Otherworld Fantasy Mod

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Author: Evil_Warlord

Last revision: 9 Jul at 14:27 UTC

File size: 91.29 MB

On Steam Workshop

Description:
Otherworld Fantasy Mod

Update

Working in v1.3.* version.

Story

Beings from another world are fleeing the collapse of their home and arriving on Earth.

Some are humans with cultures, religions, and traditions completely different from anything known in this world. Others are vampires, arcanists, and stranger peoples whose magic defies the natural order.

With them, they bring new resources, new needs, and a mysterious energy capable of making the impossible possible.

Their arrival will change nations, economies, religions, and societies across the world.

Origin of the Mod

Even before EU5 was released, I wanted to create a mod for the game if I enjoyed it. After finishing my first campaign, I decided to start working on one.

At first, the idea was simply to add vampires as a new type of pop. But as I kept adding more ideas, the project slowly became much larger than I originally expected.

This is my second mod, if counting my first EU4 monument mod.

Main Features

Magic System

This mod represents magic as a national resource, not as the personal power of a single character. Your nation can generate, spend, and maintain magic to cast spells that affect provinces, regions, or the entire country.

Spells belong to different Domains. For example, Elemental magic can improve the production of natural resources, Vital magic can increase births and population growth, Spiritual magic can strengthen the mind of your heir, etc.

Each spell has a cost and a maintenance requirement. Some spells can also be stacked, allowing you to cast them multiple times if your country has enough resources to sustain them. Magic is divided into tiers. Higher tiers are stronger, affect larger areas, and are more expensive. Nations can only maintain a limited number of active spells, though this limit can be increased through advances, buildings, and magic.

The AI also uses spells.

Automation Warning

Be careful when using automation, as some automated systems may cast spells. Currently, spells are divided across different automation categories such as trade, military, or diplomacy, though this may change in the future depending on feedback. You can now disable spell automation to prevent automatic spell casting.

New Goods and Buildings

The mod adds several new goods needed by the Otherworlders and by the magical economy.

It also adds many new buildings, including buildings that produce new resources and buildings that generate Arcane Energy, which is required to cast and maintain spells.

A New Global Situation

A new worldwide situation marks the beginning of the arrival of the Otherworlders.

Once affected, nations will begin receiving waves of Otherworlders from different cultures and religions. The situation uses an intensity system, meaning some countries may receive more arrivals than others over its roughly 100-year duration. The situation also includes many events.

Otherworlder Species

Different peoples arrive from the other world.

So far, the mod includes:

  • Humans
  • Vampires
  • Arcanists

Each species has unique content, such as laws, buildings, advances, and other things. In the future, my objective is to make every race and culture unique with new mechanics. For now it has a few unique things

Other Additions

The mod also includes new pop, estates, laws, estate privileges, societal values, goods, events, religions, cultures, and several other additions.

Future Plans

Modding takes much more time than I expected, although it is also very enjoyable.

There are several things I would like to add in the future, such as expeditions to another world or ruins, research system to unlock new special spells or mechanics (I want to have a mechanic for a Lich), more spells, more events, special casus belli, new governments, special soldiers, and deeper systems for species and cultures.

One of the main long-term ideas is a proper species and culture system. Adding more races should not just mean adding new cultures with different names; it should also represent how these peoples relate to each other.

This mod comes from a larger idea I have: an Earth, many years in the future, inhabited by many different species and traditions. Vampires, mages, angels, mythological peoples and gods from Greek or Norse mythology, cultivators, and many others could all exist in the same world.

I cannot promise that all of this will be added, especially since I am working on the mod alone, but these are the ideas I would like to build toward.

Compatibility

I tried to make the mod as compatible as possible. However, because it modifies parts of the UI, it will likely conflict with other mods that change the same interface files. (hud_topbar, left_panel)

I also tried to decouple the UI elements as much as possible, so compatibility patches should hopefully be simple for UI mods. I enjoy playing Paradox games with many mods, so compatibility was an important goal while making this mod.

If you find any incompatibilities, leave the mod name in the comments and I will see whether it is possible to adjust the mod or create a patch. I cannot promise support for every issue, especially since I do not have much experience making compatibility patches.

Compatibility patch:
The Idea Variation 2: Idea Variation x Otherworld Compatch

Balance and Feedback

The mod is intended to be “balanced,” as much as a mod that adds magic can be balanced.

However, I have not done deep balance testing yet, so some things may be stronger or weaker than intended.

If you find bugs, have balance suggestions, or would like to see a specific spell, feel free to leave a comment.

Warning

This mod uses generative AI in various parts of the project, including images, icons, and texts.