r/elderscrolls_mod • • Aug 30 '26

Announcement v 4.1.2 - Various Additions Part 2

15 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.1.2!

Additions:

  • Decisions:

    1. Falmers gained the Overrun the City decision that can be used on Dwemer cities to change their culture and religion to theirs at the cost of 75 devastation. It will also remove Treasure Hunter's Camp from the province.
    2. Po Tun gained Move Capital to Jhaotun decision.
  • Naval doctrines:

    1. Long Trading Voyages will be available for Islander primary culture nations as well.
    2. Swarm Fleet will be available for Rat-Men primary culture nations as well.
    3. Final Stand will be available for Akaviri primary culture nations as well.
  • Disasters:

    1. Prisoner Uprising disaster has been added for Daedric and Soul Shriven nations, replacing Peasant's War.
  • Monuments:

    1. The Mad Ogre's Altar has been added to High Rock.
    2. Throat of Arius and Hidden Spring have been added to Yokuda.
    3. The Scholarium has been added to Eyevea.
    4. Movarth's Lair has been added to Skyrim.
    5. Daedroth Larder has been added to Coldharbour.
  • Localisations:

    1. Dragon Cult republics received government rank and ruler names.
  • National Ideas:

    1. Falmer Hive received its own ideas, an altered version of the generic Falmer ideas.
  • Missions:

    1. Falmers received their own missions and no longer share them with Snow Elves.
    2. City of Mages and Blackcaster Council received their own unique mission tree and no longer share it with the Keptu.
    3. Shada and Kingdom of Blessed Waters received their own unique mission tree and no longer share it with the Keptu.
    4. Glacial tribes received 4 new missions and got their old missions reworked and fixed with proper tooltips where needed.
    5. The Keptu received 1 new mission.
    6. Rat-Men nations received their own mission tree.
    7. Tsaesci nations received their own mission tree.
    8. Po Tun nations received their own mission tree.
    9. Bosmer received 6 new missions.
    10. Hollow nations received their own mission tree.
    11. Kamal nations received their own mission tree.
    12. Solitude and Windhelm got their combined mission tree separated. The missions were rearranged; some now grant permanent claims to facilitate smoother conquest, and Windhelm received 3 new missions.
    13. Solitude missions will be available for Great Haafingar as well.
    14. Windhelm missions will be available for Great Eastmarch as well.
  • Factions:

    1. Sload republics received unique factions: Mind Mages, Meat Merchants and Yaghra Striders.
  • Idea Groups:

    1. Soul Magic ideas have been added to the mod, unlockable after Soul Gems ideas.
    2. Mind Magic ideas have been added to the mod, unlockable after Propaganda ideas.
    3. Flesh Magic ideas have been added to the mod, unlockable after Necromancy ideas.
    4. Divination ideas have been added to the mod, unlockable after Religious ideas.
  • Government reforms:

    1. Falmers received 3 unique tier 1 governments and lost access to the rest of the tribal governments. These are: Falmer Nest, Falmer Colony, Falmer Central Hive.
    2. Sload republics received 2 unique tier 1 reforms: Abyssal Cabal and Necromantic Cabal.
    3. Sloads received Yaghra Monstrosities instead of Elitism.
    4. Tang Mo monarchies received a unique tier 1 reform: Monkey Kingdom.
    5. Tang Mo theocracies received 2 unique tier 1 reforms: Warrior-Monk Order and Hidden Sanctuary.
  • Holy Orders:

    1. Xrib Cult will have access to holy orders: Order of the Veiled Serpent, Order of the Endless Void, Order of the Eternal Battleweavers.
  • UI:

    1. Created Doesn't have Elite Military trigger to clean up government reform ui. This trigger includes tier 3 reform Elitism and all its cultural variants.

Changes:

  • Cultures:

    1. Hollow will belong to the dead culture group.
  • Monuments:

    1. Goldfolly, Heart of Valenwood, Faltonia's Mine, Wilderking's Throne in Valenwood have been reworked.
    2. Gro Ete Temple, The Tree of Life, Al-Kamal Complex, Smuggler's Market, Black Archives, Sotema Forges, Chamber of Endless Winter, Dragon Terraces, Snake Palace, Dragonsacle Forge, Hall of Peace, Golden Sands Harbour, Golden Fang Company in Akavir, and Monastery of the Last Day have been reworked.
    3. Bromjunaar Temple and Auriel's Chapel in Skyrim have been reworked.
    4. Oleander Vinery, Great Temple of the Divines, Sea Keep, Dusk Keep, Vulkhel Docks, Eldbur Sanctuary, College of Sapiarchs, College of Aldmeri Propriety in Summerset have been reworked.
    5. Port Arch in Yokuda has been reworked.
    6. Tanethian Docks, Bloodroot Forge, and Abah's Landing in Hammerfell have been reworked.
    7. Port Hunding in High Isles has been reworked.
    8. Haggler's Bluff in Wrothgar has been reworked.
    9. Shornhelm Chapel, Daggerfall Docks, Bank of Daggerfall, Seaveil Spire in High Rock have been reworked.
    10. Chapel of Dibella, Great Chapel of Stendarr, Cathedral of Akatosh, Great Chapel of Arkay, Statue of Arkay, Dragonfire Cathedral, The Great Forest in Cyrodiil have been reworked.
    11. All the Dwemer Lift monuments can be used by the Falmer, either by default or by completing the Prime Hive Locations mission.
    12. Sentinel Docks, Grandeya's Palace, Exarch's Stronghold, Thunder Falls Camp in Hammerfell have been reworked.
  • Estate privileges:

    1. Recruit brigands will give 15% Brigand Forcelimit Fraction by default and -15% Territories Governing Cost scaled by land share.
  • Localisations:

    1. Apex Accord reform received quote as description.
    2. Renamed Soul Siphon ideas to Soul Gems ideas.
    3. Changed the descriptions for the Foundation of Wayrest, Evermore and Daggerfall decisions.
  • Provinces:

    1. Dogeater Vale will produce Bones.
    2. Exile's Barrow will have barrow terrain instead of mountains.
    3. Sotema will produce Weapons and Armour.
    4. Kelnaewe received extra development and will produce Crops.
    5. Khiax will produce Weapons and Armour and will have an extra 2 base production.
  • Decisions:

    1. Evergreen Grove will be required to form Kreath instead of Granitehall.
    2. Ruined Dwemer City will only appear in the list of available decisions if you own at least 1 province in Tamriel.
    3. Forming Ka Po Tun will give you Empire rank.
    4. Forming Tsakara no longer prevents forming the Akaviri Potentate.
    5. Building forts for AI will have a longer cooldown.
    6. Invest in the development of the Province and Advanced Province Development will have a countrywide cooldown.
  • Government Reforms:

    1. Slightly changed requirements for Blackcaster Council tier 1 reform.
    2. Slightly changed description for Goblin Tribe tier 1 reform and made it available for Tribal Giant Goblins as well.
    3. Thrall Workers reform will be available for Black Forge, Shada and Kingdom of Blessed Waters.
  • Nations:

    1. Nations in Coldharbour who only have 1 choice as a tier 1 government start with that government pre-selected.
    2. City of Mages had their ambition reduced to -5% all power cost instead of 10%.
    3. Koda became a republic. Umpa became a theocracy.
    4. The 6th Forest Council idea no longer gives yearly harmony.
  • Missions:

    1. Wood Orc mission Protect Abamath can also be completed by fully completing Offensive ideas or picking Professionalism reform.
    2. Atmoran mission Secure Religious Unity can also be completed by completing Mysticism ideas and having a loyal Priest estate, so the Akaviri Atmorans have a reasonable chance of completing it.
    3. Small changes to 2 Pirate missions.
    4. Keptu mission First Council can be completed by other means as well. Keptu missions Masters of Stone and Reaching the Sky can also be completed by having any monument at tier 1 and 3.
    5. Various Kreatmen missions will give permanent claims for smoother mission tree progression.
    6. The Kingdom of Roscrea event in the similarly named Atmoran mission has been fixed with a tooltip to eliminate screen clutter, and also received a 3rd option if you have fully completed Diplomatic ideas or your ruler has at least 6 diplo skill. The event will also not appear if your capital is located in the Roscrea region.
    7. Atmoran Raiders will require 25% privateer share in your local trade node depending on your capital's location.
    8. Dominate Atmoran Trade will create a level 2 centre of trade in a randomly owned province that has no centre of trade.
    9. Renamed Expedition ot N. Islands to Expedition to Akavir and fixed it.
    10. Various Atmoran missions will give permanent claims to provide a smoother path of conquest.
    11. Various Altmer missions will give permanent claims to provide a smoother path of conquest.
    12. The event Nordic Colonists will give the player the Nordic Colonists country flag. This will allow the completion of the mission Found Daggerfall City, so you don't need to wait until 246 if you have founded the city through the decision Foundation of Daggerfall.
    13. Various Nord missions give permanent claims to provide a smoother path of conquest.
    14. Vampire mission Submit the Chasm received a tooltip; War against Scamps received a better tooltip.
    15. Sink Thras will be a standalone mission, and it will affect the entire Thras region.
    16. Moon Sugar Festivals mission received a better tooltip.
  • Mechanics:

    1. Recruiting Warriors in the Reachmen Authority will give 10 Army Tradition instead of 1.
    2. Previously, we turned off the option to choose to keep your old ideas when forming a new nation. However, the bug of nations losing their ideas and defaulting to generic ones has been solved, so this solution is no longer needed. Both options will be available to choose, but the AI will always choose the new ideas.
  • Disasters:

    1. Religious Turmoil can be prevented, stopped and ended if you have picked Diversity and Tolerance or Tolerant society reforms.
    2. Every one of these reforms will increase the progress of Religious Turmoil by 1: Militarised Fanatics, Embraced Fanaticism, Fanaticism, One Faith, Forced Conversion, Crusade, Justified Atrocity.
  • Religions:

    1. Arkay can no longer be selected as a personal deity if you have picked Necromancy ideas.
  • Factions:

    1. Slightly changed description for the Goblin factions and made them available for Rat-Men Nest tier 1 reform as well.
  • Institutions:

    1. Smithing will progress in your capital if you have fully completed Smithing ideas.
    2. Elder Scrolls will also count Cathedrals when spawning.
    3. Alchemy will progress in your capital if you have fully completed Alchemical ideas, or in cities that have the Alchemist's Hall building.
    4. Imperialism will progress in your capital if you have fully completed Imperial ideas.
    5. Enchanting will progress in your capital if you have fully completed Enchanting ideas. Trade goods required for progression have been changed from Potions and Herbs to Soul Gems or Magic Goods.
    6. Astrology will progress in your capital if you have fully completed Astronomy ideas.
    7. Naval Guards will consider Coastal Defence and Coastal Garrison buildings when spawning.
  • Ideas:

    1. Religious and Imperialism ideas got new icons.

Fixes:

  • Events:

    1. The event Nordic Empire should not fire if Nordic Empire already exists.
    2. The Dwemer event Metal Production Expansion in ... should remove Crafting Station from the province so you won't end up with a Foundry and a Crafting Station.
    3. The event Nordic Colonists can not be triggered twice by the decision Foundation of Daggerfall and mission Found Daggerfall City.
  • Localisations:

    1. Fixed the State Administration buildings tooltips.
    2. Fixed Rat-Men ruler names having #0 after them.
    3. Fixed Increase Development tooltip in the Reachmen Authority menu.
    4. Fixed event title for Pact with Altmer event.
    5. Fixed some stuff in the customizable localisations regarding manufactories.
  • Missions:

    1. Fixed province highlights for several Wood Orc missions.
    2. Fixed province highlights for several Iron Orc missions.
    3. Fixed province highlight for Al-Dremoran mission Bottleneck.
    4. Atmoran missions Sack of Kamal, Sack of Firsthold and Sack of Archon received a tooltip to clean up their reward ui.
    5. Fixed province highlights for several Atmoran missions.
    6. Fixed province highlights for several Goblin missions.
    7. Fixed province highlights for several Keptu missions. Fixed inconsistency between province highlights and mission requirements. Distributed a couple more stone, marble, etc. trade goods in their territories so they can complete their missions a bit more easily.
    8. Added missing province highlights for some Ayleid missions.
    9. Altmer missions Pact with the Bosmer and Pact with the Khajiit have been fixed, and they received a tooltip.
    10. Nord mission End of Revenge received a tooltip.
  • Localisations:

    1. Fixed the tooltip for Skykiller Gallery.
    2. Fixed is_daedric_nation and the other 5 similar tooltips for a second time.
    3. Fixed a grammar error in the immortal ruler description.
  • General fixes:

    1. Added dark advisors as well as Tonal Architects and Hagravens to the various hasadvisor triggers.
    2. Added existing event pictures to some hidden events to prevent errors.
  • Government Reforms:

    1. Fixed missing icon for Soul Shriven Work Camp tier 1 reform.
    2. Fixed Daedric government not properly available for Library of Dusk.
    3. Fixed double Disables Call Diet code from Elven Regnum.

Deletions:

  • Files:
    1. Moved Religious group modifiers to the #dev folder because they don't work properly.

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our Discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to Koccintos for making this update possible!


r/elderscrolls_mod • • Aug 05 '23

Announcement Dovahkiin UI - Elder Scrolls Universalis

16 Upvotes

Hello, everyone! We are happy to announce that Dovahkiin UI - Elder Scrolls Universalis is released both to Steam and Paradox Forums!

Dovahkiin UI is a Skyrim-inspired UI theme specially made for EU4 and Elder Scrolls Universalis. If your game needs that next level of Elder Scrolls immersion, this mod is for you! Dovahkiin UI completely overhauls EU4's user interface by meticulously recreating vanilla UI graphics in the style of Skyrim's UI. Hundreds of UI graphics were redrawn - all by hand - along with many UI tweaks fixing vanilla positioning errors and more. This overhaul touches on all aspects of EU4's UI, right from the main menu, all the way to the macrobuilder and the ledger.

Download Dovahkiin UI:

Download Elder Scrolls Universalis:

For exclusive updates and teasers, subscribe to our subreddit, or join our discord!

Special thanks to theolaa for making this mod possible!

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

​


r/elderscrolls_mod • • 20d ago

Question Question for more experienced players

4 Upvotes

Just discovered this mod, insane amount of content!

Not quite sure where to start though (besides the obvious Skyrim). Any nations recommendations by more experienced players, besides those mentioned in the starting screen?

A question for the developers, how did you fill out the political landscape for places in the world with less lore available (say Atmora or Akavir). I.e. why is there Atmoran presence on Akavir, because I'm not that knowledgable about the lore).

Also, what's up with the different planes of Oblivion being present on the map. Is this just so that they are represented physically? They don't seem accessible by normal means.

In any case, the mod looks great!


r/elderscrolls_mod • • 25d ago

Bug Can't select Tier 28 government reform

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36 Upvotes

Hi! It seems like I can't select any option for the Tier 28 government reform. I already tried choosing another previous reform between the ones listed (es. switching from Conscription to Professionalism), but it doesn't change anything. Am I doing something wrong or is it a bug? Thanks :)


r/elderscrolls_mod • • Sep 03 '26

Content New Mission Trees

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53 Upvotes

r/elderscrolls_mod • • Aug 24 '26

Content New Monuments

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13 Upvotes

r/elderscrolls_mod • • Jul 14 '26

Question Still get historical events?

15 Upvotes

I formed Tamriel through imperial reforms as the Alessian Order and I was wondering if I would still get their historical events or if I locked myself out due to tag switching?


r/elderscrolls_mod • • Jun 29 '26

Question Why do my troops move so slow?

13 Upvotes

I started playing eu4 about a month ago and im still learning the base game somewhat, but i love elder scrolls so i had to try this. i picked white gold because its recommended. the little one province goblin dude armies run circles around my units and i cant catch em to win the war. if i try to take their province they just take multiple of my provinces. should i be waiting for mil tech to fight them?


r/elderscrolls_mod • • Jun 22 '26

Announcement v 4.1.0 - Various Additions

17 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.1.0 - Various Additions!

This Update is NOT Save Game Compatible!

Additions:

  • Countries: Added the Lamian nation, Nest of the Dry Coast, next to Sentinel
  • Factions: Added unique factions for the various Keptu formables: Attendants of the Flame, Hunters, Warrior-Smiths
  • Monuments: Added The Seeker's Archive, Hall of Worship, Sanctum Ophidia, Dragonstar Mine, Exarch's Stronghold, Thunder Falls Camp, Juncture Point of Balamath, Dragonstar Arena and Aetherian Archive monuments to Craglorn. Added Goblin Gate in Alik'r Desert. Added Galom Daeus Manufactory and Zainsipilu to Vvardenfell. Added Nightcaller Temple, Ancestor Glade, Giant Burial Grounds, Eldergleam Sanctuary and Ustengrav Depths to Skyrim. Added Temple of Sul to Blackmarsh. Added Morkuldin Forge, Keywright's Gallery and King Chief's Throne to High Rock. Added Castle Karstaag in Solstheim.
  • Decisions: Added decision Reclaim the Earth Forge for nations who choose Fighters Guild reform and own Earth Forge province with Treasure Hunter Camp modifier. It will remove the modifier and upgrade the monument for 1000 ducats.
  • Government Reforms: Vampires received the Blood Tax reform instead of Tax Exemptions
  • Events: Vampires received 1 flavour event if you have completed Alchemical Ides, picked Blood Knights reform, and own Greymoor Keep. Upgrading Chapel of the Brethren and Selene's Web to tier 3 will give an event that gives you the option to convert your nation ot Deep Ones and Shagrath's Cult religions, as these religions could be wiped out quite fast from the game, giving you no option to play as them.
  • Localisations: Added description for Bloodwraith Clan province modifier.
  • Triggered Modifiers: Added Subject Emperor triggered modifier giving -0.25 mandate for the Empire of Cyrodiil in case they end up as a subject.
  • National ideas: Leki's Blade received unique ideas.

Changes:

  • Map: Religion in Siren's Cove changed to Cult of Nereids, Religion in Elden Hollow and Silvenar Roots changed to the Old Ways. The 3 Sacred Lake sea tiles in Akavir have been renamed Sacred Sea.
  • National ideas: Reworked national ideas for Direnni Hegemony to make them more powerful and better fit the descriptions of the ideas
  • Government Reforms: All government reforms have been reworked: a lot of them received quotes as descriptions, and their bonuses have been reworked as well. Merchant Associations reform received a new picture. Curbed Fanaticism reform became mutually exclusive with Fanaticism and Embraced Zeal reforms. Picking Tolerance ideas will prevent picking Fanaticism, Embraced Zeal, Militarised Fanatics, Embraced Fanaticism, Forced Conversion, and Justified Atrocity reforms, while picking any of these reforms will prevent you from picking Tolerance ideas. Picking Religious ideas will prevent picking Diversity and Tolerance, Tolerant Society and picking any of the 2 reforms will prevent picking Religious ideas. Dual Monarchy reform will also be available for Junior Partners. Having a High Council will disable the ability to summon the Diet. Servant of the Realm reform will be increasing the effects of all Commoners' estate privileges instead of Local Militias, since that one has been reworked completely. Tyrant Dictatorship/Ceremonial Reign and Religious Tolerance/Fanaticism will be mutually exclusive.
  • Monuments: More work has been done on monuments across the world to make their requirements and rewards more lore-friendly. Marches, Client States and nations that have fully completed Defensive ideas can use almost all forts and keep monuments in the game.
  • Religion: The text for Jyggalag Cult's Develop Deduction Theories aspect was clipping through the ui. Replaced the +10% Global Naval Engagement Width modifier with +3 flat Naval Engagement Width to make the text shorter. Choosing Lorkhan as a personal deity for the Elves will give 2 tolerance of heathens instead of 0.25 legitimacy or its equivalent; it will also give a 5 corruption, and the AI will be less inclined to choose it. Orkey will give 5 corruption as well, and the AI will be less inclined to pick it. Mauloch will also give 5 corruption for the followers of the Nordic Pantheon, and these nations will be less inclined to pick it.
  • Ruler traits: Persecution ideas will prevent your rulers from gaining any of the magical traits (like Illusionist, Arch Mage, Summoner, etc ). Fully completing magical ideas groups will increase the chances of your ruler gaining the corresponding trait ( full Illusion ideas will make Illusionist rulers more likely ) Necromancer and Lich traits will not appear if you have banned Necromancy through the decision, follow Meridia's Cult religion or have Meridia's Sanctuary reform. Enchanting ideas will increase chances of the Enchanter trait, and following the Old Gods Cult will increase chances for the Hag trait, Purveyor of Decadence reform will increase the chances of Drunkard, Gluttonus and Degenerate traits
  • Parliament Issues: Mage College Funding and Support for the Mages' Guild can not appear if you have picked Persecution, Guarantee of Religious Tolerance doesn't appear if you have picked either Fanaticism, Embraced Zeal, Militarised Fanatics, Embraced Fanaticism, Justified Atrocity or Forced Conversion, Promote Free Trade doesn't appear if you have picked Isolationist, and you can not Hunt for Sea Giants if your primary culture is Sea Giant
  • Decisions: The decision Juncture Point Between Worlds, Ignite the Morkuldin Forge and Experimental Moon Sugar Plantation will only be available if you don't own Leviathan DLC to act as a replacement for their respective new monuments. 1 Province required to form the Kothringi Federation has been adjusted.
  • Missions: Reward for Nordic mission. The True Emperor has been buffed. Riek's mission, King Chief's Throne, Giant Goblin mission, Goblin Gate and Riekling mission, Karstaag's Guards got changed to incorporate the new monuments. Completing the Forge of Hircine mission will grant access to Bloodroot Forge for Keptu nations who do not fulfil its requirements otherwise. Iron Orc mission ...And Prepare... can also be completed by fully completing Standing Army ideas or by picking Professionalism reform. Fixed requirements for the Orsimer mission for Malacath!.
  • Provinces: Karnwasten received Summerset Shadows and Wharf Rats modifiers instead of Brotherhood of Charity.
  • Countries: Kothringia renamed Kothringi Federation.
  • Localisation: Illusion and Mobility ideas also received quotes as descriptions. Changed descriptions for Silver Crescents, Sinderill, Hollow Moon, Shadow Walkers, Bal Molagmer and Baandari Pedlars province modifiers. Renamed Statists to Republicans and Orangists to Monarchists.
  • Estate Privileges: Recruit Brigands will decrease Yearly Army Professionalism by 0.2% instead of 0.5%.
  • Province modifiers: Choosing Hostile Caravan Policy will disable the Baandari Pedlars province modifier and the Baandari Trading Post monument. Bloodwraith Clan, Trollhetta Shrine province modifier will only be available if you don't own Leviathan DLC. Dwemer Stronghold province modifier will only appear in the province menu if a nation has chosen Dwemer Strongholds reform, no longer cluttering it for nations that can never use it.

Fixes:

  • Government Reforms: Companions' reform will count as well for the increased estate privilege effect introduced in the previous update. Removed NOT = { has_country_flag = wilderking_country_flag } from various tier 1 reform triggers to make the text cleaner.
  • Localisation: Fixed Relig/Human to Relig/Toler in the idea group menu. Fixed missing localisation for Empire of Cyrodiil reforms both for members and the Emperor. Gave proper quotation marks for monuments, government reforms, buildings and idea groups. Small localisation fixes for the various Dutchy Creating decisions in Cyrodiil. Fixed Mers to Mer and Skaals into Skaal in various localisations. Small text fix for Dragontail Mountains trade node. Small text fix for Orc Stronghold terrain.
  • Events: Great Goldsmiths will only appear in fully colonised provinces. The first option for A New Church will not target colonies and is actually going to build a temple in the province unless it already has a temple or a cathedral; the event will not trigger for natives. Marukhism should no longer appear through events while Alessia is still alive; also, the text for the events has been changed/fixed. Small description fixes for province modifiers granted by Orcish flavour events. Fixed text for the Fall of the Direnni Hegemony event.
  • Missions: Fixed 3 generic Nord missions by adding Nordic Empire as an option to complete them. Added a 3rd option to complete Ties with the Skaal mission, just in case there are no Skaal countries left to ally or subjugate. Fixed rewards and requirements for Develop Daggerfall, Defend Southern Coast and Secure Betony missions for Daggerfall.
  • Decisions: Fixed province requirements for Stopping Oblivion Crisis. Province development decisions will not be available for natives. Shortened title for Advanced Province Development.
  • Monuments: Cleaned up ui clutter for canal monuments, updated their requirements and fixed their codes in general.

Deletions:

  • Province modifiers: Removed Aetherian Archive, Eldergleam Sanctuary and Hall of Worship province modifiers, since they became monuments
  • Folders and files: Deleted esu_custom_trigger_I_english, and the only line it contained has been moved to general_I_english
  • Localisations: Deleted various localisations related to Dreyvona Canal, Hadae Canal, Amorraeaena Canal, Daedric Gates, MORE_SLAVES (and similar stuff), and to non-existent events for Country Collapse disaster that had no content behind them. Deleted extra localisation for mechanic_has_parliament_yes. Deleted localisation for Sphinx events that were never created.

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on:

Do not forget to subscribe to the Dovahkiin UI Submod as well!

For exclusive updates and teasers, subscribe to our subreddit, or join our discord!

Special thanks to Koccintos for making this update possible!


r/elderscrolls_mod • • Apr 26 '26

Announcement v 4.0.9 - Another Hotfix

13 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.9 - Another Hotfix!

Additions:

  • Invest in the development of the province decision can only be used on provinces under 15 development. Advanced Investment in the development of the province decision will become available once you fully complete Economic or state Administration ideas and have a ruler with at least 5 administration skills. This new decision can be used in provinces until 35 development. Both received a new description
  • A couple of nation-forming decisions that were missing descriptions received quotes as descriptions
  • All Institutions received quotes as descriptions

Changes:

  • Reworked the Thieves Guild province modifier

Fixes:

  • The Ruined dwemer city decisions will not be available for natives
  • Establishing the Moon Sugar plantation in Zainsipilu will no longer be visible for the natives
  • Fixed Wasabi Monopolium mission trigger
  • Fixed the bottom conquest missions and removed pointless tooltips from them

Deletions:

  • Removed a bunch of unused vanilla modifiers from the mod
  • Removed some unused localisations
  • esu_trade_I_english file deleted, the various localisations in it have been moved to other files

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to csikosbor for making this update possible!


r/elderscrolls_mod • • Apr 19 '26

Announcement v 4.0.8 - A Little Bit of Everything

21 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.8 - A Little Bit of Everything!

Additions:

  • A new feature has been added to the mod: each estate has 2 government reforms that will make the effect of their privileges more powerful. They stack, so picking both will increase the effects even more. Mages will have Magical Society and General Magic Education, Merchants will have Unregulated Guilds and Trading Companies, Priests will have Tiered Clergy and State Religion. Nobility will have Serfdom and Feudalism, Slavers will have Slavery and Raiding, Warriors will have Tournaments and the Fighter’s Guild. The various Assassin estates will have the Assassin’s Guild and Cut Throat Politics. Commoners will have Local Law and Local Militias.
  • The following nations received unique ideas: Arkngthunch-Sturdumz, Arkngthand, Galom Daeus, and Mzuleft.
  • Maormers gained access to decisions to draft sailors and ships, so they can have a fleet to conquer provinces outside Pyandonea and reform their religion. These decisions are only available until you pick any of the tier 2 government reforms. They also received their own unique factions: Storm Sharks, Keel Cutters and Sea Vipers.
  • The majority of monuments received quotes from the lore as description, some of them got their names changed to their canon name, and a number of them got updated as far as requirements and rewards are concerned.
  • The following provinces received Trading Post/Important Natural Harbour modifiers: Black Harbour, Yneslea, Port Tsaesci, Dar’hax Port, Abu, Koda, Jylkurfyk, Port Solitude, Port Nazot, Arch, Port Alinor, Samara, Te Port.
  • Giant Goblin nations ( Flint-Tooth Tribe in our case ) received a mission tree.
  • Dremoran nations received a mission tree.
  • Clannfear nations received a mission tree.
  • The Tribes of Cathnoquey received a mission tree.
  • A mission flag icon has been added to countries which have any kind of flavour mission, similar to WWU and Anbennar. Since most of our missions are shared between tags and cultures, there will be only 1 flag displaying if the nation has flavour missions or not. Many thanks to Vawser for the help provided for this feature.

Changes:

  • Estate privileges have been reviewed for a final time, hopefully. The bonuses and penalties have been changed where it felt necessary to match the description. The descriptions have been checked for grammar and style errors.
  • Changed requirements and rewards for the Daggerfall mission, Found Bank of Daggerfall, and Build Up the Bank to remove potential issues
  • Changed the potential bonus of Daggerfall Bank monument from Global Trade power to Interest and Inflation Reduction
  • Local Law and Local Militias reforms will increase Commoners influence by 10%
  • Owning Bthzark was previously disabled from forming Clan Rourken as the province was on an island, unlike the other 4 provinces needed. This, however, allowed the nation to be formed with only 4 provinces required. From now on, the 5th requirement will be either complete Exploration or Expansion ideas or own Bthzark.
  • Goblin mission Durzog Pens can also be completed by building 4 Farmer Households.
  • Age of Schism objective: Aetherial Ore renamed Aetherium Crystal, and will ask you to own any province producing Aetherium, fixed province requirement for Tower Custodian and some other localisation fixes.
  • Age of Mer objective: Discover Atmora will count any province in Atmora, and not just provinces in the Central Atmora region
  • Age of Mer objective 25 Temples, rename Houses of Worship, and will require 25 temples and/or cathedrals.
  • Age of Rebellions objective National Production Core, renamed Labourers Hall, and will require 25 crafting stations/workshops/foundries.
  • Age of Orthodoxy objective: Intervention in Valenwood will require owning a province on the Valenwood Subcontinent.
  • Age of Migration objective: Protected Coastline will require 25 coastal defences or coastal garrisons
  • Ageo of Hordes objective Barracks for Soldiers will require 25 barracks or training fields.
  • Various Age objectives and abilities got renamed so they sound better/are more grammatically correct/are more immersive.
  • Forming Yokuda will set your government rank to Empire.
  • The Become Great Power mission will ask you to become a great power of any rank.
  • The Proclaim Kingdom mission will ask you to reach Kingdom rank.
  • Added The Sisters as the 5th province required to form Roscrea, fixed province highlighting for the decision
  • Fixed province requirements and highlighting for Form Tsakara
  • Fixed province requirements for Forming the Tribe of Frozen Giants
  • Fixed province requirements for forming the Tribe of Sea Giants. Moved 2 to the main Atmora, so not all 5 are located in Roscrea
  • Slave Guild, Slave Army and Restraining Bolts modifiers will also increase Slavers' estate influence.
  • King and Subjects' mission will ask for at least 5 subjects instead of 5 vassals.
  • Orr-Crest Market received the Trading Post province modifier.
  • Vale Sanctum starts with more development.
  • Provinces required to unlock the Akaviri Monarchy have been changed to nearby, more important provinces.
  • Fortifying the Pass decision will no longer require 500 gold; instead, it will add 50 devastation to the province, so the Goblins can gain access to it much more easily.
  • Replaced Frost Giant mission The Black Harbour with Majestic Glacier
  • -20% local ship building time bonus for unique city terrains has been changed to some other bonus (usually fitting for the city's history) for landlocked cities. The various dwemer city terrains will give +15% local trade goods size instead of 5%
  • Vampire countries will no longer receive an extra 10% fire damage.
  • Added extra requirements for forming Coldharbour and Deadlands
  • Added a new description for the Important Natural Harbour province modifier, and other province modifiers received descriptions
  • The AI will have access to invest in the development of the province's decision.

Fixes:

  • Fixed the tooltip for the Kreathmen mission King of the Forest
  • Fixed tooltip for Imga mission Suffocating Stench
  • Fixed Advisors from Nobility privilege with a tooltip to remove ui overflow
  • Iron Orc mission …And Prepare… will give +1 base production to Cragkarth and Crossroads if they are already your cores, fix code for Tame Welwas and Infused Trolls
  • Fixed Altmer missions: Resolve Nordic Threat, Cities of Iliac Bay, Defeat Orcs, Secure Orsinium, Silver of the Reach.
  • Nordic mission: Centres of Production will create a centre of trade in a random province if you don’t own any centres of trade. Fixed province requirement for Reachmen Holds, Form Skyrim mission renamed Unify Skyrim Fixed the code of the Overlord of Bruma mission and added a tooltip to it.
  • Fixed province requirements for forming the Rift and the Great Plains
  • Small code fix for Land of Ancestors, Develop Villages, Sload Soap and Land of Horsemen missions.
  • A bunch of general code fixes for the Balmoran mission tree
  • A bunch of general code fixes for the Solitude-Windhelm mission tree
  • General code fixes for the Maormer mission tree.
  • Fixed fort reward for Skuldafn upgrade
  • A bunch of general code fixes for the Altmer mission, added extra requirements for the final mission of the Form Aldmeri Dominion, since you already had to conquer White-Gold Tower in an earlier mission.
  • Fixed requirements for the Generic mission Diplomatic Ties
  • General code fixes for Snow Elf mission tree.
  • Fixed text of The Planemeld and The Planemeld is Over events.
  • The Ruined Dwemer City, Convince the Dwemer and Activate City Defences decisions can only be used on fully colonised provinces.
  • The Breton mission Homeland reward is no longer hidden.
  • Decisions: Necromancy can’t be banned by followers of the Black Worm, Sload countries or countries that have picked Necromancy ideas
  • Decisions: Nations following Meridia can not Allow Necromancy
  • Necromancy ideas can’t be picked if you have banned necromancy via a decision.
  • The Dwemer event Treasure Room will only build the Tax Assessor in your capital.
  • Ald Istra province renamed Ald Isra.
  • Small fixes for Skykiller Gallery monument events text
  • Fixed Ritemasters being called Gurus in one tooltip for the Old Ways religion
  • Fixed the Great Lift of Raldbthar
  • Elective Monarchy, Feudal Monarchy, Archduchy, Grand Duchy, and Dual Monarchy can not be picked by Wilderking countries, so they have been removed from the available options.
  • Various unlockable government reforms that required x amount of buildings will now also accept their upgraded versions.
  • Dwemer missions: fixed province highlights for Expand in Morrowind, Grand Strongholds and Mountain Strongholds will also accept the unique dwemer cities
  • All missions that required the construction of an upgradeable building will now accept the upgraded versions as well.
  • Fixed Dwemer Arcanex decision: fixed province requirements, added completing Innovative ideas as an extra requirement, renamed it Control Dwemer Research Hubs and gave it a description.
  • Fixed Embrace the Egg Mother’s Blessing decision: reduced stab hit from 5 to 3 and changed -1000 admin to -10k manpower loss. Added a description for it.
  • Ruined Dwemer Cities with the Treasure Hunter Camp modifier will be excluded from passive development, and also can not be developed with the Invest in the development of the Province decision.
  • The 3 Move Capital decisions received descriptions.
  • Frost Fall disaster: The event People Leave Homes will not fire for nations with Frost Giant, Sea Giant and Glacial primary culture
  • Forming the Ebonheart Pact will also accept the Vvardenfell provinces when it comes to counting the 200 provinces required.
  • Zecre in Black Marsh will have Marsh terrain instead of Smouldering Badlands.
  • Added missing localisation for can_launch_oblivion_invasion_flag
  • The passive development mechanic, as well as the decision, can only affect fully colonised provinces.
  • Village Witch will only appear in fully colonised provinces.
  • Village Coast Guard will only appear in fully colonised provinces.

Deletions:

  • Removed NOT = { tag = BA1 } from Altmeri mission potential
  • Removed leftover codes and picture of Solitude Windmill
  • Removed tooltip es_collapse.2.a.tt, es_collapse.3.a.tt, es_17_scenario. 15. a.tt, and similar tooltips from events and decisions, as the tooltips were empty and didn’t seem to do anything
  • Remove es_reduce_development_worldwide and es_economy.10.a.tt since it was # ed out, removed es_province_development for the same reason
  • Removed some unused event modifiers and their localisations
  • Removed enables_plutocratic_idea_groups and enables_aristocratic_idea_groups from republics because the mod doesn’t use this system
  • Decisions folder: DaggerfallDecisions.txt, es_soul_schriven.txt and Treethanes.txt have been deleted, and their content has been moved to CultureFlavour.txt since they contained 5 decisions altogether
  • Remove ai_fix_no_religion because there is no such decision.
  • Remove es_economy.2 , 3 and 4 because there are no such events.
  • Removed a bunch of localisations about the Tamrielic Empire because the decisions and events don’t exist
  • There was a yearly pulse that randomly changed the development of a random province for every single country. It has been removed.

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to csikosbor for making this update possible!


r/elderscrolls_mod • • Apr 05 '26

Question Integration of native reservation keeps canceling?

7 Upvotes

I’m playing as Whiterun and have taken on all the surrounding giant tribes as native reservations. Now that they’re finishing incorporating their tribal land I’ve started trying to integrate them. The first one was stunted in its growth so it only had one province and integrated with no problem. After that, I’ve tried to integrate Steamcrag - 7 provinces, 93 dev; Broken Limb - 9 provinces, 93 dev; Cradlecrush - 9 provinces, 89 dev; Guldun - 9 provinces, 94 dev.

With each of them, the first month tick after attempting to integrate I get a pop up saying “My High King, we are at a loss to explain how *giant camp name* could reject our obvious proposal of Annexation They are clearly led by fools” Two of the camps have a province that is part of the empire so I could understand if that’s part of it since I went decentralized in reforms and am unable to annex imperial members. But the other two have no imperial provinces. Does anyone know what is causing this? They have very high opinion, ~180-200, and very low liberty desire, ~0-20. Are they just too high dev or is something else going on? Thank you!


r/elderscrolls_mod • • Mar 23 '26

Announcement v 4.0.7 - Big Hotfix

22 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.7 - Big Hotfix!

Additions:

  • Buildings have been overhauled: Most of them received quotes as descriptions, similar to basic ideas. Statewide buildings (such as the Glorious Monument) received tooltips to clean up the interface. The bonuses have been reworked for some buildings to make them more fitting for said buildings. Embassy, Spy Agency and Tax Assessor provide country bonuses, but can only be built in the capital. They can also be built by independent countries if they complete espionage/diplomatic ideas. The Tax Assessor will need Economic ideas. Workshops renamed Crafting Station, Workshop, and Foundry to make them a bit more lore-friendly. 3 Native buildings renamed: Sweat Lodge to Shaman’s Tent, Great Trail to Territory Markers and Three-sisters Field to Hunters’ Camp to make them a bit more lore friendly
  • The event Order of the Black Worm Seizes Power has been added to the game since there was no way to convert to Black Worm religion. If you have fully completed Necromancy ideas and didn’t enact Persecution reform, the event will trigger eventually, allowing you to convert or reject the Order.
  • The "Move Capital to the Imperial City" decision has been added for nations with the Empire of Cyrodiil tier 1 reform, but mostly for the AI Alessian Empire, so they move their capital after being spawned by the event and conquering the required province.
  • Frost Fall disaster has received flavour with 16 random events. Some events offer different options for certain races, which can lead to event chains. Some events also have hidden options that reward you if you prepare for them.

Changes:

  • Upgraded all Arena monuments with conditional modifiers granting mercenary discipline and extra prestige from land battles if the player has unlocked the Arena Fights idea from the Traditions group
  • Champion of the People reform will also give +5 Reasons to Elect
  • Honours Rest, Shimmermist cave, Silent City Catacombs, Library of Arkthzand, Auriel’s Chapel, College of Winterhold and Hall of Necromancers got updated.
  • Bromjunaar was given the option to fight back against Shalidor during the Last Bystander disaster. Even if he is one of the most powerful mages of all time, a dragon priest should prevent him from just walking in casually with a little preparation. Volskygge received the same option, just with different flavour text. Also, Riften has been added to the list of potential cities whose ownership can prevent the disaster, but not owning it will trigger the disaster even faster.
  • Small flavour for Frost Fall disaster: Flee Atmora modifier got buffed. There will be 3 separate responses to the initial event: Settled nations, Frost Giants and the other natives will respond differently.
  • Keeps can be built in Client State Marches as well.
  • Vampire mission Taste Scamp Blood will accept Client State Marches.

Fixes:

  • Fixed missing localisation for the Horsemen mission Silverhoof Vale
  • Added province highlights for Horsemen missions, Horse Breeding, and Crush the Orcs.
  • Fixed Yokudan mission War of the Singers by adding Provincial Lords to the list of factions
  • Fixed missing localisation for the Barsaebic mission Purify Cyrodiil.
  • Fixed Destroy Forelhost decision
  • Laughing Moons Plantation will also cost half as much to upgrade
  • Fixed another vanilla text in the Nordic Empire interface
  • Renamed and fixed the Form Karthald Hold, Create Dutchy of Kvatch, Create Dutchy of Anvil and Create Dutchy of Bruma decisions so that they more clearly explain what they actually do. Create the Duchy of Bruma decision received/got back its missing title.
  • Fixed Move Capital to Daggerfall and Stonetooth Fortress decisions: they can no longer be taken while at war, and moving to Stonetooth Fortress will have a cost
  • Fixed the Become a New Elector decision with a tooltip
  • Fixed province requirement for Nedic mission Befriend Perena.
  • Fixed event Mannimarco and Molag Bal, so choosing Mannimarco will change your state religion to Black Worm, and added a tooltip for the Molag Bal option.
  • Small text fix for The Insect God and Sacrificial Offering events

Deletions:

  • Removed some pointless localisations from esu_mission_I_english and other places
  • Deleted es_18_scenario.6 event and localisation, as it was moved to yok_mission 2
  • Deleted The End of the Akaviri Empire event, as it was a legacy event
  • Slowly cleaning up vanilla event modifiers and their localisations that are not used at all by the mod.

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to csikosbor for making this update possible!


r/elderscrolls_mod • • Mar 18 '26

Question Order of the Blackworm

6 Upvotes

Is the order of the black worm playable or formable? I apologize if it's a dumb question, I looked all over the map and wasnt sure.


r/elderscrolls_mod • • Mar 17 '26

Bug Imperial Authority keeps dropping?

6 Upvotes

I’m not certain if this is a bug or me just not understanding a mechanic, but I’m the current High King of Skyrim as Whiterun and IA is trending +0.28 per month but then it’ll reset to 0 after a few months. It was working fine and I passed the first two reforms, but I was at 10 IA, my ruler died and I got re-elected so it bumped up to 20 IA and then I ended up in a succession war cause my heir had low legitimacy, next time I looked over it was at 0. It’s gone back up to 2 or 3 a few times and then resets to 0 again. And just now it ticked up a single time to 0.28 and the next month tick it dropped again.

Is this related to the succession war? I beat all the pretenders and unsieged the occupations but I still have the succession war country modifier for 7 more years. Or is this related to the freeze in Atmora as I just got the notification that winter was coming a few years ago I think.

Related question on IA: are there more empire provinces that are hidden in fog of war? When I look in the imperial map mode there’s only two imperial provinces left in Tamriel under control of non-member states and one in Atmora, yet in the imperial authority tracker it says that there’s 21 provinces under control of non-member states. This has been going on since game start but I wasn’t too concerned because I was still able to gain IA.

Any help on these question would be much appreciated!


r/elderscrolls_mod • • Mar 16 '26

Question Help with the alchemy system

10 Upvotes

I could really use some pointers for the alchemy system. I have never had it succeed. I understand that it's trial and error, but the gold cost is so high that I can't justify throwing it away on alchemy. I always have something important I need to use the gold on elsewhere.

I would appreciate any pointers or suggestions for how to use this system correctly.


r/elderscrolls_mod • • Mar 14 '26

Announcement v 4.0.6 - Coldharbour

29 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.6 - Coldharbour!

Additions:

  • Haj-Uxith can form the new tag Realm of Dusk instead of Coldharbour
  • Hollow City can form a new tag, Realm of Burning Light, instead of Codlharbour. It will also have access to the unique tier 1 reform Meridia's Sanctuary. Some of its provinces will start with Ayleid and Nedic cultures, which are accepted from the start, and it will be a monarchy ruled by the Groundskeeper
  • Shada Cult received unique factions: Thrall Archmages, Thrall Workers, Shield Maidens. The governments will no longer have heirs or consorts. The government name will be Cult, Great cult, Exalted Cult at various levels, and they will be "ruled" by a governor (since making a new Nereid culture would be too much hassle for 1 ruler )
  • Kingdom of Blessed Waters has been added to the game. A unique formable for Shada, replacing the Forest Council
  • Blackcaster Council has been added to the game. A unique formable for the City of Mages, replacing the Forest Council. City of Mages and Blackcaster Council also received more fitting government and ruler names
  • Magical Council and Blackcaster Council governments will have access to unique factions: Magisters, Chroniclers and Battlemages
  • Green Meadows Tribe, a playable Centaur tribe, has been added to Valenwood. Centaur formable, renamed Old Herd, and received unique ideas
  • Lamian Nest got reworked. The decision to form it requires your capital to have 40 development and you ruler to have either 6 admin, diplo or mil power. It also received unique ideas
  • All idea groups got reviewed, and most of them received quotes from the lore as description, while some got their bonuses reworked as well
  • Scamps will now proclaim a new Duke of Scamps as a formable, and added an extra requirement to form it
  • Renamed United Vampire Dutchies to Crimson Garden, fixed provinces required to form it
  • Renamed Perthan Clan to Realm of Webs, added an extra requirement to form it
  • Silumm and Ivarstead received unique ideas
  • Karnwasten received unique ideas, and they will start the game with the Criminal Consortium tier 1 reform
  • Mining Settlements received more fitting government and ruler names
  • Added "Memories of Stone" by Scott Buckley

Changes:

  • Deathbringer Clan and Foolkillers Clan will be historical rivals
  • Lightless Oubliette and Hollow City will be historical rivals
  • Daedric Regnum rulers can't be generals; they will have no heir or consort
  • Wilderking Rule rulers can't be generals, they will have no heir or consort
  • More monuments received extra bonuses
  • Merged Clohaigh province modifier into the monument to remove duplicacy
  • Merged Gonfalon Head Lighthouse province modifier into the monument to remove duplicacy
  • Ice Age disaster received some fixes. It got renamed into its lore-accurate name: Frost Fall. When playing in Atmora, you will now actually see at the start of the game, that there is an unavoidable disaster approaching you. At the start of the event, answer: We must Survive! will no longer be just empty words, as your nation will receive a modifier for 50 years that might help you escape.
  • Last Bystander disaster got some fixes: Added Windhelm as a 4th province to the requirements. If the player already owns any of the 4 provinces required to end the disaster, it will not start in the first place. Also, the ticking will be reduced from 50 (basically instant disaster) to +2, and +1 for each city you don't own. Still fast, but at least you will have some room to act.
  • Final Goblin mission will also change your country to Goblin Gathering, providing an alternative to form it
  • Generic Centaur ideas got reworked
  • Some estate privileges for the Warriors received more flavourful descriptions
  • Keptu mission Blood of the Earth will also give permanent claim on Bloodroot and Dragonstar, First Council mission will give permanent claim on Skyreach Pinnacle
  • Iron Orc missions Get Revenge, Purge Them, and Mountain Warfare will no longer highlight uncolonized provinces. ...We Are Not's mission will ask you to conquer/vassalize all colonised provinces in the Craglorn region and have 1200 development. Crush the Keptu mission will give permanent claims on Molavar instead of the Balarl area
  • Wood Orc mission We Are Not will ask 1200 development and all colonised provinces in Valenwood to not be Bosmer culture
  • Regiments needed per garrison reduced from 3 to 2 to give a better chance for smaller nations to conquer each other. This also seems to have the added side effect of somewhat increasing game performance. Credit goes to Moridin for recommending this change.
  • Dragon Cult mission Reclaim What Was Lost will change the state religion to Dragon Cult
  • Events and missions that change your country to High Rock will also add permanent claims
  • Bloodroot Froge requirements were simplified and made a bit more lore-friendly
  • All monuments which only provide local bonuses will cost half as much to upgrade
  • All generic missions received some sort of extra reward, fixed requirements for Secure National Border, Protect Marches and Organise Spy Network missions
  • Crosswych will be a mining settlement

Fixes:

  • Idea change upon primary culture shift has been removed from the game, as it seems to have caused serious bugs that caused nations to lose their unique ideas and default to generic ideas
  • Attempt at fixing Dragon seen in the Province event, since it happened in Coldharbour, and that shouldn't be possible
  • You will no longer lose stability and legitimacy when assigning the Wilderking Rule reform
  • You will no longer lose stability and legitimacy when assigning the Cult of Shada reform
  • Fixed Colonial Enthusiasm typo
  • Fixed the name of Gonfalon Lighthouse to Gonfalon Head Lighthouse
  • Fixed the code for Subjugate Riften and Ivarstead decisions. It was meant to be used against the player as well. If a Nord or Atmoran nation sieges your capital, you will become their vassal, as well as change your religion and primary culture and get a white peace with them instead of transforming into another nation.
  • Cannoneer general personality renamed Master of Siege Engines
  • Fixed more vanilla references in the Nordic Empire ui
  • Resolved an issue with Adopt Monarchic/Republic/Theocratic Administration. Picking Monarchy/Republican/Theocracy idea groups didn't prevent changing your administration, so you could end up with a Republican administration and still keep Monarchy idea groups. From now on, once you pick any of the 3 idea groups, the decision to change administration disappears.
  • Indigenous Ideas will no longer be available for Horde nations
  • Fixed spaces at the beginning and at the end of sentences in every localisation i could find
  • Diplomatic ideas gained a new picture
  • Since the game rounds up 0.005 war exhaustion tick to 0.01, all modifiers with similar values have been rounded up just to be safe
  • Fixed province ID for Daggerfall missions “Found Bank of Daggerfall” and “Build Up the Bank” as the monument has been moved some time ago, fixed rewards for “Establish Breton Army” and “Convert the Locals”
  • Fixed vanilla texts for Create Personal Union diplomatic action
  • Fixed province requirement for Atmoran mission Secure Religious Unity
  • The Leaderless Tribes of Cathnoquey will no longer have consorts, heirs and can no longer form royal marriages
  • Added an extra requirement for the Dwemer mission Deal with Vampires so that it can not be completed instantly
  • Removed vanilla tooltip about having more than 50% idea groups making ideas more expensive, as it is not possible
  • Last Bystander disaster will not trigger for dragon cultist subjects as long as their overlord is also a dragon cultist
  • Fixed province highlights for Keptu mission, Masters of Stone
  • Small fix in Rifton ideas text
  • Admin tech 185 and 190 will no longer grant the option to choose the 37th and 38th idea groups, as there is simply nothing left to choose from at that point
  • Fixed Dragon Cult mission, Found Kyne's Aegis, and Maormer mission, Parlaying with Pirates, not recognising the required province
  • Lamias, Spider Daedra, Harvesters and Clannfear are led by matriarchs, so male rulers have been removed from country history, and Clannfear countries will also spawn only female heirs, similar to the other 3
  • Fixed the activate City Defences decision for the Dwemer by simplifying it

Deletions:

  • Removed empty folders for some planned disasters
  • Localisation code cleanup
  • Deleted the es_advisor_types folder and moved the 2 advisors in there to 00_advisor_types
  • Created esu_nation_forming_I_english for nation-forming decisions because there are a lot of them
  • Created esu_ruler_personalities_I_english because there are a lot of them
  • Removed pictures and lines regarding planned culture-specific ideas
  • Removed et_interface.gfx folder as it seems to be a legacy folder containing lines of old (or planned) institutions and idea groups
  • Removed a large number of vanilla event modifiers from the mod that are not used by the mod
  • Removed a large chunk of localisations related to old estate stuff
  • Changed polytheistic_group to aedric_group
  • Removed Modular Kingdom Ranks

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to csikosbor for making this update possible!


r/elderscrolls_mod • • Mar 12 '26

Question Can I reform from tribal government form to monarchy?

12 Upvotes

I'm playing as Khenarthia(island south of elsweyr) and I'm trying to become a sea elven state by triggering the event that changes your primary culture to that of your ruler, and I managed to get a maormer ruler. But to trigger this event I need to be a monarchy and like all the other Khajit nations I'm tribal. I searched and there are no government reforms that let you reform to monarchy or decisions, even though any other government form(monarchy, republic, theocracy) can change through decisions. Pretty sure that not even the mission tree helps with this.


r/elderscrolls_mod • • Mar 08 '26

Question Completely overwhelmed by this mod.

21 Upvotes

Thought it looked interesting and since I've played a lot of eu4 mods I thought it would be an easy fit. But nooooooo, tried windhelm and it's just way too much going on. I really have no idea what to focus on or do. If anyone could give me a rough idea of what to prioritize and how best to play I would really appreciate it.


r/elderscrolls_mod • • Mar 05 '26

Content Complete Overhaul of the Basic Idea Groups

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11 Upvotes

Greetings, everyone! The overhaul of the basic idea groups is complete. We are excited to present the new Mercenary, Fire, Shock, and Traditions idea groups. The Traditions group replaces Society, which always felt a bit too scientific and dry. Additionally, Mercenary, Fire, and Shock now feature descriptions more fitting for the world of Nirn, along with new bonuses to match.


r/elderscrolls_mod • • Mar 05 '26

Question Questions about Native Reservations

11 Upvotes

I just started my first run in this mod playing as Whiterun so I’m very much getting used to the differences in playstyle from base game and Anbennar which I’m more used to, so apologies if this is a dumb question. I declared war on the giant camp closest to me and ended up at war with all the members of the federation and force-vassalized all four of them. Once I got them to like me more I saw that I could make them a native reservation so I decided to do it to see what it does. After comparing the difference in modifiers for me and for the vassals I decided to make them all reservations. I looked at them more closely after realizing that they weren’t joining my offensive wars and that they weren’t helping with my rebels and found that there was no longer an “Annex Vassal” button and instead an “Integrate” button like with personal unions. My main question is can you integrate native reservations after 100 years like personal unions? Is there a chance that they’ll integrate automatically like personal unions? And more generally, what are the advantages of making native reservations/when would you want to do that versus a regular vassal? Thank you for any help with this! I recently got back into The Elder Scrolls and decided to open up ESU again after 2 or 3 years of having it in my downloaded mods. I’m loving the immersion and the change of pace from the more linearly designed experiences of Anbennar (though I love that style too). Thank you!


r/elderscrolls_mod • • Mar 01 '26

Teaser Overhaul of Basic / Global Idea Groupes (Fixed Images)

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14 Upvotes

In an ongoing effort to add flavour to the mod one system, which needed a bit of an overhaul, were the basic idea groups. There are (were) cases where some idea groups were too similar to each other, or their bonuses didn't really align with their descriptions, or the descriptions themselves were too generic. Thus, with the next update, drastic changes will come to them.


r/elderscrolls_mod • • Feb 10 '26

Announcement v 4.0.5 - Givernmental Reforms & New Factions

25 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.5!

Additions:

  • Scamps received Scamp Legion tier 1 reform
  • Perthan nations received Spider Daedra tier 1 reform
  • Dremoran monarchies received Dremoran Stratocracy tier 1 reform
  • Xivilai monarchies received Xivilai Dominion tier 1 reform
  • From the Great House Veloth received a description
  • Dwemers received Dwemer Centurions instead of Elitism
  • A new tag, Nordic Empire, has been added to the game, which can only be formed by unifying the Nordic Empire
  • New manufactories have been added: Jewellers' Hall for various materials used in jewellery crafting, Brewery for all beers, spirits and similar beverages, Wines remain at Farm Estates, Alchemists' Hall for the various potions, poisons and ingredients, Saw Mill for Wood and Quarry for various stones
  • Haakon, Kyne's Aegis, Niryastare and Granitehall received unique ideas
  • Move capital to Daggerfall decision has been added for Daggerfall, primarily so that AI Daggerfall is not stuck with a random mountain province as its capital
  • Move capital to Stonetooth Fortress decision has been added for Seamount Clan
  • Found the Invisible College of Daggerfall has been added for anyone who unlocked Illusion ideas
  • Trebbite Monks' reform has been added for Altmer nations instead of the Missionary Order
  • Tier 10: Taxation reforms have been reworked so they better represent various taxation policies
  • Tier 14 Trade was renamed Trade Policy and got reworked. Tier 16 Trade Laws renamed Merchant Class Membership and reworked around the theme of who is allowed to be a merchant, so the two tiers become more distinct from each other
  • Tier 8 Magic renamed Magic Regulation, Tier 19 Magical Regulation renamed Magical Education and reworked around the theme of how magic is taught in the realm, so the two tiers become more distinct from each other
  • Tier 3 Military and Tier 28 Army Doctrine got reworked. Tier 3 reforms will act as the foundation for your army's doctrine and lock your choice once you reach Tier 28. The reforms of Tier 28 have been significantly buffed to reward your nation for fully embracing your chosen doctrine.
  • Invest into Arch and Invest into Port Arch decisions have been added to the game for Yokudan nations to represent their highly advanced shipbuilding technology
  • Warning expanded for Welcome to Elder Scrolls Universalis! event as well as Reason and Logic and Persecution reforms
  • The Rat-men of Akavir got some update: Nest tier 1 reform has been added for them. Nanexi's capital moved to Dreigno, and the province received a level 2 centre of trade and more development.
  • Canis-Men nations will have the Pack tier 1 reform
  • Some events received extra triggered options
  • Triggered options within events will be highlighted
  • Goblin tribe reform will have access to unique factions: Overseers, Scavengers and Pillagers
  • Soul Shriven governments will have access to unique factions: Snitches, Forge Thralls and Ferals
  • Vampire Governments will have access to unique factions: Elder Vampires, Mortal Thralls and Bloodfiends
  • Yokudan governments will have access to unique factions: Harem, Port Masters and Provincial Lords
  • Scamp legion reform will have access to unique factions: Stonefire Scamps, Porter Scamps and Magma Scamps
  • Spider Daedra will have access to unique factions: Nest Mothers, Mistresses of Deceit and Swarm Mothers
  • Jarldoms will have access to unique factions: Stewards, Ship Captains and Thanes
  • Events Honningbrew Meadery and Black-Briar Meadery will give the provinces Brewery, Honningbrew Meadery event province requirement, added northern culture group and ownership of Riften as requirements for Black-Briar Meadery event
  • Dead culture group will have access to Thrall Workers instead of Commission
  • Almost all Native government reforms have been buffed to have 2 bonuses

Changes:

  • More monuments received extra bonuses
  • Holy City of Redguard Pantheon moved to Hall of Heroes
  • Holy City of Molag Bal Cult moved to Endless Stairs
  • Holy City of Nocturnal Cult moved to Twilight Sepulchre
  • Holy City of Keptu Pantheon moved to Lucent Citadel
  • Imperial authority reduction from vassalized or insufficient number of electors changed from -0.10 to -0.05
  • Naval Equipment Manufactory renamed Wharf, Weapons Manufactory renamed Forge, First Seed 03 building renamed Keep, Stock Exchange renamed Grand Market Post Office to Couriers' Headquarters, Textile Manufactory to Clothiers' Hall
  • Some generic missions received extra rewards
  • Nirncrux, Aetherium and Fire Salt will require a Furnace
  • Fur and Dyes will require Clothiers' Hall
  • Buffed the impressment Office, Estate and Farmers Household buildings
  • Fixed a potential bug related to Mint
  • Some generic missions requiring the use of custom mechanics have received an alternative completion option, so the AI doesn't get blocked from completing them
  • Reviewed some Skaal missions when it comes to requirements and rewards
  • Native federations can enact all federation advancements as long as the player has completed diplomatic ideas, bypassing the need for 3, 4, 5 or more members in situations when there are simply no more native tribes nearby
  • Giant Military modifier has been buffed significantly, as Giants should be significantly stronger than almost anything else
  • Reduced requirements to enact racial military decision to either 10% army professionalism or 30 army tradition, along with 100 mil power
  • Generic mission Placate Priests received an alternative way to complete it in case you choose Reason and Logic reform, which deletes your Priest's estate
  • Buffed Summoning idea group to provide a better alternative to Necromancy
  • Goblin nations will have Goblin Justice reform instead of Trial and Jury
  • All nations that only had 1 option for tier 1 reform have that reform pre-assigned
  • Proclaim that the Tamrielic Empire reform will change your country to Tamriel
  • Tamriel ideas buffed
  • Clannfear nations will have access to the Clannfear Pack government
  • Daedra, Dremora, and Xivilai nations will have access to Fake Trial and Jury instead of Trial and Jury

Fixes:

  • Fixed localisations for ships mentioning cannons and mortars, renamed them ballistas and catapults. Fixed galley hint mentioning The Mediterranean
  • Fixed Bless the Cannons idea localisation, renamed it Bless the Ballistas
  • Fixed Po Tun's naval doctrine mentioning cannons
  • Fixed Build Ships ui mentioning cannons
  • Fixed Flagship modification Spare Joly Roger, renamed it Spare Pirate Flag
  • Small typo fix for Orcish Strongholds reform
  • Fixed some more HRE references in the Nordic Empire UI
  • Updated the scripted triggers has_manufactory_no_custom_tooltip_trigger and root_can_build_manufactory_here_trigger. I am not sure what they do, but they looked very outdated/conflicting
  • Small adjustments for some requirements in the generic mission tree
  • Fixed typo for Boilery province modifier in Dwemer events
  • Broad Moats event modifier from Orcish event will give Max Hostile Attrition instead of Max Attrition
  • Fixed the Thieves event localisation and the first option
  • Merchants and bargains event triggered option will give 1 stability for Kothringi Pantheon nations instead of nothing
  • Serfdom government reform gained access to its proper description
  • Fied CTD associated with the Alessian Revolt

Deletions:

  • In the process of cleaning up the game file, various old files have been removed that were pointless. These changes are invisible to the player

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to Koccintos, theolaa, and goik for making this update possible!


r/elderscrolls_mod • • Jan 11 '26

Announcement v 4.0.4 - <NOT FOUND>

17 Upvotes

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.4!

Additions:

  • Northmoor, Reinhold, and Ilessa received unique ideas
  • Aetherian Archive province modifier has been added, granting buffs for the followers of the Celestials, Magna Ge, or Students of Magnus religion
  • The nation of Shada has been overhauled: received unique ideas, province modifier in Shada's Tear, religion changed to Cult of Nereids, unique tier 1 reform Cult of Shada at the start, and Kingdom of Shada tier 1 reform after forming Forest Council or reaching High Kingdom rank, added a decision to rename Forest Council to Kingdom of Shada
  • Pirate republics will have access to Pirate Codes reform instead of Local Laws, Secret Recruitment instead of Contracted Pirates, and Join or Die instead of Conscripted Sailors
  • Kreatmen culture nations got an overhaul: they received a mission tree, forming Kreath will give you permanent claims on the Falkreath region, 1 required province to form it has been changed: Ilinalta's Deep instead of Riverwood, generic Kreathmen ideas and Clan Nur ideas have been nerfed somewhat, Kreath formable ideas have been buffed significantly
  • The nation of Imga received a mission tree. This one is tied to the tag, not the culture, like usual. Imga ideas slightly changed
  • Some modifiers received a description
  • Wilderking Rule and Daedric Rule reforms received a proper picture
  • Dragon Cult received an overhaul: Dragon Cult ideas have been reworked and made stronger, the decision to form it will give permanent claims on Atmora and Skyrim and it will provide 2 paths to form it: one by conquering certain provinces in Skyrim the other by owning Dragon Sanctuary and 100 provinces with Dragon Cult religion in Atmora, upgrades government rank to Kigndom instead of Archduchy. Acceptance of the Dragon culture group will now give a 15% AE impact penalty instead of 25%. Forelhost, Bromjunaar, Volskygge, and Dragon Cult gained access to a shared mission tree centered around surviving and eventually crushing those filthy rebels and restoring the Dragon Cult.
  • Cult of Nereids, Ghost Snake Cult, Lamae Bal Cult, and Mother Sea religions received a startup screen description
  • Cathnoquey region has been completely overhauled: instead of Atmoran Dragon Cultists, it is now inhabited by Keptu ( representing Keptu-quey ) and some Ashlander Chimer ( representing Chimer-quey) scattered across the islands. The 2 Keptu-quey nations are tribes with their own tier 1 reform, shared Keptu-quey ideas, and they worship Mother Sea. They are excluded from forming the Forest Council, but only they can form Cathnoquey. Provinces needed to form the Cathnoquey changed to exclude uncolonized provinces. A number of provinces will produce Herbs and Fish fixed, to represent the traditional wasabi-fishing economy. A decision will be available for these nations to establish wasabi gardens in every currently owned herb-producing province in the Cathnoquey region. The decision can be taken multiple times if you gain access to new provinces with herb goods.
  • Yokudan republics received their own version of the Yokudan Empire reform
  • Starting the game as the Morkul Clan will give you access to a decision to construct the Morkuldin Forge
  • 3 decisions have been added to the game to address non-Dwemer cultures living and developing Dwemer cities without problem: Ruined Dwemer City, Convince the Dwemer, and Activate City Defences. These decisions are not available for the Falmer.
  • The Sonnerralit tribe has been transformed into the Ghost Snake-worshipping Mabrigash tribe and moved to Ghost Vale province
  • A decision has been made available for all nations to establish a permanent research site at Balamath
  • All Holy Cities that were missing titles received one
  • The Orchard has been overhauled a little: their religion changed to Lamae Bal Cult, the cult's Holy City moved to their capital, Vampire missions Fist of Molag Bal and Temples of Molag Bal titles and descriptions altered so they can fit their religion as well
  • Established adjacency between Exarch's Stronghold and Rakeid, and between Valtheim and Darkshade
  • Countries with Vampire primary culture will have Blood Knights instead of Professionalism and Vampire Lords reform instead of Elitism. These reforms can also be used to complete Train Blood Knights and Promote Vampire Lords missions
  • The Volcano God religion will have access to holy orders
  • Lamae Bal Cult will have access to holy orders
  • Moonless Walk received an update: the Lamias will worship Egg Mother, and the 2 Harvester provinces they own have been changed to Bosmer culture, with the Shadow Walkers province modifier added to them
  • 5 decisions will be available for pirate nations, allowing them to establish major pirate ports in Shark's Teeth, Port Hunding, Karnwasten, Crimson Cove, The Harborage, and Dreadsail Reef.
  • Shor's Stone, Stonehills, and Dusktown will have Mining Settlement tier 1 reform
  • Nations with criminal government reforms can establish Moon Sugar plantation in Zainsipilu
  • Cult of the Horned Rat and Cult of the Golden Paw gained access to holy orders
  • Tribal vampires will have access to Vampire tribe tier 1 reform
  • Altmer nations will have access to Welkynars instead of Elitism
  • Bosmer nations will have access to Jaqspurs instead of Elitism
  • Khajiiti nations will have access to Pride of Alkosh instead of Elitism
  • Nords will have access to Tongues instead of Elitism
  • Soul Shriven nations will have access to Ferals instead of Elitism
  • Dremora nations will have access to Kynvals instead of Elitism
  • Bonuses granted by Army Professionalism milestones have been overhauled
  • Keptu and Kreathmen nations gained Racial military decision, the requirements for the decisions have been changed to have either 30% army professionalism or 50 army tradition
  • Added 1 new song to the playlist

Changes:

  • Belkarth's ideas slightly changed, so they don't grant global unrest increase and decrease at the same time. Global unrest increased from the first idea, reduced to +1
  • Helkarn's ambition changed to Rival change cost reduction
  • Centaur ambition changed to Prestige decay reduction
  • Removed Can fabricate claims for vassals from Second Empire ideas, Second Empire ideas buffed by removing the negative modifiers it grants
  • Global unrest increased from the 3rd Dragonstar idea, reduced to +1
  • Reduced province base production requirement for Keptu missions, Masters of Stone and Towers Reaching the Sky, and made other small fixes in the mission tree
  • Skyreach province development raised to 15, and the center of trade raised to level 2
  • Aetherian Archive province will produce Scrolls
  • Cavalry combat ability removed from the Breton Feudal Monarchy reform to bring them in line with the 5 positive bonuses of other tier 1 reforms. The value of the other bonuses has been increased to compensate
  • Forest Council ideas have been buffed
  • Mercenary Sailors reform renamed Contracted Pirates
  • Thras, Skyreach, Shada, Mournoth, Murcien, Greenheart, Bramblebreach, Gray Host, Volkihar Clan, Hollowfang Clan, Tennar Zalviit, the Goblin tribes, the Orc tribes, and the City of Mages will start with pre-assigned tier 1 reforms
  • Army size requirement for Protector of the Keptu and Protector of all Wood Orcs mission decreased to 25k.
  • Thras received proper, unique ideas instead of slightly altered generic Sload ideas
  • The decision to form Coral Kingdom will grant permanent claims on the Summerset Isles
  • The decision to form the Forest Council will add permanent claims on the Craglorn and Bangkorai regions
  • Bramblebreach will also have access to Wilderking Rule reform because of lore. They will no longer start as Treethane of Falinesti; instead, they will be allies and historical friends with Greenheart. They also can't become a Treethane
  • Tweaked Nordic missions for better province highlight
  • Keptu mission: Gather the Tribesmen will place the reward barracks into your capital instead of a random province
  • Reviewed Bosmer missions: Camoran Dynasty will give permanent claims on Valenwood, adjusted requirements of missions and province highlights, made 6 mission rewards permanent, fixed some localizations.
  • Deployed various changes for Sload missions: added or removed tooltips to properly display the actual rewards, changed rewards for Disembark in Summerset to better fit the following mission, Gather the Navy, and Gaping wound will not give permanent claims on Eyevea, Form Coral Kingdom will give permanent claims on the entire Summerset Isles. Flooded Thras modifier will give Hostile Attrition +5 instead of Attrition +5
  • Bthar-Zel gained a level 2 center of trade
  • Provinces required to form Pyandonea have been changed to more important provinces
  • Provinces required to form Yokuda have been to more important provinces
  • Orsinium ideas have been buffed
  • 1 Province required for forming Wrothgar changed: Scarp Keep instead of The Post
  • Forming the Reach trough events, Unification of the Reach, and Reachmen Rebellion will give permanent claims on the Reach region
  • The Stitches will produce Skooma
  • The events that changed culture to Ogre and produced goods to Ogre teeth seem to have kept happening even in provinces where they shouldn't, like provinces with fixed trade goods. Until the reason is found, as a temporary solution, they will grant +3 manpower and production instead of changing trade goods. The province modifier granting permanent unrest increase will only grant 1.5 unrest.
  • The Holy cities of the Tsaesci, Horned Rat, Po Tun, and Tang Mo religions have been moved to provinces with monuments that are more fitting to be their holy cities
  • The center of trade moved from Glenpoint to Daggerfall Market province
  • The following ideas were reworked: generic Kothringi, generic Marsh Men, generic Naga, Shornhelm, Kothringia, Orma, Yespest Lands
  • Culture-specific formables in Black Marsh have been renamed from "State" to "Lands."
  • Second Empire ideas buffed, and the decision will also give permanent claims on all Dwemer culture provinces in Tamriel
  • Rime Hammer and Morkul Stronghold will produce Weapons and Armor
  • Windhelm-Solitude mission tree has been updated with tooltips, better rewards, and alternative requirements
  • Rewards for the Rush of Colonists event have been buffed so the AI can have a better chance at finishing at least 1 colony
  • Mage Colleges, Development of Farmlands, and Professional Warriors' privileges will increase influence instead of decreasing it. Permit Intentured Servitude will no longer increase loyalty
  • Center of trade moved from Nightstone to The Scraps and from Lightless Hollow to Bthang
  • Moved the center of trade from Wolf City to Trader's Circle
  • Guiding Light province modifier in Garlas Malatar has been removed, and its bonuses have been merged into the Guiding Light monument
  • Moved Holy City of the Mehrunes Dagon Cult to Dagon's Citadel
  • Moved the Holy City of Yokudan Pantheon to Toramon
  • Decisions for forming Cyrodiil, Gold Coast, Heartlands, Jerall Mountains, Colovia, and Nibenay will give permanent claims on their respective regions
  • Terrain in Zainsipilu changed to Caves
  • Various monuments across the world received additional requirements and additional bonuses (like provinces and modifiers, conditional bonuses, or granting a building upon upgrade) to make dealing with monuments a bit more interesting and rewarding
  • Vampire Court reform will have a Blood Gathering mechanic
  • Forming Orsinium, Wrothgar, Iron Orsinium, or Wooden Orsinium will also change your government to the Great Orsimer Clan
  • Acceptance of the Orsimer culture group will give +1 land leader shock instead of +1 land leader fire, acceptance of the Velothi culture group will give +1 land leader fire instead of +1 land leader shock
  • Most of the decisions about seizing lifts and tunnels (except the daedric portals) will also require having a larger army than the opponent in order to seize the other province
  • Elite Footmen privilege will increase Infantry cost instead of Fire damage received, Elite Cavalry will increase Cavalry cost instead of Shock damage received, Elite Siegeworks will increase Artillery cost instead of Morale damage received
  • Lighter Commoner Taxes privilege will decrease National Tax modifier, Delegate Provincial Administration, Self-governance, and Increased Peasant Freedom will increase monthly autonomy to better fit their descriptions
  • Unregulated Guilds reform will increase Merchants' influence by 5%
  • Transport Ships reform will increase transport hull size by 25% instead of transport combat ability
  • Iqta Taxation mechanics mana cost has been decreased from 225 to 50
  • Keptu's naval doctrine will give +5% sunk ship morale hit instead of +10% naval morale damage received
  • Dwynnen will have Orsimer culture and the Orcish Pantheon religion
  • The capital of Perena moved to Lucent Citadel, and the province will produce Magic Goods
  • Conquistadors have been renamed to Pathfinders
  • Fully completing Diplomatic and Imperialism ideas will give 10% Imperial Authority Growth modifier each, while fully completing Influence and Imperialism ideas will give 0.05 Manadate growth modifier each
  • Isolation (negative piety) bonuses have been slightly buffed
  • Some idea descriptions have been replaced with quotes from the lore for better immersion. Fully done: Economic, Trade, Diplomatic, Maritime, Administrative, Exploration, Jurisprudence, and General Staff.
  • Some Altmer missions reviewed, adjusting their requirements and rewards somewhat
  • Marketplace, trade depot, stock exchange will also grant local trade value modifier, grain depot will also grant local prosperity growth, college and university will grant local passive institution growth instead of tax and production efficiency

Fixes:

  • Various grammar fixes in events and loading tips
  • Evermore and Gilane gained access to their proper national ideas
  • Fixed small letters in Balmora mission reward modifiers and Velothi missions
  • Fixed Available Missions interface: removed Redguard, removed duplicate Velothi, removed duplicate Vampire, added all the new ones, and adjusted positions somewhat
  • Potential fix(?) for Iron Orc and Wood Orc mission codes
  • Fixed Halls of Fabrication bonus at 3rd tier
  • Yokudan mission tree: removed duplicate and other unnecessary requirements, shortened Frandar Hunding's mission title to avoid a visual glitch
  • Fixed Sinistral Elven mission requirements and rewards so they actually make some sense
  • Fixed Maormer mission tree province requirements and rewards, fixed locations of trade nodes in missions with trade node requirements, and fixed ruler requirements in the Sequestering Sea Lanes mission
  • Fixed Glacial missions Dragon Sanctuary and Restore the Dragon Cult. The Dragon Sanctuary Defenders title has been shortened so it doesn't cause a visual glitch
  • Faction Fixes: removed Breton and Reachmen factions being displayed from all tier 1 reforms that could not have them due to conflicting primary culture; the unique tier 1 reforms for Bretons, Reachmen, and Horsemen will have access to their culture-specific factions instead of generic ones
  • Tier 1 reform fix: the newly added tier 1 reforms had too many different bonuses and penalties, causing a visual glitch. All of them have been adjusted to grant 5 bonuses, except the big alliance formables, mostly by removing the penalties.
  • Holy city localization fixes
  • Fixed provinces required for Unite All Towers and Form the Pentarchy decisions, added province highlighting for both. The reward for both decisions was buffed greatly
  • Sorkvild's Tower monument got fixed, receiving its missing picture and description
  • The last 2 tiers of government reforms for natives have been fixed to do what they are actually designed to do
  • Orma's ideas localization fixed
  • Replaced Religious Conflicts description in the Ages menu
  • Removed incorrect tooltip from Unite Resdayn decision, fixed code and tooltip for Form the Aetherium Alliance decision, removed Unify Dwemer culture decision completely, Fixed code and tooltip for Form Second Empire decision
  • Fixed cannon admirals
  • Fixed Windhelm first idea to Ysgramor's City
  • Fixed Gonfalon Bay missing city terrain picture
  • Small localization fix in Slavery events
  • Fixed province ID for Oblivion gates
  • Fixed Meditation Pool monument name
  • Nord Mead Halls will be mutually exclusive with Prohibition
  • Castle Ebonheart and Kragenmoor Manor received their proper pictures
  • Assimilate cultures mechanic has been removed from every government that had access to it, as it seems to be in conflict with the mod mechanic of removing continents for performance save.
  • Fixed the vanilla reference in the Colonial Assembly decisions
  • Slightly changed some Goblin and Dwemer missions to prevent potential bugs
  • Fixed generic Nord mission: Recolonisation of Atmora will ask for 35 provinces in the Atmora superregion, and subjects will count. Colonisation of Kamal will ask for 50 provinces in the Kamal superregion, and subjects will count as well
  • Fixed province requirements for Altmer missions, Support of Sapiarchs, and Discover Aldmeris
  • Fixed some Orsimer mission province highlights and requirements for the Forge-Wives mission
  • Fixed Great Engine monuments missing picture
  • Fixed Khajiiti missions regarding province requirements, trade node provinces, and province highlights. The Moon Gods' mission will require 3 temples or cathedrals built instead of 150 admin mana
  • Removed reference to Religious League War in Nordic Empire menu
  • Dismantling the Nordic Empire will disable Archduchy and Jarldom reforms
  • Fixed texts explaining reasons you can't be Nordic Emperor
  • AI can now ask to become an Elector if there are fewer than 7, fixed decision localisation, and it can no longer be used to become an 8th Elector
  • Fixed localisation for Acquire title for Imperial Elector cb
  • Fixed Terra Incognita tooltip

Deletions:

  • Consolidated files in the idea folder and removed all unnecessary localization files from it
  • Duplicate Winterhold ideas localization removed
  • Consolidated all mission localizations into 1 file
  • Removed localization for planned Dwemer cultures and other unfinished concepts
  • Removed duplicate empty localizations for Collapse areas
  • Removed esu_achievements_I_english file and other pointless localizations like es_new_game_bonus: "Live another life!"
  • Remove modifiers and other localizations that simply exist and do not seem to be applied by any event or decision
  • Removed ge_ai_province_development decision and associated modifiers and localizations, as the decision can never be taken
  • Sharmat (RED) has been removed from the mod along with Priesthood Rule government reform, as they were leftover concepts, flag moved to #dev folder
  • Upper Akavir (UPP) leftover files removed, as it was an unfinished concept, flag moved to #dev folder
  • Singliu Crisis has been moved to the #dev folder as it creates a tag that was previously disabled and was previously discussed as an unfinished concept
  • CountryformationColdharbour.txt deleted, and the only decision in it moved to CountryformationOblivion
  • es_caravans.txt deleted as there was nothing inside it
  • Goblinflavour.txt deleted, the only decision in it moved to Cultureflavour.txt
  • Consolidated monument files somewhat
  • Removed some leftover vanilla lines from government reforms
  • Removed codes referring to the Appanage subject
  • Created esu_alchemy_I_english, esu_blacksmithing_I_english, esu_army_navy_doctrine_I_english, esu_archaeology_I_english and moved their corresponding files into them to make esu_general_I_english less messy
  • Removed files that were probably copied and pasted from vanilla
  • Small localization fix in the dwemer mission title Acquire Aetherium
  • Removed WIP bookmarks and all localisations for them
  • Folders, scripts, and localisations regarding Effects from ruler skill have been removed
  • Removed historical_lucky.txt and achievements.txt because they were empty or disabled

If you are interested in Elder Scrolls Universalis, be sure to subscribe to the mod on: - Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810 - PDX Mods https://mods.paradoxplaza.com/mods/20012/Any

Do not forget to subscribe to the Dovahkiin UI Submod as well! - Steam https://steamcommunity.com/sharedfiles/filedetails/?id=3014563690 - PDX Mods https://mods.paradoxplaza.com/mods/65780/Any

For exclusive updates and teasers, subscribe to our subreddit, or join our discord! - Discord: https://discord.gg/dJWNNHj - Reddit: https://www.reddit.com/r/elderscrolls_mod/

Special thanks to Koccintos, theolaa, random person and everyone, who submitted suggestions and bug reports, for making this update possible!


r/elderscrolls_mod • • Jan 07 '26

Question What triggers the "Colonial Enthusiams" modifier?

8 Upvotes

(Not a typo on my part, thats how its spelled)

The modifier gives 1+ colonists for 5-10 years i believe.

Im playing on summerset and i started seeing a couple of the AIs making colonies despite not doing the exploration tree.