sure to report everything that seems buggy, no matter how small or minor; it might be 5-minute fix, but it'll never get fixed if we don't know about it! If it happens in a certain situation, be sure to keep a save; we'll often ask for one, since it makes reproducing the bug much faster and easier.
The mod crashes on startup/has missing cultures and religions/has events that pop up over and over again/is generally broken. What do I do?
Try the following:
1) Make sure that no other mods are enabled
2) Make sure that you're running the correct CK2 version (currently 3.3.3 for BTWK v1.11.2)
3) Verify the game cache of your CK2 version
4) Redownload the mod (possibly from another mirror)
As well, if you do manage to make it to the main menu, check that you have the correct checksum (YRMR for BTWK v1.11.2 if all modules are enabled). If the checksum is different this indicates that you have other mods enabled, you are on the wrong version, or your install is corrupted, all of which are likely the source of your problem.
The mod always crashes right before it finishes loading, no matter how many times I install and re-install it. What do I do?
This mod uses a large, detailed physical/terrain map, which can be too much for weaker computers to handle. Try disabling trees and other terrain features in settings.txt to reduce the load, but otherwise your computer may simply not be powerful enough to run the mod. We will be looking at making the map easier to render in the future.
Answers to more FAQs can be seen on our CK2 wiki page here.
For more information, and for a full list of included mods and contributors, visit our thread on the Paradox forums: Forum.paradoxplaza.com
If you prefer to discuss the mod on Discord, you can join our server here: Discord.gg
We're always looking for more artists, scripters, beta testers, and team members in general. If you'd like to join or contribute something, just message any of us across any of our platforms and we'll be more than happy to have you.
The Winter King team is happy to announce the release of version 1.11.1 of our Crusader Kings II mod, compatible with CKII version 3.3.2. This is an urgent hotfix patch for a crash-on-startup problem with some Macs that has been occurring for a while now, with a number of smaller bugfixes included as well. See our thread on the official Paradox forums for more information and a full changelog. We are happy to hear all your compliments, criticisms, bug reports and reactions.
The Winter King team.
Version 1.11.1 of Western Europe 410-962 - The Winter King, compatible with CKII version 3.3.2, has been released.
Version 1.11.0 of Western Europe 410-962 - The Winter King, compatible with CKII version 3.3.2, has been released.
Version 1.10.4 of Western Europe 410-962 - The Winter King, compatible with CKII version 3.3.0, has been released.
Version 1.10.3 of Western Europe 410-962 - The Winter King, compatible with CKII version 3.2.1, has been released.
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Highest Rated (3 agree) 10/10
What do people look for in a mod? Is it to provide more excitement; enhance the flavor; or possibly, mods were created so that one could solely conquer all of England as an Angle invader. Yea, I said it: mods were made solely to provide a contrast to this mod ... Any other mod you've ever played was just a predecessor, a precursor, a forerunner to this magnitude of a mod. Where do I begin? Well, I'm certainly no wordsmith, but I decided that this mod definitely needed a review. The mod came out…
Mar 30 2016 by ninja805