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The schedule for EK2 at ModCon:
▪︎On 29th of June, 7:30pm CEST/ 1:30 EST, a Yokuda Terrain Flyover Video will be released on my youtube channel. |

▪︎On July 1st, 7:30pm CEST/ 1:30 EST, a Skyrim Terrain Flyover Video will be released on my youtube channel. |
▪︎On July 1st, 8:00pm CEST/ 2:00 EST, the First Main Event will take place. The final part of the Main Event will be our first actual Trailer, and an interview by One Proud Bavarian on the mod. | https://www.youtube.com/oneproudbavarian
▪︎On July 1st, 9pm CEST/ 3 EST, the "Design Philosophy" panel will take place. LeSingeAffame and me ( Theyn_T ) will participate! Way of Kings Developer Tobbzn will be hosting a discussion about how different teams tackle their design process in making massive mods such as AGOT, Tales of Ireland, Fallen Eagle, the Way of Kings and - of course - Elder Kings 2. | https://www.youtube.com/oneproudbavarian

▪︎On July 3rd, 7:15pm CEST/ 1:15 EST, the ModCon Award Show will take place. | https://www.youtube.com/oneproudbavarian

And of course you'll get loads of teasers on our Discord during and before ModCon!

https://discord.gg/zarB4GZ

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DD - Bag of Tricks
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Dev Diary #11 - Bag of Tricks & Recent changes


Hello everyone, and welcome to another development diary, showing some of our recent changes and additions to the game.
This is the first DD of the week, and what a week! ModCon is just around the corner, and with it comes quite a lot of teasers, dev diaries, and exciting new content!
Don't forget to check out the website to know what mod teams will be part of ModCon, and what you can expect to find here: modcon.xyz/

Today we'll talk about four of our recent changes. We'll start with new innovations, both general and culture-specific, then we will show how powerful and famous rulers in Tamriel can claim that Might makes Right, after that we'll see how the ruler of the Imperial Isle can benefit from its special buildings without having to hold them personally, and we'll finish with the Bridges of Leyawiin, and why the Potentate wanted them to be destroyed...

Innovations:
Tamriel is a magical place, both quite familiar and very different from our own world. To help give the world of the Elder Scrolls its own identity, we have to tailor the Innovations and Technologies so that they can show how vast and diverse the universe is.
As stated before, we kept the four technological eras, named 'First Era', 'Early Interregnum', 'Time of Pretenders' and 'Unification Wars'. We also have a 'primordial' technological era, named 'Merethic Era' where the nativity innovations (see here for a refresher on what nativity regions are) are stored.

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Each of these eras contains most of the vanilla innovations, as well as new ones symbolizing advances in magic and spellcasting, and adding some famous institutions that were born either during the late Second Era, as Tamriel was being united under Tiber Septim, or during the Third Era under the Septim Empire.

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Note: You can see a "Master's Field" building in the War Magic innovations. This is part of an Academy holding that is meant to represent places of learning. More on that in a future dev diary.

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Different cultures also have evolved unique ways of fighting. Most if not all cultures have at least one unique (or at least special) regiment as early as the First Era, and some also unlock more as time passes.

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Might makes Right:
The world of Tamriel is filled with powerful warlords and rulers who didn't really abide by the conventions of their time. Why would an Emperor wait until the Unification Wars to attack and fully annex a kingdom that is part of their domain?
To solve this issue while still keeping the trend towards bigger wars as the game progresses, we allow very famous individuals to bypass some innovations requirements, with a concept named Might makes Right.

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During the early eras, rulers are locked behind small de Jure casus belli and weak Crown Authority laws. While it allows for a progression towards bigger wars and increased centralization as time passes, it might not fit the Elder Scrolls universe. To this end, rulers with high enough levels of Fame can declare these wars or enact these laws, even if they lack the required Innovation. Getting the innovation later on will allow characters to use these actions, no matter their fame.
This allows for a smoother transition between a character and fame based gameplay as in Tribes and a law and rules based gameplay as in feudal realms.

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Note: Succession Laws are still fully locked behind innovations. A succession acts, by definition, once you are dead, and as such your personal fame does not really matter anymore. You can still influence it by having a very high level of Fame and enacting the Absolute Crown Authority law and choosing your primary heir.

Some faiths also place a great deal of authority within codified rules and strict legal procedures. These faiths allow you to use Devotion as well as Fame in all of the Might makes Right requirements. While a Colovian that follows the Imperial Cult needs to be 'Exalted Among Men' to use a Kingdom-sized de Jure war, an Orc that follows the Code of Malacath can either be 'Exalted Among Men' or a 'Paragon of Virtue'. Same goes for laws, either fame or devotion is required to enact them.

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Diplomatic vassalization:

Diplomatic vassalization now follow the same rules as Casus belli or Crown Authority laws. You will need specific innovations to ask a ruler to become your vassal, unless you have a high enough level of Fame or Devotion. House Heads can however always ask members of their House to become their vassal, and Dynasty Heads can always ask members of their dynasty to become their vassal.

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Note: The 'Provincial Governor' special contract shown in the 'Provincial Governors' innovation will be further explained in a future dev diary.


Imperial Isle bonuses:
While designing the Imperial Isle building it became clear that some of them would most of the time be rather useless, as they may not be held by the holder of the Imperial City. The Arcane University, the Imperial Arena, and the Imperial City Harbor are in holdings that cannot be held by Feudal rulers, and the rest may be given to vassals.

To help make the buildings still useful even if you do not personally hold them, any ruler who has the Imperial City as their capital receives bonuses if they do not personally hold one of the Imperial Isle special buildings, as long as they are in their realm. These bonuses are smaller than if you were to personally hold the buildings, but at least the Arcane University is not entirely useless if you're Feudal.

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The Imperial City Harbor also slightly increases the tax and development growth of the whole Imperial Isle if it is part of your realm... And as long as it is open.

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The Bridges of Leyawiin:
A small piece of lore of the early Second Era is that the Potentate demanded that the Bridges of Leyawiin be destroyed, as they hampered the flow of trade along the Rumare.
To help represent that, Leyawiin has been given a special building that significantly increases the taxes and development of the city, and slightly increases the taxes of all the holdings in the duchy.

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However, this building also disables the Imperial City Harbor and Port Hestra - two important buildings in the Imperial Isle, as well as the Tradeport building line all along the Rumare. One of the first actions of the Potentate or any ruler who seizes the Imperial Isle should be to force the ruler of Leyawiin to destroy the bridges.

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To destroy the Bridges of Leyawiin, one must rule over the city while not holding it as its capital. If the city is held by a vassal, the vassal must have a very high enough opinion of you, have a high opinion of you and be scared of you, or you must have a strong hook over the vassal. After paying a prestige cost, the Bridges will be destroyed and after a month trade will once again freely flow along the Rumare.

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Should you lose control of Leyawiin, its holder will be able to rebuild the Bridges, and once more restrict who can pass through the city.


This is all for me today! Tune it tomorrow for more exciting teasers, Wednesday for another development diary - this time focused on some recent map changes, and don't forget to check out ModCon on Thursday!
 
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DD - The Great Construction
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Dev Diary #12 - The Great Construction


Hello everyone, and welcome to the second dev diary of the week! Today we will see some of the recent map changes, including a handful of new cultures, our current nativity zones, some work on the papermap, and the latest cultural and religious maps!
Don't forget to check the previous dev diary about some other recent changes, the recent Yokudan flyover, and the fantastic music made by Sylwester Faustmann that you will be able to hear in game!
Also, ModCon officially starts tomorrow, and it will feature two panels with both Theyn (our main map modder) and myself, in which you will be able to know more about the mod! Check the website and tune it for a three days-long convention full of mind-blowing mods and panels!

The Strident and Senchalese:
Both Cyrodiil and Elsweyr are hotspots of cultural exchange pot and various influences from all around the world, and to better represent that the cultural layout of the provinces has been slightly changed.

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The previous Colovian block has been broken down in two, with the Colovians proper still around the Colovian Highlands and the West Weald, and the new Strident in the Gold Coast.
The Strident mostly take influence from their Colovian and Yokudan neighbours, and are renowned sailors and traders. Some of the well-known Pirate Lords of Cyrodiil, such as Isobel 'the Regal Pirate' Gurges and Fortunata ap Dugal are now considered Strident. The Strident culture can also spread to the Abecean and Brena regions, while their Colovian neighbours cannot.

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The Senchalese Khajiits are, as expected from their name, centered around the port of Senchal. While their Pelletinian neighbours are more spiritual and faith-oriented due to the influence of the Mane, the Senchalese thrive in the grant Port of Senchal, are are renowned merchants who control a vital spot in the Tamrielic trade network.

The Nativity Zones:
As explained in our first cultural dev diary, most cultures in Tamriel are assigned one or several zones in which they can easily spread. This allows for a much more coherent cultural map even centuries down the line, and should help keep some regional identity as your Hegemony over Tamriel grows.
There are, at time of writing, 42 nativity zones, with each having a unique set of cultures that are set as native to them.
For example, the Gold Coast nativity zone, which mostly consists of Anvil and its countryside, contains the Strident (Cyrodiilic), Forebear (Yokudan), and Perena (Nedic) cultures.

Below is a screenshot containing the current nativity zones.

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IMPORTANT NOTE: The team does not yet know how the 1.5 rework will impact our existing cultures, our existing cultural features, and any other potential or future culture. We will have to see when 1.5 and Royal Court are released.

The Papermap:
While we already have breathtaking terrain thanks to our very talented heightmap modder, sometimes you might want to zoom out and observe your wonderful Dremora-cultured Meridia-faithful empire in all its glory, and this is where the papermap truly shines.

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From the wasted lands of Yokuda, to the tall mountains of Skyrim, it is filled with little details showing the terrain of the region and with easter eggs for your eyes to catch. Mythical creatures and lost islands only wish for you to find them!

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Worlds Collide:
A beautiful map also needs beautiful cultures and faiths.
Below you will find the latest cultural and religious maps, showing how diverse and magical the Elder Scrolls universe can be.
See if your favorite culture and people can be found, and try to guess which one you will play with first!

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This is all for this second dev diary of this week! Don't forget to check ModCon starting tomorrow, and Friday you will find me again to talk more about a certain Colovian Warlord, also called 'Liberator', 'Tyrant', 'Savior', or 'Conqueror' by some, the one and only General Attrebus!
We will explore our first bookmark together, called 'Warlord Rising'. We will see what exactly happens here, and why he has such a special place, as the one who brings down the Potentate and starts the Interregnum...

See you then!
 
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I'm not sure I understand nativity zones yet (probably need to play at least once to get a grip of them), does this mean that Elsweyr has 3 nativity zones for Pellitinian (light brown), Senchalese (dark brown) and Anequian? Doesn't it make more sense that south-west should be Pellitinian zone instead of Senchalese because Torval, city of the Mane, is there?

Also, are you planning to divide cultural blocks like Alinori and Dunmer in similar way or satisfied with how it is? Adding Vvardenfelli for Dunmer, for example. Dunno what can be logically done for Alinori though
 
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I'm not sure I understand nativity zones yet (probably need to play at least once to get a grip of them), does this mean that Elsweyr has 3 nativity zones for Pellitinian (light brown), Senchalese (dark brown) and Anequian? Doesn't it make more sense that south-west should be Pellitinian zone instead of Senchalese because Torval, city of the Mane, is there?

Also, are you planning to divide cultural blocks like Alinori and Dunmer in similar way or satisfied with how it is? Adding Vvardenfelli for Dunmer, for example. Dunno what can be logically done for Alinori though
The south-west is the Pelletine area, around Tor'val.

Alinori will probably remain as is. If there is one culture that is a monolith, then it's Altmer on their main island.
Dunmer culture might get split once 1.5 arrives.
 
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I might have misunderstood nativity regions then, that means that nativity regions aren't tied to any culture itself? They are just split into zones and each region can contain a number cultures that are native to it inside it? So that dark brown region (with de-jure Torval and Senchal can have for example Pellitinian and Senchalese cultures as native, light brown may contain Pellitinian and Anequian, and green has Anequian as native, or something like that?
 
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Second to last image in the latest diary, what is the Emerald-Green culture in the Heart of Cyrodiil and what is the darker green culture on the lone Yokudan shard and the bit in the corner sandwiched between the Horsemen and Yokudans?
 
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What's the difference between Tribunal Temple and Tribunal cult? The cult seems to be a Telvanni thing, but I don't really remember them being explicitly out of communion with the Temple. Is the cult there to represent the Telvanni's isolationist attitude freeing them from the authority of the temple religious head?
 
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Second to last image in the latest diary, what is the Emerald-Green culture in the Heart of Cyrodiil and what is the darker green culture on the lone Yokudan shard and the bit in the corner sandwiched between the Horsemen and Yokudans?
1. Emerald-Green - Tsaesci. They are being pushed out in the first 2E 440 bookmark and will almost vanish till the 2E 450 bookmark.
2. Darker green - goblins. yep, we got 'em. and they are playable.

What's the difference between Tribunal Temple and Tribunal cult? The cult seems to be a Telvanni thing, but I don't really remember them being explicitly out of communion with the Temple. Is the cult there to represent the Telvanni's isolationist attitude freeing them from the authority of the temple religious head?
Simplified: Our way to model that the Telvanni see the wishes of the Tribunal as that: wishes. While the rest of the Dunmer consider a wish of the Tribunal a command to be fullfilled.
 
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The cult seems to be a Telvanni thing, but I don't really remember them being explicitly out of communion with the Temple.
Well they had differences, but more in a political sense, like not being into religion much in general because they are such powerful mages that they don't really view Tribunal as very important gods when they are just some steps higher than powerful mages. Dunno if it's really worth separating them from Faith just for this. Zealous Telvanni should still probably venerate Tribunal like everyone else
 
Well they had differences, but more in a political sense, like not being into religion much in general because they are such powerful mages that they don't really view Tribunal as very important gods when they are just some steps higher than powerful mages. Dunno if it's really worth separating them from Faith just for this. Zealous Telvanni should still probably venerate Tribunal like everyone else
Yeah we'll have to see how we'll handle zealous tribunal cult and cynic tribunal temple characters.
 
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Adding to this, I wonder if it's possible for modders to make a hybridized version of "Religious rights" to ensure that some variations of cults won't disappear quickly form conversion, like if the vassal with this Rights follows a Faith that has Ecumenism-like doctrine like your Faith, you can't convert his provinces at all, but if he converts to something Hostile/Evil, it stops working temporarely, for example Cyrodilic Emperor not being able to convert Bretonic Rites provinces, or Dunmeri overlord not being able to convert Telvanni as long as their faith still worships Tribunal, unless it's heresy like Nerevarine cult or Daedra worship, to not allow you to cheese this Right like swearing fealty to the emperor with different Faith with this right but then converting to Evil religion afterwards and AI not being able to do anything about it.
Default "Religious Rights" contract would look weirder in EK imo because in-universe there's more difference between your (Emperor's) vassal following Bretonnic Rites, Elven Pantheon with Auriel, or Molag Bal cult, yet the contract makes them all fair game
 
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What is state of Orsinium in initial bookmark?
What about special events and decisions about destructions and revival of Orsinium(s)?
What are the possible locations to do so?
 
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What is state of Orsinium in initial bookmark?
What about special events and decisions about destructions and revival of Orsinium(s)?
What are the possible locations to do so?
Per lore, Orsinium fell after a siege lasting from 2E 430 to 2E 431. so 9 years prior to the mod.
Orsinium can be reestablished.
I don't know the locations atm, or if it is even location based.
 
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1. Emerald-Green - Tsaesci. They are being pushed out in the first 2E 440 bookmark and will almost vanish till the 2E 450 bookmark.

Is Tsaesci considered native to any regions in Cyrodiil or can they become native through some decision?
Or are they forever foreign and it's just hardmode?
I'm really loving everything I've seen so far!
 
The Tsaesci are not yet set as native from anywhere. They are not yet set as nomadic, but they might be at one point - basically once I get to do it.
They have another culture that is set as native from Anequina, but it doesn't exist at game start.

But these two things can change in what we'll see tomorrow!
 
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