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Korbah

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An Elder Scrolls Modification for Crusader Kings 2
Download

| Installer |

Zip Archive (Not recommended. If you must use this method, please ensure you install to <your user documents>\Paradox Interactive\Crusader Kings II\mod and read the text file!)

>>>>> TEMPORARY FIX FOR CK2 1.102/1.103 Patch <<<<<
Drop onto an existing 0.1.3a installation of Elder Kings, overwriting when it asks.

>>>>> UNOFFICIAL FIX FOR CK2 1.111 Patch <<<<<
Drop onto an existing 0.1.3a with 1.102/1.103 Fix installation of Elder Kings, overwriting when it asks.

<<<>>> Non-Legacy of Rome Patch <<<>>>

!!!IMPORTANT: Required if you don't have Legacy of Rome / NOT Required if you have the Installer version (as it's included)!!!

BEFORE INSTALLING NEW VERSIONS, DELETE ALL OLD VERSIONS OF THE MOD COMPLETELY
Mod Version: 0.1.3a
CK2 Version: 1.101 - 1.102/1.103 with the above fix.
Note: This is basically a beta or pre-beta version of the mod and will contain bugs or issues and incomplete features.
Vanilla Checksum: MEFB
Mod Checksum: COZG
(the above checksum is when using the default installation option with the installer, or the default zipped version. Using optional mods, such as the Music, may alter the checksum. To play multiplayer all parties MUST have the same checksum.)


Optional Mods
Music Mod

Submods
(These mods are unsupported by the main team, any issues should be reported directly to the original author(s))
No Akavir & Yagrum by Amauri


IF YOU HAVE CRASHING BEFORE REACHING THE MAIN MENU, READ INSIDE THIS SPOILER
Disable: Dynasty Shields Pack 1 & 2 DLCs (these are unused in the mod and might contribute to memory usage)
It seems, if the pattern is anything to go by, that having less than 4GB of ram and running on a 32-bit OS can cause issues with Elder Kings. To get around the crashing issues, you should start disabling DLC. Disable them one at a time, loading Elder Kings up after disabling just one, then another until the crashes stop (so I would disable Sunset Invasion, then try to load the mod, if it didn't work, I would then disable the song DLCs, then the units DLCs).
Sunset Invasion
All song DLCs
Unit Pack DLCs
Norse Portrait DLC
Russian Portrait DLC
Mongol Portrait DLC
African Portrait DLC

Once it stops crashing, if you'd like to, you can start adding back DLCs from before the one that crashed, and see if you start crashing again. If you don't start crashing again, you can safely leave those enabled.
If it doesn't stop crashing, we have no other solution at this moment in time.


Installation

The installer is setup to force install to the correct location and requires no further instructions.
If using the zip version;

Windows
Unzip to C:\Users\<Username>\Documents\Paradox Interactive\Crusader Kings II\mod.

Mac OS X
1. Install Crusader Kings II.
2. Install the latest compatible CK2 patch.
3. Download ElderKings.zip, unzip it and open the unzipped folder.
4. From the opened folder, copy and paste the "ElderKings" folder and "ElderKings.mod" file to your /Documents/Paradox Interactive/Crusader Kings II/mod/ folder. If this folder does not exist, create it manually.
5. Go back to your /Documents/Paradox Interactive/Crusader Kings II/ folder. Create a new folder here and name it "ElderKings".
6. Run Crusader Kings II.
7. Click the checkbox next to "Elder Kings X.X.X" under the "Select mods to play" menu. (X.X.X represents the current mod version)
8. Click "Play".



Features

Rich fantasy world based on the Elder Scrolls video games, including Morrowind, Oblivion and Skyrim

• Detailed map of Tamriel with over 1000 land provinces

• Over 30 new faiths and cults add considerable depth to religion

25 races and cultures, each with unique styles and bonuses

New events to bring the world to life

Dozens of new traits featuring brand new icons in the same style as vanilla.

New diseases including bloodlung, the shakes and vampirism.

Custom Soundtrack a custom soundtrack completely replacing vanillas, currently sitting at around 300mb of Elder Scrollsesque music.



The Interregnum
  • The continent of Tamriel is in turmoil - the Second Empire has collapsed into anarchy.

    Twenty years ago the Akaviri Potentate and his heir were slain by Morag Tong assassins, shattering the already fragile Empire into a hundred pieces. The Argonians, broken by the Empire's conquests, have reverted to a primitive tribal state, warring amongst themselves over the marshes of their home. Meanwhile, the Dunmer, safe in their "stable" Kingdom of Resdayn, prey upon them as they prey upon each other in their great game, the Houses plotting and scheming over each other's demesnes like hungry wolves.

    In Skyrim, the once powerful position of High King has been reduced to but a shadow of its former self, as the Jarls look to their own borders in this time of chaos, fending off Falmer, Reachmen and Nordic Warlords alike while they try to hold their fractious people together.

    Cyrodiil remains broken between the two great Kingdoms of Nibenay and Colovia, who wage war against each other over border provinces. The petty Kingdoms of Kvatch, Anvil and Skingrad battle raids from the Khajiit, Bosmer and Gold Coast Pirates, who flourish in the anarchy. All the while, the Imperial Council attempts to maintain some modicum of civility and calm in the maelstrom about them, and the powerful warlord duke of Rumare is their only guardian against the marauders that would see themselves crowned Emperor.

    Who will you lead in this chaotic time?

    Will you claim the throne of the Emperor of Tamriel, and usher in the 3rd Era? Will you form the Aldmeri Dominion and re-establish Mer authority over the lesser beings of men? Or perhaps you will lead one of the beast races to supremacy?

    All this, and more, is possible in Elder Kings!


Screenshots
(Early pre-alpha screens for the curious)
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TLYRK.jpg

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SSChS.jpg

Team
• Amauri
• Korbah
• SaintDaveUK
• Arakhor
• teotl
• Sifaus
• ColdEvil
• Novacat
• Cainrae
• Lowcast


Former Team, Testers & Contributors
• NezzeOne
• cybrxkhan
• Orinsul
• DarkReborn
• lokomoko
• rickinator9
• Rallas
• Darkgamma


Development Diaries

#1
#2
#3
#4
#5
Not quite a DD
#6
#7

0.1.4 Previews
#1 ~ Slavery
#2 ~ Bloodlines

Frequently Asked Questions
What era is the mod set in?
Initially we'll be releasing a 2nd era Interregnum Bookmark, however other bookmarks will be released over time depending on team willpower, for example a 4th era Stormcloak Rebellion (think, Skyrim) bookmark is in the early stages of development.

Can I play Tiber Septim!?!
Yes, there are events to ensure he appears as a courtier in games in progress toward the end of the second era, and he will be playable if you choose a later start date.

Why the Interregnum?
Prior to ESO's announcement, the Interregnum was known only through in-game lore and tidbits on wikis, and was thus an easy point for us to pick up and develop from. With the existing lore, we are able to not only include a large chunk of actual ES canon, but we also had a largely free hand when it came to setting up how the majority of the world appears, and what dynasties and characters exist.

Are all parts of Tamriel playable?
Yes, the entire continent of Tamriel is included, as are the surrounding islands (Solstheim, Vvardenfell, Summerset) and "expanded universe" lands such as Pyandonea and Akavir.

Why is Morrowind called Resdayn/Why is Summerset called Alinor?
To enhance the feel of those parts of the world, we have chosen to use names as close to their native names as possible. The Altmer for example refer to Summerset as Alinor, and Resdayn was the original name of the pre-Empire Dunmer realm within Morrowind. Non-natives are able to establish Kingdoms using the more well known names within those locations if they so wish, for example a Nord who successfully conquers a large enough part of Resdayn may establish a Kingdom of Morrowind in opposition to the native Kingdom.
Update: To keep closer to lore, Morrowind is no longer called Resdayn when under Dunmer control.

Is it possible to play a Daedra worshipper?
Yes, Reachmen are set as Daedra worshippers and are playable, as are Orcs, who have their own sub-religion worshipping specifically Malakath. There will also be random events that can cause daedra cults to spring up, allowing you to convert to daedra worship.

Will there be magic, vampires, werewolves, etc?
Vampires exist, they are immortal, and hated by most non-vampires, the same with werewolves. Currently they boost certain traits, while lowering others, and will have their own unique event chains. As for Magic, we have a simplified system currently in place that will be expanded upon in due time.

How will you handle the different races intermarrying, having children?
Different races can intermarry but they receive fertility negatives upon marriage making having a child almost impossible (Orsimer+Man can still procreate however, the negative isn't as strong with them for example). Should a child be born to a non-compatible couple, such as Khajiit+Bosmer, it will gain the "Abomination" trait and will die shortly after.

What about portraits?
In addition to new hairs and beards for the humans we currently have portrait sets for the Dunmer, Altmer, Bosmer, Maormer and Orsimer as well as partial sets for the Khajiit and Argonians. If anyone is a capable artist with an interest in the Elder Scrolls, or who would like their work to appear in a large modification for CV purposes, we'd be more than willing to have you join the team.

Can I join the team!?
We could always use more flag and portrait artists, history file writers and event writers. If you're able to do any of those, feel free to drop me a PM.

Does this mod require any DLC?
Currently the mod uses assets from Legacy of Rome which require you to own the DLC. If you don't own the DLC, a compatibility patch has been released. Other than Legacy of Rome to get the full enjoyment from the mod you should obtain the African, Russian and Mongol portrait sets as we use them for different races in the world.

Can I play Vivec/Sotha Sil/Almalexia/Some other living God Character?
Yes, open the console and use the cheats.
Playable Gods or Demi-Gods won't be featured in the main mod as playable characters, it's simply unfeasible from a balance or fun perspective. Honestly, there would be no challenge; roflstomping Tamriel is only fun the first time, and then only for maybe 20 minutes, and if you *didn't* play one of those characters all the time, the AI would more than likely tear you a new one...every time. It isn't what we want from the mod ;)
(Tiber Septim is the exception to the rule; he wasn't strictly a God until postmortem).

Will you be converting Morrowind to a Republic?
No, the mechanics of the Republic DLC do not suit Morrowind as a whole, they suit perhaps House Hlaalu, but in general the Republic stuff isn't as "open" as some believe. If you lose your last coastal county as Morrowind, the game will end, Women will never inherit the patrician house and anyone who doesn't own the republic dlc will be locked out of playing Morrowind. This will not happen, however there are several other republics in the world if it's republic style play you're looking for (Wayrest in High Rock for example as a Kingdom level Republic).

Will children always have the race and graphicalculture of their mother?
No, that is a hardcoded element of CK2 and not open to modding. You CANNOT change the graphicalculture of a child, you can't even affect the % chance of a child gaining either parents graphicalculture. There is a way to "weight" the graphicalculture with skin_tone, however that doesn't take into account the sex of the parent, so a Redguard father with a Breton mother will almost always give you a Redguard (or something in between) child. We had an issue where Breton+Redguard was resulting in Mongol portraits as Mongol portraits had a skin_tone of somewhere between the two, but the game would recognise it as a completely new graphicalculture, breaking the racial trait system. Not very useful for our mod.

Will you ever include start dates prior to the 2E Interregnum Bookmark?
No.

Are the red flags with white question marks intentional?
Since they're missing from vanilla, that's a pretty good guess. We added the flags as Crusader Kings 2 loads them in a very specific manner, and any missing flags will cause all other flags to be in a mess, as a result we added the red flag as a placeholder to all titles still missing them.
 
Last edited:
0.1.3a
- [Added] Many more religious icons.
- [Added] 2 new rebel types; Bandit Rebels and "Warlord" Rebels.
- [Added] Temporary "failsafe" in case personality events don't fire for children.
- [Added] "Guilds", based on the Varangian Guard from TOG but with an Elder Kings twist.
- [Added] Events to Court Mage "Root out Cabals".
- [Added] Mer "Pregnancy" system to better control their propogation.
- [Fix] Minor title autoassigner spamming the same jobs or handing out more than one. (This is the second or third time it's been fixed, it just keeps breaking every other patch!)
- [Fix] Dunmer Great Houses shouldn't plot for independence.
- [Fix] Cabals should now start properly appearing.
- [Fix] Senchal not de jure switching/destroying on forming Elsweyr.
- [Fix] Keeps having more than one tech trigger has been removed.
- [Fix] Grand Hunt should now be available again.
- [Fix] Warlord CB is now functional again and works as intended.
- [Fix] Various Capital locations were set wrongly in many titles or were missing, these have now been corrected.
- [Fix] Map positions were off, causing fleets to disappear into space.
- [Fix] Court Priest not healing properly.
- [Fix] Indefinite heretic stronghold bug.
- [Fix] Marriage maintenance events (hopefully Argonian concubines of Argonians won't get the interracial incompatible trait anymore).
- [Tweak] Slightly reduced warscore from battles.
- [Tweak] Imperial Legion modifier now scales every 200 years.
- [Tweak] Added "completely_controls" to de jure assimilation.
- [Tweak] Warlord Suppression will now removed the Warlord trait if the Warlord has it.
- [Tweak] Holding setup according to internal plan for Argonia, Morrowind, Vvardenfell, Elsweyr, Pyandonea, Summerset Isle and Yokuda has been implemented.
- [Tweak] Warlord CB no longer requires OR = {} traits. NOT = {} traits are still checked for.
- [Tweak] Ayleid/Dwemer ruins will now provide a random tech bonus instead of a modifier (due to changes in the tech system in 1.10)
- [Removed] Malak religion, rolled into into the base Malacath religion.

0.1.3
- [Major] Compatibility with TOG/1.10 (this one bullet point doesn't do the compatibility fixing justice)
- [Added] Created many Mercenary fleets, one per petty Kingdom.
- [Added] Some "Major Rivers" per 1.10.
- [Added] Added several new religious icons.
- [Added] Some new Councillor Job events.
- [Added] New Duchy created: Leyawiin, Old Leyawiin formally renamed to Redman
- [Added] new Khajiiti religion, Alkosh, that is popular in the desert wastelands of Elsweyr
- [Added] Reimplimented Retinues, slightly modified
- [Added] Holy Sites to most major religions.
- [Added] Ascension mechanic to the founder of the Empire of Tamriel.
- [Added] Some new nicknames.
- [Added] Several new flags across the world.
- [Added] New buildlist for family palaces.
- [Fix] AI Event that provides disease protection should no longer appear to the player
- [Fix] Assimilation Events
- [Fix] White Gold Tower decision will now only fire for independent lords
- [Fix] Skyforge
- [Fix] Error allowing the empire of tamriel to be created multiple times
- [Fix] Manes can no longer get the Raht trait
- [Fix] AI Court Wizards will no longer be able to convert provinces
- [Fix] localization error with landed titles involving Pellitine and Anequinas
- [Fix] Childhood on_action events
- [Tweak] Added some new techs and adjusted the interface accordingly.
- [Tweak] Removed "Bandit" mercenary modifier and replaced it in the remaining bandit mercs with "normal" mercenary modifiers.
- [Tweak] Added holding images from 1.10 to some of the cultures.
- [Tweak] Swapped out most of Hammerfell's flags.
- [Tweak] Removed Infidel Free Revokation from crown laws
- [Tweak] Steward "Collect Taxes" Job now also affects local supply limit.
- [Tweak] Reduced MTTH for Priest cure wounds/cure disease.
- [Tweak] The Lord Spiritual can now only convert demense provinces
- [Tweak] Most randomly generated courtiers in events/decisions will now be of lowborn dynasty, to reduce save bloat
- [Tweak] Merged some EK terrains with vanilla terrains
- [Tweak] Removed opposites opinion modifier from Skeleton Key
- [Tweak] Increased bankruptcy penalty
- [Tweak] Reduced Pirate infantry so that they will always fit on their boats
- [Tweak] Mer should not be getting infirm before 200 now
- [Tweak] Orgnum's coffer will now provide a scaled amount of wealth based on owner's learning
- [Tweak] Adjusted Diseases (Note: If you want to make your own adjustments to the event-based diseases like Chrondiasis, feel free, as those events are currently mostly placeholders)
- [Removed] Imperial Commune (it is now the de jure Republic of the Heartlands)
- [Removed] High Hrothgar, Greybeards are now a landless title (Note: Temporary)
- [Removed] Duchy Petty Kingdoms (it is not possible to change the de jure status of counties)
- [Removed] Waylit Siege stuff, it's redundant with the new stuff added in 1.10.

0.1.2
- [Added] Normal Map (courtesy of Cabezaestufa)
- [Added] Placeholder Flags for all missing titles
- [Added] New completed flags to several titles.
- [Added] Mane trait.
- [Added] An event to gain the Amulet of Kings (Hint: It involves a certain Golden Hill and your Steward's Survey action).
- [Added] Event to change the Imperial Isle's capital holding to White-Gold Tower should you be a feudal ruler.
- [Added] Cultural Execution Decisions.
- [Added] New Ambition & CB - Warlord/Warlord Conquest; Using this CB will allow you to freely use the Warlord Conquest CB which has no requirements other than not incapable or infirm and having more than 100 prestige. Everyone else gains a "Depose Warlord" CB against the Warlord.
- [Added] Several new leadership traits.
- [Added] New "Employ Adventurers" and "Employ Bandits" decisions when a demesne province has the adventurers or bandits modifiers (replacing mercenaries).
- [Added] New build lists for Castles, Cities and Temples. "Tower" Holdings, special Baronies (White-Gold Tower, Adamantine Tower & Crystal-Like-Law) have completely independent custom building chains.
- [Added] Diseases have been overhauled, removing some old ones and relocalising existing ones, based mostly upon TESaggerfall.
- [Added] Prototype artefact inheritance & prisoner item confiscation.
- [Added] Characters with Imperial Legions will now get a triggered modifier that provides a bonus
- [Tweak] Edited Tenmar's border, bringing it further south to sever the small connection between Torval and Greenpoint.
- [Tweak] Armies are now about 1/3 faster than vanilla, Navies are only twice as fast as Armies now.
- [Tweak] Rightful Religious Head opinion mod boosted to +30
- [Tweak] Wrong Government Type opinion reduced to -15
- [Tweak] You can now use the Fabricate Claims job action on anywhere but your own vassals.
- [Tweak] Dukes and above can now use the "Liberate Countrymen" CB.
- [Tweak] Expanded the initial size of the Mane's personal demesne.
- [Tweak] Added 2 new characters in Elsweyr holding County level Temples directly under the Mane, switched a further 2 of the Mane's vassals to Temple holders.
- [Tweak] Rulers will no longer be assimilated by local culture.
- [Tweak] Changed color of Imperial Commune/Imperial Knights to a blueish color to match the new COA.
- [Tweak] Rumare Fleet is no longer a vassal of the Imperial Commune
- [Tweak] Nerfed Divayth
- [Tweak] Downgraded Legions to Counties, all vassal mercs will be counties from now on.
- [Tweak] Tweaked Culture Conversion
- [Tweak] Loosened requirements for adoption
- [Tweak] Survey job outcomes have been tweaked, increasing the likelihood of "good" outcomes.
- [Tweak] Atmora Changes; Reduced to 19 provinces/6 Duchies, placeholder character replaced with Draugr Lich-King, Draugr culture/dragoncult religion added across the snowscape.
- [Tweak] Redone resource system (the modifiers themselves now directly give the bonuses as the buildings weren't 100% functional).
- [Tweak] Optimised the current Spell set.
- [Tweak] Nerfed Summon Daedra.
- [Fix] Hundreds of localisation fixes.
- [Fix] Missing Lich trait icon.
- [Fix] Cosmetic issue where the entire world would be lit up green when Fabricating Claims.
- [Fix] You may no longer imprison/execute yourself through waylit siege events.
- [Fix] Added a couple of missing petty kingdom combinations for forming High Kingdoms.
- [Fix] Many Army positions.
- [Fix] Non-functional modifiers in buildings replaced with functional alternatives.
- [Fix] Orisimer Stronghold now requires the province be Orisimer in order to be built.
- [Fix] Fixed issue with Manes not having their mane, and non-Manes having manes.
- [Fix] Minor Title Auto Assigner event (there shouldn't be any duplicates of the Swordmaster or any other minor title in a single court now).
- [Fix] Narrative events not firing correctly or firing multiple times. They now use a new method of firing ensuring they will only fire once.
- [Fix] Non-Khajiits will no longer become manes.
- [Fix] Dozens of minor bug fixes.
- [Removed] Bandit Mercenaries (speed optimisation)
- [Removed] Adventurer Band Mercenaries (speed optimisation)
- [Removed] Retirement Event (speed optimisation)
- [Removed] Knightly Orders (speed optimisation)
- [Removed] Retinues until a patch from Paradox fixes the issue with inheritance of them (this also resolves our CTD issues).
- [Removed] New education system (until it's in a working state and the bugs are worked out, vanilla education will be restored).

0.1.1
Changelog
[Added] Mod is now available as an installer.
[Added] Russian portraits for Reachmen (if you have Russian portraits DLC).
[Added] More religion decisions for other religions (courtesy of DarkReborn).
[Added] New traits (Virile, Rebellious, Disloyal, Lead from the Fore, Lead from the Rear)
[Added] Female Mer portraits.
[Added] 2 New events to Rally Rebels Marshal job action (the modifier currently has no effect, so there are now random events to give revolt risk).
[Added] 2 New events to Survey Steward job action; Bandit Camp Discovered and Buried Treasure Discovered, both have a chance of giving money, while the Buried Treasure one also has a chance of giving a random artefact.
[Added] New Retinue for the Khajiit (Anequinan and Pellitinian Cultures now get their own seperate Retinue).
[Added] New CBs (Liberate Countrymen, "Honour War" for lack of a better name)
[Added] New spells to the Spellbook (Heal, Grand Healing, Beautify, Harmony).
[Added] Basic Dunmer House traits system (very quick sketchy work to ensure most Dunmer get their House Trait, let me know if it's causing issues).
[Added] Arumba's GUI Tweak and Shortcuts mod.
[Added] Several lore names to the lists.
[Added] Reachman trait.
[Added] Minor title Auto Assignment Decision.
[Added] A "System" to try and make Mer realms a little less stable. Their long lifespans (and thus long reign durations) caused them to stack up +100 opinion, leading to far too much stability and steamrolling of other non-mer realms by the AI. AI Vassals of long reigning Mer will now get events reducing their opinion a little the longer the Mer reigns, hopefully reducing the long reign, but not eliminating it outright.
[Tweak] Raht trait brought in line with Strong trait, and added to event weights.
[Tweak] Decreased requirement for Marshal Councillor job from 15 Martial to 12 Martial (for non-Martial Educations; Martial educations can still always be Marshal).
[Tweak] Changed Lead Troops into Battle Ambition to only be selectable by those able to lead an Army.
[Tweak] Slightly reduced child mortality
[Tweak] Independent Rulers can be appointed as Army Leaders even if they don't meet the "Marshal" conditions (you can therefore always appoint your own ruler as the leader of an army).
[Tweak] Removed some of the Dunmer House artefacts held at game start, no single Dunmer now holds more than one artefact.
[Tweak] A character can only create 1 Knightly Order in their life time.
[Tweak] Merged Martial triggered mods into Martial stat.
[Tweak] Merged AI and player minor title triggered mods.
[Tweak]Cultural combat tactics so that at least all the Tamriel races have one unique combat tactic
[Tweak]Agile now affects chance of death, chance of wounding, and chance of serious head injury
[Tweak]If you have too many lifestyles (only doable with ruler designer) than you will lose all your lifestyles
[Tweak] Reduced Swordmaster martial buff to +1 martial.
[Tweak] Fertility in some races (primarily Mer)
[Tweak] Becoming Craven battle event has been reduced in frequency, now your Martial and education directly affect it (higher martial and higher education are more unlikely to get it, but only the Martial orientated educations).
[Tweak] Maimed/Wounded/Death battle event weights have been tweaked to reduce frequency based on martial skill and various traits.
[Tweak] Altered Interracial marriage maintenance event to be low MTTH rather than an on_action yearly event.
[Tweak] Hid some traits from ruler designer.
[Tweak] Added checks to minor titles candidate decision so children will no longer appear in the list.
[Tweak] Buffed Tend Wounded job action.
[Tweak] Reduced Argonian fertility buff (due to decreased child mortality with the removal of VIET childbirth death events).
[Tweak] Restored vanilla movement speed (it was 1/3 slower than vanilla, now it's the same).
[Tweak] Readded the "attribute = learning" line to the Court Wizard. For some reason defying logic, this actually causes the Cout Wizard to rename itself to High Priest, it's an issue in base CK2, not something I can fix (so let me know if you'd rather have the number displayed and x2 learning bonus, of if you'd rather have the Court Wizard called Court Wizard).
[Tweak] CBs have been scaled back to vanilla settings and rewritten.
[Tweak] Increased Mercenary unit sizes.
[Tweak] Reduced "Improve X" ambitions back down to 10.
[Tweak] Changed some minor titles so they can be accessed at a lower rank (which was always the intention).
[Tweak] Changed the Imperial Commune's mercenary vassal from Legion Cyrodiil to the Imperial Knights.
[Tweak] "Blind" (congenital blindness trait) now has a small health malus.
[Tweak] Thu'um decision temporarily disabled until the event chain is completed.
[Fix] Prevented being able to select a start date earlier than 3370 (this was never intended).
[Fix] Restored Magicka Potions to their original position in the Spellbook (they're no longer nested under Fortify Spells).
[Fix] Immortals and Briarhearts getting Incapable and Infirm traits from normal health events based on age. They can still gain Incapable or Infirm via assassination attempts, battles and other "unnatural" events.
[Fix] Immortals and related trait-Characters should no longer recieve the Old Age and similar modifiers.
[Fix] Hundreds of localisation fixes.
[Fix] Become Great General Ambition.
[Fix] Broken Necromancer events.
[Fix] Several duplicate ID errors.
[Fix] Error in Portraits.gfx causing CTD.
[Fix] Readded a missing event from the Spymaster's Build Spy Network.
[Fix] Religious heads giving you jip for heretics when you're not even part of their faith.
[Fix] Dead children getting pet cats (although, cats *were* the guardians of the souls of the dead :p)
[Fix] Several duplicate Baronies removed.
[Fix] When a character is able to choose another child's education path other than their own, the decision wasn't flagged as "important", and thus no one knew it was there.
[Fix] Numerous education system bugs.
[Fix] Duplicate trait (Pilgrim) removed.
[Fix] Pregnancy events should no longer allow inter-racially incompatibles or infertiles to breed.
[Fix] Some unit positions have been fixed.
[Fix] Battle event for veteran trait not functioning properly.
[Fix] Granting Assassin titles and demoting shouldn't be possible at the same time.
[Fix] Wrong terrain types (if you spot anymore you think are wrong let us know).
[Fix] Dozens of other minor bug fixes.
[Removed] VIET Childbirth death events.
[Removed] Telvanni Relation System due to severe lag issues.
[Removed] (actually disabled) new crown laws, unfortunately their modifiers don't work (support for custom laws and other mechanics is incredibly low in CK2 *rant rant*).

0.1.0a
Elder Kings 0.1.0a (Hotfix)
View attachment 77123

Installation
Unzip over your ElderKings folder in #:\Users\<Username>\Documents\Paradox Interactive\Crusader Kings II\mod

Changelog
- [Fixed] Bastard spam.
- [Fixed] Two typos causing errors in the log.
- [Fixed] Two Duplicate event IDs.
- [Fixed] Duplicate Barony entry in Skingrad's history file.

0.1.0
- A world map consisting of Tamriel, Pyandonea, Akavir and Atmora.
- Dozens of new traits with varied effects.
- New High Kingdom System: Each traditional "Province" is split into half a dozen or more Kingdoms, when a single ruler accumilates enough power they can form a new High Kingdom covering the province.
- New Education System & Education Traits/Paths: You no longer tutor your children at court or with vassals, instead you send them to Guilds to receive their education.
- New Assassination System: No more a faceless click&kill, now you can appoint your own Assassins from your Courtiers or employ the Dark Brotherhood.
- New Portraits.
- "New" unit sprites.
- New, unique Buildings and alterations to existing buildings.
- Many new mercenaries.
- Minor titles given purpose: they now have a direct affect upon the ruling character and unlock new decisions.
- Many new decisions.

Credits & Stuff
Permissions
Due to the collaborative nature of the Elder Kings mod and the non-exclusive permission granted by other parties, we cannot grant blanket permission
for all materials contained here in for use in other modifications for CK2 or other games. Specific permission should be sought on our forums mentioned
above for any element you wish to use (9 times out of 10 the answer will be a yes where we are permitted to give permission).

Development Team
Korba (Spell System, High Kingdom System, Character, Title and Province Histories, Lore Dynasty rewrite, Various events, De Jure Realm defines, miscellaneous decisions, Trait Icons, Job/Ambition/Decision Icons, Modifier Icons, Event Pictures, Argonian Portraits, Culture Retinues, "unique" Buildings, Councillor Jobs, Original Map drafts and implimentation, High Rock/Islander/Vvardenfell/Mercenary Flags, Mercenary Titles, Knightly Orders & Legions, Dragonborn system tweaks, GUI Tweaks, Minor Titles "Jobs", New Laws)
Amauri (Character, Title, Province History Files, De Jure realm additions and alterations, Racial trait system, Star Sign system, Dynasty additions, Mer Death Events, many Localisation tweaks and additions, Map tweaks, Akavir Province/Title Histories & De Jure Titles, Republic implementation)
Darkgamma (Original font work, Argonia additions and alterations, Altmer Child Death Events)
SaintDave (Portraits, Unit Sprites, Event and Loading Screen conversions, Mercenary/Various other Flags, Portrait Clothing options, Dragonborn system, Star Sign System tweaks)
Sifaus (Optional Font mod, Family Relations & Ransom All integration, Map Topology & Additional Tweaks, Sea Provinces, Additional Dynasty Names, Cultural Cities Integration, Custom Buildings, Akavir General Design, Cultures/Religions/Province Histories & De Jure Titles, Akavir Decisions and Events)
ColdEvil (Hammerfell & Yokuda Flags, Lifestyle Events, Personal Interaction Diplomacy System)
teotl (Assassination System, Magicka System, Siege Imprisonment System, Education System, Duel System, Character Selection Sounds)
cybrxkhan (Elsweyr Flags, Flavour events)
Arakhor (Bug Testing, Localisation Fixes and Tweaks)

Contributors
Rallas (early character and title histories, early dynasty drafts)
rickinator9 (childhood event additions)
Orinsul (additional religions)
DarkReborn (miscellaneous religion decisions, bug testing)

Testers
NezzeOne (Lead Tester, basic guide)
jmberry (province/barony name suggestions, trait suggestions and beta testing)
Haresus
xZeven
lokomoko
Bad_haggis

Art
All art is either used with permission, in the public domain or self-creations.

TheMinttu, 1rich1, Isriana and jones4rt of DeviantArt (many loading screens and event images).
Various assets used from Wikimedia Commons under the Creative Commons Public Domain Dedication License http://creativecommons.org/publicdomain/zero/1.0/deed.en
Bethesda/UESP (Publicly released promotional images and low-quality screencaps/wiki images used with modification)

Elements of Patrum Scuta v0.3 have been used in the flags and coats of arms in this mod;-
Patrum Scuta Credits;-
Graphics by Wappenwiki/Birger
Implementation by Keanon
Graphics and Implementation by Solo_Adhémar
Implementation of extra landed arms by Ruwaard

Map Normal Map by Cabezaestufa

Integrated Mods
The following mods have been partially or fully integrated into the mod.

Culturally Different Cities - http://forum.paradoxplaza.com/forum...-Mod-Campaign-Map-Culturally-different-cities.
Ransom All - http://forum.paradoxplaza.com/forum/showthread.php?609850-Minimod-Ransom-All-Decision
Additional Objectives - http://forum.paradoxplaza.com/forum...-and-13-new-ambitions&p=13928881#post13928881
Dungeons and Sieges: An Imprisonment Game! - http://forum.paradoxplaza.com/forum...mini-Dungeons-and-Sieges-An-Imprisonment-Game!
Vanilla Immersion, Events, and Traits - A Modular Flavor and Tweak Mod - http://forum.paradoxplaza.com/forum...nts-and-Traits-A-Modular-Flavor-and-Tweak-Mod
 
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One more mod to wait for! Subbed for future updates. I hope you will be able to make Argonian sprites ;)

Unfortunately it's impossible to make new sprites for CK2, the model format used by Paradox is a closed proprietary format that requires a very expensive license to obtain the tools for. Portraits on the other hand are fully moddable, so they will at least have their own portrait sets ;)
 
Unfortunately it's impossible to make new sprites for CK2, the model format used by Paradox is a closed proprietary format that requires a very expensive license to obtain the tools for. Portraits on the other hand are fully moddable, so they will at least have their own portrait sets ;)

You can still reskin them, flat faces argonians are better than nothing ^^'
 
For the magic part of this mod you could make events that detail its use, and traits that detail what type of mage you are ie- Conjurer, healer, and Warmage, and you could use the new combat system to do the majority of spells ie summon zombies- +10 percent infantry attack power, and if possible +10 percent infantry strength, and Shield- All units defense + 20 percent. These are just off the top of my head but hope they help you, and great mod idea.

Also why not change piety to magicka and add events and intrigue options to build it up and unlock more powerful spells and abilities, ie for a thousand magicka you unlock the summon daedra spell which gives you a huge boost to heavy infantry defense and attack, but costs you 200-400 mana.
 
For the magic part of this mod you could make events that detail its use, and traits that detail what type of mage you are ie- Conjurer, healer, and Warmage, and you could use the new combat system to do the majority of spells ie summon zombies- +10 percent infantry attack power, and if possible +10 percent infantry strength, and Shield- All units defense + 20 percent. These are just off the top of my head but hope they help you, and great mod idea.

Great ideas!

Also why not change piety to magicka and add events and intrigue options to build it up and unlock more powerful spells and abilities, ie for a thousand magicka you unlock the summon daedra spell which gives you a huge boost to heavy infantry defense and attack, but costs you 200-400 mana.

This was the original plan, however the way the Piety and Religions work in CK2, a mage with a large amount of piety (or Magicka in a system like this) would have a massive opinion boost with his religious leaders. I think there were other issues concerning this as well, and ultimately we felt this wouldn't work sufficiently well enough.
 
Then maybe you could implement class system instead of education as in vanilla? I will be Nightblade in that case :D

Btw, I could be "idea guy", if you actually need one.
 
Then maybe you could implement class system instead of education as in vanilla? I will be Nightblade in that case :D

Btw, I could be "idea guy", if you actually need one.

My, that does sound familiar.

Thanks for the input DamianGrim, we've already implimented something along those lines, but we don't want to go into great depth right now on specific features, it's something we'd like to save for potential future DDs ;)
 
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