For example, look at Crisis of the Confederation, where getting any taxes is or anything of the sort of very difficult due to nearly all of the government types counting as Feudal.
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For example, look at Crisis of the Confederation, where getting any taxes is or anything of the sort of very difficult due to nearly all of the government types counting as Feudal.
The issue with this is it wouldn't work since the game wouldn't be able to treat a government as a merchant republic without the proper mechanics. Even being the leader of a Merchant Republic without a family palace causes a game over from holding a normal Republic government title for instance, and the other mechanics are all hard coded in.
merchant republics already can hold castles just not temples. I don't think it'd work as intended really. I mean i love the thought of having the forever personal holding of the palace for the heads of the families but then i think about republican succession and that just doesn't feel like morrowind. I mean there's some parts that are interesting.. I'd love to have the heads of great houses have special titles like Archmaster or Counciler (seperate from members of your council.. just on the imaginary morrowind high council for special events) but apart from that it would be a weird line you'd have to tow between is this "morrowind" or is this "super venice"So, what if we made Morrowind a merchant republic but just renamed trade posts to "strongholds" or something? It could simulate the way the great houses were trying to build new settlements in the Morrowind game? Building your stronghold was one of the best quests in Morrowind anyway. I think the government form could be modded enough so that they could hold castles as a merchant republic.
Well it would be nice to play a theocracy like the Tribunal temple, which would help by allowing more Dunmer to be played. Problem is that would require waaayyy too much work as there aren't even official CK2 dlc's in the works to allow that. Unless you make them like merchant republics and instead of it being a family just have the dynasty act as a 'faction' or branch of the religious order, still sounds ambitious. Just wanted to through the idea out there though.
I believe the Night's Watch in AGOT also does this.You could make the Temple a custom gov't, but then it would count as Feudal for laws and so on. Something to look at may be the Congregation gov't in Geheimnisnacht, which is basically their playable Holy Order gov't form. They found a way to make Open Elective work, and sort of remove the dynasty requirement for a game over (in that particular case).
Uh... any race with the slavery law passed can raid neighbours for loot and then enslave them. That's been for a while in the mod ; )Should Dunmers be able to raid Argonians for slaves? Some Nord pirate activity around Vvardenfell would be cool too.
Yeah but the AI never does it, even tho Dunmer economy relied heavily on slavery.Uh... any race with the slavery law passed can raid neighbours for loot and then enslave them. That's been for a while in the mod ; )
Yeah but the AI never does it, even tho Dunmer economy relied heavily on slavery.
I am surprised that no one mentioned Ancestral Tombs, which are important for the dunmer. Granted, it's more about having fluff, yet in my mind it goes like this:
1) First of the family get an option to summon the event chain about Ancestral Tomb.
2) Have to pay for exploration, building and rituals in it (with high stats options to make it better or cheaper or whatever)
3) Capital province and the ruler get bonuses that last for life, normaly (piety, relations with the dynasty)
4) Possible events of burial of the dead dynasty members, looters\necromancers\whatevers, angry spirits and undead rising, disrepair, preparation of the ruler's resting place
5) After the death of the ruler, next one is to receive the event about burial, possible (cynical? greed?) stealing what is not nailed down in the tomb for gold, piety penalty, if revealed - prestige and relations penalty, undead infestation etc.
Another thought, though not about dunmer only but about long-living mer in general, is the landless kin to drift around with possible adventures, seeking fortunes and receiving death (with low stats for their activity). Not sure if this would help with mers cluttering the world or will only load the PC.
Maybe something could be done about the titular Great House Kingdoms that each of the 5 houses can create? I manually created them all for one of my games in an attempt to divide Morrowind without having the Great Houses shatter into a million pieces simply because they hold multiple ducal titles, as they tend to do over time.
Each Great House is an independent Kingdom on the SVN.