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Duke of Awesome

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It's not a bad mechanic, presents different decisions and tactics to get through than through the rest of the game which is good. Better than any invasion which is just the tedious old war mechanics but solely defensive so not much of a change.

What are these decisions and tactics?

EDIT: Let me elaborate; My argument is that there are no decisions and tactics that the flu gives you. You can't do anything against it, as CK2 isn't a medieval hospital simulator. The flu can only take decisions and choices away from a player, as it kills so many characters, destroys armies, and neuters income. What is left for a player to do once the flu hits, besides wait and hope it doesn't do too much damage to the realm you spent the last 100 years making?
 
Last edited:

Orinsul

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Geographically diverse marriages are the big one, it's about the only time in the game when you don't end up with your hand groomed heir which is brilliant, so working a strategy around a new character, whether or not to take up the bad magics to become immortal, etc
The plague breaks up and sometimes unites other realms so right after it presents alot of opportunities where the player lead realm will have stability the AI states couldnt dream of so it makes for a good time to move, and etc.
To some of us it's one of the most fun parts of the mod.
 

Novacat

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I'm not demanding anything, it's the dev's game and they can do what they want. I'm just telling them that it's a bad mechanic. The fact that you can't/won't respond to my criticisms is just proof of how badly it works in the game.

Just because you refuse to understand a mechanic does not mean that it is a bad mechanic.
 

Teep

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What are these decisions and tactics?

EDIT: Let me elaborate; My argument is that there are no decisions and tactics that the flu gives you. You can't do anything against it, as CK2 isn't a medieval hospital simulator. The flu can only take decisions and choices away from a player, as it kills so many characters, destroys armies, and neuters income. What is left for a player to do once the flu hits, besides wait and hope it doesn't do too much damage to the realm you spent the last 100 years making?
There is one tactic that you can use and I have tested myself successfully, I can't recall if it was originally posted here or elsewhere; essentially load troops (my personal choice being retinues as they reinforce despite the attrition caused by being on a boat) on a ship and put key members of your court to lead the troops on those ships. It may be gamey but if you want a way that is it.

Honestly though, I think that the disease is not virulent enough having had 2 vassals die to give me an inheritance and a handful of court members die in the whole period in an empire consisting of the entirety of 2 and all but one kingdom of another High kingdom (High Rock and Hammerfell; Skyrim respectively).
 

Korbah

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On the flu thread somewhat, and very much in line with my suggestion is if there could be a cure disease spell decision for courtiers. I mean, I was playing a game as a Master Battlemage with 16 learning and yet I couldn't even cure myself of the "ill" trait. When a plague stopped by (and please don't mistake what I'm saying: They are great events that add lots of flavour) half my court died. I felt helpless even though I had some wicked mage skills. So I think it would be great if we had that option, since it's lore appropriate as well and even if it's expensive it gives players the option to save at least a few of their favourite characters.

Knahaten Flu had no cure in the lore, no mage could protect you from it. That said in the mod you can deploy your court priest to "cure disease" on a province; a random event can pop up giving you a resistance to disease (in testing it actually makes the province immune) for a duration.
 

Duke of Awesome

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Geographically diverse marriages are the big one, it's about the only time in the game when you don't end up with your hand groomed heir which is brilliant, so working a strategy around a new character, whether or not to take up the bad magics to become immortal, etc
The plague breaks up and sometimes unites other realms so right after it presents alot of opportunities where the player lead realm will have stability the AI states couldnt dream of so it makes for a good time to move, and etc.
To some of us it's one of the most fun parts of the mod.

These aren't really "tactics and decisions" but sure, let's roll with this. There are so many better ways of achieving these two things than using a fun-stopping disease mechanic. The problem with the flu is that it has so many bad things about it that any good that comes from it, like shaking up the inheritance or destabilizing realms, is lost in the several in game years where you can literally do nothing. Even in your defense you can't come up with anything that I can do during the flu, just in the aftermath.
 

Accrsd

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Since this is meant to be the main focus for me in 0.1.5, I would love to hear any ideas you or anyone else has concerning this system, or events and ideas for the other religions too.
This is half a suggestion for 8/9 divines (and their heresies) localization changes and the other half is a proposed decision to add a little bit of flavor.

For starters I'd really like to see the nedic priests use the ranks from Morrowind's imperial cult faction for thier title names. Primate or Theurgist being the designation for Duke level priests and Invoker/oracle (based on gender maybe?) for count level. i'd also like to see the current religious heads of those religions turned into either High-Primate or Arch-Primate. would also be interesting to see Autocephaly incorporated somehow into the high kingdoms of the eight divines, but with court mages/priests being turned into one councilor that may not be possible.

Secondly i'm hoping for a one time intrigue decision for any tamrelic emporer who controls the crystal like law, white gold tower, adamantine tower for the reformation of the imperial cult. This event could replace the current way that the Nine Divines title comes into play (since it currently is present from start) meaning that a nine divines emperor would have to go without their religious head until control of these sites and other triggers are attained. Or it could just have some nice flavor text, a prestiege/piety reward, and new nickname to boot.
 

Aerrae

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First of all I have to say I absolutely love the mod, but what has always bothered me is minor title requirements and to a lesser extent job title requirements. Especially when the requirement is a set number that is perfect for a modifier, but doesn't have that same 'pick me' -appeal as traits do.

When I see a courtier I'd like to be in a gameplay situation able to tell what role they can fill in my court. Say I have a brother who is a dwarf, I know I can appoint him as court dwarf, but if he is an agent 1 with diplomacy 8 it wouldn't cross my mind to replace my current court poet with him even if he is preferable. Therefore I suggest considering some more traitcentric minor title requirements where stat lines could perhaps be moved 'behind the scenes' as requirements for some traits.

As for job titles I think the requirements could be simpler, but as you get a list of people fit for the job I haven't had much trouble finding the right people except when playing as a small cultural/religious/racial minority. I think this is actually due to the need of finding the best man for the job which often isn't the case with minor titles. I suspect ambitions would propably be a complication if job title requirements were modified anyway.
 

IFASSMMLOG

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I think a Nerevarine event chain would be neat. Or maybe a trait randomly given to Nerevarine followers (like the dragonborn trait) stating they "could" be the Nerevarine, like a false incarnate.
 

EmperorG

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The Flu, while nice lore addition, really does freeze you in place for years. Hell when it hit I looked up how long it lasted in the actual lore (42 years) and was terrified I might be stuck with it for nearly half a century! Luckily it only went on for around a decade or so, though I still had to evacuate my retinues because even the damn capital had such a crazy attrition rate (Sent them on boats into the ocean to not have to disband them or pay a fortune to rebuild them continously for years). By the time the flu was done several of my family branches were nearly killed (Which would have sucked since I was planning to set each of those branches up with a High-Kingship at some point in the future), and I think the only reason my close family members didn't die was cause I used boats to save them like my retinues. (Not complaning that it made the game harder just saying what happened). Also hilariously the Argonian lands were immune to the Flu but Atmora wasn't (Atmora being filled with only undead makes me wonder how the hell the flu spread up there), also it noticably lost steam by the time it Reached the Imperial city, and by the time it finally infected Alinor it only stayed around for a few months (Compared to the 3 years in the Imperial city and 10 or so years the last remnants of the flu remained active for in Akivir) Over all the flu was devastating (I inherited countless duchies that I had just landed so no family to inherit) and crippling to my warplans (Though luckily the flu was slow enough in crossing from Akivir to Tamriel that I could conquer a few lands here and there before it showed up), but a nice little addition to lore that only through slight cheating (boats) keeps it from being absolutely frustrating instead of a novel addition.
 

Accrsd

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i do got to agree that the flu adds a nice amount of diversity in a game. finding safe havens for when the flu spreads can mean the difference between losing it all and building a great empire quickly. there's always a couple of provinces that don't get hit but it's different every time. I normally find myself holding up if possible in a safe(ish) place until the duration has passed. it almost always stops my war lusting dead in it's tracks.. truely.. this level of disease attrition is something that should maybe find it's way into Vanilla ck2
 

Novacat

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The Flu, while nice lore addition, really does freeze you in place for years. Hell when it hit I looked up how long it lasted in the actual lore (42 years) and was terrified I might be stuck with it for nearly half a century!

The initial version of the flu was like this. It had to be nerfed.
 

das

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How about a plot to reveal someone's dark secret (mostly being a vampire I suppose)?

Also, maybe Daedra worshippers in non-Daedra-worshipping realms could try and hide it, having some kind of trait that negates the religion relationship penalties - unless it is removed by the same plot.
 

Illanair

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How about a plot to reveal someone's dark secret (mostly being a vampire I suppose)?

Also, maybe Daedra worshippers in non-Daedra-worshipping realms could try and hide it, having some kind of trait that negates the religion relationship penalties - unless it is removed by the same plot.

Could be fun if it had the chance of revealing the wrong person - an innocent courtier would be "revealed" falsely.

(Could be a plot or event that would be possible if someone in your court was "strange" as a trigger. Something like a Vigilant of Stendarr appearing in your court, demanding that the vile demon be purged.)
 
Last edited:

Lucius Drake

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Also, maybe Daedra worshippers in non-Daedra-worshipping realms could try and hide it, having some kind of trait that negates the religion relationship penalties - unless it is removed by the same plot.
I have been thinking of this as well. A follower of a Daedric Lord who was formerly a member of the Eight Divines faith wouldn't go around telling the world that he was, especially if he was in a position of power. That is how I look at it anyway.
 

Duke of Awesome

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Will daedric worship be expanded upon in the next patch, or are you just worried about the "major" religions?
 

Korbah

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Will daedric worship be expanded upon in the next patch, or are you just worried about the "major" religions?

Everything comes down to a matter of time. I don't want 0.1.5 to take 4 or 5 months like 0.1.4 did, if that means releasing only the "major" religions fleshed out and doing the daedra in a series of small patches then so be it.
 

Raczynski

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Is there a way to change culture in game? I've tried educating heirs with other culture tutors but it doesn't seems to work. In my case, I wanted to change from Nord to Imperial after relocating to Imperial Isle. It's been about 200 years, and I'm still Nord. Perhaps there should be a mechanism for something like that?
 

Illanair

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As far as I recall, culture is tied to your race - So you'd need to change race through heirs to Imperial to become an Imperial ruler.