Sidenote, when hosting the game, there were no realms at all until I loaded my single-player game.
Multiplayer is pretty wonky, desyncs all day erry day, but we're still having a lot of fun chatting over this mod.
One went Rust Cult but was a infirm elder who died almost immediately, becoming the chaste gay heir. Then desynced lol
The other went Mormon for the memey, fighting over The Desert. I'm surprised the game even supports 4 wives (Pretty sure by default it's 3 concubines for pagans and 3 wives, maybe 2, for Islam...?)
Anyway... For the greater glory of Greater Carolina!
The base game tends to want to load into the default start dates, in the eighth, ninth, or eleventh centuries, while the mod takes place in the twenty-seventh century. To get the areas to show up, you either need to select one of the bookmarks or load in a save game.
As for desyncs, the only questions I have are: were you using pause, and were you past speed 1? The latter I am not one hundred percent sure about on the desync end, but using the pause button has always given us grief. It's honsestly best to leave it always in speed 1. While a bit slow, me, Scriver, and A Thing all got a five hour game off.
Given all three of us went over that course of time with only me managing to get ahold of a single scrap of land in the last half hour, I can for certain say the game is fun in multiplayer. Admittedly, my perspective may be a bit colored, since I got a couple lucky strikes, two people exploiting their positions granting me 100 gold apiece when I banished them, and the second wife I got has a 17 intrigue score that gave me a blackmail event a couple times that give me 50 gold apiece. And I snagged the merchant republic capital's trade post slot...
We were about to snag Scriver the county of Tampa, and I don't doubt that A Thing is that far behind us, likely to soon be able to get his claim on the Florida Keys in the next session.