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Colossal_Elk

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Hello everyone! Welcome to our fifth Elder Kings 0.1.7 Developer Diary! Following the release of Reaper’s Due, we have been focused on getting the mod compatible with the game’s new features. However, we have also been developing new content for various races/cultures and religions. Today we’ll be talking about new features for Imperials, Argonians who follow the Hist, and the Altmer.



The Colovians, Heartlanders and Nibeneans are each unique, but they do have a shared heritage that makes them all decidedly Cyrodilic. One facet that sets them apart from the other peoples of Tamriel but holds them together is their emphasis on an expansive, well-organized government. And how does one make sure that their government accomplishes its various goals and policies? Why, with bureaucracy, of course! Rulers of the three Imperial cultures have a unique Imperial Bureaucratic Policies decision that they may take provided they have some money in their treasury. The ruler’s bureaucrats organize so that they may receive orders (and the necessary funds) from their liege instructing them on which of five policies they should pursue.

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Once a policy is chosen, the ruler’s agents disperse in order to carry out their liege’s orders. While the cost of a policy always depends upon the ruler’s yearly income, the effectiveness of the policy instead depends upon the ruler’s rank. Dukes get better policies than Counts, Kings get better policies than Dukes, and Emperors get the best policies.

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Due to the sweeping nature of each policy, only one policy may be in effect at a time. A ruler may not stop an ongoing policy, but once a policy runs its course, that ruler can elect to initiate the same policy or choose a different one altogether.





Similarly to the Imperial cultures, Argonians who belong to the Hist religion have a unique decision that they may take: one which allows them to refocus their connection with the Hist itself. Argonians owe their very civilization to the assistance of the Hist, which play a profound role in their life cycle and which maintain lifelong connections with many Argonians. The Hist can alter how these connections function, such as how they strengthened the People of the Root during the Oblivion Crisis. But changes in how the Hist are connected to the Argonians need not be so dramatic. Sometimes, an Argonian can receive the assistance of the Hist in much more mundane circumstances.

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When an Argonian chooses to Refocus their Connection with the Hist, they perform a ritual which facilitates communication with the Hist. Afterwards, the Hist will manipulate the Argonian’s abilities according to that Argonian’s wishes, dramatically strengthening one Attribute at the cost of the other four Attributes. As the Argonian becomes more astute in a particular area, that Argonian will gain new comprehension that makes them more effective in tasks related to that Attribute (Learning is the only exception, since Learning directly corresponds with Magicka). Unlike the Imperial Bureaucratic Policies, the cost of the decision is a fixed amount of Piety, and the effects do not scale with rank. However, these effects also last for five years, are limited to one at a time, and cannot be canceled, but an Argonian can once again Refocus their Connection with the Hist as soon as the effects have worn off and they have the requisite Piety.

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Lastly, let's talk about the Altmer. There are few things that Altmer society takes more seriously than Purity. Thousands of years of careful breeding have allowed the natives of Summerset to maintain what they believe are the looks and traits of the ancient Aldmeri. But as difficult as Purity has been to maintain, it can very easily be disrupted. Altmer who fraternize with non-Altmer are always at risk of being labeled as Impure, as are Altmer who spend too much time away from their people’s homeland. Court life for Altmer is dominated by the act of preserving Purity, as being named Impure is a stain upon that Altmer’s reputation with all Pure Altmer. In order to maintain one’s Purity, it is necessary to address the alleged source of the problem. This may mean taking a trip through the Summerset countryside…

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Or it can mean ending a friendship, or breaking off an affair with a non-Altmer paramour. Some Altmer, however, will not take these precautions...

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Being recognized as Impure is an ordeal that few Altmer wish to face. Fortunately, there is a solution, even for Altmer who have been seen as Impure for their whole lives. Alinor is home to scores of Sapiarchs (highly-learned persons) who are willing to test certain Altmer in order to determine whether or not they are truly Pure or Impure. These examinations are arduous, and any Altmer who wishes to be tested will first travel Alinor, taking in the sights and culture of their people in order to prepare for the Sapiarchs’ litany of questions.

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The test itself is divided into five phases; one for each of the character’s Attributes. How well the Altmer performs is directly related to their Attribute score. If the corresponding Attribute is sufficient, they will impress the Sapiarchs with their knowledge during that phase.

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If not, they may earn the Sapiarchs’ scorn instead.

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After the five phases of the test are complete, the Sapiarchs will deliberate and eventually reach a verdict regarding the Altmer’s Purity. For those few Altmer who have the abilities to impress the Sapiarchs in the majority of the phases of the exam, they will be recognized as Pure.

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Altmer who can pass every phase of their examination with flying colors will gain additional recognition in the form of additional Piety. Successful pilgrimages have the additional benefit of protecting the pertinent Altmer against any allegations of Impurity, no matter where they go or who they spend their time with.


And that concludes this edition of the Elder Kings 0.1.7 Developer Diary! Thanks for reading!
 
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Colossal_Elk

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Minor question...What are the Modifiers of Pure

It hasn't changed from the old version. Pure characters just like one another more and dislike Impure characters. The real problem is being Impure and being a subject of a Pure character or having Pure vassals, as they'll not think highly of you. It's an especially big deal after Conclave reduced many of the opinion buffs.
 
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Select_patron_diety should really be altered so that deity is correctly spelt or it may cause havoc in later coding.
 
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_Arzakon_

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Wow. I expected the latest release to be compatible with Conclave but not Reaper's Due. This is great news! And the cultural decisions are awesome. Thanks! I can't hardly wait for it to be ready : D
 
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Looking fantastic, great work overall. :)
 
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Great new.

I recently discovered Elder King mod, and now I always play CK2 with that mod. You did a excellent job, the atmosphere of the various Bethseda's game are fully integrated.
 
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So if im an aldmer ruling in some small country in alinor, i must take a trip to alinor to show im pure? Even though i live in alinor?

One does not simply "Take a trip to Alinor." :p

There's two different kinds of pilgrimages that the Altmer can take; one for Altmer who live outside Alinor and decide to go back once in a while (always event-based), and one for Altmer of any kind who are considered Impure (this is taken via decision). What they have in common with one another is that they start off along the lines of "Travel the Alinor back country, take in the sights, take in the culture, learn things." Whereas if you're doing the decision variant, you have the examination at the end, where the Sapiarchs test you to see if you not only grasp the fundamentals of what it means to be an Altmer, but you can apply them.

If you're an Altmer who doesn't live in Alinor you'll have to do the first one once in a while if you want to stay Pure. Although the event has a rather long MTTH and if you do take the trip, you absolutely do not have to take another one for at least 12 months (for the exam pilgrimage, it's half of that unless you get a "perfect" score on the exam). Even better, this purity timer also shields you from allegations about your friends and lovers messing up your Pure status.

Also, the "Maintain my purity..." option in the lover event is another choice for Altmer if their friend or lover causes them to get accused of not being Pure. That's an expensive option, but it instantly bails you out of the dilemma and gives you a 6 month grace period before the rumors about your purity start back up.
 
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Ermahgerd! Has it been revived! Halleluljah! KHAJIIT STRONKEST PROVINCE PRAISE MOONS

P.S. When is the expected release date, and also as I probably indicated what, if any, new Khajiit mechanics will there be?
 

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Are there any plans for some sort of legion system? You know, for the Empire.

Not yet. One reason for that is because of the difficulties in implementing something that is balanced and accessible. Maybe something with event troops but I'm really not sure.

P.S. When is the expected release date, and also as I probably indicated what, if any, new Khajiit mechanics will there be?

The expected release date is when we have something that's properly playable and we've stamped out the major bugs. Right now, on a scale of "Blighted Kwama Mine" to "Jiub's arthropod-exterminating counterpart's headquarters" we're somewhere along the lines of "Barrel full of Shalks."

As for Khajiit content, that's something I'm unsure about. Right now, they have more going for them than most cultures/religions do (Mane succession, a staggering amount of unique event pics, patron deities) so they're lower-priority than some of the other groups. They're not being ignored though, and we do have ideas for things to do with them, it's just that there's other groups that are/were in need of new content first. Once they're taken care of, we can move on to the Khajiit.
 
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As for Khajiit content, that's something I'm unsure about. Right now, they have more going for them than most cultures/religions do (Mane succession, a staggering amount of unique event pics, patron deities) so they're lower-priority than some of the other groups. They're not being ignored though, and we do have ideas for things to do with them, it's just that there's other groups that are/were in need of new content first. Once they're taken care of, we can move on to the Khajiit.

Could I help? I find I'm a decent writer and have some ideas for Mane succession events.
 

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Not yet. One reason for that is because of the difficulties in implementing something that is balanced and accessible. Maybe something with event troops but I'm really not sure.

I'd recommend looking at either Warhammer's State Troops or (when it gets released) the Winter King's Legions. Obviously not just copying them, but as general inspiration. The state troops has the advantage of being able to be controlled by the player, which means less railroading and less balance work on your part. The TWK legion system (it gets explained on page 171) uses pre-defined titles that are strengthened or weakened by events. This means you'd have control over where it goes and how powerful the legions could be; grant legions based on expansion and control, rather than having a potentially infinite amount of vassal mercenary groups to call on. But you guys would have to set everything up and probably different things for different empire titles (IE, set up entire event systems for each potential province achieving empire), so it would be more work and harder to balance, not to mention that at least one group would probably get shafted when all is said and done.

Just some options to consider if you get to a point where establishing standing armies is your focus.
 
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Could I help? I find I'm a decent writer and have some ideas for Mane succession events.

Sure, though right now we're doing compatching and there's no real easy way to look at the ongoing progress. Though making content for a specific subject is your thing, you can always try working on a submod.

I'd recommend looking at either Warhammer's State Troops or (when it gets released) the Winter King's Legions. Obviously not just copying them, but as general inspiration. The state troops has the advantage of being able to be controlled by the player, which means less railroading and less balance work on your part. The TWK legion system (it gets explained on page 171) uses pre-defined titles that are strengthened or weakened by events. This means you'd have control over where it goes and how powerful the legions could be; grant legions based on expansion and control, rather than having a potentially infinite amount of vassal mercenary groups to call on. But you guys would have to set everything up and probably different things for different empire titles (IE, set up entire event systems for each potential province achieving empire), so it would be more work and harder to balance, not to mention that at least one group would probably get shafted when all is said and done.

Just some options to consider if you get to a point where establishing standing armies is your focus.

Those are interesting ideas for the future, but right now it does sound very difficult to implement. For the time being, I want to stick with older systems like the military professionalism laws, and how the cultural military buildings and tactics affect the relative military strength of every region on the map. Once there's a better idea of how the different regions stack up to each other, that'd give us a better background for adding new military features.
 
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Necal

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Those are interesting ideas for the future, but right now it does sound very difficult to implement. For the time being, I want to stick with older systems like the military professionalism laws, and how the cultural military buildings and tactics affect the relative military strength of every region on the map. Once there's a better idea of how the different regions stack up to each other, that'd give us a better background for adding new military features.

Yeah, like I said; just something for the future. I made a generic version of state troops for myself anyway, so I get em either way.