The Amorrian Lordship
This mod brings the Amorrian Lordship to Elysium. An alternate contender for the throne of Elysium, the Amorrians came as part of an expeditionary force from their home country of Amors, and seek to establish a new reign in the image of their old-world society. Along with the Amorrian Lordship, came the Prawowe and Order of Sol’s Dawn, the two main religious institutions of Amors.
"AM_01A_Amorrian" is the file name.
– Over 60 new units
– 1 new terrain types, 4 new terrain groups
> Terrain slots 809
> Terrain group -1183, -1184, -1185, -1186
– 6 new class specific items
– All features have new sprites that are meant to match COE’s artstyle.
> Uses Event Variables 8600, 8610
– Amorrian Lordship (commanders)
> T1-T4: Captains, Lords, High Lords, Archlords
> T1 + T2: Knight-Captains, Knight-Generals
> Variants are included for the various subfactions
– Amorrian Supports (stationary supports)
> Recruiters and Commissioners have a chance per turn to spawn an Amorrian Volunteer on their tile, and give a +1 gold income
> Generals have a chance per turn to spawn an Amorrian Volunteer on their tile, and they can upgrade units and appoint foremen
> Overseers have a chance per turn to spawn Miners on their tile who will increase the gold and iron production of mines, will also generate 1 extra iron per turn
– Amorrian Priests (commanders)
> T1-T4 Prawowe, El worshipers
> T1-T4 Order of Sol’s Dawn, Sun worshipers
– Pillar of Sol’s Dawn (stationary defender)
> Behaves like a guardian, but has level 1 dawn and solar magic
– Amorrian Soldiers (troops)
> There is an equivalent Amorrian variant for each Baronal troop
> Once the Amorrian troops grow to their T2 variants, they can be improved into higher quality versions
> Royal, Prawowe, Sol’s Dawn, and Forester troops
– Forester Guild
> T1-T2 Herbalist with druid magic
> Variants for commanders and units
> Uses weed, manages forests, and can brew Elixirs of Health
– And More!
– "AM_01B_Early_Firearms"
> This allows for players using the Amorrian Lordship to start the game with access to Riflemen and Dragoon unit types
– "AM_01C_Amorrian_BattleLoot"
> Makes all units added by my mod drop gold and iron when defeated, intended for use with the "Battle Loot Mod"
= https://steamcommunity.com/sharedfiles/filedetails/?id=2614895284
– "AM_02A_AmorrianElysium"
> This converts the the Independent Kingdom/Empire to be the Amorrian Lordship, requires the Society to be set to Monarchy to function
= Inspired by "Romanized Empire Era" by HSmasher
– Baron
> The "Coronation" ritual now uses terrain group -1183 instead of just the King’s Castle
> "Coronation" also has an amended description, and slightly alterd requirements
> Barons can now build Royal Cities and set them as their manor
– Terrain 129 (Hoburg Manufactury)
> Now has 1 trade
> Now has 1 of each gem type
> Now counts as a mine
> Now has walls + gate
> Will now not be overwritten by starting citadels
– Terrain 355 (Trade Town)
> New sprite
– Balancing, Bugfixes, and Descriptions*
– More rituals*
– User ideas and requests*
This mod is probably compatible with most mods, however it is not guaranteed if they edit;
> Terrain slots 129, 355, 809
> Terrain groups -1183, -1184, -1185, -1186
> Event Variables 8600, 8610
> Baron’s Rituals (results may vary)
Feel free to let me know if there an any incompatibilities, as far as I am aware there are none.
> None that I am aware of
If you have any questions, problems, or errors with this mod, don’t hesitate to ask and let me know.
If for whatever reason you need an earlier version, it is included as a .txt file and is labeled with the current version.
(Special thanks to Vorochi for the firearm inspiration/sounds)
Revisions:
Old revisions of this mod are available below. Click the link to download.