Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Living Societies
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11 Aug, 2023 @ 11:17pm
26 Jan @ 7:32pm
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Living Societies

Description
Living Societies turns the ordinary kingdoms and queendoms of the world into a myriad of different society types with different cultures, economics, and tools to corrupt or ruin them, as well as introducing a selection of powerful independent “landmark” locations that can transform the strategies available to you.

New Societies
In addition to the base game monarchies, wood elves, gold dwarves and holy orders, which have all received new options to control and corrupt them and their neighbours if their capital is infiltrated, Living Societies adds eight new society types:

-Merchant Republic: Republics can’t tax their nobles, and trade reduced army size for increased prosperity. Rather than having a stable capital, they hold elections every 60 turns, with the richest city becoming the capital for the next cycle.

-Raider Clans: Clans will routinely steal gold from neighbouring locations to grow their coffers and appease their nobles, making them very stable so long as they can maintain their raiding army, but risking angering their neighbours. If the capital is infiltrated, the player can start temporary wars choose neighbouring settlements to burn down entirely for even more plunder.

-Nomadic Khanate: Khanates contain a powerful Nature’s Bounty modifier that cycles throughout their lands, reducing negative modifiers throughout the entire Khanate while they are free from the location with Nature’s Bounty, and increasing them throughout the Khanate while they are present in the location with Nature’s Bounty.

-Mage Enclave: Enclaves extract food, security and population from their outlying lands, using it to fuel massive capitals with powerful magical defences. Through infiltrating the more-vulnerable outland cities, these defences can be altered or compromised.

-Pharoah Dominion: Dominions are ruled by powerful “Pharoah” heroes who have special quests to support their lands, but their rulers have weakened authority and are less able to manage their lands without help. The Pharoah can be maneuvered out of the way through challenges, or corrupted and recruited by desecrating the Pharoah’s altars.

-Dynastic Houses: The houses in a Dynasty each have their own tradition that empowers its members. You can mutate these traditions into harmful forms by desecrating their ancestral shrines, or deliberately alter the balance of power between the houses.

-Fey Elves: The Fey Elves trade power between the adventurous Summer Court and the reclusive Winter Court every 50 turns (though you can speed or slow this period through challenges). The Summer Court is outward-focused, growing its population and cleansing (or invading) neighbours, while the Winter Court is peaceful and concerned with healing its own lands.

-Umbral Elves: The Umbral Elves have learned balance with the shadow, and will absorb shadow from neighbouring lands to balance out at an amount based on their arrogance. Partially enshadowing them is very easy, but fully enshadowing them requires very high arrogance or rituals to force them to gain shadow from their neighbours without cleansing it in turn.

-Copper Dwarves: A technologically advanced society that empowers itself and fends off darkness through expensive and difficult-to-maintain infrastructure. If you infiltrate the capital, a challenge unlocks to make them fund their infrastructure by despoiling conquered lands instead of through taxes.

-Granite Dwarves: A traditionalist society that cleanses its shadow by making offerings to their ancestors and summoning Ancestral Spirits that can be attacked by your agents. If you infiltrate the capital, a challenge unlocks to let your agents and the Granite Dwarves themselves steal offerings before they can be used.


New Landmarks
On a normal sized map, the game will also spawn two powerful landmarks the player can exploit, randomly selected from the following:

-Thieves’ Guild: Infiltration will allow you to help yourself to their gold stockpiles, or spend gold to hire Spymasters who can slowly erode the security of even the most well-defended cities.

-Isolated Village: The villagers here practice strange rites that allow them to convert Plague, Devastation and Hunger to Madness and Death. If infiltrated, you can spread these rites to nearby locations and blanket entire societies in madness.

-Free Company: The Company fields a powerful independent army serving the highest bidder. If infiltrated, you can recruit Knight minions and order the army to serve whoever you wish.

-Grand Bazaar: The Bazaar includes a constantly-rotating supply of rare and expensive items and minions. If infiltrated, the items and minions become cheaper, the Bazaar can stock cursed items to lure heroes, or the Bazaar can simply be plundered by your agents.

-Standing Stones: Allows you to create and move a portal between any of its neighbours and any other location on the map, allowing for instant transportation and allowing for shadow to spread to far-off locations through the portal.

-Mage Tower: The Tower’s resources can be used to help your agents branch out into different schools of magic than their primary one, or to acquire magic components such as death, geomantic loci, or specially-cursed souls.

-Sealed Demon: If the wards on its seal are weakened, the demon behind them will tempt heroes with money, power and love in exchange for fragments of their souls – fragments you can then use to corrupt or ruin them.

-Dragon’s Lair: The local dragon is fiercely protective of its lands, but if lulled into complacency (or distracted elsewhere) you can cause it to devastate its neighbours in search of gold, or plant its treasures in cities to draw its ire there.

-Deceiver Temple: Allows the recruitment of loyal, serpent-like shapeshifters who can take the place of killed heroes and rulers with nobody the wiser.

-Haunted Crypt: A self-replenishing source of Death magic that allows any Death magic to perform unique rituals such as raising ghouls to draw death back to the Crypt from across the world, or raising powerful skeleton armies to fight alongside any other undead forces you’ve created.

-Fetid Grotto: A primordial soup allowing you to mutate any plagues on the map into new forms with new effects such as spreading madness, inspiring violent rage, and even acting as a symbiote that increases prosperity for your corrupted lands.


Fully Customizable
Living Societies includes in-game mod settings that let you tailor it to your preferences. If you like some societies and landmarks more than others, you can change the weights of how often they appear, increase the number of landmarks in general, or choose to play with only some of the mod’s mechanics without issue. To access the mod settings, scroll to Living Societies in the Mod Configuration window and click 'Configure'.
Popular Discussions View All (1)
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12 Aug, 2023 @ 12:00pm
Art Credits
Doopliss
72 Comments
💚Placeholder Name💙 9 Apr @ 3:36pm 
It looks like when Duality (Shadow) procs on an Umbral elf settlement, it spreads that 30 shadow throughout the entire kingdom of umbral elves, and it looks like Ophanim's faith doesn't decrease shadow in the same tile in umbral elf settlements like it does in human settlements.

Is this intentional, or is this a bug? It looks like it makes umbral elves extremely vulnerable to ophanim's light, which would be a neat feature since they seem really resistant to shadow.
Cookies Mcsalsa 2 Apr @ 1:10pm 
Yep, tried out everything, and it's all running smooth and as intended. Appreciate the reply.
Doopliss  [author] 2 Apr @ 12:11pm 
Hi! As I understand it the new Community Library patch does not break compatibility for any of my mods.
Cookies Mcsalsa 2 Apr @ 11:40am 
Hello, just wondering if the Living mods are still usable, or do i need to wait for them to be compatible with the Community Library
SnickeringSnaussages 3 Oct, 2024 @ 7:54am 
Interesting. I've had community library's natural wonders set on "3" every game but it's only every few maps I get a primal font. I thought maybe they competed.
Doopliss  [author] 1 Oct, 2024 @ 5:00pm 
Landmarks are entirely a Living Societies concept, and do not include natural wonders like the Primal Font and Brother of Sleep.
SnickeringSnaussages 1 Oct, 2024 @ 3:03am 
Also I'd like to say just by random chance the first time I used this mod with my first successful Evil Beneath game, I spawned with a haunted crypt only one tentacle away, and a section of 4 connected orc camps to the south.

My god went "yum yum yum" very quickly on the crypt, and then when orc aggro drew a soul, my spirit caller walked a little bit north and abused tf out of the camp to have zombies and plague coming from the north, and a green tide coming from the south.

Also a fast Buccaneer realized that in the sea just northwest, there was a trade route that I could plunder 1900 gold from.

Sadly I drew too much awareness by awakening too fast and not realizing that the plague power has a major drawback of creating evidence (got to learn to read one of these days....)

I got stomped by an even-more massive alliance army, but boy the mid-game and early game of that run through was pretty sweet!!
SnickeringSnaussages 1 Oct, 2024 @ 2:56am 
It'd be nice if you could add a section for landmark weights for the holy fountain and the brother of the deep
Doopliss  [author] 22 Jul, 2024 @ 7:38pm 
Hmm, looks like something might have went wrong with my file-juggling during the upload.

Fixed now. Thank you for the report!
Forsaken One 20 Jul, 2024 @ 8:00am 
Did dwarves sub-nations got removed with yesterday's patch?
Even after a full removal/re-install of the mod and the game, only the vanilla dwarven nation is spawning now.
I also cannot load games prior to this mod update; getting some missing content error.

Thx for all your mods btw, it really helps elevating the game even more :D