Western Europe 410-962 - The Winter King

v1.11.2 - compatible with CK2 patch 3.3.2.


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.

IMPORTANT NOTES:

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.

MAIN FEATURES:

- 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.

FAQ:

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 3.3.2 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 (OMAV 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

We're also active on 4chan, specifically the /gsg/ threads. Any poster claiming to be us is an imposter, unless they use this tripcode: !!IU+3RjeYoJI

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.

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Version 1.11.2 Released!

News

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.

Kind regards,

The Winter King team.

Version 1.11.1 Released!

Version 1.11.1 Released!

News

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 Released!

Version 1.11.0 Released!

News

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 Released!

Version 1.10.4 Released!

News

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 Released!

Version 1.10.3 Released!

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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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Version 1.11.2

Version 1.11.2

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Version 1.11.2 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.3.2.

Version 1.11.1

Version 1.11.1

Full Version 5 comments

Version 1.11.1 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.3.2.

Version 1.11.0

Version 1.11.0

Full Version 3 comments

Version 1.11.0 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.3.2.

Version 1.10.4

Version 1.10.4

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Version 1.10.4 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.3.0.

Version 1.10.3

Version 1.10.3

Full Version 18 comments

Version 1.10.3 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.2.1.

Version 1.10.2

Version 1.10.2

Full Version 7 comments

Version 1.10.2 of Western Europe 410-962 - The Winter King. Compatible with CK2 version 3.2.0/1.

Comments  (0 - 10 of 487)
Valon123
Valon123

Will there be any more updates?

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DC123456789 Creator
DC123456789

Yes? We usually do have a few months between content patches though as our team is very small, and we don't usually release bugfixing patches unless there's a critical bug or the list of fixes has simply become long enough.

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Valon123
Valon123

Now that Ck3 is getting released in like 3-4 months i really hope you continue the mod there. This has been my favorite Ck2 mod and i really hope it continues

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DC123456789 Creator
DC123456789

Certainly we're watching to see how CK3 turns out, but we can't say whether or not we'll move onto that until it's actually released we can take a closer look at it.

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aondlo11
aondlo11

for some reason my game always crashes when i conquer Deheubarth as roman, like the next day when the event is supposed to fire

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DC123456789 Creator
DC123456789

Could you post a save where this happens?

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aondlo11
aondlo11

nevermind I accidently deleted the save

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aondlo11
aondlo11

For some reason I can't create d_tungria as romano-gallic ruler, even tough I got the event renaiming te province
Cdn.discordapp.com

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DC123456789 Creator
DC123456789

You need to have destroyed the Frankish County of Tungran/Tongres first to create Tungria.

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Guest
Guest

Hello there!

Thanks so much for this incredible overhaul; it's easily my favourite mod for this game. However, I've got some problems, current version of CK2, current version of Winter King, no other mods:

- For whatever reason, my reformed Gallic Empire keeps defaulting to landless. While it's true that the absolute garbage and ahistorical 'Byzantine Elective' succession law is bad enough as it is, randomly losing top-level government is significantly worse. ;P

- Similarly, whenever reloading the game, I get told I'm a theocracy (I think this has to do with having reformed the Hellenic faith... Specifically, I chose to have a high priest; a high priest was chosen from the most pious of my courtiers, but since the office of high priest only exists when created, she immediately imploded and the game gave the title to me. Unfortunately, I can't isolate it as the cause). This is also pretty bad, though nothing playing as another power, and then using the play console command can't temporarily get around.

- However, I can't dispense Kingdoms, either as permanent titles or viceroyalties; part of that appears to be due to Byzantine Elective. As the created titles use an elective form of government, they cannot be dispensed, as a hair will be 'chosen' for them..? I tried using succ primogeniture, but still couldn't dispense Kingdoms, as viceroyalties or full titles.

- Finally, the ability to designate heirs sometimes works, and sometimes doesn't. I think there might be a heir-designation-pileup with the new mechanic and the Caesar title? It might be easier to just give EVERY religion the ability to designate heirs, and then use Caesar for legitimising bastards/adoptions. This would be more accurate, I think the bizarre focus on the 'dynasty' was ridiculous in main CK2, and is practically nuts for the timeline.

These may sound like complaints, but I'm not 100% they aren't on my end - and I want to echo that I am only bringing them up because I love everything else about this mod. My current game is grinding to a halt, but I'll probably just start up a Vasconic or Gaelic playthrough next. :)

You have done incredible work; the only things I could ask for more are more chances for small, single-count starts to be easier to do, weird culture stuff (i.e. converting to Graeco-Roman, Numidian Romance, maybe aesthetic flag/titles for Jews, Muslims, Gnostics... But that's all icing.

I'll be playing this long after CK3 releases. Thank you all so much for your hard work. Kudos!

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DC123456789 Creator
DC123456789

Could you clarify what "defaulting to landless" means exactly? Do you mean your government type is defaulting to landless somehow? I strongly suspect that this issue, as well as the Kingdom-granting issue, is related to you for some reason getting your religious head title.

What exactly were the options with which you reformed the religion? Reforming with Hierocratic works for me, the Pontifex Maximus is just fine being landless. Do you have a save from just before you reformed?

Yes, the Caesar title uses the Born in the Purple mechanic as a pseudo-heir designation before Imperial Elective was introduced. As it's now been superseded it might be best to take that part out if it's conflicting with heir designation and/or Imperial Elective. Do you happen to have a save where some of that weirdness occurs?

Unfortunately our focus is not really on cultural or religious flavour at the moment (and particularly not for offmap cultures), as we don't really have any devs that are good with or interested in this. Same goes for art, which we are particularly short on.

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Guest
Guest

Oh! I'm not capable in art at all, but I'm something of a writer - I don't know if you're looking for contributors at this time, but I could put together some pastebin examples later of what I can do as a kind of application, if you're interested..? :)

Putting that aside - your first guess was right on *everything,* from the ability to hand out kingdom-level titles, heir designation (both in primogeniture & imperial elective), to the theocracy issue.

What happened is: For some reason, Pontifex Maximus seems to count as a primary and emperor-level title, even though it's a Duchy. The Pontifex Maximus is always going to be a theocracy if not held by a secular head, so keeps trying to switch the government to a theocracy to match (if a religion reformed is Hierocratic).

Finally, though the Pontifex Maximus is 'virtually' Emperor-tier, it remains a Dukedom, so granting anything above Civitas is unallowed.

Solution was simple; I pawned it off to a wise and loyal-ish courtier, set my government as Imperial, and it stuck; everything is fixed now. It's quite possible I'm dumb, ahaha, but I /really/ appreciate your help.

Though everything seems fixed now, if you're still curious, I can see about getting a save your way. I'm pretty sure that the cause was just that reforming a religion creates a religious head, that is then shattered, and then 're-created' by the 'reform Pontifex Maximus' decision, which awards religious head status to the player, regardless of reforms selected. I'd be curious to see if that decision exists even, for example, Autocephalous!

That's all for now. I'll admit the flavour is the main reason I'm here, but I trust that whatever you're focusing on - balance, map expansion, history, etc - it'll be good. Once more, thanks for the help.

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DC123456789 Creator
DC123456789

If you're interested in contributing to the mod we'd love to have you and see what you could do. Do you have a Steam or Paradox Forums account we could connect to you with?

Oh I see, you used the "Restore the Pontificate Maxima" decision after you reformed to Hierocratic? That makes a lot of sense, I completely forgot about the existence of that decision. Obviously it should be blocked or at least heavily retooled if you didn't take Temporal Leadership. I'm still confused about how the Pontifex Maximus title got destroyed in the first place, that shouldn't be possible. Unless you have a save from before it was destroyed it probably wouldn't be all that helpful for that problem, though I'd definitely still be interested in a save where there's Heir Designation weirdness.

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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

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