Crusader Kings III

Crusader Kings III

Dragonborn Emperor flavor
Mother_Cherry  [developer] 18 Apr @ 1:03am
Any ideas about future updates
As a solo developer, it's difficult for me to learn all the mechanics from scratch (even with examples from existing decisions, events, and so on), so if you have ideas about what could be added to the mod — and especially if you have some understanding of how (even roughly) it could be implemented — feel free to leave comments here.
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Showing 1-7 of 7 comments
swordsvadc 18 Apr @ 4:28pm 
Introducing shouts into the duels like the base mod uses magic could be neat, maybe have a special event chain if you're the dragonborn in Skyrim for shouting apart the high king.
I would suggest some form of Ayleid interactions. Ayleid revivals are a popular playthrough from what I've seen, and I myself quite enjoy running Ayleids.

Not as in depth as the main focus of the mod, just a change to the existing decision and a new second decision, but my idea for implementation would be:

Allow Ayleids (use the the 4 Ayleid cultures, or the 2 Ayleid faiths as conditions) to grab the Amulet of Kings from its resting place.

From there, maybe a decision regarding the fate of the Amulet, conditional on holding the Imperial City / White Gold county and having the Amulet in your inventory.

My ideas for outcomes/implementations of this decision would be:

One choice could be to destroy it given it's such a prolific symbol for the Empire.
Maybe acting in a way similar to the Dismantle the Papacy decision to base game CK3. Alternatively some ideas could be to give Pressed Claims on the Cyrodiilic Kingdoms (making conquest faster if you beelined the Amulet & Imperial City), lump sum Renown/Prestige/Piety, opinion bonuses/maluses based on elf/non-elf heritage, and/or a permanent modifier for Natural Dread.

Another choice that focuses more on making the Amulet useful to an Ayleid - could be to remove the soul gem from the amulet and use it as Chim-el Adabal (the Ayleid name for the gem).
Removes the Amulet, but replaces it with a new artifact which would provide bonuses to magical capabilities (Arcana, Magicka Cap/Regen) and/or passive Renown/Prestige/Piety.

Another choice could be to hand it over to the Imperial Cult/Ancestor Moths/Blades/etc as a gesture of good will. Removes the amulet, but gives bonuses for cultural acceptance between Ayleid and Cyrodiilic cultures and/or decreased maluses for differing faith between Ayleid and the Cyrodiilic faiths.
Mother_Cherry  [developer] 20 Apr @ 2:09am 
@SkippedOver Maybe later. First of all, this mod is about the Dragonborns, the Emperors, and—above all—Dragonborn Emperors. There was an old, outdated mod called Amulet of Kings; as far as I know, it already includes most of the things you're talking about. I plan to use it once I finish all my current work.
Mother_Cherry  [developer] 20 Apr @ 2:18am 
@swordsvadc I'll hold off for now, since being Dragonborn alone isn't enough to use a Thu'um — one has to study the shouts themselves. If the mod were focused on landless adventurers who aren't burdened by the responsibilities of rule and can spend years delving into dungeons and training with the Greybeards, then I would focus on that. But for now, I have other priorities...
Jthetrain 30 Apr @ 10:53am 
Its true that using the thuum takes years for non dragonborn, but dragonborn learn shouts much quicker, in some circumstance instantaneously. Its not as if Tiber Septim spent years learning shouts, yes he visited the greybeards, but its not indicated he spent a significant amount of time there, and he was still skilled enough in the thuum to apparently change cyrodiils climate. So apparently Dragonborn are not so overburdened with the responsibilities of rule that they cant learn to shout if they so desire. What you could do is make traits for thuum mastery like in EK1, then make the "training accessible through pilgrimages. You could also make training available through Dragon hunts. There are dragons in the EK2 timeline, in Elsweyr because of the new moon cult, in skyrim because of the dragon cult, rulers of those religions can summon them, so its within the scope of the mods "lore". Thats without even mentioning that there should be plenty of dragons in hiding, so making it into a special hunt for dragonborn would be feasible, maybe even with an option to spare the dragon for a men at arms (since tiber has his own dragon friend). All that being said i know its alot of work, but i do think these suggestions would make your already great mod even more popular. I have no experience in modding or implementing game changes so I understand if none of it comes to be. Great mod anyway i love it for the roleplay value :)
couple of suggestions:

1. Add dragon companions that you can command as a dragonborn emperor
2. Maybe make the npcs recognize you more as a dragonborn, and call you dragonblood or dragonborn and on the north Ysmir
3. Make the Amulet Of Kings have sum very unique abilities like if a dragonborn wears it it prevents any kind of daedric invasion etc.
4. add a bunch of historical Armor that you can discover or find like the Imperial dragon armor, Reman Cyrodiils armor or a saint armor for both Male and Female Inspired by Alessia
would be cool to see a system around lighting dragon fires. would also be cool to see something similar to the first game with decedents of dragonborns getting the dragonblood trait
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