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Gwyn ap Nud

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Small to medium-scale armies and battles.
Similarly,small-scale and uniquely localized buildings
And most of all, beautiful portraits.
Also the possibility of literally having your character ascend to be a literal God.
 

das

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Lots of different "classes" (educations) with different bonuses and related organisations for your children to run off to. The general expansion of roleplaying depth due to stuff like birthsigns, bloodlines, artifacts and other additional traits. Generally I find it can make for very interesting CK2 dynastic management on a small scale, even putting aside any interest one might have in the setting.

The magic can be interesting too, even though only the player can use spells right now. It allows you to tweak a lot of things, if only slightly: your character's statistics, province and realm-wide modifiers and so on. There are several ways to become immortal, which coupled with the presence of the long-lived elves can make for some interesting dynamics you won't see in the vanilla game or most mods.
 

NightAvail

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Lots of different "classes" (educations) with different bonuses and related organisations for your children to run off to. The general expansion of roleplaying depth due to stuff like birthsigns, bloodlines, artifacts and other additional traits. Generally I find it can make for very interesting CK2 dynastic management on a small scale, even putting aside any interest one might have in the setting.

The magic can be interesting too, even though only the player can use spells right now. It allows you to tweak a lot of things, if only slightly: your character's statistics, province and realm-wide modifiers and so on. There are several ways to become immortal, which coupled with the presence of the long-lived elves can make for some interesting dynamics you won't see in the vanilla game or most mods.

In one of my games I started off as an Altmer with every bad stat that can be healed. Took until I was about 30-40 years old before getting married since I was blind, mute, tongue cut out, etc. By the time I was fully healed up and regenerated my stats were pretty crazy (60 martial, 80 learning, 30 intrigue/diplomacy/etc). From there I became immortal and started a rebellion. By this time as well I had given a lot of the territories I conquered in Alinor to my kids and then set off to conquer Daggerfall.

This is where it became tricky and challenging. My goal was to have no elf rulers in High Rock, only Bretons that are part of my family tree. If you don't convert to the eight divine religion this can be very challenging (I've played a game where I converted High Rock to Auri-el and it took a while). Anyways, I would take a grandson with me to travel to Daggerfall and both of us would convert to the native religion. After a couple hundred years all of High Rock was controlled by my family and they were all Bretons with me as the only Altmer ruler. I'd eventually give the title of High Rock to one of my kin and start the entire process again in Skyrim with Nords. It's a bit challenging at first because you have to find a Nord that would breed with a Breton and produce a Norse 'graphicalculture' child.

(Added bonus: I married my kin into the Orcs so that they were part of my dynasty and kept them alive and well in their native territory. Converting them is possible, but not easy.)

There was also an event that happened to me when I traveled to Daggerfall giving me the Amulet of Kings. That was cool and made creating the Empire of Tameriel easier. I believe the only races I couldn't have as part of my kin were the Khajiit and Argonians because of how they're set up. It was very fun to play in this way, watching my entire family become Bretons, Nords, Imperials, etc, but all coming from a common Altmer background. I don't think I've had more fun with a CK2 mod than I've had with EK.

Another challenge in this type of gameplay was to keep the bloodlines alive but as part of your family. So I'd marry a kin daughter to a Reman (or some other bloodline trait character), and their kids would be part of my dynasty and I'd give them titles to keep that bloodline alive. Of course, some will die out, but it's fun to see if you can do it.
 

Orinsul

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It seems pretty interesting and seems like something one can really get into.

Could someone give me a brief rundown of some of the really cool features in this mod? Cool to you, that is.

There's a title progression system so Kingdoms can unite into regional High Kingdoms as a middle step before Empires.
A wealth of flavour events to make playing different cultures/religions different.
Warlord system so you can for one character break out of the rules of civilisation and go conquering, but be hated for it.
A non-europe map if you're bored of Europe.
A few different ways to become Immortal and see how long one character can go.
Non-interbreeding races so you need different tactics to expand and gain influence in different parts of the map.
Different and interesting portraits and graphics.
You can kind of play a cat.

Not knowing the universe might even know it better, as without any preconceptions or expectations about how things should go, then it'll be more of a blank canvas to write your own stories on.
 

NightAvail

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Not knowing the universe might even know it better, as without any preconceptions or expectations about how things should go, then it'll be more of a blank canvas to write your own stories on.

I agree with this, but I'd also say that knowing the universe would make you quite impressed at how much detail was put into this mod. :)
 

das

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Knowing the universe makes me crave more flavour events. :p (Not that the stuff already implemented isn't impressive of course.)
 

Novacat

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A few minor differences but if you have your wits about you, you should do just fine.
 

aruon

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We can always use more flavour event authors if you're interested.

i just had a strange idea for a generic flavor event: if no events at all occur within a 1-year timespan, have an event that is guaranteed to trigger that has small chances to do a bunch of different things. literally, an event simply to break up the monotony.
 

Orinsul

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i just had a strange idea for a generic flavor event: if no events at all occur within a 1-year timespan, have an event that is guaranteed to trigger that has small chances to do a bunch of different things. literally, an event simply to break up the monotony.

That'd be crazy hard to trigger, you'd need to add a timer flag/modifier to every single event and have this trigger if that flag/modifier is not present.
 

aruon

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That'd be crazy hard to trigger, you'd need to add a timer flag/modifier to every single event and have this trigger if that flag/modifier is not present.

is there a generic name for an event? if not, it could just check the main major things. war, birth, death, title creating/destroying. the big momentous things you could say.
 

Bundeswag

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We can always use more flavour event authors if you're interested.

I have no idea how different modifiers and triggers work in CK2, which you can see in the result. Did I get anything right?


character_event = {
id = 123456789
title = "Dragon sighted!"
desc = "There are rumours of a dragon sightning in one of your provinces."
picture = gfx_bigscarydragon

is_triggered_only = yes

trigger = {
is_landed = yes
}

#should happen like once in five lifetimes
mean_time_to_happen = {
months = 1000


}
#Over demesne limit should make it happen more likely
modifier = { factor = 10.0
character = demesne_efficiency = 1.5 }
}



}
#All options should add some revolt risk to your realm

option = {
name = "It's a omen"
global_revolt_risk = 0.04

}

option = {
name = "Ignore the peasant rabble"
global_revolt_risk = 0.04

}
option = {
name = "And what do I get? Guard duty"
global_revolt_risk = 0.04

}
}
 

Novacat

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I have no idea how different modifiers and triggers work in CK2, which you can see in the result. Did I get anything right?

- You cannot define global_revolt_risk in events. You would have to add a character modifier, which points to an event modifier (located in common/event_modifiers) which then has global_revolt_risk defined.
add_character_modifier = {
name = eu4_comet
duration = 365
}
- The factor is set up incorrectly. Correct Example below:
modifier = {
factor = 10.0
NOT = { demesne_efficiency = 1 }
}
- I can tell you are looking at EU4 script. Please do not. It will just confuse you even more because EU4 processes things differently from CK2.
 

Bundeswag

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- You cannot define global_revolt_risk in events. You would have to add a character modifier, which points to an event modifier (located in common/event_modifiers) which then has global_revolt_risk defined.
add_character_modifier = {
name = eu4_comet
duration = 365
}
- The factor is set up incorrectly. Correct Example below:
modifier = {
factor = 10.0
NOT = { demesne_efficiency = 1 }
}
- I can tell you are looking at EU4 script. Please do not. It will just confuse you even more because EU4 processes things differently from CK2.

Thanks for the advice! I have never looked at EU4 script though :D