CLAUDE.md: add bookmarks/bookmarks/, opinion_modifiers/, and religion_families/ to project structure tree. MASTERPLAN.md: remove resolved trait_knows_hemalurgy item from M1. REVIEW_NOTES.txt: update WARNING-05 to reflect that tiered attention modifiers are now defined. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
623 lines
31 KiB
Markdown
623 lines
31 KiB
Markdown
# MASTERPLAN — Lords of Ash
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## Vision
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A Crusader Kings III total conversion set in Brandon Sanderson's Mistborn: The
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Final Empire. The player experiences the world of Scadrial through the "End of
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an Empire" bookmark — playing as Kelsier leading his unlanded crew, or as Vin
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navigating a world of noble intrigue and Allomantic power. A game rule toggle
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lets players choose between Narrative Mode (curated story arcs following the
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book's plot) and Sandbox Mode (play any character, acquire metallic arts via
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decision). The mod is rich with Sanderson lore, features a custom Scadrial map,
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full graphics, and deep event content.
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**Done** means: Steam Workshop release quality. A player installs the mod, picks
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the "End of an Empire" bookmark, chooses Kelsier or Vin, and plays through a
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complete Mistborn: The Final Empire experience — from crew assembly through the
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Fall of Kredik Shaw — on a custom Scadrial map with custom art, polished
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balance, and clean error logs. Alternatively, they can flip to Sandbox Mode and
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play any house lord with full metallic arts mechanics.
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**DLC dependencies:** Roads to Power (unlanded adventurer band system), Royal
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Court (artifact system).
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---
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## Current State
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Strong foundation, not yet playable.
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**What exists:**
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- 12 Misting traits + Mistborn + strength tiers + potentials
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- Feruchemy (full Feruchemist + potential)
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- Hemalurgy (5 spike types + Inquisitor creation)
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- Compounding detection on yearly pulse
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- Lord Ruler Attention system (0-100, 3-tier escalation events)
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- 4 religions (Steel Ministry, Terris, Survivorism, Cult of Ruin), 5 holy sites
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- 3 cultures (noble_scadrian, skaa, terris) with pillars and traditions
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- 10 dynasties (Great Houses), 20+ placeholder characters
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- 5 kingdoms, duchies, counties, baronies mapped to vanilla Swiss provinces
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- 4 decisions (balls, snapping, kandra, hemalurgy)
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- 8 event files (~2,700 lines, several are stubs)
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- 4 men-at-arms types
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- Full localization coverage (874 lines across 9 files)
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- Bookmark definition (bm_end_of_an_empire) with 4 placeholder characters
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**What's missing or broken:**
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- Province history files are empty (mod may crash on load)
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- `@#` comment syntax in several files (CK3 uses `#`)
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- Characters are placeholders, not canonical Mistborn figures
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- No custom map (using vanilla provinces)
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- No graphics (trait icons, portraits, loading screens)
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- No unlanded band system
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- No custom name lists
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- No vanilla content suppression (vanilla decisions bleed through)
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- No game rule definitions
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- No custom buildings, schemes, or casus belli
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- Several event files are stubs (~20% content)
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- Lord Ruler not implemented as a character
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- `e_final_empire` has no holder
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---
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## Milestones
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Each milestone is a **playtesting anchor** — the mod loads, the new features are
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functional enough to test, and friends can give feedback. Rough edges and
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placeholder content are acceptable. Steam-release polish happens in M8.
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---
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### M1: Foundation
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*The mod loads and plays cleanly on the vanilla map.*
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**Scope:**
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- Fix province history — create `history/provinces/` files assigning culture,
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religion, and holdings for all mapped provinces
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- Fix `@#` comment syntax to `#` in all affected files
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- Verify all modifier definitions exist and match their localization keys
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- Fix scripted trigger issues:
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- `is_feruchemist_trigger` should not match dormant potential
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- `has_allomantic_potential_trigger` should distinguish active vs dormant
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- Unify the dual Lord Ruler attention system (variable-based + modifier-based)
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- Suppress vanilla decisions that break immersion — create empty replacement
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files in `common/decisions/` for vanilla decision files
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- Define game rule infrastructure in `common/game_rules/` (Narrative vs Sandbox
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toggle, even if not yet meaningful)
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- Boot test — load mod, verify error.log is clean, play 5 years
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**Key files:**
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- `history/provinces/` — new files (one per province or grouped by dominance)
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- `common/scripted_triggers/mistborn_triggers.txt`
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- `common/scripted_effects/mistborn_effects.txt`
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- `common/modifiers/00_mistborn_modifiers.txt`
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- `common/game_rules/` — new directory and file
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- `common/decisions/` — vanilla suppression files
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**Exit criteria:** Mod loads with no errors. No vanilla decisions visible. Game
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rule appears in setup screen. Play a landed noble for 5 years without crashes.
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---
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### M2: The Metallic Arts
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*All metallic arts systems are complete and tested.*
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**Scope:**
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- Validate and polish all Allomancy traits — inheritance chances, trait
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interactions, icon references
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- Complete the snapping event chain — all outcomes, edge cases, forced snapping
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- Add Allomantic Training event chain (education-style, mentor teaches pupil,
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choices influence specialization, grants `allomantic_strong` on completion)
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- Validate Feruchemy system — ensure Terris-only inheritance, Keeper mechanics
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- Validate Hemalurgy — spike application events, Inquisitor creation, Ruin
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influence consequences
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- Validate Compounding — yearly pulse detection, correct trait pair matching,
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compounder modifier balanced
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- Add savant consequences (negative effects for `trait_allomantic_savant`)
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- Add metal supply and scarcity system — Allomantic power depends on access to
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metals. Noble houses maintain reserves (gold cost), skaa use black markets
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(risk of discovery). Supply modifiers (abundant/low/depleted) affect combat
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stats. Wartime consumption, depletion events, resupply decisions.
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- Balance men-at-arms types (Hazekillers, Koloss, Mistborn Agents) — damage,
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toughness, cost, terrain modifiers
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- Polish existing event files — complete stub events in `hemalurgy_events.txt`,
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`atium_events.txt`, `skaa_events.txt`, `skaa_allomancer_events.txt`
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- Add Sandbox Mode decision: "Discover Your Metallic Arts" — lets any character
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test for Allomantic/Feruchemical potential (only in Sandbox game rule)
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- Localization for all new content
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**Key files:**
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- `common/traits/` — all 6 trait files
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- `events/snapping_events.txt`
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- `events/hemalurgy_events.txt`, `atium_events.txt`, `skaa_events.txt`,
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`skaa_allomancer_events.txt`
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- `common/on_action/mistborn_on_actions.txt`
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- `common/decisions/00_mistborn_decisions.txt`
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- `localization/english/mistborn_traits_l_english.yml`
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- `localization/english/mistborn_events_l_english.yml`
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**Exit criteria:** Snap a character into a Misting or Mistborn. Train an
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Allomancer pupil. Create a Steel Inquisitor via Hemalurgy. Trigger Compounding.
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Use Sandbox decision to gain powers. All metallic arts events fire correctly.
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---
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### M3: The Final Empire
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*Canonical characters populate the world. The Lord Ruler looms over everything.*
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**Scope:**
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- Design and implement the Lord Ruler as off-map religious head:
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- Change Steel Ministry doctrine from `doctrine_no_head` to spiritual head
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- Create Lord Ruler as immortal character (Compounder: Allomancy + Feruchemy +
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atium bracers)
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- Assign as `e_final_empire` holder and Steel Ministry religious head
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- Make non-playable via scripted trigger or game rule
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- Lord Ruler attention events now reference him directly
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- Create canonical characters with appropriate traits:
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- **Kelsier** — Mistborn, ambitious, brave, scarred (Pits survivor)
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- **Vin** — Mistborn potential (pre-snap), paranoid, young
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- **Sazed** — Feruchemist, Terris Keeper, scholarly
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- **Breeze** — Soother, noble-born skaa
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- **Ham** — Thug, philosophical
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- **Clubs** — Smoker, gruff veteran
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- **Dockson** — no Allomancy, organizer
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- **Marsh** — Seeker, later Inquisitor
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- **Yeden** — skaa rebel leader
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- **OreSeur** — kandra (needs kandra trait)
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- **Elend Venture** — heir to House Venture, bookish
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- **Straff Venture** — head of House Venture, Tineye
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- **Shan Elariel** — Mistborn, noble rival
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- **Steel Inquisitors** — Hemalurgic super-soldiers
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- Other Great House heads matching existing dynasties
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- Keep or rework existing placeholder characters as minor nobles where they fit
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- Create custom name lists for all 3 cultures in
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`common/culture/name_lists/` — male, female, dynasty names drawn from
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Mistborn lore
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- Create special buildings in `common/buildings/`:
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- **Kredik Shaw** (Luthadel) — unique palace, prestige and control bonuses,
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holy site building
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- **Pits of Hathsin** — atium generation, tyranny cost, built by Lord Ruler
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- **Conventical of Seran** — Inquisitor base, dread and martial bonuses
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- Deep religion overhaul with custom tenets and doctrines:
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- 12 custom tenets (3 per faith) replacing vanilla placeholders: Obligator
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Hierarchy, Allomantic Oversight, Imperial Mandate (Steel Ministry); Keeper's
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Vow, Metalmic Preservation, Worldbringer Mission (Terris); Kelsier's
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Sacrifice, Hope in Ash, Underground Network (Survivorism); Hemalurgic Rites,
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Embrace Destruction, Ruin's Whispers (Cult of Ruin)
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- 2 custom doctrine groups: Allomantic Stance (Divine/Controlled/Forbidden),
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Caste Doctrine (Divine Order/Irrelevant/Tool)
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- Expanded holy sites (~10 total, differentiated by faith) with conditional
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sites (Kelsier's Pyre activates on martyrdom, Well of Ascension on endgame)
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- Terris Keepers: secret faith mechanics
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- Survivorism: rebellion bonuses
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- Cult of Ruin: Hemalurgy bonuses
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- Holy orders: Steel Inquisitor order (hireable MaA + individual Inquisitor
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request mechanic with unique interactions) and Keeper Network (secret society
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with joining, progression, coppermind sharing, Ministry discovery risk)
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- Add kandra trait and kandra Contract mechanics (kandra characters are
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shapeshifters bound by Contracts)
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- Custom education system with 5 tracks mapped to lifestyles: Allomantic
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Training (→Metallic Arts), Noble Court Education (→Noble Intrigue), Ministry
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Indoctrination (→Steel Ministry), Skaa Survival (→Underground), Keeper
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Apprenticeship (→Scholarship). 20 education traits (4 tiers × 5 tracks),
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snapping can trigger during Allomantic Training, Keeper education produces
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network initiates. Suppress vanilla education.
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- Dynasty legacies: 5 universal legacy trees (Allomantic Bloodline, Political
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Dominance, Ministry Connections, Metallurgic Wealth, Underground Network) with
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5 tiers each, plus 10 house-specific 3-tier legacies for each Great House.
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- Custom death reasons (12 Mistborn-specific causes) and ~15 character nicknames
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("the Survivor," "Ash Lord," "the Liberator," etc.).
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- Create artifact system (Royal Court DLC) with 9 core types: mistcloaks,
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metal vial sets, glass/obsidian weapons, dueling canes, koloss swords,
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copperminds, metalmind sets, Lord Ruler's atium bracers (unique legendary),
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Inquisitor spike sets. Crafting decisions, equipment restrictions by trait,
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starting artifacts for canonical characters.
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**Key files:**
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- `history/characters/00_mistborn_characters.txt` — major rewrite
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- `history/titles/00_mistborn_titles.txt` — reassign to canonical characters
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- `common/religion/religions/00_scadrial_religions.txt`
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- `common/culture/name_lists/` — new directory
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- `common/buildings/` — new directory
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- `common/landed_titles/00_landed_titles.txt` — add special building slots
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- `localization/english/` — significant new localization
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**Exit criteria:** Start the game. Kelsier, Vin, Elend, and the Lord Ruler
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exist in the world. Lord Ruler is religious head of Steel Ministry. Kredik Shaw
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and Pits of Hathsin have special buildings. Names are Scadrial-appropriate.
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---
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### M4: Scadrial on the Map
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*The vanilla map feels like Scadrial. The mod is shareable.*
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**Scope:**
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- Relabel all vanilla provinces with Scadrial names in localization (players see
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"Luthadel" not "Bern")
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- Set terrain types that evoke Scadrial:
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- Mountains → Ashmounts
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- Wasteland/desert → Ash plains
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- Urban → Luthadel, major cities
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- Hills → mining regions
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- Add province modifiers:
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- `ash_blight` on ashmount-adjacent provinces
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- `mist_heavy` on certain provinces (Allomancer snapping bonus)
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- `fertile_ashland` on the few productive regions
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- Suppress remaining vanilla bleed-through:
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- Empty replacement files for vanilla events that break immersion
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- Suppress vanilla GUI text where possible via localization overrides
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- Create custom casus belli in `common/casus_belli_types/`:
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- House War (noble house vs noble house)
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- Rebellion (skaa vs noble/Lord Ruler)
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- Inquisition Purge (Steel Ministry vs heretics)
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- Dominance Claim (claim a Dominance title)
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- Create custom schemes in `common/schemes/`:
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- Noble Infiltration (spy on a house via balls and agents)
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- Raid House Vault (steal gold, reduce control)
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- False Flag (hostile action that frames a third party)
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- Replace all 5 vanilla lifestyles with Mistborn-themed ones: Metallic Arts
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(Allomantic Mastery / Feruchemical Study / Hemalurgic Research), Noble
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Intrigue (Ball Culture / House Espionage / Contract & Commerce), Steel
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Ministry (Obligator's Path / Inquisition / Canton Authority), Underground
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(Crew Leadership / Guerrilla Warfare / Shadow Network), Scholarship
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(Keeper's Path / Metallurgic Theory / Imperial History). ~75 perks, ~75
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lifestyle events, full perk trees with synergies to other mod systems.
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- Replace/retheme vanilla activities: suppress pilgrimage/tournament/grand tour,
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retheme feast (Noble Banquet), hunt (Mist Patrol), wedding (House Alliance
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Ceremony). Promote Noble Ball to full multi-phase activity (7 phases: guest
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selection through departure, with Allomantic interactions at every phase).
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- Full custom council system: retheme all 5 council positions (Obligator
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Liaison, Hazemaster, House Comptroller, House Informant, Ministry Preceptor)
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with 10 custom council tasks that interact with Lord Ruler attention, metal
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supply, skaa unrest, and Allomantic trait systems. 7 custom court positions
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(Royal Court): Terris Steward, Kandra Agent, Allomantic Advisor, Hazekiller
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Captain, Obligator Witness, Court Smoker, Master of Revels. Each with
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passive bonuses and special effects. Suppress/retheme vanilla positions.
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- Caste law system: 3-tier caste laws (Strict/Relaxed/Abolished) enforcing the
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noble/skaa divide. Cross-caste consequence events (affair discovery, half-skaa
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children, hidden heritage exposure). Post-rebellion law repeal pathway.
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- Cultural innovation system: "Age of the Lord Ruler" era (~8 pre-unlocked
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innovations representing Imperial stagnation) and "Age of Liberation" era (~8
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innovations locked until the Lord Ruler falls). Keeper Network accelerates
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post-rebellion research. Vanilla eras fully suppressed.
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- Custom government types: Imperial Appointment (noble houses, no partition,
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Lord Ruler appoints), Theocratic Ministry (Steel Ministry cantons, piety
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focus), Post-Rebellion Elective (council election after Lord Ruler falls).
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Suppress vanilla feudal/tribal.
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- Custom factions: Skaa Rebellion, Ministry Loyalist, Noble Reform, Keeper
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Underground, Cult of Ruin. Each with setting-appropriate demands and
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ultimatums. Lord Ruler can intervene against factions.
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- Custom vassal contracts: Plantation Tribute, House Guard Obligation, Atium
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Tithe, Allomantic Service, Inquisition Access, Title Revocation. Mistborn-
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specific terms with Lord Ruler attention interactions.
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- Custom secret types (8): secret Allomancer, hidden skaa heritage, Keeper
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identity, kandra imposter, atium hoard, crew membership, Ministry informant,
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secret Survivorist. Custom hooks from secret discovery. Integrates with
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Inquisitor investigation and council tasks.
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- Custom court types (Royal Court): Noble Keep (grand, political), Ministry
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Canton (austere, bureaucratic), Underground Hideout (rebel, secretive).
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- Portrait modifier system (triggers defined, art in M8): hemalurgic spike
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eyes, Allomancer burn marks, ash-stained clothing, Terris robes, mistcloaks.
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- Full testing pass — error.log review, 20-year playthrough, verify no vanilla
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anachronisms visible
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**Key files:**
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- `localization/english/mistborn_titles_l_english.yml` — province renames
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- `common/casus_belli_types/` — new directory
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- `common/schemes/` — new directory
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- `common/council_positions/00_mistborn_council.txt` — rethemed council
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- `common/council_tasks/00_mistborn_council_tasks.txt` — custom tasks
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- `common/court_positions/00_mistborn_court_positions.txt` — court roles
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- `common/laws/00_mistborn_laws.txt` — caste laws
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- `common/culture/innovations/00_scadrial_innovations.txt` — custom eras
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- `common/governments/00_mistborn_governments.txt` — custom governments
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- `common/factions/00_mistborn_factions.txt` — custom factions
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- `common/vassal_contracts/00_mistborn_contracts.txt` — custom contracts
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- `common/secret_types/00_mistborn_secrets.txt` — custom secrets
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- `common/court_types/00_mistborn_court_types.txt` — court types
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- Province modifier definitions in `common/modifiers/`
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- `localization/english/` — massive expansion
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**Exit criteria:** A friend can install the mod and play. The world feels like
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Scadrial — Scadrial names, ash terrain, Mistborn mechanics, caste system,
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Imperial government, custom factions, no vanilla anachronisms. All core CK3
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systems are Mistborn-themed.
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---
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### M5: The Crew
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*Play as Kelsier's unlanded band. The bookmark works.*
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**Scope:**
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- Research Roads to Power adventurer band mechanics — understand band creation,
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member management, decisions, event scoping, interaction with landed system
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- Implement Kelsier's crew as adventurer band:
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- Kelsier as band leader
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- Vin, Breeze, Ham, Clubs, Dockson, Marsh, Yeden, OreSeur as band members
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- Vin playable as non-leader (investigate if CK3 supports this natively or if
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events/decisions must simulate it)
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- On Kelsier's death: Vin becomes band leader via event (martyrdom mechanic)
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- Create/update the "End of an Empire" bookmark:
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- Kelsier (unlanded crew, difficulty: medium)
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- Vin (crew member, difficulty: hard) — if non-leader play is feasible;
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otherwise Vin is Kelsier's heir and unlocks on death
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- Optional: keep 1-2 landed starts for house play (Elend Venture, etc.)
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- Activate game rule toggle:
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- Narrative Mode: Kelsier/Vin bookmark, curated events fire
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- Sandbox Mode: any character, "Discover Your Metallic Arts" decision
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available, narrative events suppressed
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- Crew-specific decisions:
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- Recruit a crew member (if starting with partial crew)
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- Plan the next operation (menu decision branching to arcs)
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- Lay low (reduce Lord Ruler attention at cost of momentum)
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- Non-DLC fallback: if Roads to Power not detected, Kelsier starts as landed
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minor lord of a Luthadel slum barony
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- Band council system: 7 crew roles (Crew Leader, Crew Second, Smoker,
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Soother/Rioter, Tineye Scout, Enforcer, Infiltrator) with mechanical bonuses,
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vacancy penalties when roles are unfilled, ~14 crew role events, and 5 band
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tasks. Each crew member's Allomantic ability enhances their role. Default
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assignments match the books (Clubs=Smoker, Ham=Enforcer, Vin=Infiltrator).
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**Key files:**
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- `common/bookmarks/00_mistborn_bookmarks.txt` — major rewrite
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- `common/decisions/` — crew decisions
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- `common/game_rules/` — activate toggle
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- `common/council_positions/01_crew_council.txt` — band council roles
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- `events/crew_role_events.txt` — crew role events
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- `events/` — crew-specific events
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- `localization/english/` — bookmark text, crew decisions, crew roles
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**Exit criteria:** Select "End of an Empire" bookmark. Play as Kelsier with
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crew. Crew roles assigned with mechanical effects. Recruit members. Game rule
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toggle works. If Kelsier dies, Vin takes over.
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---
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### M6: The Plan
|
||
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*The core story of Mistborn: The Final Empire is playable.*
|
||
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**Scope:**
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||
- **Crew Assembly arc** — recruit named crew members through skill checks and
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events. Each recruitment has a cost (gold/prestige) and a narrative moment.
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Completing the full crew grants a modifier and unlocks rebellion decisions.
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- **Skaa Army arc** — decision to raise hidden levy in caves. Multi-year
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building via events. Lord Ruler attention checks at each stage. Discovery =
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army destroyed + attention spike. Success = war option unlocked.
|
||
- **Noble House Infiltration arc** — spy scheme targeting noble courts. Ball
|
||
events where player chooses which house to approach. Rumor-spreading. Failure
|
||
risks cover being blown. Success undermines house alliances.
|
||
- **Rebellion arc** — faction-style mechanic for skaa uprising. Builds over
|
||
time based on tyranny/crackdowns. Civil war trigger when conditions met.
|
||
Military confrontation with the Final Empire's forces.
|
||
- **Kelsier's Martyrdom** — if Kelsier dies during the rebellion, his death
|
||
creates a Survivorism religious event. The rebellion strengthens (not ends).
|
||
Vin inherits leadership. A new religious icon appears in the faith.
|
||
- All events gated by game rule (Narrative Mode only; Sandbox players get the
|
||
mechanical systems but not the scripted story beats)
|
||
- Each arc needs: events, decisions, scripted triggers, scripted effects,
|
||
localization, on_action hooks
|
||
|
||
**Key files:**
|
||
- `events/` — new event files per arc (or expand existing ones)
|
||
- `common/decisions/` — arc-triggering decisions
|
||
- `common/scripted_effects/mistborn_effects.txt`
|
||
- `common/scripted_triggers/mistborn_triggers.txt`
|
||
- `common/on_action/mistborn_on_actions.txt`
|
||
- `localization/english/mistborn_events_l_english.yml` — major expansion
|
||
|
||
**Exit criteria:** Play as Kelsier from bookmark. Assemble the crew. Train the
|
||
skaa army. Infiltrate noble society. Trigger the rebellion. Experience Kelsier's
|
||
martyrdom. Vin takes over as leader. The core plot of Book 1 plays out.
|
||
|
||
---
|
||
|
||
### M7: The Deepness
|
||
|
||
*All event arcs implemented. Deep Sanderson lore throughout.*
|
||
|
||
**Scope:**
|
||
- **Raids on Noble Houses** — hostile scheme/decision chain. Steal gold, reduce
|
||
county control, lower prestige. Escalating consequences if caught.
|
||
- **The Eleventh Metal** — rare event chain for Mistborn/Augur characters.
|
||
Discover malatium. Reveals hidden information about powerful characters.
|
||
Grants intrigue advantage.
|
||
- **Mistborn Duels in the Mists** — personal combat events. Metal-type specific
|
||
options (Coinshots get ranged, Thugs get endurance, Tineyes detect ambushes).
|
||
- **Ball Assassination** — variant ball event with assassination attempt. Vin vs
|
||
Shan Elariel fight. Reveals hidden Mistborn status. Major political fallout.
|
||
- **Political Intrigue** — false flag scheme (frame a third house). Atium
|
||
contract auction (houses bid prestige/gold). Obligator oversight events
|
||
(bribe/intimidate/accept). Skaa mistress scandal chain.
|
||
- **Atium Economy** — atium supply modifier. Pits of Hathsin generation. Atium
|
||
contract as decision. Atium trading events. Atium as strategic resource.
|
||
- **Fall of Kredik Shaw** — endgame event chain. Requires understanding of
|
||
Compounding. Must identify and remove Lord Ruler's atium bracers. Triggers
|
||
unique war where Lord Ruler becomes mortal. Victory collapses `e_final_empire`.
|
||
New era begins.
|
||
- **Atmosphere & Flavor:**
|
||
- Ash falls — province events, ash blight modifier, clearing decisions
|
||
- The Mists — yearly encounters, Allomancer empowerment, skaa fear, rare
|
||
snapping triggers
|
||
- The Flower — rare positive morale event (hope in the ash)
|
||
- Sazed's Knowledge — Feruchemist learning events about lost religions and
|
||
history, coppermind mechanics
|
||
- Kandra Contracts — deepen kandra mechanics, impersonation events, Contract
|
||
obligations
|
||
- Rare and lore-extrapolated artifacts (~20 additional types): lerasium beads
|
||
(consumable, transforms user into Mistborn), Alendi's logbook (reveals Lord
|
||
Ruler origins), lord_ruler_metal_plates, individual metalminds (gold, pewter,
|
||
zinc, bronze, tin), noble house items (seal rings, contract portfolios, ball
|
||
finery, keep blueprints), Allomantic gear (upgraded bandoliers, tin
|
||
spectacles, bronze detection charms, emotional allomancy journals, pewter
|
||
training weights), Steel Ministry items (obsidian axes, writs of authority,
|
||
tattoo kits), skaa underground items (rebellion banner, crew toolkit,
|
||
network map, preserved flower), Terris items (worldbringer robes, prophecy
|
||
scrolls). Artifact discovery events, looting integration, metalmind
|
||
tapping/recharging cycle.
|
||
- 8 Mistborn-specific activities: Atium Auction (multi-round bidding for the
|
||
atium contract), Crew Heist (multi-phase job with Allomantic crew roles),
|
||
Steel Inquisitor Tribunal (tense heresy trial), Mistborn Night Raid (tactical
|
||
keep assault), Skaa Underground Rally (secret rebel gathering with betrayal
|
||
risk), Pits of Hathsin Expedition (atium mining death trap), Terris Synod
|
||
Gathering (secret Keeper conclave with coppermind sharing and Feruchemical
|
||
training), Allomantic Exhibition (competitive Allomancer showcase — the
|
||
Mistborn equivalent of a tournament).
|
||
- Advanced council and court interactions (~25 events): kandra "Replace a
|
||
Courtier" interaction with discovery chain, Court Smoker protection against
|
||
enemy Seekers, Obligator Witness betrayal/loyalty events, Terris Steward
|
||
secret Keeper reveal, metal-type specific Allomantic Advisor events, council
|
||
composition synergy with Lord Ruler attention, crew council advanced events
|
||
(full crew meetings, role conflicts, role evolution).
|
||
- Additional Sanderson lore events:
|
||
- Terris breeding program (Lord Ruler's suppression of Feruchemy)
|
||
- Obligator spy network flavor
|
||
- Skaa plantation life events
|
||
- Noble ball politics and gossip
|
||
- Koloss army events (uncontrollable berserkers)
|
||
- Steel Inquisitor encounters (terror events)
|
||
- Ashfall seasons affecting agriculture
|
||
- Deepness myths and Alendi's journal fragments
|
||
|
||
**Key files:**
|
||
- `events/` — many new event files
|
||
- `common/schemes/` — expand with new scheme types
|
||
- `common/decisions/` — atium decisions, endgame decisions
|
||
- `common/modifiers/` — atium supply, ash blight, mist modifiers
|
||
- `localization/english/` — massive expansion (hundreds of new keys)
|
||
|
||
**Exit criteria:** All 13+ event arcs from `events.md` are implemented plus
|
||
additional lore events. Play through the complete story including the Fall of
|
||
Kredik Shaw. Atmosphere events fire regularly. The world feels deeply Mistborn.
|
||
|
||
---
|
||
|
||
### M8: The Art of Metals
|
||
|
||
*Custom Scadrial map. Full graphics. Publication quality.*
|
||
|
||
**Scope:**
|
||
- **Custom Map:**
|
||
- Create `provinces.png` — Scadrial landmass with province borders matching
|
||
the Dominance structure. Central Dominance around Luthadel, Northern
|
||
(Urteau), Western (Fadrex), Eastern, Southern Dominances, Terris in the
|
||
north, Pits of Hathsin location.
|
||
- Create `definitions.csv` — province ID to RGB mapping
|
||
- Create `heightmap.bmp` — terrain elevation (Ashmounts as peaks, Central
|
||
Dominance as plains, Terris mountains in the north)
|
||
- Create `rivers.png` — River Channerel and tributaries
|
||
- Define terrain types, geographic regions, climate zones
|
||
- Remap all `province = XXXX` references in `00_landed_titles.txt`
|
||
- Rewrite province history files for new province IDs
|
||
- Extensive map testing (broken rivers and province borders crash CK3)
|
||
- **Graphics:**
|
||
- Custom trait icons (`.dds` files) for all metallic arts traits — 12 Misting
|
||
types, Mistborn, Feruchemist, Hemalurgist, spike types, strength tiers,
|
||
potentials (~25-30 icons)
|
||
- Custom modifier icons for lord_ruler_attention, ruin_influence, ash_blight,
|
||
atium_supply, etc.
|
||
- Loading screen art (Luthadel skyline, mists, ashmounts)
|
||
- Bookmark art (Kelsier and Vin character portraits, the Final Empire backdrop)
|
||
- Decision icons for major decisions
|
||
- **Portraits:**
|
||
- Custom ethnicity definitions for Scadrial cultures (noble_scadrian pale
|
||
skin, skaa darker features, terris dark skin per lore)
|
||
- Portrait modifiers for Hemalurgic spikes (eye spikes for Inquisitors)
|
||
- Ash-stained clothing/accessories
|
||
- **Polish:**
|
||
- Balance pass on all mechanics — play multiple full campaigns
|
||
- Localization review — consistent tone, no typos, all keys present
|
||
- Error.log must be completely clean
|
||
- Performance check — no excessive event firing or script loops
|
||
- Community feedback integration (share with testers)
|
||
|
||
**Key files:**
|
||
- `map_data/` — new directory (provinces.png, heightmap.bmp, rivers.png,
|
||
definitions.csv, default.map, geographical_regions/)
|
||
- `gfx/` — new directory (interface/icons/traits/, interface/icons/modifiers/,
|
||
loadingscreens/, portraits/)
|
||
- `common/landed_titles/00_landed_titles.txt` — province remapping
|
||
- `history/provinces/` — rewrite for new province IDs
|
||
- All localization files — final review pass
|
||
|
||
**Exit criteria:** The mod is publication quality. Custom Scadrial map looks
|
||
good. All traits have custom icons. Loading screens show Mistborn art.
|
||
Characters look like Scadrians. No errors. Ready for Steam Workshop.
|
||
|
||
---
|
||
|
||
## Dependency Map
|
||
|
||
```
|
||
M1 Foundation
|
||
└─► M2 Metallic Arts
|
||
└─► M3 The Final Empire
|
||
├─► M4 Scadrial on the Map ──► (shareable v1)
|
||
└─► M5 The Crew
|
||
└─► M6 The Plan
|
||
└─► M7 The Deepness
|
||
└─► M8 The Art of Metals ──► (done)
|
||
```
|
||
|
||
M4 and M5 can run in parallel after M3. M6 depends on M5 (band system required
|
||
for narrative arcs). M7 depends on M6 (extended arcs build on core narrative).
|
||
M8 depends on M7 (all content must exist before final polish and map swap).
|
||
|
||
---
|
||
|
||
## Risks & Open Questions
|
||
|
||
### Technical Risks
|
||
|
||
1. **Lord Ruler as off-map entity.** CK3 does not have a clean off-map power
|
||
mechanic like EU4. Options: (a) immortal emperor holding `e_final_empire`,
|
||
made non-playable; (b) religious head via spiritual doctrine; (c) hidden
|
||
title + event-only interactions. The right approach affects the attention
|
||
system, rebellion arc, and endgame. Must be resolved in M3.
|
||
|
||
2. **Vin as non-leader band member.** Roads to Power may not support playing as
|
||
a non-leader in an adventurer band. If not natively supported, Vin's gameplay
|
||
must be simulated via events and decisions (Kelsier as event-driven NPC when
|
||
playing Vin). Must be researched in M5.
|
||
|
||
3. **Custom map stability.** Broken province borders or rivers crash CK3 hard.
|
||
Map work requires pixel-level accuracy and extensive testing. This is the
|
||
highest-risk single task in the project.
|
||
|
||
4. **Vanilla content bleed-through.** Every vanilla decision, event, and name
|
||
that isn't suppressed breaks immersion. Total conversion requires systematic
|
||
suppression via empty replacement files. This is tedious but critical.
|
||
|
||
5. **Roads to Power DLC dependency.** Friends without the DLC cannot play
|
||
Kelsier's crew. A non-DLC fallback (landed minor barony) must exist in M5.
|
||
|
||
### Design Questions
|
||
|
||
6. **Government type.** The Final Empire is not feudal — the Lord Ruler appoints
|
||
governors, Great Houses hold land by his grace. A custom government type in
|
||
`common/governments/` may be needed to restrict war declaration and modify
|
||
succession. Scope TBD in M3.
|
||
|
||
7. **Succession laws.** Titles should not freely inherit by partition. The Lord
|
||
Ruler controls title distribution. Custom succession laws or realm laws may
|
||
be needed.
|
||
|
||
8. **Era 2 metals.** The REVIEW_NOTES mention missing chromium, aluminum,
|
||
cadmium, and bendalloy traits. These are not known in the Final Empire era
|
||
per lore. Decision: omit them (lore-accurate) or include as ultra-rare
|
||
hidden knowledge.
|
||
|
||
9. **Kandra depth.** Kandra are shapeshifters bound by Contracts. How deep
|
||
should this system go? A full kandra trait with impersonation mechanics, or
|
||
flavor events only?
|
||
|
||
10. **Mod size and performance.** 13+ event arcs with hundreds of events, plus
|
||
atmosphere events on yearly pulses, could cause performance issues on slower
|
||
machines. Events should be gated efficiently.
|