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Mod Notes.txt
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761 lines (537 loc) · 26.7 KB
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##Mod Notes##
#For easy reference
###Edited Vanilla Files###
For compatches. Some of these are more important than others (marked as required). Religion files can be overwrote by loading a mod after this one and nothing major will break but no mod that touches landed titles or history will be compatible unless a compatch were made
###Vanilla Files touched have #MODIFIED VANILLA FILE in them###
00_bookmarks - Required
00_vassalization - Required
Many culture files - Required. Culture mods are inherently incompatible to this mod anyway due to the province history being touched
00_cultural_maa_innovations - Required
00_tribal_innovations - Required
10_culture_conversion_decisions - Required
00_dynasties - Required
00_government_types - Only to make tribal titles valid under clans
00_landed_titles - Required
00_realm_laws - Mainly to control crown/tribal authority at game start with various bookmarks
00_succession_laws - Required
game_start - Required
00_province_terrain - Required. Due to new provinces.
01_province_properties - Required. Due to new provinces. Also fixed Paradox errors in forgetting to make mountains have winter.
00_holy_sites - To move Holy Sites based on new provinces
00_christianity - Required or Holy Orders won't work
00_decisions_effects - Required
00_mongol_invasion_effects - Required
00_succession_triggers - Required
01_princely_elective - Only to alter the HRE electors. Without this it'd just be vanilla
bookmark_events - Required
coa_events - Required
court_maintenance_events - Required
global_culture_events - Required
yearly_events_persia - Only to add new cultures
story_cycle_mongol_invasion_events - Required
warhorse_events - Only to add new cultures
stewardship_wealth_events - Only to add new cultures
mapmodes - Only to add tributary map mode
frontend_bookmarks - Required
window_character - Required
Entire History folder - Required
Entire map_data folder - Required
######################################################################################################################################################
#Other mod integration#
Files tend to be organized with tags so that I can easily comment out sections or remove files when DLC's come out until the integrated mod gets updated
#MGR Integration - Credit towards Neutrino
Vanilla files touched due to integration of some rules from MGR that I liked. Mainly focused on rules that are the least likely to massively break in a DLC and don't cause too many compatbility issues
####Anything dealing with MGR has #MGR in the file for easy searching#####
##Events - These could technically be overwritten and the only thing that'd happen is a rule wouldn't work 100%
feast_default_events
hunt_events
pilgrimage_events
councillor_spouse_intrigue_events
councillor_spouse_learning_events
spymaster_task_events
stewardship_duty_events
intrigue_scheming_events
intrigue_temptation_events
intrigue_temptation_events_2
learning_medicine_events
diplomacy_foreign_events
house_arrest_ongoing_events
friendship_events
lover_events
sibling_events
vassal_events
murder_scheme_maintenance_events
befriend_ongoing_events
stress_trait_ongoing_events
trait_specific_ongoing_events
yearly_events_2
yearly_events
varangian_events
witch_events
##Common
00_casus_belli_groups
00_dejure_war
01_fp1_wars
00_religious_war
00_claim
00_conquest
00_scheme_interactions
00_dynasty_decisions
court_scheme
murder_scheme
seduce_scheme
00_relation_triggers
00_romance_and_seduction_triggers
00_secret_triggers
00_lifestyle_focuses
#Game Rules
#De jure Empires
#
#Cadet Branches
#
#Matrilineal Marriage
#
#Fabricated Hooks and Secrets
#
#AI - Agression
#
#AI - Seduction
#
#AI - Murder
#
#External Vassal Wars
#
#Holy war and Conquest War Cooldown
######################################################################################################################################################
##Res Republica Integration. Credit towards Caden335##
####Anything dealing with RS has #ResRepublica# in the file for easy searching#####
# To add families to a republic, set their employer(shortly before start date) and use the effect 'add_family_to_republic_families = yes' in the history for them.
# To set up a republic, run one of the effects: set_up_senate_republic, set_up_council_republic, or set_up_elected_ruler_republic is the on start referencing the title (eg. title:k_venice={set_up_elected_ruler_republic=yes})
E:\SteamLibrary\steamapps\workshop\content\1158310\2478356664
republic_effects and republic_on_actions are modified
#Effects in character files
#Create republic. Can also just be done via script in republic_on_actions
867.1.1 = {
effect = {
set_up_elected_ruler_republic = yes
}
}
#Remove families from republic
867.1.1 = {
effect = {
remove_family_from_republic = yes
}
}
#
1194.1.1 = {
effect = {
add_family_to_republic_families = yes
}
}
1220.1.5 = {
employer = xxx
}
1220.1.1 = {
effect = {
effect_create_personal_army = yes
}
}
1066.1.3 = {
effect = {
change_family_influence_positive = { AMOUNT = 2000 } #Doesn't seem to work
}
}
#Republics#
- First year is first bookmark title exists. Last is either when it was conquered or turned into a feudal state
Amalfi - 769-870
Venice - Entire game
Ragusa - Entire game
Ancona - 1066-Rest of game
Pisa - 1066–Rest of game
Genoa - ~1066-Rest of game
Gotland - 1066-1081. Brief resurgence in 1100's
Channel Islands - 1081-Rest of game
The Hansa - 1227-Rest of game
--
Interior Italian Republics
- Only republics that actually had varied families and not republics that were consistently ruled by only one family (such as Piacenza). End dates are last bookmark it existed before it was conquered or turned into a feudal state (such as Milan)
- Many of these republics shared families so having a type of elective government instead of a 'republic' would actually fit better as patrician family follows the family head
Republic of Arezzo - 1167-Rest of game
Republic of Florence - 1167-Rest of game
Republic of Lucca - 1160-Rest of game
Republic of Mantua - 1167-Rest of game
Republic of Parma - 1138-Rest of game
Republic of Padova - 1153-Rest of game
Republic of Pavia - 1140-Rest of game
Republic of Asti - 1140-Rest of game
Republic of Siena - 1167-1310
Republic of Cremona - 1093-1310
Republic of Milan - 1026-1310
Republic of Vercelli - 1240-1310
Republic of Bergamo - 1095-1310
Republic of Vicenza - 1147-1297
Republic of Modena - 1149-1285
Republic of Reggio - 1136-1267
--
Novgorod - 1136–Rest of game #Not sure how to do this one given it didn't really have consistent patrician houses. An elective government probably would be best
Utland (Denmark) - 993-Rest of game #Doesn't exist in CK3 and I'd need to add baronies to Denmark for this
######################################################################################################################################################
###Character File Effects##
Mainly for easier copy pasting and reference
#Set a capital in character history (even vanilla doesn't do this correctly)
effect = {
set_realm_capital = title:c_itil
}
#Tributaries
xxxx.1.1={
effect = {
make_tributary = {
TYPE = tributary_permanent #(see 00_T4N_tributary_types)
TRIBUTARY = character:xxx
SUZERAIN = character:xxxx
}
}
}
xxxx.1.1={
effect = {
make_tributary = {
TYPE = tributary_non_permanent #(see 00_T4N_tributary_types)
TRIBUTARY = character:xxx
SUZERAIN = character:xxxx
}
}
}
#Relationships
xxxx.1.1={
effect = {
set_relation_rival = character:xxxx
}
}
xxxx.1.1={
effect = {
set_relation_friend = character:xxxx
}
}
xxxx.1.1 = {
effect = {
create_betrothal = character:xxxx
}
}
#Deaths
death = {
death_reason = death_murder_known
killer = xxxx
}
death = {
death_reason=death_murder_unknown
killer = xxxx
}
death_natural_causes:0 "died of natural causes"
death_old_age:0 "died of old age"
death_bubonic_plague:1 "died from the [GetTrait('bubonic_plague').GetName( CHARACTER.Self )]"
death_smallpox:2 "died from [GetTrait('smallpox').GetName( CHARACTER.Self )]"
death_typhus:1 "died of [GetTrait('typhus').GetName( CHARACTER.Self )]"
death_cancer:1 "died of [GetTrait('cancer').GetName( CHARACTER.Self )]"
death_pneumonic:1 "died of [GetTrait('pneumonic').GetName( CHARACTER.Self )]"
death_consumption:1 "died of [GetTrait('consumption').GetName( CHARACTER.Self )]"
death_leper:1 "died a [GetTrait('leper').GetName( CHARACTER.Self )]"
death_gout_ridden:1 "died [GetTrait('gout_ridden').GetName( CHARACTER.Self )]"
death_great_pox:1 "died of [GetTrait('great_pox').GetName( CHARACTER.Self )]"
death_ill:1 "died from being [GetTrait('ill').GetName( CHARACTER.Self )]"
death_sickly:1 "died from being [GetTrait('sickly').GetName( CHARACTER.Self )]"
death_giant:0 "died from complications related to gigantism"
death_spindly:0 "died of heart failure"
death_wheezing:0 "died of asphyxiation during a violent coughing attack "
death_bleeder:0 "bled to death"
death_depressed:0 "$death_spindly$" # Cardiovascular deaths are more common for people with depression
death_lunatic:0 "$death_spindly$" # Cardiovascular deaths are more common for people with schizophrenia
death_possessed:0 "died from a seizure"
death_incapable:0 "$death_possessed$"
death_wounded_1:0 "died from [CHARACTER.GetHerHis] wounds"
death_wounded_2:0 "$death_wounded_1$"
death_wounded_3:0 "$death_wounded_1$"
death_wounds:0 "$death_wounded_1$"
death_maimed:1 "died from [CHARACTER.GetHerHis] internal injuries"
death_flagellant:0 "died from the complications of flagellation"
death_physique_bad_1:0 "died because of [CHARACTER.GetHerHis] poor physique"
death_physique_bad_2:0 "$death_physique_bad_1$"
death_physique_bad_3:0 "$death_physique_bad_1$"
death_weak:0 "$death_physique_bad_1$"
death_malnourishment:0 "died from malnourishment"
death_obesity:0 "died from complications related to obesity"
blind:1 "tripped and fell to [CHARACTER.GetHerHis] death"
death_inbred:0 "died from complications due to inbreeding"
death_physician_mistreatment:0 "died from complications of a failed treatment"
death_murder:0 "was murdered"
death_murder_killer:0 "was murdered by [TARGET_CHARACTER.GetUIName]"
death_siege:2 "was killed during a siege"
death_duel:0 "was slain in a duel"
death_duel_killer:0 "was slain by [TARGET_CHARACTER.GetUIName] in a duel"
death_accident:0 "died in an accident"
death_accident_killer:0 "$death_murder_killer$"
death_ended_on_feast_table:0 "ended [CHARACTER.GetHerHis] days during a feast"
death_plotting:1 "died under suspicious circumstances..."
death_mysterious_killer:0 "$death_plotting$"
death_plotting_killer:0 "$death_plotting$"
death_script_cruelty:0 "died from the cruel actions of [CHARACTER.GetHerHis] peers"
death_stress:0 "died from stress"
death_punishment:0 "was executed as punishment"
death_punishment_killer:0 "was executed by [TARGET_CHARACTER.GetUIName] as punishment"
death_disappearance:0 "disappeared without a trace"
death_disappearance_killer:0 "disappeared without a trace on [TARGET_CHARACTER.GetUINamePossessive] orders"
death_dungeon:0 "died in captivity"
death_dungeon_passive:0 "$death_dungeon$"
death_drinking_passive:0 "drank [CHARACTER.GetHerselfHimself] to death"
death_dungeon_killer:1 "died in [TARGET_CHARACTER.GetUINamePossessive] dungeon"
death_fight:0 "died in a fight"
death_battle:0 "was slain in battle"
death_battle_killer:0 "was slain in battle by [TARGET_CHARACTER.GetUIName]"
death_head_ripped_off:0 "had [CHARACTER.GetHerHis] head ripped off"
death_head_ripped_off_killer:0 "had [CHARACTER.GetHerHis] head ripped off by [TARGET_CHARACTER.GetUIName]"
death_cloven_in_half:0 "was cloven in half"
death_cloven_in_half_killer:0 "was cloven in half by [TARGET_CHARACTER.GetUINamePossessive] mighty axe"
death_viciously_dismembered:0 "was viciously dismembered"
death_viciously_dismembered_killer:0 "was viciously dismembered by [TARGET_CHARACTER.GetUINamePossessive] mighty axe"
death_ripped_apart_limb_by_limb:0 "was ripped apart limb by limb"
death_ripped_apart_limb_by_limb_killer:0 "was ripped apart limb by limb by [TARGET_CHARACTER.GetUIName]"
death_chopped_to_pieces:0 "was chopped into pieces"
death_chopped_to_pieces_killer:0 "was chopped into pieces by [TARGET_CHARACTER.GetUINamePossessive] axe"
death_heart_ripped_out:0 "had [CHARACTER.GetHerHis] heart ripped out"
death_heart_ripped_out_killer:0 "had [CHARACTER.GetHerHis] heart ripped out by [TARGET_CHARACTER.GetUIName]"
death_fear:0 "was scared to death"
death_fear_killer:0 "was scared to death by [TARGET_CHARACTER.GetUINamePossessive] terrifying roar"
death_skull_cracked_open:0 "had [CHARACTER.GetHerHis] skull cracked open"
death_skull_cracked_open_killer:0 "had [CHARACTER.GetHerHis] skull cracked open by [TARGET_CHARACTER.GetUIName]"
death_strangled_with_own_intestines:0 "was strangled with [CHARACTER.GetHerHis] own intestines"
death_strangled_with_own_intestines_killer:0 "was strangled with [CHARACTER.GetHerHis] own intestines by [TARGET_CHARACTER.GetUIName]"
death_decapitated:0 "was decapitated"
death_decapitated_killer:0 "was decapitated by [TARGET_CHARACTER.GetUIName]"
death_piteously_cut_down:0 "was piteously cut down"
death_piteously_cut_down_killer:0 "was piteously cut down by [TARGET_CHARACTER.GetUIName]"
death_horse_riding_accident:0 "died in a horse riding accident"
death_training_accident:0 "died in a training accident"
death_ate_themselves_to_death:0 "ate [CHARACTER.GetHerselfHimself] to death"
death_hunting_accident:0 "died in a hunting accident"
death_mysterious:0 "died under mysterious circumstances"
death_attempted_treatment:0 "died trying to cure [CHARACTER.GetHerselfHimself] of some unknown affliction"
death_carp_accident:0 "died in a tragic carp accident"
death_whipping:0 "was whipped to death"
death_whipping_killer:0 "was whipped to death by [TARGET_CHARACTER.GetUIName]"
death_torture:0 "was tortured to death"
death_torture_killer:0 "was tortured to death by [TARGET_CHARACTER.GetUIName]"
death_torture_passive:0 "bled out after a lengthy torture session"
death_childbirth:0 "died in childbirth"
death_delivery:0 "died during delivery"
death_treatment:1 "died due to a botched treatment"
death_treatment_killer:0 "died due to a botched treatment performed by [TARGET_CHARACTER.GetUIName]"
death_execution_blood_eagle:0 "was executed by way of Blood Eagle"
death_execution_blood_eagle_killer:0 "was executed by way of Blood Eagle by [TARGET_CHARACTER.GetUIName]"
death_execution_blot:0 "was sacrificed to the gods"
death_execution:2 "was executed"
death_execution_killer:1 "was executed on [TARGET_CHARACTER.GetUINamePossessive] orders"
death_vanished:0 "vanished without a trace"
death_siege_killer:2 "was killed in a siege on the orders of [TARGET_CHARACTER.GetUIName]"
death_raid:1 "was killed during a raid"
death_raid_killer:0 "was killed in a raid on the orders of [TARGET_CHARACTER.GetUIName]"
death_burned:1 "was burned to death"
death_burned_killer:0 "was burned to death while attending [TARGET_CHARACTER.GetUINamePossessive] feast"
death_suicide:0 "committed suicide"
death_eaten:1 "was eaten"
death_eaten_killer:0 "was eaten by [TARGET_CHARACTER.GetUIName]"
death_beaten:0 "was beaten to death"
death_beaten_killer:0 "was beaten to death by [TARGET_CHARACTER.GetUIName]"
death_sacrificed_to_gods:0 "was sacrificed to the gods"
death_sacrificed_to_gods_killer:1 "was sacrificed to [TARGET_CHARACTER.GetUINamePossessive] gods"
death_crucified:0 "was crucified"
death_crucified_killer:0 "was crucified on [TARGET_CHARACTER.GetUINamePossessive] orders"
death_burned_witch:0 "was burned at the stake"
death_burned_witch_killer:0 "was burned at the stake on [TARGET_CHARACTER.GetUINamePossessive] orders"
death_pilgrimage_bandit_attack:0 "was overcome by bandits while on a pilgrimage"
death_sun_trial:0 "executed through Sun Trial"
death_sun_trial_killer:0 "executed through Sun Trial on [TARGET_CHARACTER.GetUINamePossessive] orders"
death_attacked:0 "was killed in an attack"
death_attacked_killer:0 "was killed by [TARGET_CHARACTER.GetUIName] in an attack"
death_feast_accident:0 "died when a feast went horribly wrong"
death_fall:0 "fell to [CHARACTER.GetHerHis] death"
death_drowned:0 "drowned"
death_poison:0 "was poisoned"
death_poison_killer:0 "was poisoned by [TARGET_CHARACTER.GetUIName]"
death_crocodile:0 "was eaten by a crocodile"
death_dog_attack:0 "was mauled to death by a dog"
death_cat_attack:0 "was scratched to death by a cat"
death_murder_known:0 "was murdered by [TARGET_CHARACTER.GetUIName]"
death_murder_known_killer:0 "was murdered by [TARGET_CHARACTER.GetUIName]"
death_literalist_debate:0 "suffered a heart attack after being utterly destroyed in a literalist debate"
death_literalist_debate_killer:0 "suffered a heart attack after [TARGET_CHARACTER.GetUIName] utterly destroyed [CHARACTER.GetHerHim] in a literalist debate"
death_hunting_accident_killer:1 "was killed by [TARGET_CHARACTER.GetUIName] during a hunting "accident""
death_wolf:0 "was torn apart by a wolf"
death_wolves:0 "was torn apart by wolves"
death_bear:0 "was ripped to shreds by a bear"
death_wolverine:0 "was butchered by a wolverine"
death_lynx:0 "was slaughtered by a lynx"
death_moose:0 "was massacred by a moose"
death_ritually_hung_then_eaten:0 "was ritually strangled, then eaten"
death_ritually_hung_then_eaten_killer:0 "was ritually strangled, then eaten, in the name of [TARGET_CHARACTER.GetUINamePossessive] faith"
death_ritually_hung:0 "was ritually strangled"
death_ritually_hung_killer:0 "was ritually strangled in the name of [TARGET_CHARACTER.GetUINamePossessive] faith"
death_ritually_eaten:0 "was ritually eaten"
death_ritually_eaten_killer:0 "was ritually eaten in the name of [TARGET_CHARACTER.GetUINamePossessive] faith"
death_crushed:0 "was crushed to death"
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###Game Concepts###
Need defined in MB_game_concepts and localization with the alias being whatever text you're using
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####Bookmarks####
When adding new bookmarks look at the error log for duplicate characters from vanilla files or other character errors like fathers being set as woman or people set as their own father. A bookmark WILL NOT LOAD if it has any assertion errors in the error log.
The background for each date is a .dds file in \gfx\interface\bookmarks
Icons are set in \gfx\interface\icons\bookmark_big and \gfx\interface\icons\bookmark_buttons
Character portraits are set with the command dump_bookmark_portraits once you load a bookmark. Those go in bookmark_portraits and when generated go to \Paradox Interactive\Crusader Kings III\common\bookmark_portraits in your documents directory
Positions are updated in real time and aren't too hard to setup
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####Cultures####
For mass fixing localization
https://forum.paradoxplaza.com/forum/threads/guide-automate-name-localization-with-a-text-editor.1435190/
- New Cultures -
I generally used M&T in EU4 for a broad idea of language spread though that is a culture map of 1356 which is the end of CK's timeframe. Main focus was to break up some of the larger cultures such as Occitan and French but there are exceptions to this. Rus' for example is fully correct for this time period as the cultural subdivisions of east slavic cultures did not truly start to form till EU4's time period.
I generally made families that controlled a region for a long period of time whichever culture the area they own is. House Savoy, for example, was marked French in CK3 and HIP but likely originated from Magdeburg all the way in Saxony but my guess is they were marked French since they maybe spoke French (though in that case most of western Europe would be 'French') or maybe it was based on the House Savoy of EU4's time period. It made more sense to make the family Arpitan than French.
Cultures marked with whether they are from HIP or what parent culture I used as a basis. Names are exactly as they are in the culture file.
My edits are generally at the top of a file.
Culture group change:
Occitan and all its dialects are now in the Iberian group instead of Frankish
Assyrian in own cultural group
Cultures:
arberian - HIP (Albanian) - Done - Keep #No unique localization. Using Greek
kasogi - HIP (Circassian) - Done - Keep #No unique localization. Was based on Avar and other nomads
crimean_gothic - HIP - Done - Keep #No unique localization. Just basing on Swedish
udi - HIP - Done - Keep #No unique localization. Just basing on Armenian
adhari - HIP (Azari) - Done - Keep #No unique localization. Basing on Daylamite
caucasian_avar - HIP - Done - Keep #Had 2 unique localization: baron_caucasian_avar;Marzaban;;;;;;;;;;;;;x count_caucasian_avar;Salifan;;;;;;;;;;;;;x. Just basing on Avar
khorasani - HIP - Done - Keep #No unique localization. Just basing on Persian
livonian - HIP - Done - Keep #No unique localization. Just basing on Latgalian
arpitan - HIP - Done - Keep #Had unique localization but a note saying it needed fixed. Overall similar to Occitan
ligurian - HIP - Done - Keep #No unique unique localization. Same as Italian
venetian - HIP - Done - Keep #No unique unique localization. Same as Italian
carantanian - HIP - Done - Keep #No unique unique localization. Basing on Slovien
low_frankish - HIP - Done - Keep #No unique unique localization. Basing on Frankish
masmuda - HIP (Tachelit) - Done - Keep #No unique unique localization. Basing on Baranis
tagelmust - HIP (Aznag) - Done - Keep #No unique unique localization. Basing on Butr
egyptian_coptic - HIP - Done - Keep #Some unique localization. Just changing CTP to use egyptian_coptic instead of egyptian
qufs - HIP - Done - Keep #No unique localization. Basing on Baloch
brahui - HIP - Done - Keep #No unique localization. Basing on Kannada. Heavily borrows from Baloch but I want some differences
gothic - HIP - Done - Keep #No unique localization. Just basing on Swedish
anglo_norse - HIP (anglonorse) - Done - Keep #No unique localization. Based on Saxon
norseirish - HIP (norsegaelic) - Done - Keep #No unique localization. Based on Irish
sicilian_arabic - HIP - Done - Keep #No unique localization. Based on Sicilian
dalmatian - HIP - Done - Keep #Had some unique localization but mostly based on Italian
hijazi - HIP - Done - Keep #No unique localization. Based on Bedouin (All Arabic just use arabic_group in CTP)
icelandic - HIP - Done - Keep - #No unique localization. Based on Norwegian
thuringian - HIP - Done - Keep - #No unique localization. Based on Franconian
gascon - Occitan - Done - Keep. Was distinct enough
bourguignon - French - Done - #Removed for now
picard - French - Done - #Removed for now
walloon - Dutch - Done - #Removed for now
limburgisch - Dutch - Done - #Removed for now
vlaemsch - Dutch - Done - #Removed for now
sorbian - Polabian - Done - Keep
lutici - Polabian - Done - Keep
novgorod - Russian - Done - Keep
friulian - Venetian - Done - #Removed for now
piedmont - Cisalpine - Done - #Removed for now
tuscan - Umbrian/Italian - Done - Keep
neapolitan - 'Lombard' - Done - Keep
maltese - Sicilian Arabic - Replaces Sicilian_Arabic - Done - Keep
romansh - Cisalpine - Done - #Removed for now
omani - bedouin - Done - Keep
bahraini - bedouin - Done - Keep
iraqi - levantine - Done - Keep
guanche - Barani - Done - Keep
tuareg - Butr - Done - Keep
malayalam - Tamil - Done - Keep
lurish - Persian - Done - #Removed for now
gutnish - Swedish - Done - Keep
--
Don't exist till 1300
crimean - Cuman - Done -
tatars - Oghuz - Done -
chagatai - Tajik - Done -
kazani - Bolghar -
mishar - Kipchak - Done -
turkmeni - Oghuz - Done -
hazara - Khorasani -
To be determined what cultures will be added once the DLC hits
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####Map and Titles####
Eventually will further detail the map but will not go overboard as while you can add 100 new provinces to France it will greatly imbalance the map (as seen in many other mods that do this with England and France fielding 15k troops and making tons of gold while the HRE has 5k) and make traveling across northern France take as long as traveling across all of Tibet. All counties should have at least 3 baronies unless they are a tiny island such as Malta or a tiny county. Not making new counties except in rare cases as the current county count is acceptable. Some islands can still be broken up into separate counties (such as the Adriatic Isles) but won't worry about that until CK3 actually implements Republics. Not worried about this till the DLC.
Most counties should have 3 baronies so they can have 1 of each holding type. Duchy capitals at 4 baronies unless it's a tiny duchy and Kingdom capitals should have 5 with very rare cases of 6.
Barony map:
https://www.google.com/maps/d/u/0/viewer?hl=en&mid=1UY_DjgOYHbNXNk2JYU4587ptFYw2JA_q&ll=36.76513042466322%2C7.162265391732948&z=6
Red - Baronies that need replaced or altered.
First parenthesis is the amount of baronies. Some areas like Iberia are heavily impacted by de_jure changes as Andalusia shrinks. These counts are after the 300 baronies I've already added.
Badajoz (17) -
Portugal (41) (4 more once final Badajoz region taken so 45 total) -
Leon (44) (15 more once Badajoz region taken so 59 total) -
Castille (60) (23 more once all but Granada taken so 83 total) -
Navarra (13) -
Aragon (31) (12 more if Barcelona counted + Valencia so 71 total) -
Valencia (28) -
Andalusia (34) -
Aquitaine (114) -
France (176) -
Brittany (17) -
England (141) -
Scotland (69) -
Isles (21) -
Wales (32) -
Burgundy (66) -
Lower Lorraine (48) -
Upper Lorraine (49) -
Frisia (44) -
Swabia (72)-
Germany (67) -
Bavaria (90) -
Saxony (129) -
Bohemia (53) -
Pomerania (97) -
Poland (117) -
Lithuania (97) -
Galic-Volhynia (44) -
Kiev (107) -
Novgorod (68) -
Polotsk (23) -
Vladimir (52) -
Hungary (173) -
Moldavia (37) -
Wallachia (39) -
Carinthia (44) -
Croatia (73) -
Serbia (50 (25 once Bosnia exists and Bosnia is 25) -
Bulgaria (91) -
Epirus (35) -
Hellas (25) -
Krete (6) -
Thessalonika (77) -
Nikaea (90) -
Rum (77) -
Pontus (30) -
Cilicia (20) -
Aremnia (76) -
Georgia (59) -
Daylam (58) -
Makran (61) -
Kabulistan (28) -
Egypt (91) -
Jerusalem (36)
Antioch (24) -
Persia (141) -
Shirvan (17) -
Khorasan (105) -
Mesopotamia (65) -
Jazira (70) -
Syria (44) -
Maghreb (82) -
Mauretania (22) -
Tahert (53) -
Africa (69) -
Oman (20) -
Arabia (116) -
Yemen (53) -