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Darsara

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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.
 
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iisbroke

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I agree with the idea of focusing on House intrigue and conflicts for Morrowind.

Now this might already have been suggested or done.
How about event chains where a monarch or house attempts to gain the blessing of the tribunal? Something simple like a pilgrimage quest line which can lead to your house gaining a boon of some kind. The tribunal are considered gods so maybe have it increase the character's relations to show it enhanced their legitimacy, but only for a few months to keep it somewhat balanced.
 
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tman144

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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.

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.
 

Accrsd

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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.
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"
 

Wandering Sentinel

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The succession law used by Patrician families is the most OP in the game anyways since they have the option to name any male in their family as the heir if memory serves. Or maybe I'm thinking about the Indian religions....
 

iisbroke

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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.
 

Zsrai

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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.

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).
 

Rubidium

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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).
I believe the Night's Watch in AGOT also does this.
 

aledris

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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.
 
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SilverFoxZ

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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.

That sounds like a really cool idea. I like the idea of a necromancer spawning in one of your tombs and if not dealt with quick enough he may raise hostile undead from the province the tomb is in. (Maybe the older the tomb the bigger the army of undead he can spawn?)
 
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Lysistrata

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I think the current system, where the Houses are represented as factions could work very well with a bit of tweaking. Add in a few traits to represent one's rank in the House (e.g. for Telvanni, Hireling, Oathman, Lawman, etc. all the way to Archmagister, kinda like the education traits) and add in a few events to reshuffle House members in the faction so that they are always sorted by rank in descending order, and a few more to replace dead members (e.g. a dead Archmagister should be replaced as both Archmagister and leader of the House Telvanni faction by a Magister or if one doesn't exist, the next highest ranking member of the House with the most prestige or whatever), and you've got the basic structure sorted. Add in more events to represent ascending in the House (for example, being given patronage by a Master/Magister/Archmagister/ascendant Wizard as a lower ranking Telvanni and becoming their Mouth, claiming the title of Magister to challenge the rule of the Archmagister, etc.) Also, add decisions that allow you to advance in the House as long as you have the attributes (just like in-game, e.g. learning 3 to become a Telvanni Oathman) and the favor of a higher ranking member (for Telvanni, this essentially means anyone who is at least a Mouth and is higher ranking than you, advancement to Master and beyond might have to be handled a bit differently, though).

If the devs wanted to, they could perhaps also make it possible for any duke-tier (or higher) Dunmer to have House factions, which would represent the fact that there is a House council in every district of Morrowind, who can then compete with eachother for control of their respective duchy (possibly represented by election events when the incumbent dies, with the local House leader who wins deferring their position in the House to someone else, a la Vedam Dren), which would make a Morrowind game both more interesting and more lore-friendly (if memory serves, the note you blackmail Orvas Dren with says he'll kill his brother and replace him as Duke of Vvardenfell before the Redoran or Telvanni can even produce a candidate, which suggests to me that control of Morrowind's districts is not guaranteed to any one house and is instead contested between them when the incumbent duke dies).

Making the House factions available to all duke-tier+ Dunmer would also make it possible for Dunmeri realms outside Morrowind to have them (I'll admit, I was disappointed when I made a custom Telvanni Duke of Stormhold only to find I didn't have access to the Great House system at all).
 
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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.
 

Colossal_Elk

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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.
 

EmperorG

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Each Great House is an independent Kingdom on the SVN.

Do you mean the most latest SVN made them start out as King-tier titles? Or that they can gain king-tier rank? Because if its the later, I already knew that; if its the former, I am very intrigued.