so, sense the Silk Road in vanilla is getting a rework so that there are only specific preset "trade centers" along it, could that maybe fix the past issue of trade routes being to OP and allow them to be put back in?
I think, as others have said previously, that keeping the Great Houses as inheritable Traits and maybe even some kind of Merchant Republic style titular-titles would be better, it would allow members of Great Houses to join other societies after all(though I could see some societies not excepting them, hence another reason to keep it as a trait).Unless.. societies will be based around the Houses?
If only it was possible to name retinues.I don't know if it has been already mentioned, but I would like to see a legion mechanic (similar to what we have in the When the World Stopped Making Sense and Warhammer mods) for the Empire and some sort of Imperial government as well, different from the vanilla feudal one. If I'm not mistaken there are named legions in the book "Disaster at Ionith" that give this mechanic a lore foundation
Don't know how it works in WTWSMS, but in Warhammer it just creates a vassal mercenary company with a name based on the province (so e.g. the 1st Altmark Company of Pike) at the cost of 1000+ gold and a temporary province debuff.If only it was possible to name retinues.
elder kings used to have that? they were the gladiator teams or something?
i remember it i think?
retinues are good tho
Why not simply activate a vassalized mercenary company (similiar to the vanilla Varangian Guard) for every High Kingdom held be the current Emperor (of either Tamriel or Cyrodiil).
So let's say your create the Empire of Tamriel and have complete control over the High Kingdom of Cyrodiil. That would activate the vassal company "Legio Blablablawhatever". Now let's assume you go and conquer all of Skyrim. Then an event would fire that activates the vassal company "Legio MakeSkyrimGreatAgain". Some procedure for all other High Kingdoms.
Because that's a terrible implementation of legions that favours the single emperor of tamriel or cyrodiil; and what of the other High Kingdoms or potential Empires?
They would always be at a disadvantage in that system, facing not just the mass levies of another Empire but also the legions, there'd be simply no way to compete. You're thinking from the POV of -being- the Emperor, but think from the POV of being on the receiving end of those legions without any way to fight back.
It's also such an uninvolved and bland method of implementing them, no flavour or pizzazz.
@exin is working on a better implementation that anyone of sufficient rank and wealth can take advantage of so long as they meet the other criteria.
elder kings used to have that? they were the gladiator teams or something?
i remember it i think?
retinues are good tho
Admiteddly, it would favour the Emperor. But that doesn't mean that he couldn't be impaired in another way to compensate - like by decreasing his levies. But it was just a suggestion anyway. I'm looking forward to seeing a better implementation![]()
The mechanics are very similar. One difference is that in WTWSMS the legions start with 1600 men and progressively get reduced as time goes by, to represent their decline in the later years of the empire. Also, they can revolt.Don't know how it works in WTWSMS, but in Warhammer it just creates a vassal mercenary company with a name based on the province (so e.g. the 1st Altmark Company of Pike) at the cost of 1000+ gold and a temporary province debuff.
I think, as others have said previously, that keeping the Great Houses as inheritable Traits and maybe even some kind of Merchant Republic style titular-titles would be better, it would allow members of Great Houses to join other societies after all(though I could see some societies not excepting them, hence another reason to keep it as a trait).
Will Morrowind's societies include a Temple faction? It just occured to me how much more fun Morrowind might get with the Camonna Tong and what not around. Unless.. societies will be based around the Houses?
I think I suggested a duchy level subjugation CB that can only be used every 5-10 years on the province you belong to, a bit like the 'become a king' ambition. It cannot subjugate full characters, just the targeted duchy. If you're targeting someone without vassals in the area, some random 'local' ruler can be spawned to become the new vassal.Hello! I've been playing a whole bunch on the SVN version, mostly on interregnum start but the other as well, and I think there's one standout issue with war.
Namely there's too much of it. The ease and availability of the conquest cb makes Tamriel a frothing sea of continuous war. Realms get torn apart quick, and the survivors don't fracture at all. Merchant republics loose out the most, and within a decade of game start there's no republics left. The peacetime game with guilds, gods, and dynasties gets deemphasized when it seems like you're on a timer to keep conquering as fast as your neighbors, and that's really the most interesting work of the mod. I know Elder Kings is pursuing 'historical possibility' about as closely as vanilla, but it would be nice to see realms last longer when they lasted hundreds of years in the OTL.
So, as far as my suggestion, I'd advocate replacing the conquest cb with a more constrained subjugation cb that vassalizes the target. If someone wants to annex territory, they can fabricate a claim, holy war, or become a warlord. The liberation bc would finally get some use too. Of course free exceptions apply for destroying Orsinium again![]()
I tend to disagree to most of it. I think that the constant war and aggressiveness represents well the turmoil that should have followed the fall of the Second Empire. The only way for peace to rein again is the unification of Tamriel by a strong emperor. You can clearly see that if you unify the Empire by yourself: how much more peaceful the regions become under the same ruler, especially if you are proficient with enforcing realm peace.Hello! I've been playing a whole bunch on the SVN version, mostly on interregnum start but the other as well, and I think there's one standout issue with war.
Namely there's too much of it. The ease and availability of the conquest cb makes Tamriel a frothing sea of continuous war. Realms get torn apart quick, and the survivors don't fracture at all. Merchant republics loose out the most, and within a decade of game start there's no republics left. The peacetime game with guilds, gods, and dynasties gets deemphasized when it seems like you're on a timer to keep conquering as fast as your neighbors, and that's really the most interesting work of the mod. I know Elder Kings is pursuing 'historical possibility' about as closely as vanilla, but it would be nice to see realms last longer when they lasted hundreds of years in the OTL.
So, as far as my suggestion, I'd advocate replacing the conquest cb with a more constrained subjugation cb that vassalizes the target. If someone wants to annex territory, they can fabricate a claim, holy war, or become a warlord. The liberation bc would finally get some use too. Of course free exceptions apply for destroying Orsinium again![]()