This is just a snapshot of the current state of the svn, it's playable on the latest version of CK2 and shouldn't have any major game-stopping bugs. There's a lot of WIP work but we've mostly moved on to CK3 ; it may well be that this is the last version for CK2 for the foreseeable future.
I'm afraid there's no changelog.
To install just unzip it into your mod folder.
Elder Kings does not require any DLC in order to run. However, it is compatible with every DLC. In addition, we recommend the following DLC in particular:
Celtic Portraits
Iberian Portraits
Mediterranean Portraits
Norse Portraits
Russian Portraits
Conclave
Jade Dragon
Legacy of Rome
The Old Gods
The Reaper's Due
The Republic
Sons of Abraham
Way of Life
Holy Fury
To install just unzip it into your mod folder.
Elder Kings does not require any DLC in order to run. However, it is compatible with every DLC. In addition, we recommend the following DLC in particular:
Celtic Portraits
Iberian Portraits
Mediterranean Portraits
Norse Portraits
Russian Portraits
Conclave
Jade Dragon
Legacy of Rome
The Old Gods
The Reaper's Due
The Republic
Sons of Abraham
Way of Life
Holy Fury
ELDER KINGS 0.2.4
Main Features:
- CK2 3.3.X compatibility
Unique Great Works:
- Jorrvaskr in Whiterun
- Great Port of Senchal in Senchal
- Mane's Palace in Torval
- Palace of Kings in Windhelm
- Imperial City in the Imperial Isle
- Understone Keep in Markarth
- Shipyards of Jylkurfyk in Jylkurfyk
- Necropolis of Motalion in Rhanano
- Temple of Orgnum in Abbarbas
- Cath Bedraud in Orvault
- Menagerie of Sil-Var-Woad in Silverwood
- Volwesi-Shi in Volatra
Reach Flavour:
- Established rulers of the Reach can turn it into a de jure kingdom
- Old Gods/Hagraven Cult holy order
- Decisions for emulating Faolan's legacy
- Assorted Reachmen artefacts
- Story events for the Black Drake
- Reachmen cultural empire
Orgnum Flavour:
- Orgnum given unique artefacts
- Orgnum can impact certain tenets of the Pyandoneaic faith (e.g. by becoming a necromancer)
- Story events for reclaiming Pyandonea, Alinor
Bloodlines:
- Godslayer - Kill Orgnum in personal combat
- Reclaimer of Cyrod - Form Cyrod as an Ayleid
- Reclaimer of Falmereth - Form Falmereth as a Falmer
- Reclaimer of Resdayn - Form Resdayn as a Dwemer
- Reformer - Reform the Imperial Commune into the Imperial Republic
- Alliance War Victor - Win the Alliance War as the leader of one of the Three Banners
- World-Saviour - As Dragonborn, defeat the herald of a daedric invasion or light the Dragonfires
Elder Council:
- Under the hood rework of all vote events
- Split appointment laws into 3 separate laws
- The Council may now voice its opinion on mutilation, displacement, and titular kingdom creation laws when empowered
- The Emperor can attempt to sway members of the Council to be more in favour of their agenda
- The Council can be restored to full membership when it no longer meets quorum
- Can choose to ignore appointment votes
Artwork:
- Dwemer portraits
- Dremora portraits
- Unique portraits for some character
- Icons for many decisions
- Updated interface skins
Necromancy:
- Becoming a Necromancer is now done through an event chain, instead of a simple random event
- Necromancers now have Necromantic Charges they can use to summon stacks of Risen Dead
- Artifacts and Wonder upgrades can raise the number of Necromantic Charges a Necromancer has
- Necromancers can corrupt artifacts, sacrifing some of their lifeforce and mortal possessions in exchange for amulets and rings enhancing their abilities
Religion:
- Added the Plaguing Kings, an heresy of the Cult of Kthulhut, borned during the wars between the Chimer and the Quey
- The Brethren are now a standalone faith, instead of being an heresy of the Cult of Kthulhut
- Faiths now have their special features listed in their description. Some features have been tweaked and moved around
- Faiths are now less rigid. Some patron deities can change your religious features
- Added a feature rewarding multiple lovers, for lustful religions
- Added a feature rewarding cannibalism
- Under the hood rework of some major tenets, and their impact on people's opinion
- The Maruhkati now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Maruhkati faithful
- The Sun Court now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Sun Court faithful. Also tweaked their theocratic names
Slavery:
- Under the hood rework, slaves can now remember where they come from and where they have been sent
- Rulers can now choose to liberate slaves when they finish sieging down a province with slaves
- Rulers can decide to free slaves from one of their province, if the slaves come from their own realm
- The Slaver and Liberator trait are now available to those who enslave/liberate enough provinces. Do it enough and they can even forge their own bloodline!
- Added the Liberate Slaves, End Slavery, and Slave Raid casus belli
Societies:
- Guild quests reworked
- Great House societies given unique powers
- Separated the quest and objective tombolas from education, specialisation, and special knowledge training
- Elder Council and Great Houses societies now passively reduce the risk of provincial infestations
- Most societies can exchange currency for technology points
- Society influence made overall more important
- Numerous tooltip fixes
- Added the Order of the Pale Mist and the Silent Moons in Akavir, respectively an assassin and thief guild
Game rules:
- Reign of the Septims added, controlling when Tiber Septim spawns
- Great Work holding limit added, controlling in what provinces Great Works have to be for them to be active
- Unjust Conquest rule removed
- Child of Destiny rule removed
Other Features:
- Mages AI can now pick a random magical effect every ten years
- Khajiit no longer require Old Gods DLC to play
- Elven racial traits have been condensed into only one per race, instead of five
- Weapons and armors can only be worn by an adult
- Era display button
- Major rivers are now navigable
- Rework of special troops - both mage unit types have been consolidated
- Rebalanced de/resettlement
- New titular titles (including Lainlyn)
- Imperial races consolidated
- ALMSIVI rulers cannot declare war while temple crusaders are raised
- Some decisions moved into submenus
- Many changes to history
- The Amulet of Kings can now be stolen (with **great** difficulty)
- Provincial infrastructure now decreases the chance of infestations
- De jure kings may not be targeted by the warlord CB within their own de jure kingdom except by their de jure emperor. This includes Great Houses in Morrowind
- Added the markamal lungshark as a possible pet
- Lycans and vampires can choose to reveal themselves at any time
- Certain weapons are more effective when fighting certain enemies (e.g. silver weapons are more effective against undead)
- Added new infestations that can be taken care of by non-fighting guilds
- Scrollbars added to some events
- Many tooltip updates
- Many bugfixes and minor tweaks
####################################################################################################
ELDER KINGS 0.2.3.5
Main Features
- New bloodlines for Akaviri races
- Titular title creation law
- Rebalanced Daedric offmap boons
- The Elder Council can be restored by the Emperor if it loses all of its members
- Vassals can now desettle provinces that are not in their any of their lieges' culture groups
Other Features
- Many bugfixes
Main Features:
- CK2 3.3.X compatibility
Unique Great Works:
- Jorrvaskr in Whiterun
- Great Port of Senchal in Senchal
- Mane's Palace in Torval
- Palace of Kings in Windhelm
- Imperial City in the Imperial Isle
- Understone Keep in Markarth
- Shipyards of Jylkurfyk in Jylkurfyk
- Necropolis of Motalion in Rhanano
- Temple of Orgnum in Abbarbas
- Cath Bedraud in Orvault
- Menagerie of Sil-Var-Woad in Silverwood
- Volwesi-Shi in Volatra
Reach Flavour:
- Established rulers of the Reach can turn it into a de jure kingdom
- Old Gods/Hagraven Cult holy order
- Decisions for emulating Faolan's legacy
- Assorted Reachmen artefacts
- Story events for the Black Drake
- Reachmen cultural empire
Orgnum Flavour:
- Orgnum given unique artefacts
- Orgnum can impact certain tenets of the Pyandoneaic faith (e.g. by becoming a necromancer)
- Story events for reclaiming Pyandonea, Alinor
Bloodlines:
- Godslayer - Kill Orgnum in personal combat
- Reclaimer of Cyrod - Form Cyrod as an Ayleid
- Reclaimer of Falmereth - Form Falmereth as a Falmer
- Reclaimer of Resdayn - Form Resdayn as a Dwemer
- Reformer - Reform the Imperial Commune into the Imperial Republic
- Alliance War Victor - Win the Alliance War as the leader of one of the Three Banners
- World-Saviour - As Dragonborn, defeat the herald of a daedric invasion or light the Dragonfires
Elder Council:
- Under the hood rework of all vote events
- Split appointment laws into 3 separate laws
- The Council may now voice its opinion on mutilation, displacement, and titular kingdom creation laws when empowered
- The Emperor can attempt to sway members of the Council to be more in favour of their agenda
- The Council can be restored to full membership when it no longer meets quorum
- Can choose to ignore appointment votes
Artwork:
- Dwemer portraits
- Dremora portraits
- Unique portraits for some character
- Icons for many decisions
- Updated interface skins
Necromancy:
- Becoming a Necromancer is now done through an event chain, instead of a simple random event
- Necromancers now have Necromantic Charges they can use to summon stacks of Risen Dead
- Artifacts and Wonder upgrades can raise the number of Necromantic Charges a Necromancer has
- Necromancers can corrupt artifacts, sacrifing some of their lifeforce and mortal possessions in exchange for amulets and rings enhancing their abilities
Religion:
- Added the Plaguing Kings, an heresy of the Cult of Kthulhut, borned during the wars between the Chimer and the Quey
- The Brethren are now a standalone faith, instead of being an heresy of the Cult of Kthulhut
- Faiths now have their special features listed in their description. Some features have been tweaked and moved around
- Faiths are now less rigid. Some patron deities can change your religious features
- Added a feature rewarding multiple lovers, for lustful religions
- Added a feature rewarding cannibalism
- Under the hood rework of some major tenets, and their impact on people's opinion
- The Maruhkati now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Maruhkati faithful
- The Sun Court now use the College of Cardinals mechanic. It needs to be restored, using a decision by a powerful Sun Court faithful. Also tweaked their theocratic names
Slavery:
- Under the hood rework, slaves can now remember where they come from and where they have been sent
- Rulers can now choose to liberate slaves when they finish sieging down a province with slaves
- Rulers can decide to free slaves from one of their province, if the slaves come from their own realm
- The Slaver and Liberator trait are now available to those who enslave/liberate enough provinces. Do it enough and they can even forge their own bloodline!
- Added the Liberate Slaves, End Slavery, and Slave Raid casus belli
Societies:
- Guild quests reworked
- Great House societies given unique powers
- Separated the quest and objective tombolas from education, specialisation, and special knowledge training
- Elder Council and Great Houses societies now passively reduce the risk of provincial infestations
- Most societies can exchange currency for technology points
- Society influence made overall more important
- Numerous tooltip fixes
- Added the Order of the Pale Mist and the Silent Moons in Akavir, respectively an assassin and thief guild
Game rules:
- Reign of the Septims added, controlling when Tiber Septim spawns
- Great Work holding limit added, controlling in what provinces Great Works have to be for them to be active
- Unjust Conquest rule removed
- Child of Destiny rule removed
Other Features:
- Mages AI can now pick a random magical effect every ten years
- Khajiit no longer require Old Gods DLC to play
- Elven racial traits have been condensed into only one per race, instead of five
- Weapons and armors can only be worn by an adult
- Era display button
- Major rivers are now navigable
- Rework of special troops - both mage unit types have been consolidated
- Rebalanced de/resettlement
- New titular titles (including Lainlyn)
- Imperial races consolidated
- ALMSIVI rulers cannot declare war while temple crusaders are raised
- Some decisions moved into submenus
- Many changes to history
- The Amulet of Kings can now be stolen (with **great** difficulty)
- Provincial infrastructure now decreases the chance of infestations
- De jure kings may not be targeted by the warlord CB within their own de jure kingdom except by their de jure emperor. This includes Great Houses in Morrowind
- Added the markamal lungshark as a possible pet
- Lycans and vampires can choose to reveal themselves at any time
- Certain weapons are more effective when fighting certain enemies (e.g. silver weapons are more effective against undead)
- Added new infestations that can be taken care of by non-fighting guilds
- Scrollbars added to some events
- Many tooltip updates
- Many bugfixes and minor tweaks
####################################################################################################
ELDER KINGS 0.2.3.5
Main Features
- New bloodlines for Akaviri races
- Titular title creation law
- Rebalanced Daedric offmap boons
- The Elder Council can be restored by the Emperor if it loses all of its members
- Vassals can now desettle provinces that are not in their any of their lieges' culture groups
Other Features
- Many bugfixes
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