| When The World Stopped Making Sense | |
|---|---|
| LOGO | |
| |
| 类型 | Major Overhaul |
| 作者 | Enlil & Team |
| 版本 | Beta - 0.9.12.1 for CK2 2.8.3.1 |
| 论坛/贴吧 | Sub-forum |
When the World Stopped Making Sense (WtWSMS) is a massive major overhaul for CK2, allowing to play during the Migration Period at any date between 476 (fall of the Western Roman Empire) and 700, and continuing on with that game until the vanilla end date, 1453 (fall of the Eastern Roman Empire).
Compared to other "Dark Ages", Early Middle Ages or Late Antiquity mods, most notably The Winter King and Lux Invicta, its goal is to model the history of the period in a dynamical and plausible way.
Here are some important milestones in the history of the mod:
No DLC is required to play the mod, though like in vanilla non-Christian characters are unlocked based on expansions:
Given the date, most relevant graphical DLCs are the Early Clothing Packs. In addition some are used for custom ethnicities, see FAQ - Which modules should I activate?:
For players playing on an older vanilla version, here is the association between mod and vanilla versions:
| Mod | Vanilla |
|---|---|
| 0.9.12.1 | Patch 2.8.3.1 |
| 0.9.12 | Patch 2.8.2.1 |
| 0.9.11 | Patch 2.8.1 |
| 0.9.10.X | Patch 2.7.X |
| 0.9.9.X | Patch 2.6.X |
| 0.9.8 | Patch 2.5.2 |
| 0.9.7 | Patch 2.5.1 |
| 0.9.6 | Patch 2.4.5 |
| 0.9.5 | Patch 2.3.6 |
| 0.9.4 | Patch 2.3 |
The mod is generally not compatible with any mod that modifies vanilla files.
| Mod | Compatibility |
|---|---|
| CK2Plus | Not compatible |
| HIP | Not compatible |
| Ancient Religions | Integrated in the mod |
| Better Looking Garbs | Specific sub-mod for WtWSMS |
| ARKOPack Interface | Compatch for WtWSMS |
| Europa Universalis 4 Save Converter | Compatible |
The mod is available on the Steam Workshop, but it can also be downloaded and installed manually.
The download links are accessible via the mod sub-forum, in the latest release sticky thread, labelled something like [WtWSMS] Release x.x.x.
There are 2 downloads available, that have roughly the same size:
An installer is available for Windows users, to simplify the steps and reduce the support due to bad mod installations:
For Linux and Mac users, or manual installation for Windows users. The installation steps are the following:
These steps are also described in this installation video.
Check the mod video trailer.
Here are the major features of the mod:
Historical characters and dynasties for the timeframe have been added.
Planned:
Also see #Interesting characters.
The de jure setup models the political situation of 480.
New religions and numerous heresies corresponding to the era have been added. Here is a partial list:
| Religion | Group | Parent | Head | Holy Sites | Mechanics | Special CBs | |
|---|---|---|---|---|---|---|---|
| Nicene |
Nicene |
The Chalcedonian Church |
Constantinople (Thrace) |
Autocephaly, Excommunication, Pilgrimage | |||
| Arian | The Arian Papacy (once instated) | Autocephaly, Excommunication, Looting | |||||
| Valentinian | The Church of Aeons (once instated) | Divine blood, Excommunication, female temple holders, feminist | |||||
| Binitarian | Binitarian Patriarchy (once instated) | Autocephaly, Excommunication | |||||
| Montanist | None | Female temple holders | |||||
| Apollinarian | The Apollinarian Congregation (once instated) | Excommunication | |||||
| Docetic | None | ||||||
| Pneumatomachian | None | ||||||
| Melchisedechian | Kingdom of Salem (once instated) | ||||||
| Patripassian | Patripassian Patriarchy (once instated) | ||||||
| Donatism | Bishopric of Carthage (once restored) | ||||||
| Priscillianist | Bishop of Avila (once instated) | ||||||
| Sethian | The Cult of the Serpent (once instated) | ||||||
| Total Depravity | None | ||||||
| Eutychian | None | ||||||
| Antinomian | None | Concubinage, Female temple holders | |||||
| Marcionist | None | ||||||
| Ebionites | The Ebionite Church (once instated) |
Jerusalem |
Autocephaly | ||||
| Insular |
Insular |
Bishop of Iona (after Synod of Whitby) |
Northumberland |
Concubinage, Pilgrimage | |||
| Pelagian | The Pelagian Bishopric (once instated) | ||||||
| Miaphysite |
Miaphysite |
The Coptic Papacy |
Alexandria |
Autocephaly, Excommunication, Pilgrimage | |||
| Monophysite | The Monophysite Papacy | Autocephaly, Excommunication | |||||
| Audianistic | None | ||||||
| Monarchian | None | ||||||
| Nestorian | Nestorian | The Patriarchate in the East |
Alexandria |
Autocephaly, Excommunication, Pilgrimage | |||
| Kartvelian | Kartvelian | The Georgian Church |
Svetitskhoveli (Karthli) |
Excommunication | |||
| Aquileian |
Aquileian |
Aquileian Patriarchate |
Jerusalem |
Excommunication | |||
| Judaism | Jewish | Judaism | None (Kohen Gadol once the Kingdom of Israel is restored) |
Jerusalem |
|||
| Hypsistarian | Bosporan | Hypsistarian | None |
Korchev |
|||
| Zoroastrian |
Zoroastrian |
The Zoroastrian Church |
Jajarm (Nishapur, Khorasan) |
Divine blood, Concubinage | |||
| Manichaean | None | Concubinage | |||||
| Hinduism | Hinduism | None | Mahakaleshwar (Ujjayini) Dwarakadheesh (Dvaraka) |
Raiding, Caste System, Patron Gods, Concubinage, Sects | Indian Subjugation | Morale +30% | |
| Buddhism | Buddhism | None | Ellora (Devagiri) Sanchi (Vidisa) |
Sects, Concubinage, can designate heir, no penalty for female rulers/heirs, no short reign penalty | Indian Subjugation | Learning +4 | |
| Jainism | Jainism | None | Girnar (Bhumilka) Vadnagar (Sarasvata Mandala) |
Sects, vassal opinion bonus, can designate heir, Concubinage, no short reign penalty | Indian Subjugation | Demesne limit +3 Peace purity gain 1/month | |
| Germanic | Germanic | None |
Tholen (Zeeland, Holland) |
Looting, river movement, Concubinage, Reformation, female temple holders, defensive attrition, 250% short reign penalty, prestige loss while at peace, no penalty from raised vassal levies | County Conquest | Levy size +30% Retinue size +50% | |
| Tengri | Tengri | None |
Sasqsin (Itil) |
Looting, Concubinage, Reformation, 150% short reign penalty, prestige loss while at peace, no penalty from raised vassal levies, ignores defensive attrition | County Conquest, Tribal Invasion | Levy size +30% Light Cav Offensive +30% | |
| Finnic | Finnic | None |
Perm |
Looting, Concubinage, Reformation, female temple holders, defensive attrition, 200% short reign penalty | County Conquest | Garrison size +40%
| |
| Slavic | Slavic | None |
Tikhvin (Novgorod) |
Looting, Concubinage, Reformation, female temple holders, defensive attrition, 200% short reign penalty | County Conquest | Levy size +10% Garrison size +30% | |
| Celtic | Celtic | None |
Locmine (Vannes) |
Looting, Concubinage, Reformation, female temple holders, feminist, defensive attrition, 200% short reign penalty, prestige loss while at peace, no penalty from raised vassal levies | County Conquest | Levy size +15% Garrison size +20% | |
| Hellenic | Hellenic | None (The Pontificate Maxima once restored) |
Abydos |
Pre-reformed, Looting, Concubinage, female temple holders. | Holy war, Great holy wars, County Conquest, Hellenic county liberation. | Levy size +30% | |
| Kemetic | Kemetic | None (The Paragon Cult of Amun once restored) |
Zweitina |
Pre-reformed, Concubinage, Divine blood, female temple holders | Holy war, County Conquest. | ||
| Semitic | Semitic | None |
Mecca |
Looting, Concubinage, Reformation, defensive attrition, 150% short reign penalty, prestige loss while at peace, no penalty from raised vassal levies | Levy size +10% Garrison size +30% | ||
| Ashurian | Ashurian | The Neo-Assyrian Empire (once restored) |
Jerusalem |
Concubinage, pre-reformed, aggressive, female temple holders | County Conquest | ||
| Central African | Central African | None |
Swarty |
Looting, Concubinage, Reformation | County Conquest | Garrison size +40%
| |
| Tabitian | Tabitian | None |
Esztergom |
Looting, Concubinage, Reformation, 150% short reign penalty, prestige loss while at peace, no penalty from raised vassal levies | County Conquest | Garrison size +30% Light Cavalry Offensive +30% | |
| African Solar | African Solar | None |
Swarty |
Looting, Concubinage, Reformation | County Conquest | Morale +30% | |
| Zunist | Zunist | None |
Baghdad |
Concubinage, Reformation, defensive attrition | County Conquest | Levy size +30% Heavy infantry offensive: +20% | |
| West African | West African | None |
Salam (Timbuktu) |
Looting, Concubinage, Reformation, female temple holders, defensive attrition | County Conquest | Garrison size +40%
| |
| Root West | Root West | None |
Otuken |
Looting, Concubinage, Reformation, defensive attrition | County Conquest | ||
| Sanamahi | Sanamahi | None |
Delhi |
Concubinage, Reformation, female temple holders, defensive attrition | County Conquest | Garrison size +40%
| |
| Armazi | Armazi | None |
Trapezous |
Concubinage, female temple holders, defensive attrition | County Conquest | Garrison size +40%
| |
| Dravidian | Dravidian | None |
Khetaka |
Looting, Concubinage, Reformation, female temple holders, defensive attrition | County Conquest | Garrison size +40%
| |
| Gurzil | Gurzil | None |
Swarty |
Pre-reformed, Looting, Concubinage, female temple holders | County Conquest |
Land morale +30% | |
| Vasconic | Vasconic | None (The Zai Gorena once restored) |
Roma |
Female temple holders, Looting | County Conquest | Garrison size +40%
|
Three new government types are added by the mod. They are all a part of the feudal group.
| Government | Group | Description | Features |
|---|---|---|---|
| Bureaucratic | Feudal | A bureaucratic administration relies on civil administrators, that can be appointed and dismissed at will, and less on landed vassals. Rulers can personally rule more territory and gain more taxes, and maintain more experienced professional soldiers at the cost of being able to raise fewer levies. |
|
| Eranshahr | Feudal | The Sassanid form of government is the absolute fusion of church and state, entertaining a precarious balance of power between local lord and Shahanshah. Further bolstered by a power bureaucracy and priesthood, this government is the product of centuries of Sassanid rule. |
|
| Legion | Feudal | The Roman legions were emblematic of the organisation and discipline of the Roman Empire in its heyday, and as elite heavy infantry of the Roman army form the backbone of the Imperial army. Under Bureaucratic governments, the legions represent the military as fully distinct from the civil administration. Legions that have lost their regional base and are no longer ruled by a Romance ruler will be disbanded, but a Romance ruler that manages to reconquer a legion's base and area can restore them by decision. |
|
New cultures and culture groups have been added. Here is a partial list:
| Culture | Culture Group | Base group ethnicity | Base ethnicity | Notes | Code |
|---|---|---|---|---|---|
| Auiones | North Germanic | westerngfx | norsegfx | auiones | |
| Svíar | swede | ||||
| Dane | dane | ||||
| Geatish | geatish | ||||
| Gutnish | gutnish | ||||
| Jute | jute | ||||
| Thuringian | Central Germanic | westerngfx | germangfx | thuringian | |
| Bavarian | Culture conversion event. | bavarian | |||
| Warnic | warnic | ||||
| Angle | anglo | ||||
| Reudignian | reudignian | ||||
| Alamannian | alamannian |
The following melting-pots exist in the mod:
All Romance melting-pots have particular requirements explained on the sub-forum.
Migrations are simulated with a special casus belli. This allows a tribe to move to a new land, abandoning old provinces. After migrating, new rulers are generated based on the cultures and religions of each province. Vassals of different culture are at the same time granted independence.
Conditions in order to migrate:
Not yet implemented.
Not yet implemented.
The foederati is a tributary type added by the mod. Only Roman rulers can acquire foederatis, with the requirements of being an independent king-tier or above ruler, have at least two counties in the realm, either ruler of the WRE, ERE, reunified Roman Empire or being of the Romance culture group. For the potential foederatus to be eligible, it needs to not already be a tributary, be independent, tribal or nomad, not above king tier and not of the Romance culture group.
If both realms meet the conditions, either side can then initiate negotiations through a diplomatic action. A series of event will then determine the nature of the foedus treaty between the two parties, with the possibility of the Roman granting or promising land, or keeping them in their existing border. Once the nature of the treaty has been determined, the Roman will be able to get the assistance of the foederatus in armed conflict, as well as drawing a slightly larger reinforcement rate from the federate. The foederatus gets bonuses to levy size, levy reinforcement rate, technology spread rate and enjoys the protection of the Roman.
On succession, the heir of the foederatus gets the choice of remaining foederatus to the Roman or to not renew the contract. In order to prevent this from happening, it is possible for the Roman to attempt integrating the foederatus through a diplomatic action.
See the sub-forum for more details.
At the start of the game, some legions are available to hire for rulers of the Romance culture group. In order to check if your culture is one of these, you can look at the features screen.
Here are their characteristics:
In addition to the above, not all legions are available at start, and those that are not present as well as those that have disbanded can be restored. To restore a legion, you need to enact the "Organize Legion X" decisions, which allows rulers to recreate legions in case they fully control the required duchy or kingdom and are of the Romance culture group.
In the mod, there are three different types of "mentalities" for the religions:
There are however exceptions to this rule, which allow the offensive Ancestral religions to convert characters towards other religions with a moral authority below 20, or allow Bastion of the Faith religions to use the proselyte action and convert characters that are of an Ancestral religion.
In case you have questions that are not answered here, please ask them on the FAQ/Quick Questions- Quick Answers thread.
Currently there is one required module (the main one named "WTWSMS") and five optional sub-modules which should be activated based on the portraits pack you own. The sub-modules have names that correspond to the required DLC's, so for example if you own the Norse portraits DLC, use the module entitled WTWSMS_NorsePortraits. All of the modules are inter-compatible, so you can run them all at once if you have all of the relevant portrait packs. In addition to that there is a sixth, purely graphical module, named "WtWSMS_Font" which activates or deactivates the text font.
In the mod sub-forum, look for the sticky latest release thread, labelled something like [WtWSMS] Release x.x.x.
No. The optional modules require the face-packs (see #Which modules should I activate?). That being said, playing some countries requires certain DLC's, just like in vanilla. See #Recommended DLCs for a list.
Yes, it is compatible with every DLC (as with any mod that is updated for the latest patch). However, even if it is recommended to run all the DLC's you own with it, the content of said DLC may not be adequate to the new setting of the mod, a consequence of the fact that we are still in beta.
As mentioned in #Mod compatibility it is compatible. On the mod sub-forum, there is a thread where you can help out to expand it.
Currently the mod is fully localised in English and French (français). Furthermore, there are plans for also providing Spanish (español) localisation in 1.0.0. If you think you can contribute to any of the existing translations or provide a translation in German (Deutsch), post a message in the Paradox forums and we will discuss it. Other languages could also be done, but that would require the base game to also get an integral translation from scratch.
You need to clear your flag cache. Do it by deleting any files stored at Documents/Paradox Interactive/Crusader Kings II/WTWSMS/gfx.
Since the old Mediterranean Portraits are available freely, they are used by default for users who do not have the Mediterranean Portraits DLC and the dedicated sub-mod. If you own the DLC and activate the sub-mod, the new Mediterranean Portraits are used. See #Recommended DLCs and #Which modules should I activate?
This is an issue that we are aware of, and is caused by lacking dynasty names for certain cultures. It happens due to vanilla defaulting to the name "Smith" when too few dynasty names are available.
East Welsh is a culture that was created by Enlil after an odd event in his first AAR. It is a melting-pot that is used to represent the mix between Welsh and a steppe culture that occurred in it. It is an unique case that will not be removed from the main mod, but similar cases won't be made as it would result in a too wide scope and implausible results. The nature of East Welsh makes it unlikely for it to appear in game.
The Imperium Romanum is a custom region, covering the respective two halves of the empires from 395. All regions on which the Imperial Reconquest CB is available are thus needed to restore the Roman Empire.
In order to have access to Reconquest CBs covering the entire "Imperium Romanum" region the other half of the Roman Empire needs to have fallen and you need to use the "Last Roman Empire" decision once that has happened.
The only characters who can hire and use the legions are those of the Romance group. The reasons for why the Isaurian culture doesn't have access to the legions were explained previously by Erik W.
The Circus Maximus decision in its current form was designed with a Christian rebuilding in mind, as the original conditions were written without the possibility for them to do it. In the future this could change if there are grounds to modify it.
Pisa never declined like many other Roman towns, so it retained its Decurion Senate, 2 Duumvirs, and republican nature while the rest of the municipium declined into hereditary institutions. Even under the Lombards, it was the only city to not be ravaged, and became the dominant trade center.
This is for historical reasons, as the Alans migrated westwards with the Hunnic pressure and ended up integrating the Vandalic coalition that migrated to North Africa. The Alan crown was granted to the Vandal kings and they called themselves kings of both the Vandal and Alan kingdoms.
The Eastern Roman Emperor Leo I still had to post laws in 472 to deal with the large number of pagans in the empire. In Italy, the laws regarding the closing of temples were ignored, as there were too many pagans to enforce and laws against them in many regions of Italy.
The Assyrian Pagan religion is still present in a few provinces, representing the polytheistic groups that partially survived in the area.
The Punic culture is present in a few provinces at start, such as Malta and a Balearic island, representing the Punic Diaspora. This is a Romanised population, and does not represent Carthaginians of the Punic Wars. When it comes to religion, the Punic religion itself was extinct by 476, although as the Central African incorporated some Punic Gods it can be said to be the closest.
The characters in Iceland are based upon the Papars, who were Irish monks. As there is no colonisation mechanic in the mod for the Norse establishment on an inhabited Iceland and it was decided to not make it a wasteland or removing it, they were added to have some characters at start.
The Empire of Armenia was added following requests for a Caucasian empire. It is based off the greater Armenian Kingdom during Antiquity.
Holy wars are entirely disabled before the Rise of Islam. This does not mean that conquests necessarily ends up being restricted, as other casus bellis replace it.
The version of Islam that is present in the mod files is only for testing numbers, and is not intended for usage in a public release. Thus, it has been disabled until a more complete and satisfactory version has been implemented. You may however enable it for your own use with the specific gamerule.
Church councils in general is a feature that will be expanded upon as the mod is developed, and while the Three-Chapter Controversy and Henotikon are represented more will come. The Great Schism itself can be triggered through a different set of circumstances as of the latest version. The plans for representing the Early Christian Church can be found in the dedicated thread.
The main goal of the provinces additions was to expand the map into Africa to include the Gaetulians and Garamantes and to give better borders to the Languantan and Austorani. Smaller counties were added to give the Garamantes the power base they historically had, and to represent the hundreds of fortified, self-sufficient, and wealthy city states that made up the now unified Garamantian kingdom. This land was the home of advanced kingdoms, regional powers of fortified, advanced cities. Their irrigation skill and inventiveness made people describe the men to have little muscle or brawn, because they lived in the Sahara with ease. The Garamantian capital city, Germa, was not the first capital city, and was alone comparable to cities like Pompeii. Garam had a decent population, and so did all of their other city-states. The standard army of the Garamantes numbered at 50,000 at the lowest, and the Garamantes had excessive use large armies of nomads to bolster their already powerful forces. The city of Garam was simply one of 8 powerful cities, all of which were of similar size an population, meaning just in the major cities of their 180,000 square mile kingdom had 80,000 people. This doesn't include the large number of other settlements they also had, making their nation incredible powerful.
In the future, the map will be redone in its integrality, with the aim of lowering the province density in the area.
Tibet is currently a wasteland as in pre-2.8 vanilla versions. This is because the lead developer Enlil responsible for the history of the area is busy and absent elsewhere, which means he hasn't been able to contribute directly. As soon as he feels done and has time to share his content, Tibet will be added to the mod. For now however, we consider it more important to have a Tibet with full history and flavour than just adding a shallow copy without the dedication it deserves.
Even without modding experience, it is possible to help with the development, become a tester, or make historical contributions for this mod. Simply send a PM to a member of the team over at the paradox forums and we will discuss it. You need to remember that we all started as simple players, even Enlil.
Feel free to add here some characters of special interest, in a similar way to vanilla interesting characters guide.
Ancient ReligionsAttritionAutocephalyCK2PlusCasus BelliChristianityConcubinageDemesneDivine bloodEuropa Universalis 4 Save ConverterExcommunicationFeudalismGovernmentGraphical DLCGreat holy warsHistorical Immersion ProjectHoly warHorse LordsIndian religionsInteresting characters guideJudaismLegacy of RomeLeviesLootingLux InvictaPagansPatch 2.3Patch 2.3.6Patch 2.4.5Patch 2.5.1Patch 2.5.2Patch 2.6.XPatch 2.7.XPatch 2.8.1Patch 2.8.2.1Patch 2.8.3.1PietyPilgrimagePrestigeRaidingReformationSons of AbrahamSteam WorkshopSword of IslamThe Old GodsThe RepublicThe Winter KingZoroastrians