Conquest of Elysium 5

Conquest of Elysium 5

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Dynamic Elysium - Events Only
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18 Aug, 2021 @ 8:11am
14 Jun, 2024 @ 6:15am
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Dynamic Elysium - Events Only

Description
Initial release (0.2) of the events only version.

This module contains most of the events seen on COE4's version with the addition of a couple more.

If you think your Elysium is not packed with enough events, if you wished the Emperor's ambition led him to attempt apotheosis, if you envision a council whose members plot with and against each other and perhaps the victor even establishes a new empire at the end of it all then this mod is for you. These events are mostly designed around the idea of keeping independent factions dynamic and the world "alive". Notable exceptions are listed below.

Over time a Capital will be established if there is none (from a City, all variants are checked against). Same thing for the Academy of Higher Magic (from a Magic Library) and the King's Castle (from a Castle). All other events don't alter any type of terrain to something else.

Most events have a minimum turn requirement to actually trigger and from then onwards are chance based.


Link to CoE4's version: https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/152393186500948385/

Settlement and terrain upgrade/downgrade version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785454517
Popular Discussions View All (2)
4
12 May @ 10:55am
Bugs Thread
Azorico
1
25 Mar, 2022 @ 9:56am
General Discussion
Azorico
64 Comments
Nyx (She/Her) 8 May @ 7:34pm 
there's...events that spawn coastal villages...in the walls down in agartha.
jarpe 3 May @ 5:00am 
Version without tribsmen would be apreciated, because it destroyed mod that was good.
jarpe 30 Mar @ 10:00pm 
The addition of spawning tribsmen in north and south was bad thing. It creates huge problem for players and AI that doesn't spawn in the middle.
Aten 12 Mar @ 9:23pm 
Love this mod, any future updates? Also, anyone else getting double messages sometimes for events?
luigiwhatif 11 Sep, 2024 @ 4:10am 
Since my last comment I've seen hostile tribesmen spawn a few times without message and at least once got friendly tribesmen without hostile ones spawning, so the behavior I saw could be a coincidence. I should also note that it hasn't really been a problem. They spawn infrequently and are few in number, so I just have a spare captain patrolling.
luigiwhatif 2 Sep, 2024 @ 7:37am 
The last few times I got the "southern roamers pledge allegiance" events it seemed like it spawned both friendly tribesmen on one of my territories and hostile tribesmen scattered around. Is this intended behavior?
Alpharius 14 Jun, 2024 @ 7:45am 
Thank you :)
Azorico  [author] 14 Jun, 2024 @ 5:18am 
Btw, the coastal hamlet bug is part of my other mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785454517
Azorico  [author] 14 Jun, 2024 @ 5:15am 
I'll be looking into this issue shortly and bundle it with some grammar fixes. Thank you all for the kind words.
Alpharius 29 Mar, 2024 @ 1:34pm 
Yeah, I've had the coastal hamlet issue too, and coastal hamlets spawning in Hades too, where that should not happen.