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  • Crusader Kings III Available Now!

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    Real Strategy Requires Cunning
DD - Map Outline
  • Theyn_T

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    A little more insight into the new map, since JJ/jumbi has asked me so nicely:

    With the transition from CK2 to CK3 we also want to revise our map. Tamriel will be completely redesigned, moving from the Arthmodeus-Projection of Tamriel to Dillonn241's Tamriel: an accurate trace of the Anthology Map, Main Series Provinces and additional info from ESO.

    User-Dillonn241-Tamriel.jpg

    Map of Tamriel created using the Elder Scrolls Anthology map primarily, as well as maps from most games in the series. Created by Dillonn241. [Source]

    We have however modified the outline of this Tamriel in various ways to adapt it to places not represented on the map (e.g. the Minor Kingdoms of TES2, which also are in EK for CK2) and rework places where the official material doesn't give us interesting coastlines. One such example is the Telvanni peninsula, which I have reworked to fit its EK appearance.

    Anthology Telvanni | EK CK2 Telvanni
    Dillons Telvanni | EK CK3 Telvanni
    unknown.png
    unknown.png
    unknown.png
    1599057062298.png


    I'm working on Tamriel and Yokuda for now, but rest assured the EK vs EK2 map size comparison jumbi shared in his post already includes the positions for Pyandonea, Atmora and Akavir. But for now, map development will focus on Tamriel and its nearby isles.
     
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    Small update on our mapping progress and how we work:

    Let's begin with the screen JJ shared of our concept map. As you can see, there is a whole lot going on.
    Names, colours, red lines.
    Our first step is to overlay available map material over our Tamriel Outliner and align the coasts/geographic features. Then we mark the important places from the map material onto our outliner. Afterwards we draw out what we think make for good barony borders and consolidate those into counties. Then we again check Lore and Map stuff to see if there is any information about how regions are bundled, where what titles are.
    Once we're happy with how things turned out, the red lines get removed - and it's time for implementation.

    Fast forwarding 5 days, and the map now looks rather differently in that region. The red lines have all been removed and the provinces are already implemented for the most part. While making the region ready for implementation, we also added some more baronies and counties.

    1599057175328.png
    unknown.png


    Once the provinces are implemented, our talented terrain and heightmap artist goes in and turns the flat Tamriel basis into something really, really cool looking.
    This is all drawn by hand too! Thus giving it a nice personal touch while keeping in line with the official worldspaces of those regions.

    unknown.png
     
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    Mer Character Models
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    Okay, folks, for everyone asking about models in Elder Kings for CK3, I have a small sneak peek (which is of course also available on our discord server).

    ziMdtGa.gif


    Beautiful work done by our contributor - Buckzor. Keep in mind that these are still WIP and may change in the future. Also, this gif is quite long, but it shows all main Mer races, so consider watching it in full ;)
     
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  • Theyn_T

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    Our Map Division has been hard at work since our last progress update.

    We have since finished the province rollout for Hammerfell and Skyrim - the latter I'd like to talk a little more about today.
    In EK1, Tamriels 9 Provinces were realized as 9 kingdoms, divided under various empires. The greatest of those being the Cyrodiilic Empire and the Aldmeri Dominion. This resulted in rather monotonous provinces at the kingdom level and a lot of duchies under them.
    In EK2 however, the new scale and grade of detail that CK3 allows, helps us with creating a more true-to-lore Tamriel. A good example for this being Skyrim.

    The Province of Skyrim is a High Kingdom, who's monarch is elected by the Moot, an assembly of the Jarls. These Jarls are Kings of their own. Thus we went with the same approach for EK2 and made Skyrim a Empire-tiered "High Kingdom" and the Holds of Skyrim into Kingdoms (as you can see on the comparison below).

    We are also using much more mountain wastelands and large rivers to create chokepoints that should make playing in that region even more fun. (With mountains now being coloured in the colour of the adjacent realm.)

    Comparison of de-jure Kingdoms and Empires between the two versions

    Comparison of de-jure Kingdoms and Empires between the two versions

    Our Heightmap- and Terrainmodeller has been hard at work too, creating some more obscure isles not everyone might know.
    Can you guess the names and locations of those islands?

    is.png
     
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  • LeSingeAffame

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    Hi everyone, and welcome to another development showcase for Elder Kings II!

    I am Singe, and I joined the team about a year and a half ago. For those who recently-ish played in the Reach or Pyandonea in EK1, I am the one who added the de Jure Reach Kingdom and Empire, the Faolan 2.0: Red Eagle Boogaloo, or the Orgnum quest chain.

    Ever since CK3 has been announced, I have been very excited in the possibilities of recreating the world of TES in it, with all the new mechanics this new game would bring, allowing us to do a lot of things that CK2 would not. A particular area was in my radar, which I will (partly) cover today: the faiths and religions of Tamriel.

    The design changes between CK3 and CK2 have pushed us towards making two significant changes in how religion was handled in Elder Kings II: We have decided to break up most big religious hegemonies in more localized faiths, and a significant amount of new faiths will be available in the mod. For those who played the early version of Elder Kings, where we had a lot more faiths, you might recognize some of the religions that had to be removed in the last few years, as it wasn't really feasable to maintain such a large amount of them.

    20201031225917_1.jpg


    You can already see the two aforementionned changes: The old Eight Divines religion has been broken into four different faiths, and a lot of new faiths such as the Herd-Mother, the Wyrd faiths, Druadach cult have been added.

    We have followed the convention set up by the vanilla game and divided our religions into three broad groups:
    * The Aedric faiths who are focused on Aedric deities and myths, such as the Nedic-Nordic pantheon
    * The Daedric faiths who instead focus on the Daedric Princes and their envoys, such as the Reach faiths
    * The Aurbic faiths which focus on greater forces of nature, such as the Celetials or the Wyrd
    Keep in mind that these categories are broad and may not be fully respected by individual faiths - some Daedric or Aedric faiths might also be dedicated to fallen heroes, such as the Nerevarine Cult, and some Aurbic faiths can also worship a Daedric Prince, such as the Glenmoril Wyrd.

    One big question however remained, how to properly represent the pantheon or gods worshipped by a singular faith. The base game does not represent the deity or deities a faith is dedicated to, but since they are much more tangible in the world of the Elder Scrolls it felt important to keep the interactions your rulers are able to have with their gods.

    In particular, it felt important to properly represent how the Daedric Princes were worshipped. After all, it was quite common that a small selection of the Princes were worshipped in a faith, and we wanted to make it possible for the player to select which Princes would be available in their faith.

    To this end, we have two new concepts specially created for the mod: the Main Pantheon doctrine, and the tenets and doctrines unlocking the worship of a special Daedric Prince.

    Your Main Pantheon doctrine gives your basic set of deities. Some pantheons worship a wide array of gods, and the rulers of such a faith will be able to take one of these gods as their personal patron, much like in the first Elder Kings. This basic pantheon can then be modified by other tenets, such as syncretizing with another pantheon or having local traditions.

    20201031230719_1.jpg


    20201031230723_1.jpg


    Here we have the player creating a new Yokudan faith. For now we have two different pantheons available.
    The first is the traditional pantheon worshipped by the Yokudans and then the Redguards, composed of deities such as Satakal or Ruptga. Any ruler of this faith will be able to take one of these deities as their patron, for a permanent bonus.
    The second pantheon is much smaller and dedicated to the Herd-Mother, a strange deity that was brought from Yokuda and with a focus on horses. While rulers of this faith cannot take a deity as a patron, since they are solely dedicated to the Herd-Mother, they receive an other permanent bonus, here a more effective cavalry.

    20201031231456_1.jpg


    Above is our Breton Rite Cult, one of the four (at time of writing) faiths composing the old Eight Divines religion. Localized in High Rock, this branch of the Eight Divines is special in that it has been heavily influenced by the Elven pantheon, and as such has received the Aldmeri Syncretism tenet. Among other effects, this allows its rulers to dedicate themselves to Jephre, Magnus, or Phynaster - three deities who are not part of the main Divine pantheon.

    20201031231505_1.jpg


    Here is our second splinter faith, the Nordic Pantheon. Followed by the Nords of Skyrim, this faith is special in that it has both additional deities, due to their Atmoran Syncretisms, and special deities names, due to its Children of Skyrim tenet. To them, Julianos is known as Jhunal, and Kynareth is known as Kyne - among other changes.

    Now that we have seen how to craft your main set of deities, we will see how to handle Daedric worship within your faith.

    20201031231913_1.jpg


    Those who want to include Daedra in their faith should be cautious, as not everyone will tolerate them... But if you are still certain about worshipping the Princes, then keep reading.

    Daedric Princes can come in three manners: You can directly add them in your pantheon with a special tenet, one of your tenets can be tied to them, or your doctrines are lenient enough to allow their worship.

    20201031232106_1.jpg


    Each Prince has a tenet such as this one. This tenet counts as a syncretism, so you would have to carefully choose which Prince you would bring in your pantheon this way. This tenet also allows you to worship this Prince even if your faith would otherwise consider Daedric Worship 'Criminal'.
    Should Daedric Worship be considered 'Criminal' you would only be able to take the Prince as a patron, you would not be able to Commune with the Prince.

    20201031232250_1.jpg


    Some tenets are associated with one (or several in very rare cases) Prince. These tenets are generally also present in a Daedric cult faith, and allow you to include a selection of Princes in your faith. The High Velothi faith for exemple is dedicated to the Three Good Daedra due to its tenets.
    To add a Prince to your pantheon this way you must consider Daedric Worship 'Shunned' or 'Accepted'.
    While Communing with a Prince would be seen as a bad thing in a faith where Daedric Worship is considered 'Shunned', it would be completely accepted if the Prince was part of your pantheon.

    20201031232652_1.jpg


    The third and last way to add a Prince in your religion is to consider Daedric Worship as completely 'Accepted' and to have a doctrine related to this Prince. Here, as you consider both Vampirism and the worship of the Daedric Prince 'Accepted', Molag Bal is automatically added to your Pantheon.

    I talked quite a lot about patron deities and communing with a Daedric Prince, however we are not yet ready to show what it entails - it is still a work in progress. But we are already quite happy with the possibility of having it, and the work so far is promising. Once we are ready to show it more in detail, we will!

    For now I will leave you with no less than sixteen screenshots, one for each main Daedric Cult!

    The sixteen main Daedric Cults faiths of Elder Kings II
     
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  • bobpotato

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    The Interface of Elder Kings II, Part 1

    Good morning/evening/afternoon, I am Varlatra/Bobpotato, one of the newer members of the Elder Kings Team.

    The previous dev diary talked about personal deities and communing with patrons, ending with "Once we are ready to show it in more detail, we will!". Well that time has come. Some of you may have seen previews of this content on the discord, but the system hasn't really been explained in any detail.

    For those that played the original Elder Kings with Jade Dragon, you will be familiar with the Daedric Princes and other entities being represented by offmap powers. With the move to CK3, this feature has been lost. Fortunately, CK3 unlocked a lot of GUI features for modders to use to create custom interfaces. As you can probably guess, this dev diary will be about recreating the offmap interface in CK3.

    Selection Interface
    selection.png


    Patrons are divided into two categories: passive and active. Passive patrons include the more benevolent deities, such as the Eight Divines, but can include Daedric Princes. The above shows the selection interface for a faith with a pantheon, granting access to passive patrons, and a tenet granting access to Sanguine as an active patron. Passive patrons can be taken as a personal deity, granting a trait with small bonuses depending on the deities sphere.

    Sample Patron Traits
    traits.png


    Passive Patron Interface
    passive.png


    The selection of personal deities is accessed by communing with your pantheon, leading to the above interface. As stated in the previous dev diary, the specific deities in a pantheon are dependent on the pantheon doctrine of the faith, but can be modified with syncretic tenets. As an example the eight divines religion is divided into four faiths with the same core pantheon. The Breton Cult faith has a tenet adding Magnus, Jephre and Phynaster to the pantheon and thus can take them as personal deities. For a more complete overview please refer to the previous dev diary.

    Active Patron Interface
    active.png


    Active patrons have a more tangible impact on the world and include the Daedric Princes and Tribunal at the time of writing. A faith that permits worship and has the requisite tenets/doctrines will enable followers to commune with a patron and access the above interface.

    Patron State
    worship_type.png


    The status of a patron affects the type of interactions that will be available. For the Princes there are currently four states:
    • Nominal - the default state, most interactions are available.
    • Ascendant - an ascendant prince is looking to increase their power, this state is a requirement for calling a Daedric invasion.
    • Cataclysm - after a failed invasion, the prince must regain power. This state severely limits the available boons.
    • Convalescing - after a period of cataclysm the prince starts to recover their former standing. Most of the same interactions as nominal are available but with increased costs.
    Worship type is the second way that interactions are restricted. As stated in the previous dev diary, the makeup of a pantheon can be influenced by tenets. If a Prince is part of a pantheon because of a tenet, they are considered to have the "pantheon" worship type. This restricts some of the interactions that may be taken. The second type is "focused", which comes primarily from following a cult religion. This adds no restrictions on the interactions available and may make some of them cheaper.

    Patron Ardor
    ardor.png


    Ardor is the currency used in interactions. It can be earned by making offerings to a patron, such as tribute or a sacrifice. Ardor is required for boons, with 10000 being the amount necessary to call an invasion. Unlike offmaps in EK1 there is (at time of writing) no ticking ardor, it is only changed by interactions.

    Patron Interactions
    interactions.png


    Interactions are divided into three groups:
    • Offerings earn ardor, the exact amount depends on the type of offering and how partial the Prince is to it - Molag Bal likes sacrifices more than Nocturnal.
    • Minor Boons generally have a small impact, such as a stat boost or small amount of gold. They are typically available to both focused and pantheon worship.
    • Major Boons include claiming artifacts and calling invasions. Many of them are restricted to focused worshippers.
    Sample Interactions
    minor_boon.png

    offering.png

    major_boon.png


    You may notice that Clavicus Vile has the option to offer a sacrifice, but Sanguine didn't in the previous images. This is intentional, not all Princes are equal. Many interactions will be shared, but all will have unique interactions that reflect their sphere.

    The system is based on decisions so the AI is able to fully utilize it. Currently there are no weights assigned so it doesn't know what it is doing, but it tries.
     
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  • LeSingeAffame

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    Hi everyone! Today we're back for another development showcase, this time about Cultures!

    CULTURES:
    Cultures in Elder Kings for CK3 have been changed in much of the same way as the faiths and religions. Most cultural hegemonies have been broken, and we've added new mechanics to ensure that the map retains some cultural diversity as the years and eras pass.

    01_screenshot_culture_ck2.png


    02_screenshot_culture_ck3.jpg


    While in CK2 culture groups could rule over multiple provinces, we've decided to essentially make every culture in CK2 its own culture group. This means that the former Nedic group, which was composed of the Cyrodiilics, the Nords, the Bretons, and the Reachmen, will now be replaced by a Breton culture group, a Cyrodiilic culture group, a Nordic culture group, and a Nedic culture group.

    The most obvious change will probably be in the province of High Rock. The home of the Bretons is known to be almost always ruled by petty kings, and a strong ruler unifying the province is the exception, rather than the rule. To help achieve it, and give some more life to the province, the former Breton culture has been made into its own culture group, and you can now find the Glenumbran, the Northmen, the Iliac, and the Bjoule.

    03_screenshot_culture_hr_ck2.png


    04_screenshot_culture_hr_ck3.jpg

    The most observant in the crowd will probably spot the Balfieran and the Horsemen cultures, respectivelly part of the Altmeri and the Yokudan group.

    However, this increased cultural granularity and diversity would be next to useless if the cultures could be wiped out in a few decades (as is the case in vanilla, and even with the harshest cultural conversion time game rules a single cultural hegemony often installed itself over Tamriel). To try and prevent this, we've decided to tie most cultures to one or several places in Tamriel, named a nativity region.

    NATIVITY REGIONS:
    A nativity region is effectively a part of Tamriel in which a culture can easily be spread. Trying to spread a culture outside of its nativity region (or regions), will take much longer than spreading it in its core homeland.

    05_nativity_regions.png

    From 1 to 12: Glenumbra, Rivenspire, Stormhaven, Wrothgarian Mountains, Bangkorai, West Ghost, Karth, Craglorn, White-River, East Ghost, Dark-Water, Solstheim.

    06_culture_spread_penalty.jpg


    But then, how can you hold on to the land you conquer? Well, you can always invite settlers natives from the region to at least make it so the province is part of your culture group - which should appease the tensions.
    This is done through the Promote Local Culture Steward job, that works in very much the same way as the Promote Culture job from the same councillor. The only difference is that instead of spreading your own culture, you instead convert the province to a culture within your culture group that is native from the region.

    07_spread_local_culture_job.jpg


    Here, I am trying to convert the culture of a Mountain Orc county. Making it Glenumbran would take several decades, as my culture is not part of this nativity region.

    08_glenumbran_nativity.jpg


    So I can instead ask my Steward to promote a local culture, a culture within my culture group that is native to this region, in this case the Wrothgarian Mountains. It just so happens that the Northmen culture is native from here, so my steward will invite Northmen settlers and use them to make the province a bit easier to manage.

    09_northmen_nativity.jpg


    In the case that your culture group doesn't have a culture that is considered native from the place you're trying to convert, you will have no choice but to spread your own, at a much slower pace. Or you can install vassals sharing the province's culture.

    Most of the time your culture nativity regions are fixed. But there are some cases in which a ruler can, with enough effort, expand its culture zone of influence.

    10_turn_reach_nord_hold.jpg


    But keep in mind that these situations will be very rare.

    DEAD CULTURES:
    Some culture groups have been present in Tamriel for a very long time, and may have even ruled over a significant portion of it. But that was ages ago, and now younger cultures have taken their place.
    But that doesn't mean they are gone forever.

    Among these people is the reworked Nedic culture group. The Nedic once ruled over most of Northern Tamriel, and they are nowadays pretty much only represented by the Reachfolk. But an ambitious and powerful Reachfolk ruler could study the lost traditions of the other Nedic tribes, and slowly revive them over time.
    Among the lost Nedic people, the following can be rediscovered:
    - The Galen (in most of High Rock)
    - The Duraki (in Craglorn)
    - The Kreath (in White-River)
    - The Perena (in Colovia)
    - The Gemha (in Nibenay)

    The ancient tribes of the Kothringi in Black Marsh, and the Keptu in central Hammerfell are still alive when the game starts, but they hold far less land compared to the Reachfolk.

    Some other culture groups will also be given dead cultures to revive, like the Ayleids. It should make for fun playthroughs, as you try to re-establish some long lost traditions and cultures over your people's former empire!

    11_revive_keptu_culture.jpg


    INNOVATIONS:
    The world of TES is much unlike ours, but we've still tried to apply the CK3's standard over it.
    We have divided the timeline in four broad eras, or ages:
    - The First Era
    - The Early Interregnum
    - The Time of Pretenders
    - The Unification Wars

    As you can guess, the game will begin around the Interregnum, as the central authority in Cyrodiil crumbles, leaving most of the provinces broken and in constant struggle. As time progresses, warlords will conquer and unite their regions, until we can find strong regional hegemonies. But even these hegemonies will shatter, and at long last a powerful ruler might do what no one did before, and unify Tamriel...

    Each of these eras will have most of vanilla's innovations, as well as some specifically made to represent the cultural progressions in Tamriel.

    The closely guarded secret of the Moonstones in Alinor, the gradually increasing understanding, and power, of magic, and the Witch-Knights of the Reach are three examples of what we can represent with the innovations.

    12_moonstone_armor.jpg


    13_codified_magic_studies.jpg


    14_witchknights.jpg


    That is all for today! I hope you enjoyed this development showcase, and if you have any question about the cultures or other features, feel free to ask!
     
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    Hello everyone, and welcome to another Elder Kings 2 dev diary!

    Today we won't show any new big defining feature, but we'll rather focus on flavor and general mechanics.
    We will show you a new Perk Tree in the Martial lifestyle, a bunch of unique buildings, a dash of cultural flavor, and some nice religious flavor. We hope you'll enjoy it!

    The Plunderer Perk Tree
    Those of you who have played the first Elder Kings know that we handled raiding a bit differently from vanilla. While vanilla CK2 restricted raiding to tribals or unreformed religions, Elder Kings allowed everyone to raid.

    The same question had to be asked for CK3 and Elder Kings 2, and we wanted to reach a middle ground between the vanilla approach (heavily restrict who can raid), and the EK1 approach (everyone can raid).
    To reach that compromise, we present you the Plunderer Perk Tree.

    As you can guess, this perk tree will focus on looting, raiding, and plundering foreign land.

    01_plunderer_perk_tree.jpg


    This perk tree contains 7 perks and the Plunderer trait, and will allow you to raid (including overseas) and boost the results of your raids.

    Land Raids (starting perk):
    Raid Speed +25%
    Unlocks Raiding

    Sea Raids (requires Land Raids):
    Embarkation Cost -25%
    Naval Speed +25%
    Unlocks Raiding over seas

    Sacred Raids (requires Land Raids):
    You gain piety when bringing the loot home, equal to the amount of gold and prestige you get.
    So if you bring 20 loot back, you'll get 20 piety in addition to the 20 gold and 20 prestige

    Grand Raider (requires Sea Raids and Sacred Raids):
    Increases the resources gained when bringing the loot back home by 25%
    So if you bring 100 loot back, you'll get 125 gold, prestige, and piety instead of 100

    Prisoners and Loot... (requires Grand Raiders):
    Increases the chances of capturing a prisoner when raiding a ruler's capital

    Loot and Prisoners... (requires Grand Raiders):
    When bringing the loot back home, a small amount of development will be added to domain's provinces
    Every 5 loot will add 1 development point to a random domain province, targetting in priority those closest to the next development progress cap.
    So if you bring 100 loot back, and have one province at 95 development progress, another at 70, and a last one at 50, the first province will receive 5 development progress, and the second one 15


    Raider Blood (requires Prisoners and Loot... and Loot and Prisoners...):
    You gain a small amount of renown when you bring the loot back home
    Bringing 50 loot home will award 5 renown, in addition to the 62~63 gold, prestige, and piety)

    Plunderer (requires Raider Blood):
    Awards the Plunderer trait
    Martial +2
    Stewardship +1
    Prowess +2
    Army Loot Capacity +100%

    Hopefully this tree will allow you to fulfill all your Raiding needs!

    Unique Buildings
    The world of the Elder Scrolls is filled with special buildings, ranging from a gorgeous location, to a City considered the seat of the biggest Empire of Tamriel, with great Temples and holy walls in between.

    It would be impossible to represent each and every special location we see in game, so we try to strike a nice balance between enjoyable gameplay, and löre fidelity.

    02_imperial_city_buildings.jpg


    We'll start with the Imperial City. Seat of countless Empires through the ages, the Imperial City is, by far, the largest settlement in the world of TES. It is home to hundreds of thousands or millions of people, hundreds of cults, the Dragonfires, White-Gold Tower, it is the seat of the Elder Council, and so on.

    To properly represent its potential, it has - and by a large margin - the highest concentration of unique buildings.
    You will find the Arcane University, the Imperial City Harbor, the Bastion, the Temple of the One, the Imperial City Arena, Port Hestra, and obviously White-Gold Tower. It also has a unique duchy building, aptly named 'The Imperial City', so rulers who own the own Imperial Isle can really punch above their weight.

    03_mines.jpg


    Just like in vanilla, some settlements are built close to very rich or unique ore veins, that can be exploited to make the province, and by extension its owner, very rich.

    We have four exemples here:

    The Sulfur Deposits of Aalto
    Eastmarch has distinctively yellow water sources in some places during the Second Era. We decided to represent them via sulfur deposits, which are both very used in smithing, alchemy, gunpowder, and so on. Exploiting the deposits might not be as lucrative as ebony or amethyst, but it has the unique effect of making your Heavy Infantry and Spearmen considerably stronger - due to the higher quality of their weapons and armor.

    The Amethyst Mine of Kulati
    Kulati is knwon for its amethyst, the most beautiful in possibly all of Tamriel. Very expensive and very much wanted by the nobility, controlling the Mine here will make you one of the richest lords of Hammerfell.

    The Lapis Lazuli Mine of Del's Claim
    Found in Auridon, the second largest isle of the Summerset Isles, the Lapis Lazuli deposits were first found by Del, and the city was built around it and named in their honour. While not as expensive as Amethyst, it is still a very lucrative investment, and anyone who would like to forge a kingdom in Auridon should keep a close eye on these mines.

    Ebony Mines of Ravenrock
    Known by those who played Bloodmoon or Dragonborn, Ravenrock caught the attention of the East Empire Company during the end of the Third Era for its potential ebony deposits. They found even more than what they thought, and the settlement of Ravenrock was soon the center of attention in Solstheim.
    While it is very much outside the time frame of Elder Kings II, it is possible that the mine would have been built if a previous expedition reported that they found Ebony.

    04_holy_buildings.jpg


    Each faith has holy sites, and each holy site should have a special building. While most holy sites are very happy with a big temple, some require a bit more finesse in ther building design.

    Leki's Blade
    Leki's Blade, deep within Hammerfell, teaches the finest students of Hammerfell the ancient arts of the sword. Both an important center of martial knowledge, and a holy building, it is a more martial oriented holy site.

    Walls of Solitude
    Built ages ago, each brick composing the walls around Haafingar's capital has been blessed by the Divines, protecting the city ever since. Over time however, knowledge of these blessings has been lost... But by reiterating the divine rituals once again, these walls will both protect the city and show the piety of the city's ruler!

    Dragon Temple and Daedric Shrine
    Two more generic holy buildings, that you can build in respectively any faith with the Dragons as its pantheon, and any with one specific Daedra in their pantheon.

    There are many more unique buildings in Tamriel, but we can't show them all! We wouldn't want to completely spoil the surprise after all.

    The Blood Price (Orsimer flavor):

    05_blood_price_1.jpg


    The Orcs in Tamriel have a slightly different way of dealing with prisoners. Instead of letting them rot in a cell, they tend to extract what is called a 'Blood Price'. While this Blood Price does not have to be paid in blood - silver might do just fine, it is also a way to weaken potential rivals - after all an Orc that cannot fight will not draw a large amount of followers.

    When an Orc captures someone, they will ask for a Blood Price. The victim can either pay the ransom and be free, or decide that they could prove their worth by letting the jailor let them bleed for a while.
    How much blood has to be spilt depends on the crime. Someone you captured in a war and that has not done you any wrong can be free to go with just a small amount of blood loss, while someone that should be executed will bleed for hours, if not days.
    Depending on the imprisoned character's crime and current health, they might very well die...

    06_blood_price_2.jpg


    The Ristaag (All-Maker flavor):

    07_ristaag_1.jpg


    08_ristaag_2.jpg


    And now for someone less bloody! The Skaal of Solstheim believe in the All-Maker, and have dedicated rituals to perform should they need the All-Maker's support. One of these rituals is the Ristaag, a ritual hunt during which the Skaal will search for the Totem of Claw and Fang, use it to summon a powerful Spirit Bear, and slay it. Completing the ritual will show to the All-Maker that the Skaal are grateful for His protection, and will grant whoever started the ritual with a powerful Popular Opinion and Control Growth bonus.

    09_ristaag_3.jpg


    Summon Dragons (Dragon Cultist flavor):

    11_summon_dragon_1.jpg


    To stay in northern Tamriel, those who follow the Dragons - that is to say, not a lot of people - can spend large amounts of piety to call one for help in battle.

    12_dragon_rising.jpg


    This Dragon will fight at your side, but do not expect them to stay here for long - you serve them, not the opposite.
    As long as the Dragon is with you however, there won't be a lot of people who could defeat you in battle - and they are especially effective when the battle has been won and they can torch the battlefield.

    13_dragon_maa.jpg


    14_dragon_battle_result.jpg


    A Dragon will cost several thousand points of Piety and does not replenish - as I said they will not stick around you forever.
    They are to be called and used in times in need, or when you want to fight a much larger enemy - perhaps an Empire or even Living Gods..?

    15_dragon_cult_screen.jpg


    This is all for today, and I will leave you with a small teaser! We hope you enjoyed this dev diary, and as always make sure to check our Discord server where you can learn more about the mod, and get more teasers and screenshots.

    16_.jpg


    Have a fantastic day!
     
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