This mod is a conceptual sequel to my CK2 mod, Cities of Wonders, which added a type of city-wonder which allowed you to build multiple wonders into one province. Currently, this mod adds a new type of player-holdable hybrid holding, Metropolis, which is supposed to represent the greatest cities of the medieval world while maintaining the defensive capabilities of castles. There’s a multiple of buildings to represent the wonders in some of the added Metropolises.
Cities of Wonders 2.0 (COW2)CK3 is finally here. Wohoo! In excitement we pan the map and turn our love-struck eyes towards the great cities of the medieval world. But, what do we see there? We recoil in horror of what lies in Constantinople, Baghdad and Cordoba. Castles. The great cities represented as castles. What nightmare is this?
This cannot be. Sure, they are very well-developed castles, but a castle is a castle no matter how shiny it is. So, with flick of a wand we turn a castle into a Metropolis, and all is well in the world once again.
Feature List
- Adds a city/castle hybrid holding called Metropolis, which provides more gold and levies than both cities and castles. Also, Metropolises are as fortified as any castle can be.
- Metropolises additionally have a set of powerful buildings unique to them to represent a few wonders or great structures. Metropolises are Cities of Wonders. You can build them in the regular building slots of your Metropolis, not in any of your duchy or special slots.
- Metropolises are very powerful and wealthy holdings. You aren’t meant to build many Metropolises, since building a Metropolis holding from scratch has a base cost of 20.000 for the first level, ouch…
- There are other options however, and if you are an Emperor you can found a Metropolis in your capital holding via a special decision that cost ~600 gold and 1500 prestige.
- You will find the existing and rich Metropolises in Baghdad, Constantinople, and Cordoba.
- There will also be a few extra historical Metropolises at a much weaker stage in Alexandria, Antioch, Roma, and Jerusalem as a bonus. (Pentarchy)
- You must start a new save game to have any of the historical Metropolises naturally present. You can however refound the Metropolises via a special decision.
If you have a existing save game that you want to use with COW2, there are two major decisions that can help you:
- Decision which allow you to refound the ancient Metropolises in Alexandria, Antioch, Baghdad, Constantinople, Cordoba, Roma, and Jerusalem. This is for save games that you started without Cities of Wonders 2. It’s a repeatable decision until all Metropolises has been founded in your realm. It won’t convert any buildings, except for finished special/unique buildings.
- Decision which allows you to found a Metropolis in your capital barony. You must be Empire-tier to use this decision. It will convert your capital holding into a Metropolis, this can only be done once in the entire game. It won’t convert any buildings, except for finished special/unique buildings.
Mod CompatibilityShould be compatible with most mods, expect for overhauls mods and other mods that alters the existing governments (currently required for the new holding type). If another mod overrides the governments file, then the playable Feudal and Clan governments will not be able hold Metropolis holdings without penalties. Also, any new governments added by mods will not be able hold Metropolises either.
Imperial Government mod compatibility patch: COW2-IG Compatibility
Separate province history files have been made for Alexandria, Antioch, Baghdad, Constantinople, Cordoba, Roma, and Jerusalem, so it should in theory be compatible with mods that alter the province files. The province history system have changed dramatically from CK2 to CK3, and are now done per kingdom instead of per province like previously. I don’t think it should cause my mod any compatibility issues, except for map overhauls that overrides my mod.