Realpolitik – World States and Overrides Reconfiguration – Holy Nation Territories
As with all modifications that affect overrides and world states, please be sure to start a new game or import Without Dead NPCs to get the most out of this mod.
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This mod is dependent upon, based around and seeks to accentuate and expand, but not change the work of:
Reactive World
Please be sure to review Reactive World’s page to learn of its many great changes to the world of Kenshi, you can find it here: https://steamcommunity.com/workshop/filedetails/?id=1358096888
Running my further modifications is simple, just place my mod below Reactive World in the load order and if continuing a saved game, be sure to import, though effects may be slightly out of step with what is intended. My mod creates highly iterative steps for faction ownership and NPC leader appearances at settlements. Importing with dead NPCs could and very likely may have unintended effects.
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Realpolitik v4.0.3 — 4.0.3 — Test Only!
https://www.dropbox.com/s/q4xwjp37evbbtww/Realpolitik%203-23-20.zip?dl=0
This version adds and finalizes many of the settlement additions and re-designs which will appear across the world, being the final step before implementation of all planned mechanics from overrides to campaigns to NPC interactions and all the in-between. Work over the past year has culminated in a model which is thoroughly prepared for what’s coming ahead, as much of the work has been entirely purposed for addressing the tediousness the FCS presents. The production of guides, tutorials and tools (such as an expanded world state checker) will see high priority for completion, as they assist in the testing and ease of access for planned features. As segments complete, the mod will see iterations pushed out to see the operation of said segments as a part of the broader network, if anything is too troublesome in terms of implementation or performance, it will be addressed immediately so as to prevent any major issues carrying into the live version. Updates will be continuously coming, there’s a lot to look forward to, I can assure that much.
Older versions can be found in the archive thread for them.
Important, Please Read:
This Description as of 11/1/2019 (in the works!) no longer applies to the currently posted version on the workshop. The Dropbox link posted above is the existing upcoming version of Realpolitik and will be uploaded to the Workshop once in a completely functional state. As of now I’m looking for feedback on the structure, organization, operation and performance of the mod, as these are the broad topics of concern I hope to address before a proper release. I’ll be actively seeking and accepting that feedback on a rolling basis as of the posting of this announcement. With the current progress, I plan to iron out a Steam-ready iteration of the intended changes as swiftly as I can, the previous version is worth outdating at this point.
Due to the entanglement of Northern dynamics regarding the Cannibals, the Cannibal Hunters, Flotsam, Rebel Farmers and Deadcat and their I’ve decided not to roll back the work to isolate it and instead softly release it in this manner. Dialogue is an immensely important component of this mods and continues to be a large time sink. I encourage anyone any everyone to view the contents and pose questions, comments and critique thereof. With how close this is to completion, I’ll be uploading altered version which can be further tested. As features and content are completed I’ll add to and expand upon them as they actualize in game so as to report correct final changes for the live version. It is of the highest importance to me that this mod runs well and runs sensibly without disrupting the expected or largely intended Kenshi experience while mainly adding to and accentuating it. The aforementioned statement can be said of Reactive World. While my mod is dependent upon it and continues to make changes to the game, the aspects and dynamics found in the parent mod are maintained and expanded upon in the spirit of it.
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Holy Farm at Okran’s Valley (North)
Holy Farm at Okran’s Valley (South)
Lark, Small Okranite Hermitage in Southwest Okran’s Valley
Pitch, “Free” Traders Outpost in Southeast Skinner’s Roam
Southern Watch, Abandoned Holy Outpost in Southeast Skinner’s Roam, near the Shem border
Deadhive Overrun at Okran’s Gulf (Northwest) – Repurposed into a weakened Holy Military Base, especially vulnerable to destruction.
Lost Armoury at Northern Iron Valleys –
Holy Mine Ruins at Skinner’s Roam – Easternmost renamed to “Prospector’s Camp” and the Northeastern instance included in the Dust Bandit, Syndicate and Ninja conflicts with continue southwards toward Pitch and the Hub.
Settled Nomads: May be overriden to the heavily expanded upon Black Dragons in certain circumstances. May prosper under Nomads control if the local Bandits are extinguished.
Swamp Village, Northwestern – Renamed to Brittle, may experience a handful of overrides, which include for the Twinblades, Band of Bones and Shek Kingdom (the Kingdom proceeds no further).
Swamp Village, West of Shark – Renamed to Minnow, may experience significant overrides from Southern local bandit factions and the many Swamp Gangs.
Admag
Bad Teeth
Bast
Berserker Village
Blister Hill
Deadhive Overrun
Drin
Flotsam Village
Fort Simion
Grayflayer Village
Holy Farms (6)
Holy Military Bases (2)
Holy Mine Ruins
Last Stand
Mongrel
Mud Town
Narko’s Trap
Old Frontlines
Okran’s Fist
Okran’s Shield
Port North
Ravaged Hamlets (9)
Ruined Holy Outpost
Scout Posts (2)
Shark
Squin
Stack
Stone Camp
Stone Rat Village
Tengu’s Vault
The Great Fortress
The Hub
Tiny Settlement
https://steamcommunity.com/workshop/filedetails/discussion/1688854241/1640926712940879173/
Black Desert Syndicate
2 – “Bosses”
Cannibal Tribes
6 – One Chief per Tribe/Clan
Shek Kingdom
4 – Occupation Leaders
Kral’s Chosen
3 – “Traitors to the Kingdom”
The Holy Nation
5 – Inquisitors
3 – Chaplains
2 – Executors
2 – Justiciars
1 – High Executor
1 – High Justiciar
3 – Priests
The Holy League
1 – “Ambassador”
1 – “Chief Physician”
1 – “Exile”
Rebel Farmers
2 – Rebel Swordsmen “Officers”
2 – Rebel Farmer Townies
Traders Guild
2 – “Trader Nobles”
United Cities
1 – Commander
2 – Captains
4 – Lieutenants
2 – Nobles
If anyone would like to assist in this organization process, you’re always welcome to message me here on steam, on Discord at prd#1847. You can also join my modding server if that’s your thing 🙂 @ https://discord.gg/Jj9yjeC
Area of effect:
Too big to upload to Steam (o_o)/
https://i.imgur.com/DTm2EiT.jpg