c0da: Game Rules for Elder Kings 2

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Author: Vertimnus

Last revision: 16 Dec, 2022 at 23:14 UTC (1)

File size: 1.02 MB

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Description:

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c0da: Game Rules for Elder Kings 2 v0.9.3

c0da is an unofficial submod for Elder Kings 2 that seeks to enhance player freedom in accordance with the open-source lore philosophy of the TES universe via the application of CK3’s excellent game rule system. The mod is designed to advance that philosophy of radical creative freedom by better enabling players to tell their own stories in their own versions of the TES universe, as Michael Kirkbride intended.

Game Rules
  • Culture Hybridization: Can be allowed within Heritage Group, Heritage Family, or disallowed (EK2 default). Universally allowing hybridization is not offered at the moment due to technical limitations surrounding lifespan trait assignment for mixed lifespan hybrids, as well as issues surrounding the 3D models of certain hybrid characters. Create your own hybrid, and watch Tamriel evolves as the AI does the same!
  • Culture Divergence: Can be allowed inside a culture’s nativity zone (CK3 default), or disallowed (EK2 default). Create a new culture – and begin a new story – where you please!
  • Nativity System: Penalties for converting outside your native zone can be set to 100% (EK2 default), 50%, 25%, or 0% (CK3 default). Spread your culture where you like!
  • Dead Cultures: the system that prevents the spreading of dead cultures can be disabled (CK3 default) or enabled (EK2 default). Bring the Dwemer or Falmer back to life!
  • Holding Type Conversion: Can be disabled (EK2 default) or enabled. Don’t let allowed holding issues stand in your way of becoming lord of your favorite TES locations!
  • Magical Mastery Events: Rare events for finishing a magic lifestyle tree can be triggered instantly by decision or with a MTTH of 30 years (EK2 default). Become the master wizard you were meant to be!
  • Default Government: the default type can be set to autocracy (EK2 default) or feudalism (CK3 default). Try out EK2’s hazardous autocratic gameplay, or return to the comfy feudal world of the base game!
  • Faith Pluralism: All faiths can be set to be one notch more pluralist/fundamentalist, or universally pluralist/fundamentalist. Turn Tamriel into a paradise of peace and tolerance, or bloodlands boiling with mutual hatred!
  • Interfaith Marriage: Can be allowed between faith less than hostile, or faiths less than evil (EK2/CK3 default)
  • Holy War: Can be allowed between faiths that are at least hostile (CK3 default), or only faiths that regard each other as evil (EK2 default)
  • Colovian Revolt: Can be as depicted (EK2 default), or either side can receive an extra legion of soldiers to tip the balance. Control the fate of the Cyrodiilic Potentate as it totters on the edge of oblivion!
  • Holy Sites required for establishing a Head of Faith doctrine: Can be set to 0, 1, or 2 (EK2/CK3 default). Create the religion you please!
  • Custom Kingdoms and Empires: Can be universally prohibited (EK2 default), or player creatable (CK3 default). Create your own titles and make a lasting mark on Tamriel!
  • Sexuality Doctrine: Can be hidden and locked (EK2 default), or viewable and unlocked (CK3 default). Keep Tamriel an oasis of universal free love, or tell a story about love triumphing over hate, like Ernirus[en.uesp.net] and Therich[en.uesp.net]!
  • Faith/Culture Gender Preference: All faiths/cultures can be set to be one notch more patriarchal/matriarchal, or two notches more patriarchal/matriarchal. Turn Tamriel into a matriarchy – or back into medieval Europe!
  • Optional Content: Minor optional content adding extra flavor can be enabled or disabled for several regions

Other Features
  • c0da bundles CCU in order to enable its hybridization mechanic:
  • Cultures with a shared heritage group/family have increased baseline cultural acceptance
  • Cultures with a shared language group/family have increased baseline cultural acceptance
  • Languages in the same group/family as your native language are easier to learn

Load Order

After EK2

Permissions

Permission is granted to modify and republish the mod in full or in part, or incorporate it in full or in part into your own mod, provided that you:

  • Credit the original mod
  • Publish your mod under the same license or one substantively the same

What is c0da?
Originally posted by /u/s4ssy_cat (lightly edited):

C0da is a piece of fiction written by Michael Kirkbride that takes place at his envisioned end of TES, in which the Thalmor succeed in genociding humanity, but the Numidium returns, causing "Landfall", which is basically a magical nuclear apocalypse that erases the Thalmor/Altmer from existence. However, the Khajiit, Argonians, and primarily Dunmer survive the event. The Khajiit and Dunmer settle the moons, with the Tribunal returning to act as heroes for the Dunmer. However, Yagrum Bagrum returns with an army of cyborgs known as "Digitals", who have television sets as heads. His goal is to conquer life with rampant consumerism and subversion of spirit. But he is opposed by the Tribunal, Dagoth Ur, Molag Bal, and the main hero himself. The protagonist is a Dunmer by the name of Jubal-Lun-Sul, a noblemer of a salt mining house. He tries to woo Vehk and becomes a god by chopping his arms off, then meets Talos and – after calling him a false god – is shocked when Talos reveals he was Lorkhan all along! Jubal then respects him more and listens to what he has to say about making new godheads or something. At the end Jubal and fem!vehk do the wahoo and create the "New Man" Tosh-Raka, who then begins the seeding of the next Kalpa.

What are you supposed to take away from this? That who cares about canon when Bethesda doesn’t even pay respect to it. Mod your games or headcanon whatever you want. Who cares. Buy TESVI, refuse to admit your "fallout is the TES sequel because nirnroots in FO4" theory is stupid, mod in some loverslab mods if you want. It’s your time you’re wasting away with this series

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