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Athoen

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People with the immortal trait shouldn't be allowed to marry. Currently, Abnur Tharn and Orgnum endlessly marry random lowborn courtiers even though they can't have children with them.

As long as they can have lovers (and orgnum does), I see no reason for immortal characters not to marry. Even today, marriage is almost part of protocol for the country leaders.

Athoen, read the thread title. The Tribunal will never make a personal appearance in the mod, so neither will any way for a different character to repeat the process.
Sorry for the useless message then. I did read the thread title, but that was long ago :D

About the dragonfires during the coronation event, does it affect the game when the fires are on ?
They could give some national revolt bonus, decrease the risk of the interregnum event (as could the creation of the Empire of tamriel since it is the end of the interregnum) and makes harder the summoning of daedra troops by spellcasters.
 
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jumbi

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About the dragonfires during the coronation event, does it affect the game when the fires are on ?
They could give some national revolt bonus, decrease the risk of the interregnum event (as could the creation of the Empire of tamriel since it is the end of the interregnum) and makes harder the summoning of daedra troops by spellcasters.

They currently have no long-term effect but they are becoming more useful with some revamping of the Empire.
 
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Cidellus

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Hm, I am aware that the Tribunal cannot appear as characters, but what if the Tribunal could appear as units should a reunified Empire attempt to conquer Morrowind? IE: If a player (and only a player) uses the Warlord or Imperial Conquest CB on an AI-controlled Morrowind (and only an AI controlled Morrowind), the Tribunal appear as three absurdly powerful units in order to combat the player. Not generals or leaders or anything, simply absurdly powerful units fighting beside AI Morrowind's army to give the AI a fighting chance. Once the war is over (for good or ill), the surviving Tribunal disappear back into their sanctums. If any of them "die" in battle, it could be represented as them being wounded and thus removed from the picture for the duration of the war.

Would be an interesting challenge to player-led Imperial expansion. Playing the Empire currently feels a bit too easy.
 

TheLastScythian

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Do the devs have an idea where Septimia and Ionith would be on this version of Akavir?
According to "Report: Disaster at Ionith" from TES 4 & 5..

..The Expeditionary Force left Black Harbor on 23rd Rain's Hand, 288, and with fair weather landed in Akavir after six weeks at sea. The landing site was a small Tsaesci port at the mouth of a large river, chosen for its proximity to Tamriel as well as its location in a fertile river valley, giving easy access to the interior as well as good foraging for the army. All went well at first. The Tsaesci had abandoned the town when the Expeditionary Force approached, so they took possession of it and renamed it Septimia, the first colony of the new Imperial Province of Akavir. While the engineers fortified the town and expanded the port facilities to serve the Far East Fleet, the Emperor marched inland with two legions. The surrounding land was reported to be rich, well-watered fields, and meeting no resistance the army took the next city upriver, also abandoned. This was refounded as Ionith, and the Emperor established his headquarters there, being much larger than Septimia and better-located to dominate the surrounding countryside...

This suggests to look for rivers, so I immediately thought the landing spot could be at the Pameirra river or the massive Meratsies river, both in southwestern Tsaesci lands, and closest "as the crow flies" to Tamriel. However, the Imperial fleet is said to have sailed from "Black Harbor" in Esroniet; Esroniet in the mod is actually to the north of Akavir.
So that would suggest rather the Volwesi lagoon in central Tsaesci lands or more likely the Topara river in the north of Tsaesci dominion.

Opinions?
I'm really curious where Uriel V's failed colonies would be. :p
 
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Bombadiggy

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Hm, I am aware that the Tribunal cannot appear as characters, but what if the Tribunal could appear as units should a reunified Empire attempt to conquer Morrowind? IE: If a player (and only a player) uses the Warlord or Imperial Conquest CB on an AI-controlled Morrowind (and only an AI controlled Morrowind), the Tribunal appear as three absurdly powerful units in order to combat the player. Not generals or leaders or anything, simply absurdly powerful units fighting beside AI Morrowind's army to give the AI a fighting chance. Once the war is over (for good or ill), the surviving Tribunal disappear back into their sanctums. If any of them "die" in battle, it could be represented as them being wounded and thus removed from the picture for the duration of the war.

Would be an interesting challenge to player-led Imperial expansion. Playing the Empire currently feels a bit too easy.

I'm fairly certain Vivec already supports the temple via events against wars from non Almsivi rulers (IE: Ashlanders), unsure about Almalexia or Sotha Sil.

Regardless, super units are meh. Have Almalexia detach a regiment of Her Hands and enchant all your soldiers weapons and armor, let Sotha Sil unleash automaton hordes upon the enemies.

If they even choose to resist at all, they're living gods, as long as the empire doesn't know about the heart what do they care?
 

Manic Eskimo

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Small request which will bring great happiness.

The island of Kruzka held by the Orismer family of Bullfish needs a little attention. It was always my favourite start, building a small no hope opm into an empire. While role-playing as Orcish pirates. It always suffered from two major starting problems. It can't generate tech points because it doesn't have a county title and it doesn't have a city so it's tough to get enough ships. It was totally doable and probably still is, it just took a lot of time and a lot of patience. However, with Orcs now unable to build cities it seems to make things just that bit harder. Instead of 12 ships at tech 1 you now only have 8 from castle and tribal. You also generate less cash even though the tribal holding is considerably cheaper so I suppose that evens out.

My request is for a city on that island at the start of the game and a titular county title, either starting or formable. Just to remove most of the waiting period before you can actually go anywhere.
 
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_Arzakon_

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Is it possible to change the Anchorite into a more secular religion head, like a caliphate/fylkirate/orgnum but not overpowered? When I noticed Mannimarco was the head of the Order of the Black Worm, I was just too excited about the necromancy cult being developed. Yet when I discovered the religious head was also a holy order, with all the problems related to it (marriages disabled, even for vassals, other weird mechanics), I thought about changing that in my game. I will, but I honestly think it would be a great addition to Elder Kings to have a proper order of the black worm, even as a potential threat somewhat similar to the Soul Cairn.

Oh, and by the way, as much as I understand that Mannimarco became a lich after being defeated by Galerion (or so they say), and even if I also understand that Elder Kings stops being "canon" whenever you start a new game, it would be good to have some scripted events so the head of the Anchorites have traits like Mage/Necromancer/Lich and so on. The same applies to the Mages Guild (without the necromancy thing, obviously).
 
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kart72

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I'm fairly certain Vivec already supports the temple via events against wars from non Almsivi rulers (IE: Ashlanders), unsure about Almalexia or Sotha Sil.
I once saw an ashlander go independent form a duchy and war over Sheogorath (there was a revolt in Morrowind)
Almalexia had a 10(or 5) fort bonus and 500%garrison (2000 men).
Good luck with sieging that imperial
Now consider the upgrades it will have by the time you form your dream-empire and will really become problem. It should be worth though, considering it gives you a chance of getting the kings's son as prisoner and 50%warscore (as if it happenned)
 

_Arzakon_

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I know slander spamming has already been reported as a bug, but what I'm about to suggest has nothing to do with the spamming of the event itself. I've noticed that whenever a character gets the vicious rumours modifier, two events fire so quickly, making your character first stressed then depressed. After that a suicide attempt may come to happen. I've checked the file and, to my surprise, just having the bad rumours flag makes two events fire within only 12 months giving you a depression. I think it's a bit harsh to make characters, without any kind of modifiers to the MTTH, become depressed so quickly. It's not only that the slander event is almost impossible to prevent (even if your spymaster is aware of the plot you just can't imprison without incurring tyranny, and it's seem pretty easy for the AI to become succesful with the plot), it's just that I think that even if the slander plot was balanced, the consequences of the rumours are just too harsh. Ten years of rumours with events with a MTTH of 12 months to fire a stressed/depression/suicide attempt just seem too much, specially for a human lifespan.

As it is, just having a single courtier with bad relationships in your realm can make your ruler become depressed for the rest of his rulership, until he dies. Giving more reasonable MTTH and modifiers based on character's traits would prevent this from becoming such a pain when playing any ruler.
 

EmperorG

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As it is, just having a single courtier with bad relationships in your realm can make your ruler become depressed for the rest of his rulership, until he dies. Giving more reasonable MTTH and modifiers based on character's traits would prevent this from becoming such a pain when playing any ruler.

This is especially bad if you're a long lived race, have fun spending the next 1000 years being stressed/depressed/infirm/insane!
 
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I was thinking it might be a good idea for a ruler to set their realm's religious policy, by taking some direction from Victoria 2's system. You have three options for what it's set to:

1) Secular. There is effectively no state religion and proselytizing is essentially disabled in the realm and you cannot force convert. Rulers generally assimilate into their local religions. Choose this if you want your realm to be a very diverse place with each of the different races ruling over their own kind and own faith.

2) Pluralistic. You have a state religion, but don't actively push it on your subjects. Proselytizing is restricted to the state religion, but only in provinces someone personally controls. You cannot force convert rulers. Rulers will generally assimilate over time into the top liege's religion, and your religion will slowly encroach on other religion regions under your control. Choose this if you want to be able to have different religion followers, but still want to push for religious homogeneity over the long term. You will have to deal with religious uprisings from time to time.

3) Moralistic. You have a strong state religion that you actively try to push on anyone under you. Proselytizing is fully active and you can attempt to forcebly convert your subjects. Only under this system can you enable free revocation of heathen titles. Religious uprisings are common under this system and different religion subjects are very likely to faction against you. Choose this option if you want a more traditional CK2 experience when it comes to religions.

The exception to this whole system are cults, as a ruler can always proselytize to these and try to prevent their uprisings. Cultists are also incapable of being anything but Moralistic (and highly rebellious if their liege is not of the same cult), as they actively go about trying to spread their dangerous dogma to anywhere they can and cause trouble for anyone who has these subjects. This lets them take over the role of heresies in CK2.
 
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Colossal_Elk

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I was thinking it might be a good idea for a ruler to set their realm's religious policy, by taking some direction from Victoria 2's system. You have three options for what it's set to:

1) Secular. There is effectively no state religion and proselytizing is essentially disabled in the realm and you cannot force convert. Rulers generally assimilate into their local religions. Choose this if you want your realm to be a very diverse place with each of the different races ruling over their own kind and own faith.

2) Pluralistic. You have a state religion, but don't actively push it on your subjects. Proselytizing is restricted to the state religion, but only in provinces someone personally controls. You cannot force convert rulers. Rulers will generally assimilate over time into the top liege's religion, and your religion will slowly encroach on other religion regions under your control. Choose this if you want to be able to have different religion followers, but still want to push for religious homogeneity over the long term. You will have to deal with religious uprisings from time to time.

3) Moralistic. You have a strong state religion that you actively try to push on anyone under you. Proselytizing is fully active and you can attempt to forcebly convert your subjects. Only under this system can you enable free revocation of heathen titles. Religious uprisings are common under this system and different religion subjects are very likely to faction against you. Choose this option if you want a more traditional CK2 experience when it comes to religions.

The exception to this whole system are cults, as a ruler can always proselytize to these and try to prevent their uprisings. Cultists are also incapable of being anything but Moralistic (and highly rebellious if their liege is not of the same cult), as they actively go about trying to spread their dangerous dogma to anywhere they can and cause trouble for anyone who has these subjects. This lets them take over the role of heresies in CK2.

If you take a gander in the EK laws file over in ZDevs, you may notice that there's a similar set of laws that's been under consideration for a while. Ultimately, using different religious laws would allow for a very different feel between Reachmen states (they don't seem to care what anyone believes as long as they're Reachmen), the Empire (pushes the Nine, but tolerates everything else), and the Tribunal Temple (will send Ordinators after you if you're a heretic). Multiple religious laws (as well as many other laws) is something we're hoping to be able to implement soon.
 
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Two Big Suggestions:

Give us a new Ayleid religion, rather than Cult of Meridia Merid-Nunda,as part of the Elven Religious group:
Although the Daedra and Meridia were venerated by the Ayleids, the Aedra were still a big part of their culture. As a result they would still likely be seen as part of the Elven Pantheon and able to intermarry with Green Pacters and Auri-el Worshippers. Unlike the Holy Sites of the Cult of Meridia, Merid-Nunda would be more heavily focused Cyrodiil itself, though with a Holy Site in Gideon. To weaken this however, make it so Daedric Cults get major bonuses proselytizing inside the borders.

Reformed Daedric Cults — Through Decisions:
I've always felt Daedric Cults are in desperate need of the ability to reform — after all, they're only cults because they aren't widely practiced. Yet, with all the Holy Sites scattered hither-and-yon, traditional Reformation seems foolish (plus it would require another DLC). My suggestion? A decision crops up for Independent Rulers King level or higher to establish the Church of [Daedric Lord]. To trigger it your Moral Authority must be at 35% minimum, at least 20 counties must follow your religion and all counties in your Demesne must follow your religion. A High Priest (hopefully with a Title) is created and Crusades can then be called.
 
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taimao

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Two Big Suggestions:

Give us a new Ayleid religion, rather than Cult of Meridia Merid-Nunda,as part of the Elven Religious group:
Although the Daedra and Meridia were venerated by the Ayleids, the Aedra were still a big part of their culture. As a result they would still likely be seen as part of the Elven Pantheon and able to intermarry with Green Pacters and Auri-el Worshippers. Unlike the Holy Sites of the Cult of Meridia, Merid-Nunda would be more heavily focused Cyrodiil itself, though with a Holy Site in Gideon. To weaken this however, make it so Daedric Cults get major bonuses proselytizing inside the borders.

Reformed Daedric Cults — Through Decisions:
I've always felt Daedric Cults are in desperate need of the ability to reform — after all, they're only cults because they aren't widely practiced. Yet, with all the Holy Sites scattered hither-and-yon, traditional Reformation seems foolish (plus it would require another DLC). My suggestion? A decision crops up for Independent Rulers King level or higher to establish the Church of [Daedric Lord]. To trigger it your Moral Authority must be at 35% minimum, at least 20 counties must follow your religion and all counties in your Demesne must follow your religion. A High Priest (hopefully with a Title) is created and Crusades can then be called.
I agree Alyeids worshipped more than just Meridia, but the fact that they worship some daedra would keep the from mixing well with other staunchly aedra only worshipping mer. The only ones that they may have mixed well with by cannon might have been Green Pact.
 
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LordInsane

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I agree Alyeids worshipped more than just Meridia, but the fact that they worship some daedra would keep the from mixing well with other staunchly aedra only worshipping mer. The only ones that they may have mixed well with by canon might have been Green Pact.
It would appear from available evidence that there were tension between Aedra-favouring Ayleid and Daedra-favouring Ayleid, which does strengthen the 'not mixing well' argument even as it weakens the 'put it all into one Ayleidic religion' argument. Given indeed the references to Ayleid lords favouring specific Daedric princes, I would actually think the situation was closer to there being Auri-El Ayleid lords and various Cult of X Ayleid lords in the days of the imperatum saliache.
 
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It would appear from available evidence that there were tension between Aedra-favouring Ayleid and Daedra-favouring Ayleid, which does strengthen the 'not mixing well' argument even as it weakens the 'put it all into one Ayleidic religion' argument. Given indeed the references to Ayleid lords favouring specific Daedric princes, I would actually think the situation was closer to there being Auri-El Ayleid lords and various Cult of X Ayleid lords in the days of the imperatum saliache.

Could the faction system be used to represent the various internal tension between the Aedra worshipers and the Daedra worshippers? Have the main religion be the balance, and the factions trying to gain support to force a switch to an Aedra, or Daedra type religion?
 

Elvesflame

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I really think that trade routes, such as the silk road in the base game, should be implemented. Maybe a very strong one running up the Niben. If you guys need info on ES trading routes, just look at the trading maps in the games themselves. Here's some: http://vignette3.wikia.nocookie.net/elderscrolls/images/3/33/Shipping_map.png/revision/latest, http://img09.deviantart.net/29fd/i/..._trade_routes_map_by_dovahfahliil-d749k2l.jpg. As for Akavir and other expanded universe places, you may have to make educated guesses based on the relations between races and other info, http://elderscrolls.wikia.com/wiki/Akavir_(Continent), http://www.uesp.net/wiki/Lore:Akavir. And don't forgot some land routes too.
 
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HandicapdHippo

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I really think that trade routes, such as the silk road in the base game, should be implemented. Maybe a very strong one running up the Niben. If you guys need info on ES trading routes, just look at the trading maps in the games themselves. Here's some: http://vignette3.wikia.nocookie.net/elderscrolls/images/3/33/Shipping_map.png/revision/latest, http://img09.deviantart.net/29fd/i/..._trade_routes_map_by_dovahfahliil-d749k2l.jpg. As for Akavir and other expanded universe places, you may have to make educated guesses based on the relations between races and other info, http://elderscrolls.wikia.com/wiki/Akavir_(Continent), http://www.uesp.net/wiki/Lore:Akavir
Trade routes are in the SVN version but they are not complete yet so they were left out of the general 0.1.6 release.
zlIiCsV.png
 
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Based off of Televanni 200yr+ campaign

Let's start with the positives. This mod is stable as a brick I fucking love that. I wish I could pay you all so you could this shit for real because it has a professional level polish you don't see in other games. Kind of wish Steam had not backed down on that. I feel like ya'll deserve some money if you put in the work.

Overall experience: In my campaign I won independence, fought off a Morrowind reclamation invasion, fought off Eastmarch invasion just barely (it was awesome to see them travel some distance, stupid, but still awesome that they did), won a series of internal conflicts that involved me having to declare two baronies independent, subjugated two breakaway baronies from Morrowind that were weak from their independence, married my legitimized bastard to the daughter of the Archcanon who was the commander of the Tribunal forces, took the Mournhold, and then subjugated the entire kingdom of Morrowind with the assistance of the Tribunal Temple. Was also a master seducer with a maimed tongue and a dead vampire hand 10/10 would again.

Positives:
Stable
Portraits (Just fantastic)
Cool Council Abilities
Awesome building tree
Low-scale (I like how their aren't massive 100,000 strong armies. Makes the game feel a lot easier to manage)
Epic map (All the nations, races, cultures, kingdoms, it just looks fantastic)
Divided map (I despise blobs so the interregnum is like a wet dream for me)
Artefacts (not exactly sure why a vampire hand is an artefact but no one else in my kingdom had one so I felt cool and I freaking loved kidnapping other people to steal their artifacts, also is artefacts a typo or is it supposed to be that way?)
Great combat (loved the experienced, hardened, veteran) (Felt like my warrior-king definitely made a difference, won a pitched battle because of him though I lost my second son in the battle, I love that type of experience)
Tons of opposition scheming (at least in my experience)
Great racial traits/professions

Improvements (and some potential bugs)
The tooltips for the council need help or some explanation somewhere - what does improve magickal relations actually do? For heal there was four different options but the only one I got was to increase the disease resistance for gold for a couple years? What are the parameters for successfully fulfilling warlord ambition? I don't know because it doesn't tell me.
Some of the council abilities would not fire, for example despite leaving improve magickal relations on for about a decade I never had it fire once, I fabricated a claim, pressed it but then did not get the claim, the only heal I got despite leaving it on for 7 odd years was the disease resistance, my priest is magical why can't he improve my maimed tongue?
Some of the building tooltips are bugged. Not the majority of them but off the top of my head the hold and shrine descriptions were both broken.


Suggestions

A lot more custom starter characters. For example I think House Televanni should start with master wizard, House Redoran master knight, House Hlaalu master magistrate ect. It feels weird as hell to start the game and have your Archmagister not know a lick of magic, the warrior head of House Redoran be an expert magistrate, and House Hlaalu be journeyman monk.

Magicka obviously needs some work so that it is not OP and the AI can be involved in it. That being said I liked the Magicka system and some of the spells available. I might look at Warhammer Mod for some ideas on balanced magic system. I am not gonna comment too much because I read somewhere you are planning on overhauling already.

More custom titles based off of trait modifiers. I was actually really disappointed to lose my Archmagister title as the Telavanni when I won my independence and declared the Telavanni Kingdom. It worked out since all my line was knights/barbarians anyways so I just role played it out but it still felt weird. If I declare independence as one of the great houses I think they should get a custom titular title.

Morrowind as a whole was boring as hell. I dealt with a lot of backstabbing bullshit from people in my kingdom and I had a great character. High King Rilver The Bloody was an open lycanthrope, terrible stats, was blinded, was a eunich, excommunicated, and spent numerous stints in prison. Despite all of this he was never overthrown or had some declare independence against him besides me. One interesting bit was the tribunal temple taking control of some of Morrowinds territory but I think it was from inheritance. Also nobody bothered invading them, though they were raided a few times.
 
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  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Nemesis
  • Prison Architect
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cossacks
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
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Vampire hand is a detached hand of a vampire. Morrowind is meant to be a stable realm where pretty much nothing happens.
To fulfill warlord ambition, you have to use the warlord casus-belli and win