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Showing developer posts only. Show all posts in this thread.
If a non-vampire steals it, it's considered lost forever.
 
Yes, if you're sigmarite, it can happen regardless of Witch Hunters.
 
No, holding palaces is impossible, that's there just for testing; non-human races can spread, it depends on the race. Some have special ways, like the greenskins, there's only a limited few which cannot do it at all, such as the nehekharans.
 
They do eventually, but they have very long lifespans.
 
The MTTH for elven death is not set and depends on some traits, so it can vary largely; also, some special characters, like Malekith, the Everqueen, Morathi etc. do not die at all of old age due to special circumstances. In general, old age is not something you should worry about as an elven ruler.
 
The invasion is not an hardcoded event, it's a cb, that obviously can only happen if a strong Naggaroth exists in the first place. If Malekith is dead, then Naggaroth has crumbled, I don't see how it should be capable of attacking Ulthuan.
 
I have a few questions that came up last week:

- How do you grow an independent Druchii Kingdom when you basically can't tax your own vassals and only call them into a war, not raise the levies ? It's kind of anoying once you get big. And the problem with human vassals is basically, you get max lev/tax but they hate you all the time, which lets to constant revolts and a lockdown in succesion law chances and other laws. How do you manage 20-30 counties + ?
(Also it is nice, that, if you hold regions with other cultures, you get your own cultures castle but without the elven reduction in manpower, which can lead to gigantic amounts of heavy infantry. This feels kind of overpowered.).
- is there a way to get the WitchKing government ? (because that feels to be the only way to rule really huge druchii realms )
- Concerning the empire: Compared with Ulthuan, the Empire seems to be a very powerful region, because it has insane good average holds per duchie. I can print credits if i play within the empire while I really struggle outside. Is the the way it is supposed to be ? Also what is the deal with electors' artifacts ? They way I understand it is, that they are bound to the title, but you only get the artifact, if you hold the title as the primary title (so no viceroy). Is that correct ?
- Is there any point in building castles as Ulthuan and building cities as Druchii ?
- Is there a reason for pointing out in numerous government forms (namely highborn_government, lizardmen_government) that you can raid, when the raid is then forbidden because the ruler can't raid, although he is a perfectly normal example (e.g. race, religion is correct) of the government form ?
-Having a big druchii kingdom without Malekith should indeed be a near-impossible task. Malekith achieved what he did with Naggaroth through a meticolous control since the very beginning and for thousands of years, during which the druchii became more and more deceitful and ambitious. With him gone, it is unlikely any other elf could manage to replicate the same achievement before the World Ends.
-As follows, there is no way to get the Witch King government if you are not the Witch King.
-I do not know about the magic items, as for power, Ulthuan starts stronger, but is waning, whereas the Empire starts broken, but can rise again. If an Interventionist Phoenix King manages to establish enough stable colonies, those can provide a lot of income and military support, but if Ulthuan remains isolated, it is destined to slowly fade away.
-That depends on the playstyle, I suppose.
-I think that is more of a localisation problem with what concerns river movement.
 
Khemri servants are not capable to rule over lands.
You know that occasional landless claimant who is always getting picked as "Courtier X for Your Kingdom"? That's the guy you need to give titles to. There is only a limited number of Khemri Tomb Kings capable of handling titles and they all think they deserve to rule over all of Nehekhara, because they used to.
 
That's yep, that's the setback of Tomb King gameplay. Expanding is slow and difficult. On the other hand, you're eternal.
 
It has passed so long, but I think we fixed that exploit for the next version.
 
Tomb King are not a destructive tipe of undead and are incapable and unwilling to use necromancy; so, even if you did something like sterminating the population of a province, that would make the province entirely useless.
 
Amongst those few, did you miss the RULER DESIGNER IS NOT SUPPORTED trait?
 
No problem.
 
They are, but nomads are hardcoded to be independent from non-nomads, therefore making them nomads would deny their main purpose.
As for making it harder, I don't know, it seems right now expanding as a Tomb King is already not the easiest thing.
 
The one thing that bothers me about Tomb Kings is the length of the truces considering how slowly the game runs. I can't blame you guys for making the game slow, it's necessary to have the number of provinces you do and that leads to having a lot of characters, etc. But the extremely lengthy truces mean that most of the time you're on speed 5 just waiting it out.
Yes, but that's more a problem of lack of content during peacetime, which will hopefully be addressed in the future. The Tomb Kings shouldn't be able to advance fast, slow and steady is their way.
So I know that Slaneesh gets some nice events and mechanics when being a hidden cultist.
What about the other chaos gods? Do they have something comparable, or are they just bare bones?
Actually, most of the main mechanics for Chaos are available to open worshippers, not cultists.
Slaaneshi have the most, yes; tribal and nomad Khornates can call for a blood tournament, akin to the Amazons', Tzeentchians can make a ritual sacrifice of nine friends and relatives, Nurglites can spread specific illnesses by targetted decision.
I'm kind of curious about a couple things with the mechanics of the mod itself, mostly why elves and dwarves do not have a lowered fertility and why they have 25 health. I'm guessing the 25 health is to make them basically immortal. The fertility is the one I'm most curious about as I'm messing around with that in my current game. From my fiddling about it seems finding a sweet spot where they still reproduce but at a rate of something more like 1 kid per 10 years is very hard to hit. I reduced fertility 50% across the board with dwarves and elves and honestly it doesn't seem to be making a significant difference. Anyway, cheers and happy st patrick's day!
Elven fertility is handled by trait. Each time an elf impregnates or gets pregnant, he has a chance of becoming infertile, which means the more babies he has, the more likely he is to become permanently infertile. The chance of becoming infertile changes depending on the race, with the Asur being the most sensitive.
Dwarves have the same system, but only females become infertile, unlike elves.
 
It's possible, we didn't touch fertility mechanics in a long time.
The main problem with reducing fertility is that the AI becomes even more punitive regarding marriage proposals.
 
Yes, any secret cultist has conversion plots.

As for druchii, specific mechanics for druchii mages are not coded; druchii males are forbidden to learn magic under Malekith. They can still attempt to study in the basic ways, through a tutor or by themselves, but doing so when the Witch King is alive is a risk.
Sorceresses can only exist as long as Malekith does, since stealing all the magically gifted women and forcing them into his service is his idea.
 
Yes, special slaaneshi mechanics are regarding the management of harem and the quirking, but they are for open worshippers, not hidden cultists.
 
Sure.
 
No, government form and Empire are destroyed on succession, there's no way of having Malekith's government unless you are Malekith and Malekith alone.