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Guys, how do I develop my city?
The usual skill from the Steward is gone. I only have the extremely small growth passive, which is negated by terrain, and requires to have developed cities adjacent. As result, everything is level 0 development.
I am missing something?
 
Vampires are parasites, they suck the (literal) lifeforce of mortals. They aren't benevolent entrepreneurs helping local business grow. If anything else, they should be lowering development but we haven't gone that far for the mod.

You are incentivized going after already high dev counties (like Rome, Paris etc). You won't be able to develop Siberia into the new Constantinople. The Prince of Paris should feel as powerful with only Paris than a vampire owning the entirery of Siberia (we aren't there yet for the mod, but you get the idea).

The stewardship lifestyle still has +dev growth. The princedom buildings in duchy capital has +dev growth as well. Razkjolna's special mechanic also allows her to dev growth her provinces more than your average vampire. Besides that, not much more you can do, which is intended.
 
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Vampires are parasites, they suck the (literal) lifeforce of mortals. They aren't benevolent entrepreneurs helping local business grow. If anything else, they should be lowering development but we haven't gone that far for the mod.

You are incentivized going after already high dev counties (like Rome, Paris etc). You won't be able to develop Siberia into the new Constantinople. The Prince of Paris should feel as powerful with only Paris than a vampire owning the entirery of Siberia (we aren't there yet for the mod, but you get the idea).

The stewardship lifestyle still has +dev growth. The princedom buildings in duchy capital has +dev growth as well. Razkjolna's special mechanic also allows her to dev growth her provinces more than your average vampire. Besides that, not much more you can do, which is intended.

Alright, thanks for the tip. Was just wondering what I could do about it, due the buildings requeriment of development in order to advance.
It does makes sense and I do like this concept.
 
Alright, thanks for the tip. Was just wondering what I could do about it, due the buildings requeriment of development in order to advance.
It does makes sense and I do like this concept.

Diligent helps by giving you a decision to develop your capital (0.4 development per). I think there’s also some development increasing buildings on the ghoul chain so you can put your ghoul as a baron of your capital and take advantage of those county bonuses.
 
Would you consider removing the "Nosefy" effects from AI embraces of the Tzimisce clan?

Strange seeing Tzimisce use Vicissitude to apply Nosferatu features lol
Those are Tzimisce Vicissitude effects, thank you very much! Totally different than the Nosferatu blendshapes.
Certain Tzimisce will chose not to modify themselves into an alien look if they have a good beauty trait; which a Tzimisce with vicissitude could apply to them before embrace. We could expand the criteria, perhaps limit the face modifications to those on the Road of Metamorphosis. If you want to see some really alien looking Tzimisce, try google image search: "Tzimisce"!
 
New Patreon Blog post for the 1510 Camarilla and Sabbat Bookmark:
More updates and teasers for "Night Court 1.5 Update for Princes of Darkness mod to be posted soon.

Patron_1510.png


O.K. maybe a little spoiler for you mere mortals:

POD_1510_Bookmark.png

POD_1510_Clans.png
 
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EDIT: I meant to quote SAxonCyne's post on the subject of ways to increase development EDIT-END

This isn't really true.

Diligent does help, but its decision only gives 0.2 development growth pr. month (before modifiers from the county).
The ghoul/revenant buildings doesn't have any development growth modifiers (at least in the public version I don't know about the dev build). There's one for hunters but those make for terrible vassals for a vampire, what with wanting to kill you and all.

The other big modifiers is that 1) there's a stewardship perk (third on the right from the top in the center tree) that gives monthly growth in your capital.
2) the duchy building prince of an X, gives development growth itself (starting at 0.1 and growing to 0.2) so upgrading that can speed things up a bit, but only once you have a significant development already.
3) Holy sites that doesn't have a special unique building allow you to build a normal grand temple/cathedral/mosque which gives a bit of dev growth. There's also a couple special buildings here or there that gives growth.
4)The road buildings for road of humanity or the ashirra faiths gives a bit of dev growth modifier at higher levels.

That's all the ways I'm aware off for speeding up development. It can be significant if you really focus on it, but it's still very slow, on the orders of decades or even centuries to get anywhere

EDIT: I remembered a last thing, 5) there's a technology in each of the base game tech-eras that give +10% development growth in counties of that culture, and 3 regional techs that does the same (one in North Africa, one in Eastern Germany and one in the Netherlands, you can see the exact region in their tooltip).
 
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This isn't really true.

Diligent does help, but its decision only gives 0.2 development growth pr. month (before modifiers from the county).
The ghoul/revenant buildings doesn't have any development growth modifiers (at least in the public version I don't know about the dev build). There's one for hunters but those make for terrible vassals for a vampire, what with wanting to kill you and all.

The other big modifiers is that 1) there's a stewardship perk (third on the right from the top in the center tree) that gives monthly growth in your capital.
2) the duchy building prince of an X, gives development growth itself (starting at 0.1 and growing to 0.2) so upgrading that can speed things up a bit, but only once you have a significant development already.
3) Holy sites that doesn't have a special unique building allow you to build a normal grand temple/cathedral/mosque which gives a bit of dev growth. There's also a couple special buildings here or there that gives growth.
4)The road buildings for road of humanity or the ashirra faiths gives a bit of dev growth modifier at higher levels.

That's all the ways I'm aware off for speeding up development. It can be significant if you really focus on it, but it's still very slow, on the orders of decades or even centuries to get anywhere

Thanks a lot.
I've played only as England as vanilla CK3, and after a while currently playing PoD.
Started as Queen Petaniqua of Clan Baali. I am wondering where I should move to, as her starting area, kinda suck.
I could go for the kingdom of Nikaea, it has greek culture, it's on the middle of Byzantine Empire, a bunch of counties with 1 - 3 slots to build baronies, decent development, ok terrain, although I'd probably need to make some pikes.

I could take the Kingdom of Jaziba, it has 3 counties with special building adjacent to each other in the same duchy (but 2 seems to be bugged/can't build anything), the capital would be in a flooded terrain, Wall of Sacrifice gives up to +3 Knight and +30% strength, counties with 1 - 3 building slots.

kingdom of Mesapotamia. terrains are flooded. House of Wisdom and Imam Ali Mosque Special Buildings.
Thing is, Imam Ali Mosque has a requeriment of the True Faith consider it as an holy site. The Baali Religion doesn't, but I could later create a new holy order there (probably won't work though).

I need to head south of my starting location, due objectives and such. These seemed to be the best avaliable.
 
(but 2 seems to be bugged/can't build anything)

They aren't bugged. You can't see (or build) "generic holy sites wonders" of faiths not your own. Basically, CK3 generates a generic wonder for each holy site of each religion at the start, that is only shown if you are of that specific religion.
If you intend to do the Baali objective, you will need to go south. Anadja (Armenia) often expands pretty hard and fast, so stopping her early will be important as well.

Take notice that Royal Court drops tomorrow. It will, without a doubt, break all saves.
 
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(but 2 seems to be bugged/can't build anything)

They aren't bugged. You can't see (or build) "generic holy sites wonders" of faiths not your own. Basically, CK3 generates a generic wonder for each holy site of each religion at the start, that is only shown if you are of that specific religion.
If you intend to do the Baali objective, you will need to go south. Anadja (Armenia) often expands pretty hard and fast, so stopping her early will be important as well.

Take notice that Royal Court drops tomorrow. It will, without a doubt, break all saves.

Oh. Better wait for a while until getting into then.
Question, does this mod have plans to implement the new incoming features?
 
We will have dev diaries about our plans coming soon. Obviously, some features, like the artifacts, are very anticipated by us since we have a heavier focus on the RPG side of things.
 
Are magic items even a big thing in VTM, compared to other RPGs in the fantasy genre? I vaguely recall there being a Gehenna scenario involving a magic dagger, and I think the Archon in the recent Parliament of Knives had a magic sword, but otherwise, drawing a blank.
 
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Probably more than you think. I gathered notes about more 100 magical items in the various books, and I'm far from being exhaustive about it yet. We will soon talk more about our plans for those.
 
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Are magic items even a big thing in VTM, compared to other RPGs in the fantasy genre? I vaguely recall there being a Gehenna scenario involving a magic dagger, and I think the Archon in the recent Parliament of Knives had a magic sword, but otherwise, drawing a blank.
Mithras has an entire set of magical items that is required for his ritual, Odin has a magical goblet, there's a Tzimisce femur bone that does aggravated damage to vamps lol.

Many interesting magical items :)
 
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Not to mention the blood-drinking sword of Dracula.
 
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