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No, they are old unused traits, weird someone would even end up having any of them in game.
 
How are you supposed to build tribal holdings in empty provinces as an orc? The "convert holdings to tribal" decision does nothing, and I can't even give it away as it reverses back to me after a day.
 
Cross your fingers and hope to become a Slaaneshi cultist.

Or the console.

I will look up the events, might be worth a try.


Probably the easiest to start as a cultist of Slaanesh and convert some people that way. At least you'll have some allies and respite before everyone invades you.

I actually did that but before I could move into the Empire it was already filled with 3 Nurgle worshiping kingdoms. Fun to watch but annoying if you want to do a real Chaos Invasion :D
 
Are there any trait conditions to receive cultist trait? Before i apply command i'd like to know which traits my character should have, for example i don't want chaste characted to be Slaaneshi cultist.
 
Unless I'm skipping part of the code that handles that, there shouldn't be any traits that actively stop you from getting the cultist event, though certain traits (such as chaste for Slaanesh) make it take a very long time.

You can look the specific up in mod/geheimnisnacht/events/BRChaos_temptation_events
I'm not entirely sure if this is the right event chain and if it is, whether or not it's the first or second, but applying all the correct traits from the first chain of Khorne to my ruler designer character triggered the event in less than 6 months. Might be a coincidence.
 
I don't understand how you're supposed to play beastmens, in particular the sacrifice thing.
You need a herdstone in your capital to do it, but you should never despoil land in your capital, as the herdstone events destroys every improvement to your nomadic court.
So then you can despoil another land and then move your capital into it once there is a herdstone, but then your improvements are stuck as the herdstone modifier to build time applies to the nomadic capital.
 
I don't understand how you're supposed to play beastmens, in particular the sacrifice thing.
You need a herdstone in your capital to do it, but you should never despoil land in your capital, as the herdstone events destroys every improvement to your nomadic court.
So then you can despoil another land and then move your capital into it once there is a herdstone, but then your improvements are stuck as the herdstone modifier to build time applies to the nomadic capital.

You play Beastmen by not building ANYTHING. Don't improve your capital, just despoil the land and get masses of event troops. You can also get event troops from giving sacrifices at the Herdstone.

Hopefully the new Nomadic governments are refined some in the next release, too.
 
Looking at the files, all of the Empire's dejure Kingdoms should get the reconquest CB.

Don't think you can form new titular-Empires, although if you destroy one of the existing ones you might be able to reform it.

Well, now i've got ''Grand County of Hochland'', i'm indenpendent and i haven't got imperial reconquest CB. Neither did I when i was Middenland king.
 
As an independent vampiric human how can I get a carstein vampire to turn me? I tried seducing one and he killed me.

You'd need to swear Fealty, then politely ask your boss if you're cattle worthy of receiving the gift. Vampires won't turn everyone willy-nilly, they only turn those they see as promising without being a threat. :p
Independent worshippers would squarely fall into threat.
that said, in theory, it 'could' happen that your seducing works out, but its rare.
 
I'm playing a game in the Border Princes area and was trying to conquer Khypris, which I had noticed earlier in my game had a pretty desirable unique building in the county capital. It has since been conquered by orks, and now that building seems to have been wiped out. Is there any way to get this back?
 
Normally, unique feudal buildings are converted into a level-0, unbuildable building inside tribal holdings, just so it can convert back if a feudal takes back the land.
So when you take the holding you'll have the unique building.
 
Normally, unique feudal buildings are converted into a level-0, unbuildable building inside tribal holdings, just so it can convert back if a feudal takes back the land.
So when you take the holding you'll have the unique building.

I've noticed this occur with unique buildings in the dwarf counties. However, in this case, once the county had been cleansed of greenskins and upgraded to a castle again, the building is now completely absent, oddly enough.
 
Can someone clarify something for me?
About the whole "daemon hosts multiplying in the millions", which has been noted as a bug corrected in the previous patch. Are daemon hosts supposed to multiply at all? Or just not multiply that much? Because I still had it happen to me 0.7.3 (new patch is slow do download)