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Right now we are trying to make sure the Faerun races are all in, with appropriate features and breeding, etc.

But maybe in the future we could add some just to add a teaser per se.
 
I feel like a jerk for asking it again, but how's it going with the mod? Is the release still soon?
We're still not naming a date, but progress is good. I am still trying to make progress with my house repairs, whilst also working from 'home' (actually the friend's house where I'm staying) in social isolation and caring for my two children.

I'm endlessly grateful to my fellow devs for doing so well with this mod under trying circumstances. We have some more map changes, wider and deeper history (which will one day become playable scenarios), a better patron deity system, more playable races, and lots more small improvements. We also hope to have a second offmap up and running before version 0.3 releases.

I hope that I and the other devs will be able to drop some more teasers shortly.

Thank you for your patience.

nd
 
Mini DD for you guys today. These areas are all across the map, but I hope to give you some info for these regions and show how fun they might be to play. These rulers are available to play in our main date (1360).

20200321083859_1.jpg The Goblin Marches were an area of Faerun once green and forested, but human involvement, wars, and magic have desolated these lands which are between some big power brokers of Faerun. Most of this is occupied by monsters and goblins, fighting each other. Among goblin tribes, the Neidlig were the biggest of the Marches. Their chief, Srubaash, attempted to unite the various goblinoid races in an effort to rebuild their fallen nation, and claimed to have been inspired to this purpose after encountering a spirit in a vision. A player could seek to kick out the monsters and take over the Marches, or perhaps go in with the Zhents in their evil schemes? Keep in mind, as Srubaash you have a hobgoblin and orc as vassal, so got to keep them happy too!

20200321084047_1.jpg The Oigur tribe. In the Hordelands, Yamun Khan's reign is a reckoning which Faerun is just waking up to. The Oigur were the second tribe Yamun subdued, and playing as their own Khan you can decide: do you rip apart Yamun's Horde empire, or look to your neighbors for more places to conquer?

20200321084157_1.jpg The Chultan Peninsula contains of course the long lived power of Chult, but also contains many trading cities which profited from the riches of the interior mountains and the plentiful life of the seas. The Tashalar were a number of small city states which throughout history have joined together in self defense and trade. We represent them as Merchant Republics due to trade being so prominent in these areas and the lack of a "feudal" sense of things. As a player, compete against the other 3 MR's of the region to your south, or get rich and look at grabbing "colonies" from other realms ;)

Keep in mind situations might change, but I hope this encourages you guys to check out the wiki for more info or at least have a better grasp on some more uncommon realms in Faerun. I apologize for the grammar if anything is wrong as well.

Next Saturday I will post some more, so keep checking our forum :)
 
Side note: I play with Horse Lords unchecked, so your game if you have HL might look different for Oigur.
 
Are those Gold Dwarves you were playing? I never thought the Gold part was quite literal.

Yeah, a count in the Great Rift gold dwarf kingdom :)
 
Where can I get the mod?

Not released yet
As you can see by reading the last few posts of this thread, there hasn't been a version of this mod since CK2 was on about version 2.7.3.1. We are currently working on version 0.3 of this mod, which has a complete playable map for a 25-year span of start dates, compared to about 1/10 of the map for 15 years as was the case in the previous version. So please be patient - it's coming. We know it's been a long time, but we'd rather have an interim version that's worth playing.

nd
 
As you can see by reading the last few posts of this thread, there hasn't been a version of this mod since CK2 was on about version 2.7.3.1. We are currently working on version 0.3 of this mod, which has a complete playable map for a 25-year span of start dates, compared to about 1/10 of the map for 15 years as was the case in the previous version. So please be patient - it's coming. We know it's been a long time, but we'd rather have an interim version that's worth playing.

nd
wow i'm even more excited now! thanks for all your hard work
 
This weekend was quite busy for me, so here is your belated weekend post (albeit less lengthy than originally planned!

20200330142956_1.jpg
Is that a dinosaur in Faerun, you say? Yes! "Pterafolk were a race of shape-shifting pteranodon-like humanoids nearly unique to the jungles of Chult. At first glance, pterafolk in their natural forms looked like tail-less lizardfolk or saurials, but they were much taller and leaner and had elongated cranial crests like pteranodons. They had smooth, fine scales, much like those of a snake, that ranged in color from forest-green to light shades of tan. Their arms and legs were thin and long, and their hands and feet bore sharp claws."

They were also quite evil and distrusted magic. Including them gives a great spot to play and showcases the crazy interior of Chult. They were first written about by Ed Greenwood and Co in 1992 in one of their many novels.

Secondly, wanted to talk about the Chultan Peninsula's religion, Ubtao. While the religion gives pretty good advantages to garrison size and morale, reforming it might be a goal for you! The 5 holy sites are in the central Jungles of Chult, and if controlled and boosted Moral Authority, you could reform it! Here is a picture to show what I mean...

20200330143331_1.jpg

Thats all for today, but hope you enjoyed this look at a outlier of civilization in a very uncivilized part of Faerun!
 
I personally don't. The team might add some later, but I know my knowledge of doctrine modding like such is nada.
 
Speaking of reforming, do you have new doctrines planned?
It's been a long time since I designed the pagan reformations for this mod, and they haven't been thoroughly playtested. But I think at least some of the unique doctrines are genuinely unique, in that they're not identical to any of the vanilla ones. There aren't currently any new generic doctrines, but I do have some ideas for ones we could add in a later version.

nd