Better Chaos Cults: Logic
This mod can be used by itself, but was meant to compliment my Better Chaos Cult Buildings mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2906399542
To be clear though; neither of these mods require the other.
I got tired of chaos cults spawning in regions I was 1 turn away from occupying, rather than the areas I was intentionally corrupting for the purpose of spreading cults. So I decided to make some changes:
– Cults can now spawn for AI factions.
– Cults will not spawn in regions that are within 2 regions of your territory, if there are better options.
– Cults now have a 30% chance to spawn each turn, after the 10th turn, in regions with 75 corruption or greater, with a 10 turn cooldown. (Up from vanilla 25% spawn chance. Down from vanilla 15 turn cooldown.)
– Cults are destroyed (purged) when their respective corruption reaches 0 in the province, Slaanesh cults are an exception to this and will not be purged.
Eventually I will have this integrated with the new multiplayer MCT and that will let you customize the logic as you like.
Let me know if you have any feedback, suggestions, questions, or find any bugs.
Revisions:
Old revisions of this mod are available below. Click the link to download.