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the_hdk

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But it gets rid of the annoying middle mand and gives you the highest amount of levy.

tbh I like to RP and having 4 castles is more than enough, all you need to do is build up your retinue. When it gets to around 2k you can get extreamly rich by enslavin everyone and his mother as a reachman :D
 

Lord Curlyton

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I don't know what they borked, but in my 2.0.4 public you cannot for example play the Count of Messembria who is a lowborn or the Chief of Galaz who is also lowborn; both are feudal. It seems in 2.0.4 they gave most of the lowborns around the world actual dynasties but the bug has been around I believe since 2.0.3.

Some more examples;
Yaroslavl, Suzdal, Kostroma, Mozhaysk, Velmayka, Votyaki. All are feudal, all are count level, all are lowborn and all have "Play" greyed out when you click them. Since TOG lowborns are meant to be playable; they're meant to gain a random dynasty when you load up as one in-game. They still do and you can switch to them after launching as someone else, but it's not working how it originally should. Around this time for reasons unknown the Mane became unplayable without any changes on our side; so I assume it's the same bug. Since the Mane is a Caliphate though we're changing his primary holding to a castle and giving him a dynasty so he's playable again.

Oh, never knew you were supposed to be able to play as Lowborn (I tend not to read the minutiae of patch notes). I presumed that was WAD. Why didn't they just give them a random dynasty name in the first place? Eh oh well.
 

FMLG

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I know we're getting off-topic, but I really hope they don't patch it out. The AI can't do it on its own, the only person doing it is the player, so there wouldn't really be a reason to, CK2 is a single player game for the most part and multiplayer games in it will have House Rules regarding it anyway. =/
 

Korbah

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I know we're getting off-topic, but I really hope they don't patch it out. The AI can't do it on its own, the only person doing it is the player, so there wouldn't really be a reason to, CK2 is a single player game for the most part and multiplayer games in it will have House Rules regarding it anyway. =/

Oh I thought you meant it still works in EK.
 

Darsara

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Oh I thought you meant it still works in EK.

No, it definitely doesn't work here; even with 6/6 holdings I had at one point 5 of them with the "Guards Dispatched" modifier because Pell's gate kept getting the "Cabal's have taken Root" event (with no other Cabal related event and no apparent options to stop this happening constantly, since my battlemage could do nothing my wizard being their for years did nothing)
 

Blood Royal

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A question, and perfectly alright of course if the answer is "No" :)

I'm making a Birthright D&D mod, and have made great progress so far, but to get it to completion in a decent time frame, I'm hoping other mods will let me use some of the existing fantasy-resources out here in the community. Specifically, the trait icons for some of your "character class" traits, such as fighter/mage/thief ones that I could adapt to the Birthright setting. Full credit will be given of course.

And I hesitate to even ask, because I know a lot of work must have gone into this, but the magic system could be really useful too, if I were allowed to maybe make some modifications/additions to it to suit it to D&D/Birthright... :unsure:

And like I said, perfectly fine if the answer is no!
 

spitss

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In the upcoming version does the amount of money you receive for enslaving a character depend on their rank, or does it depend on their age, stats, and genetic traits?
 

Illanair

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*derp*
 
Last edited:

Korbah

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In the upcoming version does the amount of money you receive for enslaving a character depend on their rank, or does it depend on their age, stats, and genetic traits?

Depends on how good of a character they are rather than rank.
 

Darsara

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Slavery is a holding level event - If you conquer an enemy holding and you are a slaver, it will behave similarly to when you raid someone in vanilla. The holding receives a negative modifier for a set amount of time, and you gain a trickle of gold based on some conditions (Can't remember the specifics)

Kidnapping is just a fancy word for imprisonment - Ransoms work as usual based on their relative rank and whether the person in charge of them is willing to cough up the septims.

I believe he's referring to when you sell a prisoner into slavery, not raid an enemy province.
 

Illanair

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I believe he's referring to when you sell a prisoner into slavery, not raid an enemy province.

Oh - Right. I had completely forgotten about that feature.
 

exin

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A question, and perfectly alright of course if the answer is "No" :)

I'm making a Birthright D&D mod, and have made great progress so far, but to get it to completion in a decent time frame, I'm hoping other mods will let me use some of the existing fantasy-resources out here in the community. Specifically, the trait icons for some of your "character class" traits, such as fighter/mage/thief ones that I could adapt to the Birthright setting. Full credit will be given of course.

And I hesitate to even ask, because I know a lot of work must have gone into this, but the magic system could be really useful too, if I were allowed to maybe make some modifications/additions to it to suit it to D&D/Birthright... :unsure:

And like I said, perfectly fine if the answer is no!

Hey there Blood Royal,

I am Percy, the resident Nay-say-er of EK, so I apologize for the tardy reply, but I have to do a lot of thinking.

So after consulting with the team, we will grant you permission to use out EK 1.4b Magic System. However this permission comes with a few restrictions: we grant it to you personally to use for the Birthrght II mod, for as long as you are a dev of that mod. However you can only use the EK 1.4b Magic System after we release EK 1.5. Until EK 1.5 is released, and as long as EK 1.4b is our current released version, than the permission does not apply. This permission does not extend over the EK 1.5 Magic System, you do not receive permission for that.

As for the Trait Icons, we do not grant you permission to use those assets as we have no plans to replace them anytime soon. But here is a link to the Trait Backgrounds we use, which you can use to make your own Trait Icons. Resource Icon Templates.

The reason is we put a lot of effort into EK, and we want people to enjoy it. And since a lot of effort has gone into making EK have its own feel, we wish to keep that. So as a rule of thumb, as long as we use something, we are not that willing to share it. After a feature is replaced, then we are willing to share it.
 

Apollo1784

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Is there anything special tied to the lich trait?
 

Blood Royal

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Hey there Blood Royal,

I am Percy, the resident Nay-say-er of EK, so I apologize for the tardy reply, but I have to do a lot of thinking.

So after consulting with the team, we will grant you permission to use out EK 1.4b Magic System. However this permission comes with a few restrictions: we grant it to you personally to use for the Birthrght II mod, for as long as you are a dev of that mod. However you can only use the EK 1.4b Magic System after we release EK 1.5. Until EK 1.5 is released, and as long as EK 1.4b is our current released version, than the permission does not apply. This permission does not extend over the EK 1.5 Magic System, you do not receive permission for that.

As for the Trait Icons, we do not grant you permission to use those assets as we have no plans to replace them anytime soon. But here is a link to the Trait Backgrounds we use, which you can use to make your own Trait Icons. Resource Icon Templates.

The reason is we put a lot of effort into EK, and we want people to enjoy it. And since a lot of effort has gone into making EK have its own feel, we wish to keep that. So as a rule of thumb, as long as we use something, we are not that willing to share it. After a feature is replaced, then we are willing to share it.

Thanks for the reply, Percy! I fully understand and respect the fact that you want to preserve the uniqueness of the Elder Kings mod, and therefore are not willing to just hand out permissions for features/graphics to other mods :) As for being allowed to use the magic system of 1.4 once 1.5 is released, that would be great and is hugely appreciated - it's going to save me countless hours no doubt, and I won't have to "re-invent the wheel" as it were. I'm going to use it as a base, and then adapt it to the D&D spell system as far as possible - I assume adaptations to it will be ok? Full credit will still be given, of course, as the scripting-infrastructure of the work will be from the Elder Kings team. I'll also not give permission to pass it on, and refer to the EK team if anyone else asks permission to use it in the future after the modifications.
 

Blood Royal

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  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Crusader Kings III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
Could be, yeah, but EK is a semi-large team, so who would I know to write to for specific permissions? I don't know who made the traits, or the Magic System.

Plus the info is here for others who are thinking about asking for similar stuff in the future and now the position of the EK mod on using their resources has been made clear and public.