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The original was posted on /r/paradoxplaza by /u/Conny_and_Theo on 2025-07-04 19:12:57+00:00.
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The Nubians are Christians whose country is larger and richer than Ethiopia. The Nile of Egypt runs through their cities and regions. Their villages are prosperous and they have fertile land.
- Ibn Hawqal, 10th century Muslim traveler
I'm Cybrxkhan, creator of the Regional Immersion and Cultural Enrichment (RICE) mod, which adds simple "Flavor Packs'' to different parts of the world!
Today, I want to share with you some info about RICE’s next flagship flavor pack, Nubia: Heirs of Kush! I officially revealed this update with a trailer and showcase video several weeks ago at ModCon 2025, the 4th iteration of a fan-made online event to promote and show off mods for Paradox Games.
This dev diary, the first of at least three for Nubia, will set the stage for this update and touch on one of its two new situations, the Nile River, and the new cultures and faiths in Sudan.
Before I start, I want to give a shout-out to two great mods I’m collaborating with for this update:
- Ibn Battuta’s Legacy, a map mod by fellow veteran modder Elvain that focuses on careful map changes that keep vanilla’s feel, and includes plenty of improvements to Africa, including in Nubia
- Africa Plus, an African flavor mod I’ve worked with before, created by BlackEmperor but is currently maintained by iFrunx.
Now, let’s move onto the dev diary! Feel free to also check my mods' website, discord, and twitter for more info, previews, and updates!
Credits also to Ethnicities and Portraits Expanded (EPE) and Community Flavor Pack (CFP) for some of the character assets used in the screenshots below.
What are Situations?
Before we dive into the meat of this dev diary, we need to understand what a Situation is. Situations are a new gameplay system the PI devs added back in Khans of the Steppe. Like struggles, they let devs and modders create special gameplay rules and a stronger narrative thrust in a region, but whereas struggles focus on broader narrative, situations can be more flexible. For instance, struggles require you to have a capital in a region to be involved, but modders can define unique requirements for involvement in a Situation – I could theoretically make a Situation where you need to be a Han culture Zoroastrian faith with the eccentric trait and one adult child to be involved, as an example.
Despite this, I think it’s best to see Situations as similar to Struggles: they’re tools for providing a stronger narrative to a region, to make a player feel like they’re part of a greater whole (rather than the sole driving force of events a la Great Man Theory), and to depict the ebb and flow of history in ways that normal mechanics can’t do as easily.
Nile River
Now, let’s move onto the actual content related to Nubia (and Egypt)!
The Nubia Flavor Pack adds two new situations – the Nile River and the Baqt – which cover much of Egypt and Nubia. You’ll get a relevant notification event when involved in either or both, like for struggles and vanilla’s steppe situation; today we’ll mainly talk about the Nile River.
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If you’ve played RICE in Egypt before, you may have encountered my old Nile flooding system. If you don’t know what that is, every year, counties along the Nile river in Egypt get a modifier indicating whether the Nile flood is high (good), or too low or too high (bad), which gives corresponding modifier buffs and debuffs. With the right tradition, you can unlock decisions and activities to interact with the flood, some depending on if the flood is good or bad. If you want more info, you can read my old dev diary for my Upper Egypt flavor pack here; it’s a little outdated but should give you an idea of what the old system is.
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The Nile River situation is an adaptation of this old system. Though it works similarly, instead of receiving new county modifiers each year, the Nile river valley will annually go through phases representing the types of flood which apply the bonuses/maluses automatically.
There is additional content for this system, however. First, and most importantly, the system now extends down the entire Nile – from the delta all the way down south, so many rulers in Egypt, Nubia, and even Ethiopia are involved. Secondly, the bonuses/maluses also account for fertility, which is important if you’ve enabled the game rule for nomads in this region.
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Lastly, the chances of each flood type/phase were recalibrated. At the start of each year, one randomly chosen phase gets a catalyst adding “points” to it to make it much likelier next year, represented in-game as the Nile flood forecast. The points vary to simulate forecasts’ reliability; obviously, you might still get a different phase each year than what was “predicted”. The likelihood of each phase getting this boost is 40% for a normal flood, 15% each for a low or high flood, and 10% each for the rest of the flood types.
Agrarian and Agro-Pastoralist Rulers
There is new flavor related to the interactions between the settled farmers of the Nile and their less sedentary neighbors. In fact, rulers involved in the Nile River situation are divided into two groups: Agrarian Rulers and Agro-Pastoralist Rulers. The latter consist of those with tribal or nomadic government types, while the former is everyone else.
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Agrarian rulers have two decisions to Welcome or Ward Off Nile Pastoralists. Both options give county modifiers with bonuses and maluses. The first option lets you get a small, random amount of event troops, including men-at-arms, if you are willing to pay extra money. The first option also improves the opinion of nearby tribal or nomadic rulers, while the latter decreases it.
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Agro-Pastoralist rulers, meanwhile, represent a more mixed group; often, pastoralists in this region still engaged in some agriculture, and weren’t always pure nomads. They have two similar decisions: to Protect or Plunder Nile Farmers. Both give county modifiers with bonuses and maluses too. The former increases the opinion of nearby sedentary rulers, while the latter decreases it, but gives you a random amount of gold.
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In both cases, if you do one decision, you can’t do the other for 20 years, so choose carefully! Also, note the cost of these decisions fluctuate based on what flood type or phases the Nile River situation is currently in.
These decisions represent the complex relationship between more settled and pastoralist communities in this region. While we often think of the Nile in the context of agriculture, and rightly so, pastoralists made great use of the Nile river, and as a result played a major role in Egypt and Sudan’s economy and politics – certain nomadic Arab or Beja tribes subjected Coptic monasteries in Egypt to frequent raiding for example, yet other tribes would staunchly ally to these monasteries and protect them to the death, despite not being Christian oftentimes!
Nubian Culture
Nubian culture has undergone some major changes. First, it now has a unique tradition called Heirs of Kush to replace Agrarian, as the Nubians’ counterpart to the Egyptians’ Children of the Nile tradition added a while back. Heirs of Kush has several bonuses; one is that decisions to interact with local farmer or pastoralist communities give bonus prestige based on your rank. Another bonus is that it unlocks the decision to Engage in Nubian Agricultural Practices.
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This decision has four options:
- Expand Nile Irrigation Networks
- Maintain Hafirs
- Import Cattle
- Breed Cattle
Each option grants a county modifier on counties you own along the Nile that can counteract specific maluses of bad Nile floods or enhance specific bonuses of good Nile floods. The Hafir option, uniquely, also...
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