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Yuiiut

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I am receiving an unending cascade of marriage and betrothal proposals from nomadic Chaos Worshipers whenever I play as any faction within diplomatic range of them. I am even (amusingly) getting offered to have my daughters betrothed to Ogre boys. Is this a known bug in the current patch, or was it meant to be fixed?
Hordes, like republics, are irritatingly hard-coded on certain things, with this being one of them. On the plus side, any interracial marriages that result *should* be auto-divorced after a few days
 

BrutusCz

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Undivided is not a real working religion atm, sadly. We've been meaning to fix that, but never got around to it.



The Chaos marauders are also human, and they at least TOLERATE Beastmen.

Oh, thanks. I am working on Beastmen submod, currently I am more or less just adding things so I don't really need to edit current files. But there few changes that I'd like to make. Do I have permition to I guess, copy those files edit and than include in my submod that I would upload here on forum and people can just overwrite files in warhammer_ge. folder?
 

hectorpereira

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This is a question for the people who have played longer (300+ years) in a game, does any event spawn end of times troops giving a sense of the campaign is coming to an end? I asked this in the past because i saw something about an invasion when i was taking a look at the mod files however I got no response.
 

The Nexerus

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Which DLCs are needed? Which are recommended?

I do not believe any DLC is needed. You can run Geheimnisnacht without a single piece of downloadable content active and enjoy most of what the mod has to offer. Recommendations would depend on who you want to play as, and are as intuitive as with vanilla. Horse Lords is needed to play nomads, The Republic is needed to play republics, and so on. Anyone can feel free to call me out if I'm mistaken, but I believe the only custom government type that requires a DLC is the Beastman Horde type, which requires Horse Lords. The various Elven and Dwarven governments are all basically renditions of feudalism and are therefore available without any DLC.
 

Gamarasa

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I do not believe any DLC is needed. You can run Geheimnisnacht without a single piece of downloadable content active and enjoy most of what the mod has to offer. Recommendations would depend on who you want to play as, and are as intuitive as with vanilla. Horse Lords is needed to play nomads, The Republic is needed to play republics, and so on. Anyone can feel free to call me out if I'm mistaken, but I believe the only custom government type that requires a DLC is the Beastman Horde type, which requires Horse Lords. The various Elven and Dwarven governments are all basically renditions of feudalism and are therefore available without any DLC.

The Empire also requires Horse Lords to function in its entirety.
 

Gamarasa

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Would changing Blood Dragon government to nomad be lore friendly? Was thinking of changing their government to nomadic since its more lore friendly. Thoughts?

You think Blood dragons work as a wild, rampaging horde of mongols with clans that feud with each other?
Where did you get THAT idea?
 

Dargaron

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To build on Gamarasa's point:

Nomadic factions in CK II gain their power from having large amounts of empty land under their rule. They physically CANNOT "Go Tall," due to the way population works. That's one of the main reasons Beastmen are so weak, IMO: they're nomadic realms that can't expand beyond maybe a duchy or two. Event troops help, but only to a limited extent. Thus, the furries suffer the indignity of being at the bottom of the totem pole.

Blood Dragons are the epitome of going tall: they lack the realm-building skills/interest that allowed their Von Carstein brothers and sisters to weld Sylvania into a sprawling undead realm of terror and happy thoughts (for vampires). They're probably best compared to Nechrarchs: isolationist perfectionists who happen to prefer swords to magic.
 

Jeem

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I do not believe any DLC is needed. You can run Geheimnisnacht without a single piece of downloadable content active and enjoy most of what the mod has to offer. Recommendations would depend on who you want to play as, and are as intuitive as with vanilla. Horse Lords is needed to play nomads, The Republic is needed to play republics, and so on. Anyone can feel free to call me out if I'm mistaken, but I believe the only custom government type that requires a DLC is the Beastman Horde type, which requires Horse Lords. The various Elven and Dwarven governments are all basically renditions of feudalism and are therefore available without any DLC.
The Empire also requires Horse Lords to function in its entirety.

Am I missing out on anything if I don't have the Monks and Mystics DLC or Conclave?
 

Gamarasa

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Am I missing out on anything if I don't have the Monks and Mystics DLC or Conclave?

MnM is required for Chaos Cults. Conclave SHOULD be optional, although you may miss out on parts of the elven experience.
 

Swedecuck

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To build on Gamarasa's point:

Nomadic factions in CK II gain their power from having large amounts of empty land under their rule. They physically CANNOT "Go Tall," due to the way population works. That's one of the main reasons Beastmen are so weak, IMO: they're nomadic realms that can't expand beyond maybe a duchy or two. Event troops help, but only to a limited extent. Thus, the furries suffer the indignity of being at the bottom of the totem pole.

Blood Dragons are the epitome of going tall: they lack the realm-building skills/interest that allowed their Von Carstein brothers and sisters to weld Sylvania into a sprawling undead realm of terror and happy thoughts (for vampires). They're probably best compared to Nechrarchs: isolationist perfectionists who happen to prefer swords to magic.

You're righht, that makes sense. I was thinking about using them as building wide, but didnt see that they are supposed to build tall.


Also, how does magic exp work in the new version? I havent levelled up in magic for like 30 years despite having high learning, postitive traits, and using magic often(?) enough
 

TwixtWays

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how can i learn necromancy as tomb king, because in dev dairys it says it is possible but played as settra some time and didn´t see a decision or somethin.
Settra is actually the one tomb king excluded from that decision, something which eluded me in my first tomb king game as well until I poked around in the game files.
 

Supagokiburi

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Is there any way to obtain the fighter traits ( like Formidable Figther) without consol becausr i never saw that happen and if not could u make it possible to obtain the first 2 through education and the rest only after winning duels.
 

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Is there any way to obtain the fighter traits ( like Formidable Figther) without consol becausr i never saw that happen and if not could u make it possible to obtain the first 2 through education and the rest only after winning duels.

Nope, they are not, and no, we likely will not. They are remnant traits we primarily don't remove because it'd be a titanic hassle to find every mention of them everywhere.