EK2 – Seats of Power
EK2 – ‘Seats of Power’ is a submod for Elder Kings II.
Compatible with Elder Kings II for 1.18.3
[Most often the mod works best, when placed at the bottom of the mod load order.]
My original aim with this mod, was to make a custom model and some stats for Castle Navire in Systres. However, that was more difficult to implement than I’d expected and feature creep was also becoming a problem. I ended up settling on making custom special holding stats for areas in Cyrodiil and High Rock I thought were lacking at the time. A lot of special buildings have been added to those regions since I started, and paired with my buildings certain regions have become a bit cramped. However, I don’t think that it will be a big problem.
Most of the buildings I added give the holding some garrison, levies and wall strength, but usually also some thematic modifiers for the region.
I wanted more of the duchies and kingdoms, in both High Rock and Cyrodiil to be more notable on the map and actually feel like their own significant places. I think this mod achieves this somewhat well by adding a few custom icons for special buildings I made myself, and some from the basegame. Additionally I’ve added some buildings to Skyrim (Dawnstar Harbour, Fort Dawnguard and Fort Sungard), because it felt a little bit too empty at parts. Some buildings are less justified than others, at least in terms of importance. Fort Sungard having no evidence, for being a proper fort before the 3rd Era, however I added it because the area felt way too empty.
I’ve given a few city holdings special buildings, and moved others around. So some of the modifiers might end up feeling a bit weird for republican vassals to have. I’ve also given special buildings in city holdings gold generation for the holder. So that the mayor could afford to buy buildings easier.
I’m planning on possibly implementing custom map models in the future, but that’s a pretty big headache, and I don’t know when I’ll get around to it.
A lot of the pictures don’t accurately reflect the buildings current actual stats, due to rebalancing.
As always, feedback is much appreciated in balancing the mod and working out some of the quirks.
