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It's been a while, i presume there is no major news but how goes the effort?
In personal news, I'm having to clear and move out of my house so that it can be renovated before it kills me, which is the culmination of all difficulties I've had in the past nine months or so. So please bear with me.

In modding news, @tsf4 is continuing to adapt and expand the existing systems, including progress towards a second off-map power; @Dwarfnator is going great guns on deeper and wider history, and has expanded the species trait assignment system with a fabulous diversity event; and @Taurenhe is playtesting and fixing so that the next release will be more playable. I've managed to spend a little time tying these threads together, and now randomly generated families can be mixed-race. We also have more new religions, and a wider range of playable characters from some minor species.

There's a bit more debugging still to go - some localisation still refers to Earth locations and ethnicities, dragons need their portraits and traits fixed the same as yikarians and saurials did, and some unique static portraits aren't working.

nd
 
In personal news, I'm having to clear and move out of my house so that it can be renovated before it kills me, which is the culmination of all difficulties I've had in the past nine months or so. So please bear with me.
We can do more than that, we can assist you, if you'd allow. That is, of course, if you are ok with entrusting carrying family relics to strangers with high intrigue :rolleyes:
 
What dlcs are needed to play this or what game version? I downloaded alpha 0.1 (is there newer build?) and it crash when I try select character.
0.2 is the newest public build but it is horribly outdated (I don't remember which game version it is for), with 100% save corruption rate in my experience. And bugs that make any sort of interesting gameplay impossible.

Of DLC, I think Way of Life is supposed to be mandatory for the class system as it uses character focuses.
 
0.2 is the newest public build but it is horribly outdated (I don't remember which game version it is for), with 100% save corruption rate in my experience. And bugs that make any sort of interesting gameplay impossible.

Of DLC, I think Way of Life is supposed to be mandatory for the class system as it uses character focuses.
The new version (0.3), when it arrives, won't require WoL, as the class system now uses ambitions for the most part. I don't think any DLC is essential now, but features from DLC are used a lot in optional ways. There are lots of MRs, so you need the Republic to play as Waterdeep, Amn, the republican parts of Thesk and Turmish, and Baldur's Gate. Similarly, to be Yamun Khahan and so on (ETA: as nomads), you'll need Horse Lords, and to interact with Shou Lung, you'll need Jade Dragon.

nd
 
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Yikes, a lot of ambition here. Good luck. I pray for this to end up finished like the Civ 5 Mod (which gave me a lot of hours of entertainment) and not like the Medieval 2 Mod which wait left me numb to unlife...

Will you make the Silver Marches a republic too? I mean they'd be more similar to the HRE in EU3/4 but since those mechanics aren't in CK2, it could be a good compromise.
How will you handle Dungeons? Especifically Larloch's, Acererak's and Zhengyi? I'm asking for a friend *cough cough*

The Spellplague turned a bunch of Faerun into which should be CK2's Wasteland, I don't think it could be accurately represented without revamping the map, as an end Date it could be OK. The Time of Troubles would be easier to implement, I think, making Gods appearing as OP courtiers that could appear on Holy sites and maybe give some boosts to stuff while they are present, then slowly dissapear after a couple of years.
 
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Yikes, a lot of ambition here. Good luck. I pray for this to end up finished like the Civ 5 Mod (which gave me a lot of hours of entertainment) and not like the Medieval 2 Mod which wait left me numb to unlife...

Will you make the Silver Marches a republic too? I mean they'd be more similar to the HRE in EU3/4 but since those mechanics aren't in CK2, it could be a good compromise.
How will you handle Dungeons? Especifically Larloch's, Acererak's and Zhengyi? I'm asking for a friend *cough cough*

The Spellplague turned a bunch of Faerun into which should be CK2's Wasteland, I don't think it could be accurately represented without revamping the map, as an end Date it could be OK. The Time of Troubles would be easier to implement, I think, making Gods appearing as OP courtiers that could appear on Holy sites and maybe give some boosts to stuff while they are present, then slowly dissapear after a couple of years.
The Silver Marches use our custom Commonwealth government. They can't be a Republic because they are landlocked.

Of those three liches, only Larloch is playable (Zhengyi is dead by our default start date, though it will change once we let people pick earlier ones). He uses our other custom government: Magocracy.

As for the Spellplague, when it's implemented (currently you can play from 1360 to the first day of 1385 (the spellplague happens later in that year)) it obviously won't involve map changes since that's impossible. But it will be implemented in a way which I think will be satisfactory.
 
Hi everyone,

As de facto project manager, I think I should give you all another news update. Don't worry - nothing terrible is happening to the mod. Work is proceeding well. But I want to be clear with you why I don't have a release date for you at the moment, and we couldn't meet the previous one.

My house is uninhabitable.

I'm not joking. As I was preparing to move out for what I hoped would be a relatively short renovation, the garden flooded. Then the builders found huge cracks in the walls behind the old wallpaper. I'm waiting to hear back from the insurers to help figure out how I pay for all the extra work that's needed.

I love this mod, and I'm not giving up on it. I'm really lucky to have such great devs working on it, and continuing to do so while I can give it relatively little attention. In addition to the devs I mentioned in the previous update, I'm also delighted to say that our lead mapmaker Shadeos is working with us to refine and correct the map.

We'll keep you posted, but I hope you all understand why things are not moving quite as I had hoped.

All my best,

nd
 

I just want to say that I'm sorry that you are having so many troubles with your house. I have been patiently waiting for this mod to get a release and I will continue to do so. I am very excited about it and can't wait to play it.
 
Since we are still being held up due to Real Life Problems, I'd like to tell the thread that your worries have been assuaged and I can say with certainty that we now have many more playable gnomes on the map.

That's... that's what you wanted, right? Right?

Ramye9P.png
 
nice, glad to hear the map is slowly being filled, out of curiosity care to showcase some of the changes that have been made since the last time (new cultures, realms, mechanics etc)?
 
nice, glad to hear the map is slowly being filled, out of curiosity care to showcase some of the changes that have been made since the last time (new cultures, realms, mechanics etc)?
The map is actually already filled for the 1360-1385 interval. It's just that, as I fill in the map from 1 DR to 1359 DR, I end up noticing a few things that were missed in the first pass at the map's history. Like some of those gnomes, actually.

I'll do some posts with more details on what's in the map currently later, since I'm somewhat short on time at the current moment. I can say right now that we do have new religions that haven't been mentioned yet: Yondallan (Halfling Pantheon) and Golden (Gnome Pantheon).
 
Alright, I did promise to post some of the changes. So might as well post one of the biggest ones to a region that was already somewhat populated in the previous playable version: The High Forest.

In 1360 DR the High Forest is a fractured region, belonging to no single power. The closest there is to an actual ruler of the region is the treant Turlang, though as you can see his territory is not contiguous.
A5Lu3g4.png



The other major power in the region is the Scoured Legion led by the demon Grintharke. The Scoured Legion uses a new government type: Fiendish. Fiendish realms represent groups of, well, fiends who have managed to capture territory in the Realms. They are not playable and we don't have plans to make them playable. Instead, we plan to turn them into threats that you need to combat, lest they spill out of control.
j6SQuXa.png


The Forest also, as you can see, is home to a few minor powers. They are the Uthgardt Tree Ghost Tribe, the druids of Mielikke in Tall Trees, the orcs of Kalassymyr, and last and certainly not least, the netherese lich Wulgreth of Ascalhorn, ruling in Karse.


But the High Forest is far from a static region. For much earlier in our calendar, it was ruled by the empire of Eaerlann.
vgfUqWO.png


And in the future, elves who return to Faerûn after the Retreat will try to revive that ancient realm.
Da4rdBM.png
 
Amazing stuff going on here! Makes me wanna help out to lighten the load especially with the recent irl issues you guys have been having, let me know if you need an extra pair of hands on it.
 
The other major power in the region is the Scoured Legion led by the demon Grintharke. The Scoured Legion uses a new government type: Fiendish. Fiendish realms represent groups of, well, fiends who have managed to capture territory in the Realms. They are not playable and we don't have plans to make them playable. Instead, we plan to turn them into threats that you need to combat, lest they spill out of control.
The real question, however, is whether there will be an option to procure staple elements of tanar'ri and baatezu factions - namely succubi & erinyes? Asking for a friend, of course ;)
 
The real question, however, is whether there will be an option to procure staple elements of tanar'ri and baatezu factions - namely succubi & erinyes? Asking for a friend, of course ;)
Not yet, but in my vague plan for the future, there should be events for people with the seduction focus, the seducer trait, or the warlock class, involving these fiends.

nd
 
Not yet, but in my vague plan for the future, there should be events for people with the seduction focus, the seducer trait, or the warlock class, involving these fiends.

nd
That’s quite great! :) Though – if you don’t mind some amount of feedback on the idea – I would probably move it to the carousing focus. Succubi do not strike me as a material for a seducer, as they are seductive themselves, yet their character in D&D seem to make them less-than-ideal seduction target. I mean… bedding the succubus is one thing, but actually making jaded, soul-hungry fiend care about you? (Besides... they probably saw too many ‘brush my lips against her ear and breathe out softly’ attempts to be impressed.)

I would rather see hedonist warlock procure succubi for pure pleasures of hedonism & parties. Then, we could have – erm – unfortunate accidents. (‘Dear Sir, it clearly was not my fault that old king of Tethyr died. I have clearly stated he need anti-level drain protection. It wasn’t my fault His Highness was half-deaf!’)

That’s my take, anyway. I will be just as happy to roleplay debauched warlocks with Seduction focus! :D
 
out of curiosity what do you guys with the provinces with player suggested characters? do you just create new characters of the same culture and religion?