This is a non-profit, fan-made series of submods (or mod mods) for Geheimnisnacht, an unofficial Warhammer Fantasy conversion mod for Crusader Kings II. The project is not a standalone mod, but seeks to add options for players. The project logo is the work of the excellent CMSteel (search for the artist on DeviantArt if you want to see the original). "Warhammer" is a trademark of Games Workshop and no challenge to their commercial rights is intended by this work.
The main Geheimnisnacht group recently split. One group, keeping the Geheimnisnacht name, are carrying on with the old, too ambitious map. The other group, calling their project Hexenstag, are building a more focused mod set in the Old World only. That's pretty much the Dawi Kiss premise, and the Hexenstag people reached out asking to join forces.
There was only one possible answer. Dawi Kiss as an independent project has come to an end, but its best ideas will live on in Hexenstag. You can see the first fruits of our collaboration in the newly-released Hexenstag 0.1.3. Some highlights:
Some of the new Chaos Dwarf Sorcerer mechanics aren't always entirely to their advantage
A peak at what Zhufbar has to offer, and just three of the many mining upgrades available to Dwarf Holds.
Some words on Old World religion in Warhammer and how it can be implemented in Crusader Kings 2.
A quick introduction to the Dawi Kiss submod, explaining its purpose and ambitions.
A small submod to add thirteen bloodlines from the founding of Sigmar's Empire to your Geheimnisnacht games.
An updated demo for Dawi Kiss. You still need Crusader Kings 2 and Geheimnisnacht 1.2 to play, and the Horse Lords and Monks & Mystics DLCs are strongly...
This is a playable alpha version of the Dawi Kiss submod of the Geheimnisnacht mod for Crusader Kings 2. You need Geheimnisnacht 1.2, Crusader Kings 2.8.2.1...
A quick question for this mod's devs, have you guys though about adding back in the special buildings removed for certain famous cities?
This is the list of them I believe
Empire: Averheim, Wurtbad, Hergig, and Wolfenburg
Bretonnia: Artois, Lyonesse, Gisoreux, and Montfort
Border Princes: Akendorf
Patch 1.10 removed them and I honestly liked the lore flavor that they brought, since I knew very little of the Warhammer lore when I first got into geheimnisnacht.
Yes, but Akendorf probably won't get a special. The Border Princes was left as a loose and wild place in its WHFRP supplement "Renegade Crowns" - the book has no gazetteer for settlements and instead gives instructions for randomly generating the lay of the land with a pair of 10-sided dice! CK2 can do something similar, though writing those scripts isn't high on the agenda.
Alright cool. :)
Bit saddened that Akendorf might not be getting some love, but it's good to hear that the others are a yes.
One other thing dev sir, it does seem that the tomb kings and the greenskins, primarily the ones in the badlands, are incredibly powerful. They usually end up killing the Araby people and the border folks respectively. I do sometimes see them killing each other but the orcs are usually beaten during those conflicts
Perhaps a nerf to the Tomb Kings special cb so they dont kill everything around them? I'm not sure how one would prevent the Greenies from murdering the Border Princes without making them wimps though.
Some work to boost Araby has already been done and the Tomb Kings are getting nerfed.
Properly restraining the Orcs is a bigger problem. One way to slow them that's being considered is moving the Dwarf religions into the Old World group (along with Grail, Sigmarite, Myrmidian, etc.) so that men and dwarfs will join the same defensive coalitions against threatening realms. That feels like the right behaviour but it hasn't been tested.
Glad to hear the tomb Kings are getting nerfed, I like the whole mummy thing going on but they're OP.
I understand blancing the orcs is a bit more troublesome, they are suppose to Waaagh and kill things...like Solland. I do like the idea of having the Humans and Dwarves allying, but if they're in the same religious group wouldnt that introduce inter marrying between the two species? I'm not sure if I wanna see stillborn babies.
And thanks for replying dev bro. :)
Dwarfs and Humans being in the same religious group won't get intermarriage because there are events to annul such unions. However, it is a fair bit of work to implement due to the way that religions and religious groups get used when scripting decisions and events. We're looking for lazier solutions. :)
Greetings, does this submod deals with the stutters and lags in the late game ?
Yes.
Bug report: I started as a Chaos Undivided Kurgan and I'm able to marry any race and any religion I want, even though I chose the "canon" option in the game rules. Is this intended? It doesn't really make sense I can marry Wood Elves, any sort of Dawi or Sigmarites... or vampires.
I'd also like to ask if anyone here is able to run the game smoothly at speed 4 or even 3. In my case, it runs slightly faster than the original mod, but it still runs slow as hell and stutters way too much after some decades pass by. If you can, please tell me which settings to turn down or how to optimize my game.
I've looked into the marriage issue. As I understand it, the behaviour is part of the way that Nomads are hard-coded to operate in vanilla, so I can't fix it entirely. However, it is possible to break inappropriate marriages after the fact, the same way that Geheimnisnacht voids (say) a union between a human and a dwarf. That partial fix will be in the next demo.
Thanks, that does seem strange. Regarding the speed of the game, there's still improvement to make on our end but you could try standard techniques for getting CK2 to run faster, such as those listed at Steamcommunity.com