Daggerfall: Total War

Greetings Total War community. I am Darkom, a writer and student, as well as a large fan of the Elder Scrolls series. I am also a long time Total War fan, primarily Medieval II, with the excellent mods of Stainless Steel and Third Age. As such, it struck me one day to combine my two favorite game series, and I set about creating an Elder Scrolls mod for Medieval. It is still in the concept stage, our primary focus currently is assembling skilled modders to manage and advance this project. Unfortunately, I am not a very skilled modder myself. Therefore my primary interest is finding an excellent modder who would be willing to help us by leading this mod. Thank you for taking the time to look at my proposal, and without further adu, I give you the current concept work for Daggerfall: Total War.
The Illiac Bay - Campaign Map
The Third Era - Campaigns
Early Campaign (3E 1 - 3E 415) One turn per year, for 415 turns.
Late Campaign (3E 210 - 3E 415) Two turns per year, for 410 turns.
Warp in the West (3E 417 - 3E 433 - 4E 44) Four turns per year, for 240 turns.
Kingdoms of the Illiac - Factions Early (19) Late (20) Warp (6)
Province of High Rock (10, 11, 3)
- Wayrest
- Daggerfall
- Orsinium (Emergent AI faction in Late era, playable in Warp)
- Reich Gradkeep (Anticlere)
- Camlorn
- Koegria
- Sharnhelm
- Northpoint
- Evermore
- Farrun
- Jehenna
Province of Hammerfell (7, 6, 1)
- Sentinel
- Skaven
- Dragonstar
- Riverpoint
- Sunkeep
- Totambu
- Vulnim Gate
Special Factions (2, 3, 2)
- Empire (Acting as Papacy)
- Skyrim (For the War of the Red Diamond and Bend'r Mahk Invasion, similar to Huns)
- Camoran Usurper (For the Camoran Invasion, similar to Huns)
- Servants of Dagon (For the Daedric Invasion)
Guilds
- Dark Brotherhood (Assassins)
- Mage's Guild
- Fighter's Guild
- Various Knightly Orders (unique to major cities)
- Thieve's Guild
- Eight Temples and Temple Orders (unique to major cities)
- Witch Covens (Heretical religion, but offers excellent units)
- Daedra Worshippers (Heretical religion, but offers excellent units)
- Merchant Guild
- Vampire Bloodlines (Special assassin units, though it does not help your relations with other factions, or the Emperor)
Regional Cultures
- Wayrest Bretons
- Daggerfall Bretons
- Orcs
- Northern Bretons
- North-Eastern Bretons
- Redguard Crowns (North-west Hammerfell)
- Redguard Forebears (South-east Hammerfell)
Special Events
- War of the Red Diamond 3E 121 (Nordic Invasion on northern High Rock)
- Camoran Usurper 3E 249 (Bosmer/Daedra invasion on Hammerfell and southern High Rock)
- Imperial Interregnum 3E 389 (Empire taken over by Jagar Tharn, raised Imperial taxes and excommunications)
- War of the Bend'r Mahk 3E 396 (Nordic Invasion on eastern High Rock and Hammerfell)
- Oblivion Crisis 3E 433 (Daedric Invasion throughout Illiac, via Oblivion gates)
Empire-Papacy
- The Papacy has been replaced by the Empire, the Pope replaced by the Emperor, and the College of Cardinals replaced by the Elder Council. Each faction can recruit noblemen as diplomats, who, based on their influence (diplomatic skill), can enter the Elder Council. The next Emperor is chosen from the Elder Council, and the Council has a large sway on his decisions, including tax breaks for each Councilman and so on.
- The Emperor can "excommunicate" certain factions who have low relations with him, which has much the same consequences as normal excommunication. He can also call "crusades" on these excommunicated factions, if they continue to disrupt the peace of his Empire.
- The Imperial Tax is collected from every faction, meaning a portion of your gold each turn goes to the Emperor based on your own tax revenues. Your relations with the Emperor and the number of nobles you have on the Elder Council affect how large or small this tax is.
Magic
(Very pending and subject to change, it will be one of the more difficult tasks, though I believe entirely possible given the right scripting)
- Magic would be treated as special attacks of special sorcerer units. These units would each have two offensive spells and two defensive or "buff" spells. The special attack slot (fire arrows) would determine which offensive spell is used, and the defensive mode slot (shield) would activate the buffs.
- Mages would run out of magicka just like archers run out of arrows, various spells costing differing amounts of magicka.
Offensive Magic (again, subject to change depending on scripting limitations)
- Fireball (similar to a flaming catapult shot, only without the big artillery)
- Frostball (re-textured fireball, does special cold damage)
- Demoralize (lower the morale of an enemy unit)
- Burden (lower the speed of an enemy unit)
- Paralyze (halt enemy unit)
- Silence (prevent enemy mages from using spell-scripts)
- Detect (detect any hidden units)
Defensive Magic
- Shield (increase nearby unit defense)
- Rally (increase nearby unit morale)
- Feather (increase nearby unit speed)
- Dispel (stop any enemy spell-scripts on nearby units)
- Invisibility (hide nearby units, stops if units move)
- Conjure (spawn unit of Daedra in front of mages, similar to wooden stake script)
- Fortify Attack (increase nearby unit attack)
- More coming, dependent on scripting limitations and ideas

Religion
- The Eight Divines are all part of the same religion, but each region in the Illiac worships a specific divine. The region's divine does not impact their relation on the Emperor, so long as it is not a heretical one (Daedra worship, witch covens).
- You can build temples to support the various divines, similar to the system in Rome: Total War, and spread your divine that way. Eight major cities have the various Temples to each divine, which act like specialty buildings that allow you to recruit higher skilled priests and special religious order units.
- The Redguard state of Hammerfell is also inhabited by practitioners of their ethnic Yokudan religion, divided between the Crowns and Forebears.
Homogenous Mercenary Units
- Mercenaries spread throughout the Illiac, due to their extreme skill and renown as warriors. Please note that there are other regional mercenaries, but they depend on the AOR.
- Orcish Heavy Infantry (spear and heavy) - Usually the most fearsome warriors on the battlefield, orcs are equipped with excellent armor and weapons and possess a special berserk ability that boosts their combat abilities (combination of rally, shield, and feather spells).
- Bosmer Archers - Some of the most skilled archers in Tamriel, they are also excellent at hiding in the woods, and recieve a combat bonus while in them. They can also call animal familiars while in the woods (similar to the conjuration script).
- Nordic Infantry (light, spear, and heavy) - While not as skilled as Orcish mercenaries, they are far cheaper and more numerous, and gain a combat bonus fighting in snow and on mountainous territory. They also have a resistance to cold damage, and have a special shield ability.
- Breton Spell-Swords (light and heavy) - A mixture of mages and infantry, they act like skirmisher units, that can use both spells and sword, though neither skill is as honed as the individual units.
The Current Team
- We are always looking for new members, and any small help is appreciated. Even those without modding skill can assist us by working on the concept team, coming up with new ideas to best represent the Elder Scrolls series.
Mod Team
- So far, nobody, really
But I have already asked several skilled modders, and eagerly await their response 
Concept Team
- Leader and Founder- Darkom
- Co-Founder - WoolyMammoth
- "Breton Expert" - Person From Anticlere
- I am also awaiting confirmation from several lore experts and political roleplayers over at Bethesda Softworks forum, so trust me when I say there are at least a dozen others who are eager to help

Thank you for looking through the concept for the mod. Any feedback is appreciated, and any offers for modding assistance are deeply appreciated. We can use all the help we can get 
If you would like to learn more about the Elder Scrolls universe, our join us for lore discussion or roleplaying, please stop by Bethesda Game Studios Forums.