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_Arzakon_

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I agree. In Elder Scrolls lore magic users (including priests) are the one to take care of the sick and heal them using spells, so their natural holding slot should be the temple, instead of the hospital. Furthermore the idea of having ruins as a permanent fixture, rather than something random that can happen if your steward is looking for ruins, is a good idea. I, for one, cannot wait for them to develop ruins further and start funding excavactions in Vvardenfell : D.
 

Korbah

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No need to feed the trolls guys.


@ said troll, you know who you are; If you don't like it;


There's the door, feel free to use it if you don't like the mod. There's plenty of choice other mods for you to spend your time on :)
 
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Here are my criticisms using acceptable language.

Ruins - don't like it, lame idea, should just go with hospitals or bordellos sense in most nedic areas the healers are also lovers for hire, but sense that won't work with all races, just go with hospitals. A ruin rebuilt is no longer a ruin.

Alyieds set to max council - doesn't make sense, we know the Alyieds were city states, some fairly ruled, some with an iron fist, all we know about Alyieds in this time period is that they were secretive, tribal and being absorbed by the Bosmer.

Wrap it up - ya'll taking way to long, hardly ever update the mod, obviously do not have the needed drive/muscle to make all your grandiose plans come to fruition, scale back, fix bugs, and release.
 
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_Arzakon_

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Here are my criticisms using acceptable language.

Ruins - don't like it, lame idea, should just go with hospitals or bordellos sense in most nedic areas the healers are also lovers for hire, but sense that won't work with all races, just go with hospitals. A ruin rebuilt is no longer a ruin.

Alyieds set to max council - doesn't make sense, we know the Alyieds were city states, some fairly ruled, some with an iron fist, all we know about Alyieds in this time period is that they were secretive, tribal and being absorbed by the Bosmer.

Wrap it up - ya'll taking way to long, hardly ever update the mod, obviously do not have the needed drive/muscle to make all your grandiose plans come to fruition, scale back, fix bugs, and release.

Ok, now that you've managed to tone it down, I'll answer : P.

Ruins: As I said before, hospitals doesn't necessarily make sense in a world where magic heals diseases. And ruins are not "rebuilt"; each level you invest in is an abstract representation of digging further and uncovering its secrets. The idea, at least for me, is amazing, and could have some potential for adventurous rulers as well. Before latest SVN we had ruins as a simple and pretty random bonus after an event fired by a councillor digging ruins, which could give weird effects as having Ayleid ruins in Solstheim. Now it's more clear and streamlined: some locations have specific ruins, and you cannot build them; you dig them. If you haven't checked yet, locations without ruins cannot build them. It's a feature.

Ayleids: I understand your concern that Ayleids get full council authority when they get king/emperor tier titles. Understandable, but it's not a big deal. You can still lower authority normally (there are no specific conditions related to Ayleids). And, if anything, even if you disagree you could still easily mod it yourself. The reasoning behind this decision I don't know, but there are two possibilities: intended, you just don't know the reason, and maybe it's more polite and adequate if you just ask; non intended/betatesting, in which case it may be that it never get to the stable release. Remember you're playing the SVN version, which is not complete. Not every feature will make it to the release, not everything is final, not everything is perfectly stable and balanced, and so on.

Release date: I have lost count on how many times some people asked for a release date, asked for the mod to be finished already, asked for this and for that... and I will always say the same: it's FREE. That's their FREE time, which they could use for their families, friends, other videogames or jumping off a cliff if they want, devoted to a project you're enjoying without paying for it. So, to begin with, there is nothing to demand. Nothing. Period.

Now, after considering this, to the point about release and features you mentioned. Almost no mod is ever finished. GoT and Warhammer (which you mentioned before) are always adding new things for their releases as well. The fact that EK is humble enough to consider its releases to be incomplete versions doesn't change the fact that they are still fully playable. 0.1.6 was stable, very complete and very polished. So, they're pretty much doing the same thing as other mods. You could say, any you'd be right, that EK releases take longer than other conversion mods, but that's the way modding community works. Modders come and go, and you cannot expect to have any certainty about the next release. Also, as Korbah has said countless times, EK has been developed almost since CK2 came out. Many DLCs, old code and lack of interest from people that moved on to other projects (like "real life") will always be something to take into account.

To sum it up, EK is being done at its pace an there's nothing to complain about; if you want any improvement, feel free to start modding yourself and lend a hand to the team. And furthermore, EK is adding features because that's the way any mod works. Even if EK released tomorrow version 1.0 and considered it to be the "final" version of the mod, the team may or may not tweak the mod even further if they wanted to, if there were new CK2 DLCs and so on. So, IMHO, asking for the "final" version is kind of a silly thing, because there's no such thing. The mod will be completed and no longer updated when no one is working on it, which will be, paradoxically enough, the end of EK as a project.

Anyway, next time chill out, think twice and take your time to make any kind of criticism. Remember there are real people behind this mod. Being rude and disrespectful is out of the question.
 
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Ydaa

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I think play as feudal harder than vanilla. They don't have tax building to build on start, and they have no money. It's planned or no?

In vanilla i can build two castle town levels, what gives me +4 tax, when in mod, on start i have 1.5 and can't upgrade them (I need 5 tech level of construction and 4 level of noble customs)
 
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GoT is almost always up to date, regardless of planned features/content for future

There are plenty of different ways of handling update schedules. Blaming someone for doing it the way they are more comfortable releasing something they do for fun won't make them any quicker. ;)
 
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Novacat

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I think play as feudal harder than vanilla. They don't have tax building to build on start, and they have no money. It's planned or no?

There are a handful of buildings you should be able to build right off the bat that provides tax.

Ruins: As I said before, hospitals doesn't necessarily make sense in a world where magic heals diseases. And ruins are not "rebuilt"; each level you invest in is an abstract representation of digging further and uncovering its secrets. The idea, at least for me, is amazing, and could have some potential for adventurous rulers as well. Before latest SVN we had ruins as a simple and pretty random bonus after an event fired by a councillor digging ruins, which could give weird effects as having Ayleid ruins in Solstheim. Now it's more clear and streamlined: some locations have specific ruins, and you cannot build them; you dig them. If you haven't checked yet, locations without ruins cannot build them. It's a feature.

Thanks to some clever scriptwork, now we have both.
 
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BFKelleher

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In the SVN build, Count Amiel IV of The Colovian Highlands currently starts with no education trait.

There's no bug reporting thread, so I'd figure I'd share here.

Edit: Actually several rulers start out without education traits. Hang on.

Edit: Never mind. It might be after a resign and then start new game.
 
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al3xytp

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I'm saying it here because I'm not sure where to post it otherwise, but I absolutely love the mod, and even though it's not perfect yet, I don't remember having this much fun with CK2 in 2000 hours.
 
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al3xytp

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So after playing for close to 200 hours on revision 929 as everyone's favorite immortal God-King, the Maormer Orgnum on Pyandonea, I have a few things to input on the current state on the mod. I joined a screenshot of the current political situation in Tamriel and nearby landmasses.

CK2game_2016-11-16_09-00-06.jpg

I already said it in the last message but thank you again for the mod, despite all the few errors left to fix I've been having a tremendous amount of fun. But enough praise, let's get started:
  • Now that most people start with a few boats, Alinor slowly expands into Valenwood. My frequent and quite early wars with Alinor may have prevented them from expanding further, but it seems to work properly.
  • Until I conquered Valenwood in a few warlords wars, it was more or less divided as it is in the Interregnum starting date. I don't expect Valenwood to unite into one kingdom, but this outcome has been quite much the only one I've got in a few games.
  • Elsweyr destroyed Senchal quite early and by the time I stopped the game they held 2/3 of the Khajit lands. Given some more time (and no further involvement) from me, it may have taken all the lands corresponding to the Imperial province of Elsweyr. I'm pleasantly surprised.
  • Cyrodiil is mainly divided between Nibenay, the Colovian Estates and a surprisingly large Skingrad. The Imperial City switched hands a few times, ending the Republic of the Heartlands and ultimately becoming a feudal realm. I didn't expect Cyrodiil to be united but the outcome here is honestly satisfying to me.
  • Nothing major happened in Argonia. Realms starting as tribal seems to have fared better than feudal ones.
  • In Morrowind, the Great House Dres got destroyed at some point. Morrowind politics seems to be quite delicate to model using CK2 mechanics, or at least they are not done yet, so I'll refrain from commenting more on it. Except the fact they aren't Petty titles and might actually (and are likely, given a long enough game) to gain de jure vassals at the expanse of Morrowind itself.
  • Skyrim is divided in three: the two Nords kingdoms of The Rift and Eastmarch, and the Hagraven Cult/Reachmen Kingdom of the Reach. The Colovian Estates never lost their provinces in Skyrim to independence or claims in all my playthrough and, as can be shown in the screenshot, expanded a bit on the Southern border.
  • Hammerfell turned out very well. The Kingdom of Hegathe control a half of the province, while the petty kingdom of Stonemoor control most of the other half. More Petty Kingdom titles might help consolidating realms, because Stonemoor actually consists of 5 duchies that would quite easily get lost in the chaos of gavelkind succession.
  • In High Rock, the kingdom of Daggerfall expanded a bit, but that's nothing compared to the behemoth that is the Kingdom of Orsinium. The orcs always become preposterously strong because the Breton realms don't seem to have sufficient mechanics to destroy Orsinium one more time. Oh, and for some reason that I don't get even after looking through the title histories, Orsinium is also in Yokuda, down to the southern islands of Ravan. The orcs really need a nerf.
  • Not pictured in the screenshot: each islands of the Kingdom of the Islands, and Roscrea, being mostly united. Atmora is divided between a few Undead chieftains (and an Atmoran one) that got their independence from the Frozen Horde, which doesn't seem able to reconquer them.
  • In Akavir, the Tsaeci realms are still divided but individually quite strong, while the Po'tun states got smashed to pieces. 80% of the Tang Mo islands are under control of one King. Down south, the Kamal are as divided as they started, despite the Kingdom of Ryzgaley that once covered a good third of the Kamal lands.
So now that I'm done with the geopolitical situation, let's talk gameplay a bit:
  • It's the first game I play with a competent mage, and holy shit guys the magic system is even cooler than I first thought. I already suggested a thing or two on how to improve it, because you did your job so well that there are so many spells to scroll through.
  • I'm not sure if the AI actually use spells too, so I feel that I cheated by using spells such as firestorm or grand healing while the AI couldn't handle it. Though I can understand that getting all those spells to be balanced for the AI too might be a very delicate thing to do.
  • Magic-spawned troops may not be reinforced, but they don't cost maintenace and DO NOT DISAPPEAR. By the end, I was able to spawn stacks of 50k every three years, which made me absolutely overpowered and basically prevented my vassals from revolting. I admit I might have actually cheesed the game there, but the size of the spawned stack of Daedra seems to be related to your current army size, previously spawned stacks included.
  • I conquered Alinor using the Inquisition Holy War CB, after getting a claim on some province first because otherwise it was out of the CB range. Not much to say here although that the holy war CB has very precise requirement that make zaelous characters a must have if you want to expand quickly (and cannot get the warlord trait for some reason).
  • Talking of it, I will never praise enough the warlord CB (that I added to Orgnum by console command to go along with my emergent narrative). It is extremely fun to use, because you actually feel like you're a conqueror instead of some guy limited by arbitrary mechanics. I was able to conquer Valenwood in 10 years and it was really cool to imagine the Daedric hordes continuous assault.
  • However, it is limited to same religion group, which kind of ruin its purpose in my opinion. When wanting to attack different religion groups, you are stuck to either claims, one-province conquest or holy wars (and their narrow requirements). I'd really like to see it extended to be useful past your religious group.
  • And to conclude on the warlord CB, it does have a strange behaviour with duchy title when attacking more than one realm in the same area. I could swear I got provinces from a realm I was still at war with when I signed peace with another realm, and in another occasion I actually usurped a title, gave it to a vassal and usurped it back once I won a war.
So it concludes that small analysis of my current game (that I'll probably stop because of a few problems mentioned above). I hope it wasn't too long and gave some insight in what could possibly done to tweak the balance a bit. I added a few personal suggestions based on the few things I know about CK2 modding but I'll obviously bow to your greater knowledge of the field Once again, thank you for the mod and thank you for reading this.
 
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Orinsul

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Feb 7, 2008
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theres a little orc island north of Yokuda
I guess it was inherited or otherwise ended up being passed to Orsinum and then it would put Yokuda within one seas range so a natural place to conquer?
 
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