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ngppgn

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Great news! I will inmediately try out the Umbar republic. Many thanks to the team and keep up the good job!

Edit. Any plans on technology? I'm curious on how you'll take it. An stagnant world like in AGOT or an evolutionary like EK and vanilla?

Edit2: Umbar seems to be unable to raid in any human land due to pertaining to the same religion gruoup (edain), which basically defeats the whole purpose of raiding...
 
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Chris93

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CK2:Middle-Earth Project 0.1.4b Patch Release​


CK2:MEP 0.1.4b has been released and can be downloaded either a patch or full installation.

DOWNLOAD CK2:MEP 0.1.4b
FULL -PATCH

We have been working over the past week to fix bugs and enhance the mod, with many of the changes coming from your feedback! We can't thank you enough for your support and the interest has been a great motivation for all of us on the team. Your suggestions have allowed us to improve on our little mod and we hope you like the new patch!

Please remember that this is still only an early beta, there will be problems, there will be "What the-" moments, but we are making progress. But now, here's a small showcase of some of the new features and fixes in this next patch.​

New Features

Trading Guilds
We have implemented three 'Trading Guilds' based on the Republic DLC from CK2. There is the Gondorian Guild of Venturerers based in Pelargir, the Black Fleet of Umbar and the Sindar Mariners of Lindon. Explore a new style of play as you try to maintain and expand your trade empire even as the world around you spirals downward.


New Events
A multitude of new events have been added and we have tweaked some based on player feedback.
  • The colonisation system has been overhauled and made more interesting and dynamic. It is now slightly harder than just pressing a single decision button to change the culture of a province to your own. New random events mean the success of a colony is decided partly by you, and partly by luck. To balance this, vassals are now able to colonise on your behalf.
  • For Dwarf lovers there is now an event chain for the Dwarves which, if Sauron is defeated, gives them claims on Moria - the former Kingdom of Khazad-Dum - and Mount Gundabad, allowing them to be reclaimed for Durin's folk!
  • Evil players will be happy to learn Sauron now gets a claim on a neighbouring 'Good' region every 5 years after 11375, to allow expansion beyond Gondor (if the courage of men fails).
  • And finally, there is a new event chain for characters which hold both High Kingdoms of Gondor and Arnor past the year 14000, well into the 4th age. These new events will make it harder to hold both titles, and encourage a division of the Reunited Kingdom.


Other Notable Changes​
  • New Incapable and other health events (affects Numenoreans and Dwarves mostly).Half-Elves if anyone ever manages to sire one, live to be 150-250ish (Yes, I know Elros lived 450ish, but this is late in the 3rd age, and you're just the descendant of a Silvan Elf, not a royal line with Maiar blood).
  • Changed "Invasion" casus belli for hostile religions/cultures, it now only works on duchies not whole kingdoms.
  • Added a Human Infertility trait instead of using a fixed amount of time in defines, this allows Elves to continue being fertile for up to 5000 years.
  • Dunlending claims on Rohan now fire correctly.
  • New characters such as the descendants of Azaghâl or Telchar, as well as more Dwarves and playable Kingdoms of Nurunkhizdin and Zirakdum.
  • New Interface by Talias from the Witcher mod. Special thanks for them! A new mini-map has been added too!

Full changelog included with the download.

Screenshots
rep2_zpsf42f4c4a.jpg

rep1_zpsa734bec9.jpg

ev1_zpsde397459.jpg

ev2_zps2abfe305.jpg

ev3_zps14c9a861.jpg

Want to help?
We are still in need of modders in scripting and events, as well as other things.
Contact Redit or Lon here or on the Paradox Forums if you are interested in joining the MEP team.
.
 

el_zilcho321

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TMSaxon

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Now that would be interesting- mayhaps an event army spawning in Rivendell or Mithlond representing the Valar and the forces of the Quendi in Aman. The true last stand of the Eldar, the Edain, the Dwarves, and all Free People.

Sauron at full strength, Morgoth stronger then ever before, although how the return of the likes of Turin Turambar, Feanor, Gil-galad etc. could be handled, I'm not quite certain. Nor how the duel between Turin and Morgoth, where Turin is meant to kill Morgoth, could be deliberately scripted. And of course, the Dagor Dagorath could go terribly wrong- the Darkness could prevail. Most interesting though.

Clearly far down the line however, if it is ever implemented of course.
 
Last edited:

JonStryker

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Before the patch colonization was way to easy. Now it is completely impossible. Yes I said it.

- The second colonization event option text still reads the same as the first one although it should be something like "nope".
- The duke of Harlond doesn't own land.
- The colonization CB shouldn't be visible for races that never are going to be able use it (like Elves, Hobbits, etc.) -> all those counties with supposedly CBs on are horribly confusing.
- It feels kinda weird when you realise that the biggest enemies are the pirates of Umbar who just raid the Elven lands all the fucking time.
- Crown Laws for immortal people are broken: If one independence war is lost you go down one level of CA and you can't ever raise it again.
- Noldor Elves don't have (overpowered) Elven towns, Moriquendis do.
- Elven infertility trait at age 34 (what????).
- Sorry to say but you guys broke something in the character selection menu. All kinds of weird stuff happen there now.
- All Hobbit clans have presumably merged into one single culture by now but the "King" of the Shire is a Fallohide ruling over a realm with only Harfoot provinces!?
- Incapable Wilderness everywhere

Also there are like 3-4 typos on the screenshots alone.
 
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Ethan194

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It says the file is being authorized, and the patch is already authorized, so I cant download it >.<

Same for me.:(
 

Bloodly

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Republics

I was for the first time ever playing a republic yesterday, and it was actually a lot of fun and really seemed to fit into the mood of the setting as well! Loaded up as Gondor, revoked a duchy title from the count of Anfalas, revoked a city title and a county title also. Then renamed the city "Guild of Venturers" like the one from Numenor, gave the mayor a county so he became a Lord Mayor and then gave him the duchy of Annuland so he becomes a Patrician/Republic - and wow, really felt like a whole new dimension to the game, opening trade routes, making money and not fighting orc hordes, and trying to find new provinces in the Eriadorian coastline to settle with my rising mercantile empire.

It made me wish I had some competition, perhaps from Pelargir or the duchy below it, and definitely from Umbar and Bellakar - and also the elves of Lindon.

I know "Republics" don't fit into Middle-Earth, but with a little localisation, they can certainly represent sea-faring guilds! We name the Patrician "Great Captain" and we name the leaders of the other houses "Captains". We rename Republic to "Guild", and voila, we have something resembling the guild of venturers which some heir of Numenor used to colonize middle-earth and explore and trade, starting their colonisation efforts.

There are two ways we could go about it: 1, add some titular duchy titles, make a "guild characters" history file for the Great Captains and families, give them a province with a city as the main barony. 2, use the existing provinces - make Bellakar duchy a vassal trading-duchy of the King, and do the same for the two Umbarian ones that are NOT called Umbar. Make Harlond (or whatever the southern one is called) a trading duchy/guild also, and then the two southern duchies of Lebennin also.

What do you guys think?

For my next try, I think I'll have Elrond take over those independent duchy provinces in southern Lindon via claims, and then make Elrohir a merchant-captain/patrician, revitalising the Eldar in the 4th Age through trade and colonisation :cool:

I'm quoting this, because you've just made me think of something:

Numenor, though it had a line of kings, was nothing but 'Captain' this and 'Captain' that...Numenor was pretty much a merchant republic. Especially when you consider Republics can hold cities and castles without penalties(Muslim ones can even hold churches too thanks to their own mechanics). Places like Pelargir were high tech level cities with trade posts that got castles built in the province. Republics get the Coastal Conquest CB in places with Trade Posts(It allows you to take the city, then the province if you hold the city), which mimics how they dealt with the men of Middle-Earth(First build on the coast, then move in from there). Even the prestige based on age in the election system, in a place that was obsessed with living as long as possible(Elf-Friends could have a Presige/relations penalty). The personal holdings that grow massively powerful and grant massive trade and military forces, the emphasis on powerful Retinue troops over levys....Republics can fit a lot of places.

Oh, and if Cirdan The Shipwright of the Grey Havens and the environs isn't a Republic by default, he probably should be. Republics get a LOT of ships, and he's been doing the sea thing since forever. Indeed, most of the High Elves should be merchant republics, really. Most of them worked with and in the coast.

Damm, I talked about allowing the crazy, but it fits so well...

Now I have to download this mod. And CK2 again. And the DLC. And the patching that takes forever. Oy...
 
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Darsara

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Can an Elf have a child with a man? I want to know because I'm playing as the ruler of... that Umbari exclave in the North and captured an elf woman while raiding, and what to know if concubining her is worth it beyond the prestige (both real and imagined).

And to the above: when you capture a wilderness province it will be largely worthless, but when you get enough prestige and cash you can try to colonize it to make it worthwhile.
 
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