Mount & Blade II: Bannerlord

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Gauner Drezavelt Basileus GOOGLEPOX

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About this mod

Welcome to Calradia Expanded: Kingdoms. This mod introduces 8 additional Kingdoms to the world of Calradia and reforges the existing Kingdoms of Calradia and their lands to fit the Calradia Expanded Universe. Nutshell: Kingdoms, Cultures, Troop Trees and Features all based in the Calradia Expanded campaign map.

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Welcome to Calradia Expanded: Kingdoms. This mod introduces 8 additional Kingdoms to the world of Calradia and reforges the existing Kingdoms of Calradia and their lands to fit the Calradia Expanded Universe.

While not lore friendly this mod adds extra troop trees, cultures and rejigs the world of Calradia into a world of struggle and strife. Steamrolling Kingdoms have been tamed and now there is a great mix of push and pull as the Kingdoms vie for dominance, and you can tip the balance forever in a lucky ruler's favour… or strike out on your own taking them down one Kingdom at a time.


These are a list of extra features that have been added in so far.

  • 9 new Kingdoms, 8 new Cultures. The main feature of CEK! Powered by Calradia Expanded, CEK makes use of the dozens of new settlements, distributing them to entirely new kingdoms, with new cultures, clans and troop trees. The Calradian continent is more chaotic than ever, and thus new opportunities unfold for adventures with nothing to lose, but much to gain...
  • Full troops & lords overhaul. Not only new kingdoms have their own new troops, vanilla troop trees were completely reworked - dozens and dozens of new items from Open Source Armoury have been distributed. Each troop tree is unique, troops are much more varied than vanilla, progressions more logical, all this while balance across all troop trees. Lords also benefit from this - there are much more unique presets they can pick from than lords to use them!

  • Ruins. There are now 13 ruins through out Calradia that you can find, explore, loot or just hide inside of. We have four different types of ruins; Towns, Castles, Villages and Misc (Used for alters/shrines/oddities). Each different type will reward you differently as you plunder them for forgotten riches and hidden treasures. However, while doing so you are at risk of being attacked by scum that may of made their homes within the ruins.
  • A Quest. Our first quest has also been added into the game. Its a rather simple one that could trigger as you visit the new ruins. We certainly hope to add more quests into the game in the future to add some more verity for your gameplay. If you are unlucky and it never triggers for you there is a console command in the below spoiler to make it trigger.
    Spoiler:  
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    cek.start_conversation_with_old_man

  • Docks. We have added in a Docks option on coastal towns. Inside the docks you can purchase a ride on a boat to all other coastal towns. The cost and travel times are different from town to town, simply click the destination you wish and wait while the boat travels around, once the time limit has been reached your party will appear at your destination. Future features will be added into the docks button in later updates.
  • Manhunters. We have added in Manhunters into Calradia once again. These parties have their own troop trees and have a 10% chance to spawn instead of looters. These groups will seek out looters and other undesirables to bring them to justice. 


Calradia Expanded:Kingdoms comes with 8 new cultures to be picked from, as well as new traits for vanilla cultures! Traits for each culture have been doubled, meaning that culture has 4 positive and 2 negative traits.

All cultural treats:
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  • Apolssaly:
  • Self-equipped: Reduced troop recruitment and wage costs. 
  • Trade heritage: Increased city income from trade. 
  • Apolssalós: Settlements of same culture have increased prosperity and militia production.
  • Heitairoi: Lords have increased party size.
  • Pólis autonomy: Reduced security and loyalty to settlements of foreign culture.
  • Reluctant Leaders: Reduced troop morale from offensive battles.

  • Aserai:
  • Caravaneers: Cheaper caravans and increased trade profit.
  • Silk Traders: Increased settlement prosperity.
  • Aggressive Expansion: Increased renown and morale gained from offensive battles.
  • Desert Striders: No speed penalty in deserts.
  • Soldier-slaves: Increased troop upkeep costs.
  • Oppressive Rule: Reduced settlement loyalty.

  • Battania:
  • Forest Dwellers: Faster movement and increased sight range in forests.
  • Homeland: Increased settlement militia production.
  • Highlanders: Increased morale during defensive battles.
  • Double March: Small speed boost for parties composed by up to a quarter of cavalry.
  • Poor Engineering: Slower town and siege building speeds.
  • Clan Warlords: Armies lose organization faster. Increased renown cost to invite lords to armies.

  • Empire:
  • Pax Civite: Reduced wages for garrisons.
  • Glory to the Empire: Increased influence from participating in armies.
  • Expert Engineering: Faster town projects, wall repairs and siege engines building.
  • Cosmopolitan: No foreign governor penalty. Increased settlement security.
  • Depopulation: Slower village growth.
  • Imperial Decay: Reduced renown from battles.

  • Khuzait:
  • Great Xaan: Reduced renown cost to invite lords to armies, slower army organization decay.
  • Mounted Tradition: Reduced recruitment and upgrade costs for cavalry.
  • Livestock Breeding: Increased village production to livestock. 
  • Nomadism: Increased world speed for cavalry.
  • Poor Accounting: Reduced income from settlements.
  • Loose Rule: Reduced settlement security and militia production.

  • Khergit:
  • Born on the Saddle: Increased speed for horsemen on the campaign map.
  • Borrowed Learning: Faster town projects, wall repairs and siege engines building.
  • Mounted Tradition: Reduced recruitment and upgrade costs for cavalry. 
  • Settling Populace: Village populations grow faster in size.
  • Cultural Upheaval: Decreased troop morale.
  • Poor Accounting: Reduced income from settlements.

  • Lyrion:
  • Forced March: Increased speed from infantry on the campaign map.
  • Fast Learners: Troops have increased experience from battles.
  • Thalassocracy: Increased city income from trade and less speed penalty from water. 
  • Caravaneers: Cheaper caravans and increased trade profit. 
  • Poor Engineering: Slower town and siege building speeds.
  • Limited Citizenry: Decreased settlement loyalty and security.

  • Paleician:
  • Fast Learners: Troops have increased experience from battles.
  • Borrowed Learning: Faster town projects, wall repairs and siege engines building.
  • Fyrd: Recruits replenish faster, increased militia production.
  • Cosmopolitan: No foreign governor penalty. Increased settlement security.
  • Teething Pains: Disagreements with other lords have more impact.
  • Reluctant Leaders: Reduced troop morale from offensive battles.

  • Republic:
  • Expert Engineering: Faster town projects, wall repairs and siege engines building. 
  • Civil Duty: Reduced wages for garrisons. 
  • Citizens Service: Increased troop morale. 
  • Panem et Circenses: Increased settlement security and food production.
  • Bureaucracy: Decreased workshop output.
  • Requisition Forms: Upgrading troops costs slightly more.

  • Nordling:
  • Expert Raiders: Faster Village looting 
  • Born of the Cold: No speed penalty from snow.
  • Born of the Sea: No speed penalty from water.
  • War Glory: Increased renown and morale from offensive battles.
  • Independent: Armies lose organization faster. Increased renown cost to invite lords to armies.
  • Poor Accounting: Reduced income from settlements. 

  • Rhodok:
  • Organized Militia: Slightly decreased non-noble troop recruitment costs. Increased village militia.
  • Industrial Burgs: Increased workshop output and settlement prosperity.
  • Reichsbehörde: Armies last longer and renown costs for recruiting lords are reduced. 
  • Königsbanner: Increased troop morale.
  • Trade Sanctions: Reduced settlement profit. / Increased trade tariff.
  • Exhausted Veterans: Troops require more experience to upgrade.

  • Sturgia:
  • Eager Warriors: Infantrymen are cheaper to recruit and upgrade.
  • Boyar Army: Armies lose cohesion at a slower pace.
  • Born of the Cold: No speed penalty from snow.
  • Booming Trade: Increased income from settlements.
  • Divergent Interests: Disagreements with other lords have more impact.
  • Battle Lust: Reduced troop morale during defensive battles. 

  • Vagir:
  • Cosmopolitan: No foreign governor penalty. Increased settlement security.
  • Northern Highlanders: Reduced speed penalty in both forests and snow.
  • Homeland: Increased settlement militia production.
  • Land Tenure: Increased village tax and settlement food production.
  • Non-Expansionist: Reduced troop morale and gained renown from offensive battles.
  • Clan Warlords: Armies lose organization faster. Increased renown cost to invite lords to armies.

  • Vlandian:
  • Chevalerie: Faster training of cavalry units.
  • Château Lié: Increased production output to castle bound villages.
  • Battle Glory: Increased renown from battles and income from mercenary contracts.
  • Industrial Burgs: Increased workshop output and settlement prosperity. 
  • Questionable Authority: Recruiting lords to armies costs more influence.
  • Costly Lowmen: Increased troop upkeep costs.


(and backstory)

The Apolssalians start with 6 towns and 5 castles. They are also at war with the Aserai and the Royalist Vlandians.
The Lyrions start with 5 towns and 3 castles. They are also at war with the Aserai, Khuzait and Khergit.
The Sturgia with 4 towns and 5 castles, they are at war with the Nordlings, the Paleicians and the Lake Rats.
The Nordings start with 5 towns and 5 castles, they are at war with the Khuzaits and the Strugians.
The Vagir start with just 2 towns and 3 castles, but are at war with no one... for now.
The Cortanian Vlandia start with 6 towns and 4 castles, they are at war with the Battanians, Royalist Vlandians and the Brotherhood of the woods.
Royalist Vlandia start with 5 towns and 6 castles, they are at war with the Cortainians and the Apolssalians.
The Paleician people start with 5 towns and 6 castles, they are at war with the Battanians and the Sturgians.
The Khuzait start with 4 towns and 7 castles, they are at war with Lyrion, Nordlings, Khergit and the Karakhergit.
The Khergit start with 4 towns and 4 castles, they are at war with the Lyrions and the Khuzait!
The Calradian Empire start with 5 towns and 4 castles, they are at war with the Aserai, the Dryatican Republic, the Western Empire, Eleftheroi, Embers of the Flame and the Hidden Hand.
The Dryatican Republic start with 4 towns and 8 castles, they are at war with the Calradian Empire and the Western Empire.
The Western Empire start with 5 towns and 5 castles, they are at war with the Calradian Empire, Dryatican Republic,  Eleftheroi, Embers of the Flame and the Hidden Hand.
The Ariorum start with just 1 town, but man, its a great town, grade A. I'd recommend the little tavern down on the water front, they do a great hog roast.

A light bit of backstory below!
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With this being set in the Calradia Expanded Universe, or the CEU, there are some backstory, lore and canon changes and other such faff. Below you will see some basics of the Kingdoms background story, inside the encyclopaedia we have also changed some entries and in time will add more to it for people who like story.

The Apolssalians have come from the south west, a group of discontents that wanted their own Kingdom. Led by the General Alexandros, they have conquered part of the Aserai lands.

At the same time as General Alexandros arrived the Lyrions stormed in from the east, migrating across the open lands to take by force large areas from the embattled Aserai. 

Meanwhile in the north a bitter civil war between the Boyars has torn the fragile alliance of Sturgia in half. The Nordlings (Named such in case TaleWorlds add the Nords in there won't be conflicts) are led by Raganvad who has turned to roots of the north and embraced the more Nordic ways. All the while Strugia is attempting to hold onto the lands they have under Olek of the Kuloving. 

Before the civil war broke out the Sturgians had pushed into and conquered a swathe of land from the Battanians, however when the civil war started these areas instead broke free of Sturgia and now call themselves the Vagir a mix of the northern stubbornness and the fierce independence of the forest mountain people. 

Vlandia has seen perhaps the most amount of change, they saw a great deal of success following the death of the Emperor Drosios and pushed deep into the Empire lands. The furthest reaches being Saneopa, however, as they expanded troubles brewed and they found themselves over stretched and half the nobles rebelled, tired of Dertherts rule and how he was giving land to his friends rather than the most deserving. As such Ingalther has led a Separatist movement against Derthert and claimed all lands north of the Trand river as their own. To compound Dertherts woes during the chaos and confusion the once indigenous Paleic people of the empire lands have united and risen up in rebellion, the former mayors declaring themselves lords of the land with Harold of house Jerakerk as their new King. 

In the Khuzait lands they have also reached a boiling point between Monchug and Mesui. Monchug, always one for more conquest and further attacking and pillaging of the other Kingdoms, came to blows against Mesui who wanted to settle their lands and recover from their wars. As such Mesui has led a rebellion in response to Monchug revoking lands from her clan and has now claimed lands to the south and forced Monchug to the north.

In the Empire the civil war has progressed with Rhagaea crowning herself Empress and renaming the south to the Calradian Empire, as if a name and title would solve the issue. The Western Empire however still dreams of a united Empire once more and continues the fight for unification. The once Northern Empire has renamed itself the Dryatician Republic and hopes the republic ways of old will save them from the chaos of all consuming war.

The smallest of the new Kingdoms is the Ariorum. A trade based town on the largest island of the inland sea. This island was won in a game of chance between Porphalios and Emperor Drosios who had accumulated a large amount of debt over the years to the Serapides family. The island settled the debt and allowed them to form their own neutral kingdom there which turned into a rich trade hub between north and south.



Calradia Expanded Kingdoms introduces completely new troop trees to fight for it's new kingdoms, as well as a complete overhaul of vanilla troops. Troops in CEK are much more balanced and varied in comparison to vanilla gameplay. These are our main changes:

  • Logical skill and equipment progression. Every troop will aways advance to others of similar function, better equipment and skills. These advancements are gradual, meaning you won't ever see a peasant suddenly start fighting like a pro, or a leather-wearing soldier advance to plated armor. This means that all progression is coherent in CEK, and many discrepancies in vanilla game have been ironed out;
  • Restrictive equipment distribution. Troops equipment follows a different mindset in CEK. Unlike vanilla, you won't see non-nobles wearing extremely good armor, or weapons. The top tier equipment of each culture is restricted to it's lords and top noble troops. This furthers the gap between non-noble and noble troops: nobles not only have the best trainning available, they also have the best gear. Therefore, in general, troops in CEK are less armored, but will enjoy a gradual and significant improvement of equipment each tier;
  • Vast, coherent visual variety. Troops in CEK are more varied than you've ever seen, easily 20x more varied than vanilla counterparts. While vanilla troops have 1 to 3 presets, which usually share most of the gear, every single major faction troop in CEK has 9+ presets, all with different gear pieces, which are mix-and-matched by bannerlord, resulting in dozens of different looks. Despite this great variety, all gear is carefully selected, meaning they will always follow a coherent style and fit in an adequate armor range. Boosted by the power of Open Source Armoury, you'll also enjoy lot of new equipment your troops will be wearing;
  • Special troops. Some factions in CEK have extra troop trees: special troops that fulfill different roles not present in the main troop trees. These troops spawn in place of normal, non-noble recruits based on a certain % chance. This makes it possible that the main trees aren't cluttered with troops and non-logical progressions, which go against the mod philosophy. A good example: Battanian cavalry has been expanded and removed from non-noble troop trees, and instead has it's own tree, where it's progression is much more gradual and logical, as well as organized.

Now, to the troop trees.

Calradics
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Common traits:
- Exceptional, super heavy noble kataphrakts;
- Good skirmisher, which provide javelin fire and double down as decent infantry.

Empire
Changes to original tree:
- Removed Bucellari;
- Added Skoutatos as T3 infantry type distinction;
- Added new peltast line.

The Empire also enjoys 3 new special troop trees, the Scholaris, Excubitores and Hikanatos, all high quality cavalry regiments, each with distinct equipment and fulfilling an unique role. Each major Imperial faction will recruit one of these to boost their ranks.

The Imperials favor adaptability. By facing a variety of different enemies in different fronts, they have learned to use different solutions. While most troops are trained in proven solutions, such as heavy infantry and the very efficient Kataphrakts, others are rather experimental, such as the mounted crossbowmen Excubitores.

Traits:
- Diversity of roles;
- Resistent shielded infantry, divided into legionary (1h + pila) and menavlion (1h + spear);
- Ample ranged support, with 5 different ranged types available;
- Battle-ready T3 special troop tree recruits.



Apolssaly

Apolssalians albeit comming from the south, share most of their battle philosophy with Imperials. However, Apolssalians will rely on their specialty: the Phalangites (pikemen). These make the bulk of the army, supported by more specialized close-quarter Ekdromos, as well as good ranged support by peltasts and toxotes. Their main strategy is the Hammer and Anvil. While the Infantry pin down the enemy (the Anvil), the Companions will come and charge their rear and flanks (the hammer), effectively squashing their enemies between a forest of pikes and the lances of the Companions.

Traits:
- Expert pikemen;
- Very strong anti-cav capability, as Ekdromos carry shorter spears.



Highlanders
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Battania
Changes to original tree:
- Added new non-noble archer line, boosting archer composition in Battanian armies;
- Removed all cavalry from non-noble main tree and moved to a new cavalry tree, with 4 new additions;
- Veteran falxman will use falxes rather than romphaea.


Battanians are the ancestral people of the Calradic highlands, and will not change their ways. Their guerrilla-like conflict history has molded their army, and thus they developed ample ranged warfare capabilities. Expert archers, the Battanian old way, and skirmishers support their fierce infantry, composed by the fearsome falxmen and oath-bound shield infantry.

Traits:
- Exceptional noble archers;
- Very good peasant ranged support;
- Ample ranged capability, with most melee specialized troops having thrown weapons;
- Decent cavalry, with 3 different roles;
- Relatively less armored.



Vagir

The Vagir have adopted most of the Battanian way, although with their own twists, influenced by their Northern heritage. They do not favor javelin skirmishing, intead, they prefer mounted archer, as do some noble Sturgians. Moreover, they specialize in the Bardiche, which they have mastered both in foot and mounted warfare, resulting in a rather unorthodox cavalry technique. 

Traits:
- Very good bardiche infantry;
- Infantry with round shields absorb enemy fire;
- Mounted horsemen provide tactical flexibility and double down as shielded cavalry
- Exceptional, very heavy bardiche cavalry.



Northeners
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Common traits:
- Very resistent shield walls;
- Very well trained melee infantry.

Sturgia
Changes to original tree:
- Added T4 infantry type distinction;
- Equipped T3 and T4 nobles as cavalry;
- Added new horse archers T5 and T6 nobles.

Sturgians favor a balanced approach. Half of their composition favors ranged warfare, while the other favors melee. Very good shield walls are supported by luchnyks, with ample ammo, and reyders, which harass the enemy with javelins. Thier nobles are divided between lancers and horse archers.

Traits
- Good ranged support;
- More balanced than Nordling, can be good in both offensive and defensive strategies;
- Mounted archers and skirmishers provide tactical flexibility and double down as lighter cavalry, as they are trained in melee and shielded.


Nordling


Traits:
- Exceptional noble infantry, equipped with a variety of weapons and heavily armored;
- Very good greataxe infantry;
- Great offensive capability.
- Only light cavalry option;
- Lacks in ranged support, archers with limited ammo, but double down as lighter infantry.



Vlandians
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Common traits:
- Well-trained overall, but lacking in flexibility.

Cortania
Changes to original tree:
- Spear infantry now advance to cavalry and shielded spearmen;
- Longbowmen as ranged troops.


Traits:
- Expert knightly shock cavalry;
- Ample melee cavalry access with spear cavalry in main tree.

Royalist Vlandia / Rhodoks
Changes to original tree:
- Non-noble avalry stretched out to T2 and separated into it's own tree;
- Infantry divided between shielded and polearm (pikes + voulges) infantry since T3;
- 2-handed infantry nobles.


Traits:
- Exceptional, super-heavy 2-handed noble infantry;
- Expert crossbowmen, best in Calradia;
- Good anti-cav capabiltiy with pikes and vougles;
- Limited cavalry, and start less trained than Cortanians.

Paleicia
Changes to original tree:
- Cavalry stretched out to T3, infantry distinction moved to T4;
- Ranged infantry changed to longbowmen;
- Nobles changed to shielded infantry (1h + spear).


Traits:
- Exceptional noble shielded infantry;
- Expert longbowmen, with extra ammo;
- Billmen complement the shielded infantry with extra damage output;
- Cavalry more readily available than Royalists, not as much as Cortanians.




Easterns
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Common trait:
- Ample access to cavalry units.

Khuzait
Changes to original tree:
- Tree is now separated in melee and ranged sections. Each T2 recruit will lead into both an infantry line and a cavalry line, focused on either melee or ranged;
- Melee infantry changed to glaivemen.


Traits:
- Unrivalled mounted archers;
- Very strong offensive capability, lancers and glaivemen as shock supported by foot and mounted archers;
- Relatively weak infantry.

Khergit
Changes to original tree:
- Tree is now separated in melee and ranged sections. Each T2 recruit will lead into both an infantry line and a cavalry line, focused on either melee or ranged;
- Ranged infantry changed to crossbowmen;
- Horse archers changed to mounted javelin skirmishers;
- Noble cavalry changed to lancer cavalry.


Traits:
- Good offensive capability, with many lancers and skirmishers that double down as lighter cav;
- Crossbowmen with extra ammo and shielded infantry provide a defensive option, more effective in sieges than Khuzaits.



Southeners
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Common trait:
- Quite flexible, with various troop types available.

Lyrion


Traits:
- Expert javelin skirmishers;
- Nimble troops, but overall less armored.

Aserai
Changes to original tree:
- Added fresh new camel units, separated into their own tree;
- T3 ranged infantry changed to archer.


Traits:
- Ample access to mounted units, present in all trees;
- Very good lancer nobles, with extra flexibility due to javelins;
- Very balanced between offensive and defensive capabilities.


Enhanced Edition
Enhanced is an optional extension of CEK for troops and lords. This version uses extra third party item mods to further increase the visual variety. Lords and specific troops of certain factions will spawn with these items. This module needs to be loaded BELOW CEK's module.
Current dependencies:


Example of lords with new gear!

POC Module
This module brings colours to your game! What it does:
  • Full banner overhaul. Kingdoms have new, more colorful and intricate banners, and clans for each kingdom as well! Settlements will no longer carry a dull, 2-tone banner. Every clan has it's sigils and color schemes, but usually matching the palette of their kingdom peers and the style, of course!
  • Randomized shield designs. Troops will bear a random design on their shield, picked from a kingdom-specific selection, making troop formations, specially shield walls, much more interesting to look at, as well as further distinguishing troops aesthetically. (Not implemented for all kingdoms yet)
  • Randomized troop clothing colors. Aside from shields, each soldier will also pick a color for their clothing, based on a selection specific to their kingdom. While they will stick to a palette with similar colors, they will no longer all bear the same exact 2-tone match.
This module requires and is only possible with POC Color Randomizer.
Many banner and shield designs have been imported from CBU Pack 2.0, and a couple of them from the banners subreddit (sorry for not keeping track).

Give both of them your endorsement!


Increased Lord Parties
This optional increases the sizes of the parties that lords respawn with. This has a couple of consequences in gameplay:
  • Kingdoms recover faster from major defeats. Because many lords will respawn, each with more troops, they can more quickly assemble into a army with significant power.
  • Increased difficulty overall. Like number 1, because lords will recover faster, you'll have to be beating them down more.
  • Lords are more safe against bandits. Specially relevant at late-game, when bandit parties are bigger. Without this optional, lords may fund themselves unable to recruit troops due to constantly running from bandits / being captured by bandit parties after respawning, effectively hindering the kingdom from developing it's army.



This mod requires you to already have Calradia Expanded, Harmony and Open Source Armory downloaded. Remember to unblock the .dll files if you are manually installing this mod otherwise it will crash on starting up.

Simply use the Vortex installer.
Or alternatively if you wish to install manually download the files and extract the rar files into -Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules

Once installed make sure that your load order is as follows:



Harmony
*Other utility mods*
*Vanilla modules*
Calradia Expanded
*Other Mods*
Open Source Armory
Calradia Expanded: Kingdoms



The mod works fine on 1.6.0

We recommend playing Sandbox, as not all storymode quests work properly with the new factions.

This mod is NOT save game compatible, you are required to have a fresh playthrough. If you remove this mod the save will stop working.

This mod will NOT work with any other mod that adds, removes or moves any settlements or bandit hideouts. Other than that it should work with everything else. But we have not tested it with loads of other mods.

Should you wish to play with your own custom troop trees make sure they are enabled after all the Calradia Expanded Kingdoms modules and they will (should) overwrite our ones. Should you wish to make your own custom troop trees for our new cultures take a look in the mods XML files to get the cultures names you need.

Quotes from users regarding other mod compatibility


nobuo55 - Cultured Start
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A fresh start with this mod worked fine for me with Cultured Start.  I didn't choose one of the new kingdoms for my character (obviously that would break stuff) but seems to work fine if you choose one of the default kingdoms.  Only played for 15 minutes, so we'll see if that holds true as time goes.


From ChickenAlfredo & dw420 - Mods that seem to work so far
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Pacemaker
Autotrader
Tournaments Enhanced
Improved Garrisons
Bandit Militia
Noble Titles
Houses of Calradia
Separatism
Diplomacy
Consider My Kingdom
Changing Culture
Custom Spawns
Rising Forces
Separatism
Settlement Culture Changer


CA - Eagle Rising

Installation:
1. Download the patch in the Files-Tab
2. Move and replace the files included in this patch in the "CalradiaExpandedKingdoms\ModuleData" folder.
3. Load Order:
For 1.5.9:
  • Harmony
  • CEK - Load First
  • CA - Eagle Rising - Load above native
  • Native
  • Sandbox Core
  • Sandbox
  • StoryMode
  • CustomBattle
  • CE
  • CA - Eagle Rising
  • CEK
  • OSA

For 1.5.10 and later versions:
  • Harmony
  • (CA - Eagle Rising - Load above native) Only in older versions of CA
  • Native
  • Sandbox Core
  • Sandbox
  • StoryMode
  • CustomBattle
  • CE
  • OSA
  • CA - Eagle Rising
  • CEK



While we’ve tested it a bunch we are sure some issues will pop up. We will fix them as soon as possible and update this section accordingly.

Manhunters - At the moment they are aggressive to everyone. We will update them in a future patch to make them only seek out looters and other bandits.

Troop Trees - Some copy and paste errors in unit stats. We will take a look over them and try and correct this for the next release. Their weapons and armour should still make higher tier troopers better than others.

CTD - Possible Solutions:
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-Download the mods manually, vortex is known to screw up downloads
-Check if Harmony is installed and loaded BEFORE all other Modules (like in the picture above)
-Check if all .dlls are unblocked
-Check your load order (also check the vanilla modules load order, Hughand has found that sometimes the vanilla modules aren't loaded in the correct order)
-Verify your gamefiles through steam (Sometimes Steam messes up the download and some files are missing)




Suggestions are welcomed and we will take on board all suggestions, while we might not use them we will certainly consider them and take them into account for future updates and features.

We would also love some feedback regarding balance. So please if you notice something as you are playing let us know, preferably with a decent post explaining what you saw. 

Discord: Our Discord

Thank you for taking a look at this mod and hopefully downloading it. This project has been a long time in the making and we are glad to have finally released this version to you to enjoy. 

If you do enjoy this mod or just think its a cool idea please hit that Endorse button, it really does mean a lot to us mod makers so click that button and spread warm happy feelings around. <3

Hugs and loves from: 
Gauner - Coding (The heavy lifting.)
Basileus  - Troop Trees (Lots of boring text)
Drezavelt  - Faffing about. (Graphics and wordings.)


FiendishNeko - for making the Paleician and Lyrion background image for their culture. Go forth and check her out.

Jay Silver - She was a massive help with the wording for the new ruins and their description in general.  

SkeLeton Bones - For writing the quest dialog last minute for us (As I forgot - Drez.)

Hroikr - For helping out and for his helpful comments and suggestions in the development of this project.

Areldir & Apolon21 for allowing us to use their armours.

And to the TW Forum - Modding discord for its store of collected knowledge and helpful folks. A handy place for sure!