Cult of Pleasure mechanics for Morathi

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Author: Ulrik H.D

Last revision: 25 Sep, 2022 at 11:37 UTC

File size: 56.42 MB

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Description:
Balancing is in BETA

Besides studies and modding I haven’t had time to play a campaign in Immortal Empires. Depending on feedback, stats, buildings costs, building times, upkeep costs, seduction threshold, etc… may be buffed or nerfed in name of balance. The mod is not supposed to be cheatmod that makes the campaign too easy.

What does this mod do

This mod gives the faction Cult of Pleasure the Seductive Influence mechanic, a custom cult and a new custom hero. Seductive influence thresholds for the various races have been ~doubled to compensate for having more tools to influence a faction. You now also have the ability to subjugate and liberate as settlement occupation options.

Summary:

  • A unique type of cult settlement providing 4 building slots, with a discoverability system and dynamic building effects.
  • 82 different cult buildings, divided into 19 building chains
  • A new cultist hero with 40 different skill keys + an inbuilt HP skill dump unlocked at level 50 for those who play with an extra skill points mod
  • 55 unit capped units from Slaanesh, Norsca, High Elves, Wood Elves, Empire, Cathay, Kislev and Bretonnia that can be unlocked via context specific cult buildings

Special credits

My other mods
  1. Less Red more Art A mod the brings more art into the campaign UI alongside new main menu backgrounds with music
  2. Looking for Vampire Coasts sea shanty and other background movies? Menu Movies Expansion 1
  3. Looking for the Ogre Chant and other background movies? Menu Movies Expansion 2
    FAQ

    Q: Why is the seductive influence tracker above my own armies/settlements?
    A:It’s a byproduct of Dark Elves being seducible, it have no practical effect on the campaign and I’ve yet to find a way to remove it from a specific faction.

    Q: Is it save game compatible?
    A: It’s a one way street, you will probably be fine adding the mod to an ongoing campaign, but I wouldn’t remove it from a campaign.

    Q: Does this mod support multiplayer?
    A: I don’t know as I don’t have anyone to test MP with. The game utilises a fair few scripts so it might cause desyncs. Give it a spin and report back if it doesn’t work.

    Future Plans

    Possibly implement garrisons for embassy buildings. It was originally a part of the plan for initial release, but it doesn’t seem to be as straightforward as with normal buildings

    Known bugs
    1. Building an embassy, removing the embassy and then rebuilding it after 5+ turns will remove the periodic diplomatic bonus. I’m not quite sure why this is a thing, but if you didn’t read this you would probably never know about the bug so I don’t consider the bug critical.
    Credits

    All the folks over at the modding den[discord.gg].

    DJ Fro-Fro for developing RPFM, a tool far superior to the previous PFM.

    Games Workshop for the event picture art.